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Prerelease:Dillon's Rolling Western

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This page details prerelease information and/or media for Dillon's Rolling Western.

Hmmm...
To do:
Cacti speak Japanese.
...But what does it mean?
This game has text or audio that needs to be translated. If you are fluent with this language, please read our translation guidelines and then submit a translation!
Notes: The translation for most of the stuff from the pre-release page here is done using Google Translate, and might be inaccurate.

Development Timeline

2010

In May 2018, a interview with Vanpool developers Kensuke Tanabe, Risa Tabata, and Jun Tsuda was released on NintendoWorldReport, documenting the early days of Dillon.

  • Originally the game was supposed to be a spinoff game based on the Goron characters from the Legend of Zelda franchise. It would focus on the Gorons' ability to curl into a ball and roll. The pitch was rejected to Nintendo and the Nintendo producers suggested Vanpool to use rolling mechanic with a original character instead.
  • During the trip to Austin, Texas while helping the team for their Metroid Prime and Donkey Kong games, Kensuke Tanabe would do some research about Texas, and found out that the representative animals were armadillos, and thought about it being in a western setting. As such, the game was later repurposed to a Dillon title.

2011

  • June 7, 2011: The game was shown in E3 2011 under the title "The Rolling Western"

2012

  • February 22, 2012: The game is released worldwide.

Concept Art

Early concept art can be found on this website, 2 for the Goron pitch and the rest for the Dillon game it was repurposed to.

Goron Legend Of Zelda Spinoff Game Pitch

"Since the origin of the feeling is ``rolling and defeating the opponent by operating the pachinko, the plan has never gone awry. Its origin is inspired by the "boss battle" of "Irozuki Tinkle" who fights with pachinko. However, other than that, the planning was relatively weak, and I had to be saved by Tanabe P many times."

"When I thought about the worldview of Tingle (Zelda), the character candidate was a Goron tribe who ``curls into a ball and rolls around. The director was so excited that he created a theme song, ``Song of the Mygorons, and included it in the proposal, but despite the showy performance, the only thing he was praised for was ``operability. However, this result laid the foundation for sticking to touch operations to the end without blurring."

Dillon's Rolling Western Pitch

Dillon

Dillon himself had 3 early designs

First Design: "Tanabe P encourages the development team, who slipped with Goron instead of Wild, to "aim for more majors." Taking this lip service to heart, we began working on the proposed armadillo design with the aim of creating an original character. However, the first armadillo was quite "mild"."

Second Design: "As the action became more complete as it became a western movie, the feel of the play became more ``cool/brave than I had expected, and the characters gradually developed. But he still looked like a breakfast cereal mascot. By the way, it's probably cocoa flavored."

A character model based off the third concept art can be found in The Last Ranger's files in res_maya28.vpl

On the right is a texture mockup for said model to match the concept art.

Concept Art Texture Mockup
DillonRollingWestern-EarlyDillonConceptArt.png DillonRollingWestern-EarlyDillonTextureMockup.png

Scrogs

The scrogs, were actually originally cactus people at one point, until Kensuke Tanabe was against it.

"“Saboten-kun” and “Kachiku” incorporate the element of strategically protecting a base (tower defense), and what the protagonist must protect became a hot topic. Tanabe P's first proposal was to create cactus humans that would multiply quickly even if they were eaten, but upon thinking about it, he thought it looked like human sacrifice and was frightened, so he advised against it. For a while, I used to call things that should be protected by both sides "kachiku," but now that I think about it, this keyword is the scariest."

"I'm not a cactus. This is a typical example of lack of communication within the development team. I wonder if it's okay for my partner to be eaten..."

Russ

Russ had a completely different design compared to the final.

He was originally a mole at one point.

"I'm not a mole, and even though Jiro was everywhere, there was a time when I wanted the persuasive power of ``moving underground so that my partner character could approach him without feeling out of place. However, ``Squirrel was strongly recommended as a partner, including Miyaji SV. I've learned that sometimes appearance trumps functional intent, but admittedly, this mole is a bit..."

Scrapped Mayors

"Alert No. 3: Various animals appear, but giraffes, elephants, and lions are extremely taboo. It wasn't because it didn't fit in with Western movies or anything like that, but the moment it appeared, the ``zoo feel was suddenly boosted, and it strangely became like an educational program."

Misc

During development of the game in 2011, the developers suffered from the Texas Power Crisis, which meant it was hard to get air conditioning for the hot and cold days.

Two artworks were done by the team, showcasing Russ experiencing these conditions, the website has these to say.

Fighting the heat: 2011 was the year of saving electricity. Vanpool's company building is a single house, and the height of the large room is 7 to 8 meters up to the skylight. At some point in the morning, the intense sunlight shines through like the light of a magnifying glass scorching ants, and it's extremely hot there. And the young people are always made to sit. ``Look, it looks like a laser beam, isn't it cool?
Fighting the cold: 2011 was the year of saving electricity. Vanpool is located in a single building, and the seats facing the balcony are extremely cold. K, the main programmer, who was unlucky to sit there, managed to survive the winter by sticking bubble wrap and cardboard over the windows. As expected from Akita.

Images

DillonRollingWestern-PrototypeBuildScreenshot.png

Also found on the website is a early screenshot of a prototype build of the game. Which showcases some notable differences.

  • The textbox is more basic looking.
  • It closely resembles the E3 2011 build, albeit with earlier assets.

Videos

Dillon's Rolling Western was shown off at E3 2011 under the title "The Rolling Western" with various differences.

  • During gameplay, Dillon will usually stand still when not controlled. In the trailer, he is seen shifting back and forth.
  • Scruffles and towers are less detailed.
  • When Dillon starts a combo, 2-hits is usually displayed in blue and changes color the longer the combo is extended. In the trailer, 2-hits is displayed in yellow and red and remains the same color regardless of combo length.
  • Only one color of rock is seen in the mines, which is the gray variant. In the actual game, a blue and gold variant are also encountered, as the colors hint at the rock's contents.
  • Names are drastically different in the trailer: i.e. Scruffles are called Manju Grass.
  • When a raid is started in the trailer, Grocks are instead referred to as "monsters" by Russ.
  • The Grocks count is in the top-right corner of the screen instead of the bottom.
  • Gatling Guns easily defeat Grocks within a few hits.
  • Grocks on the plains are surrounded by a green ring and noted by a star. The reason for this is unknown, though the green ring will change colors from green to yellow and finally red when the grock is attacked by a tower before the grock is destroyed. Because of this, it is likely that the ring denotes the grock's health.
  • Grocks are also seen with health meters in battle.
  • Dillon's heart meter appears different.
  • When Dillon charges up a roll attack, the shock wave is not seen when it strikes.
  • Instead of letting off a bright blue beam, unvisited mines give off a wide green-colored beam.
  • When battling a Veggrock in-game, the patch of grass that Dillon encountered the grock in is visible in battle. This patch of grass is absent during battle in the trailer.
  • Though longer, the Arma-Mode meter is depleted more quickly.
  • Dillon is seen using Arma-Mode without the Ancient buckle.
  • A different symbol is seen on the doors of the Ancient Ruins.
  • If one pays attention, the graphics are more "lighter and cel-shaded" than the final release.
  • Dillon's pre-English name was shown to be his Japanese name, Jiro.
  • Scruffles were originally called Manju Grass.
  • Shards were originally called Kochin Stone.
  • Stone was originally called Rock Piece.
  • The grunts that the Grocks make sound different.
(Source: Dillon's Rolling Western Wiki)