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User:OKeijiDragon

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Title Screen

OKeijiDragon


Howdy. I'm just a gay guy who happens to like video games (both the hobby and subject, as well as the data-mining/prerelease research stuff), photography, and obviously dragons. I have a Masters on procrastination & A.A degree in Journalism and unusual priorities. I've made some stupid music mashups too. =P

I have: YouTube, Twitter, Tumblr, and my own blog a Hole In The Wall OKei-Bordersmall.png

Contents

Pages I Created or Significantly Contributed To

561 contributions among 238 pages, scoring to 274

What I have to do left if I care to do at some point

Proto:Mega Man Legends 2/Rockman DASH 2 - Episode 1: Roll-chan Kiki Ippatsu

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.

"Debug Stage Select" To access different areas in the demo use this GameShark code:

8006C9AC 0000

Unused Graphics

Unused demo illustrations (found by Dickson http://jul.rustedlogic.net/thread.php?id=17023)

DASH2 Ep1 Unused illustration1.png DASH2 Ep1 Unused illustration2.png DASH2 Ep1 Unused illustration3.png

These illustrations imply that there were more mini-games planned for the demo. The left illustration shows characters Appo and Dah, likely signifying the segment where you break into Glide's Base to rescue their sister, like in the final game. On the right, you most likely fought Glide and his Birdbot henchmen in Nino Island, also in the final. The assets seen here suggest that the game not only had these segments likely completed for the final game, but they suggest that the game had been in development for longer than the nine-month gap between the this demo and the final's release date might imply. The fact that that Yosyonke City's data is in this demo proves that. The following text below suggests that even more was planned for the demo and likely was already completed too.

Unused demo objectives

DASH2 Ep1 Unused Objective1.png DASH2 Ep1 Unused Objective2.png

Japanese English translation
好きなゲームを選んでね Choose the game that you prefer.
「守れ!ニーノ島」

ニーノ島をグライドたちからまもろう!

Protect Nino Island!

Defend Nino Island from Glyde and his troops!

「アッポとダー」

不死身のふたごといっしょにグライドの基地をやっつけろ!

Appo & Dah

Let's break into Glyde's base with the immortal twins!

恐怖の「おじぎボス」

つよいっす!がんばってやっつけよう

Terror of Ojigi Boss.

He's tough! Do your best.

「対決!巨大リーバード」

タンジョンの巨大リーバードをやっつけろ!

Encounter! Huge Reaverbots

Beat huge Reaverbots in the dungeon!

The back of the Mega Man Legends 2 CD case featured this strange city that would not be seen in the game.

Proto:Mega Man Legends 2/Rockman DASH 2 Dengeki PlayStation D31 Demo

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.

This is a demo of Rockman DASH 2: Episode 2: Ooinaru Isan that was featured in a Japanese demo disc featured in an issue of the Japanese Dengeki PlayStation magazine. The .EXE date for this demo is 2/19/2000, almost one month before the final Japanese version was compiled (on 3/15/2000). The .XA (does this file extension mean Cross Audio?) file contains the same voice files as the Japanese final, as far as I can tell (I don't speak Japanese). The rest of the data is compiled as a binary file (.BIN), which is a dead end for me because I don't know a thing about cracking file formats. Maybe someone can check out that file?

Proto:Mega Man Legends 2/Trial Version

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.

Unused Graphics

Leftovers from Mega Man Legends

Hmmm...
To do:
Get the correct palette for these if you can.
MML2 Trial - HUD Leftovers from Legends 1.png

Remnants of the first game's HUD, along with Data's facial textures and other elements, can be found along with the title screen's graphics in this build.

Uncovered File Location Routes

I found this in Sector View on IsoBuster 4.0. All the game data is compiled inside one single .BIN file called LEGENDS2.BIN. All this text shows is what's inside.

LBA: 249
03E0 : C0 81 0B 80 00 82 0B 80  44 3A 5C 50 53 58 5C 44   ........D:\PSX\D
03F0 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 35   ASH2\PROG\STAGE5
0400 : 43 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   C.BIN...D:\PSX\D
0410 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 35   ASH2\PROG\STAGE5
0420 : 42 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   B.BIN...D:\PSX\D
0430 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 35   ASH2\PROG\STAGE5
0440 : 41 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   A.BIN...D:\PSX\D
0450 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 35   ASH2\PROG\STAGE5
0460 : 39 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   9.BIN...D:\PSX\D
0470 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 35   ASH2\PROG\STAGE5
0480 : 38 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   8.BIN...D:\PSX\D
0490 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 35   ASH2\PROG\STAGE5
04A0 : 37 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   7.BIN...D:\PSX\D
04B0 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 35   ASH2\PROG\STAGE5
04C0 : 36 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   6.BIN...D:\PSX\D
04D0 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 35   ASH2\PROG\STAGE5
04E0 : 35 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   5.BIN...D:\PSX\D
04F0 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 35   ASH2\PROG\STAGE5
0500 : 34 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   4.BIN...D:\PSX\D
0510 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 35   ASH2\PROG\STAGE5
0520 : 33 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   3.BIN...D:\PSX\D
0530 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 35   ASH2\PROG\STAGE5
0540 : 32 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   2.BIN...D:\PSX\D
0550 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 35   ASH2\PROG\STAGE5
0560 : 31 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   1.BIN...D:\PSX\D
0570 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 35   ASH2\PROG\STAGE5
0580 : 30 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   0.BIN...D:\PSX\D
0590 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 34   ASH2\PROG\STAGE4
05A0 : 46 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   F.BIN...D:\PSX\D
05B0 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 34   ASH2\PROG\STAGE4
05C0 : 45 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   E.BIN...D:\PSX\D
05D0 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 34   ASH2\PROG\STAGE4
05E0 : 44 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   D.BIN...D:\PSX\D
05F0 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 34   ASH2\PROG\STAGE4
0600 : 43 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   C.BIN...D:\PSX\D
0610 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 34   ASH2\PROG\STAGE4
0620 : 42 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   B.BIN...D:\PSX\D
0630 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 34   ASH2\PROG\STAGE4
0640 : 41 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   A.BIN...D:\PSX\D
0650 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 34   ASH2\PROG\STAGE4
0660 : 39 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   9.BIN...D:\PSX\D
0670 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 34   ASH2\PROG\STAGE4
0680 : 38 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   8.BIN...D:\PSX\D
0690 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 34   ASH2\PROG\STAGE4
06A0 : 37 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   7.BIN...D:\PSX\D
06B0 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 34   ASH2\PROG\STAGE4
06C0 : 36 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   6.BIN...D:\PSX\D
06D0 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 34   ASH2\PROG\STAGE4
06E0 : 35 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   5.BIN...D:\PSX\D
06F0 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 34   ASH2\PROG\STAGE4
0700 : 34 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   4.BIN...D:\PSX\D
0710 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 34   ASH2\PROG\STAGE4
0720 : 33 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   3.BIN...D:\PSX\D
0730 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 34   ASH2\PROG\STAGE4
0740 : 32 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   2.BIN...D:\PSX\D
0750 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 34   ASH2\PROG\STAGE4
0760 : 31 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   1.BIN...D:\PSX\D
0770 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 34   ASH2\PROG\STAGE4
0780 : 30 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   0.BIN...D:\PSX\D
0790 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 33   ASH2\PROG\STAGE3
07A0 : 46 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   F.BIN...D:\PSX\D
07B0 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 33   ASH2\PROG\STAGE3
07C0 : 45 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   E.BIN...D:\PSX\D
07D0 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 33   ASH2\PROG\STAGE3
07E0 : 44 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   D.BIN...D:\PSX\D
07F0 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 33   ASH2\PROG\STAGE3
0800 : 43 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   C.BIN...D:\PSX\D
0810 : 41 53 48 32 5C 50 52 4F  78 13 5F CD 72 24 81 F7   ASH2\PROx._.r$..
LBA: 250
0000 : 00 FF FF FF FF FF FF FF  FF FF FF 00 00 05 25 02   ..............%.
0010 : 00 00 08 00 00 00 08 00  47 5C 53 54 41 47 45 33   ........G\STAGE3
0020 : 42 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   B.BIN...D:\PSX\D
0030 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 33   ASH2\PROG\STAGE3
0040 : 41 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   A.BIN...D:\PSX\D
0050 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 33   ASH2\PROG\STAGE3
0060 : 39 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   9.BIN...D:\PSX\D
0070 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 33   ASH2\PROG\STAGE3
0080 : 38 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   8.BIN...D:\PSX\D
0090 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 33   ASH2\PROG\STAGE3
00A0 : 37 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   7.BIN...D:\PSX\D
00B0 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 33   ASH2\PROG\STAGE3
00C0 : 36 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   6.BIN...D:\PSX\D
00D0 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 33   ASH2\PROG\STAGE3
00E0 : 35 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   5.BIN...D:\PSX\D
00F0 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 33   ASH2\PROG\STAGE3
0100 : 34 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   4.BIN...D:\PSX\D
0110 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 33   ASH2\PROG\STAGE3
0120 : 33 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   3.BIN...D:\PSX\D
0130 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 33   ASH2\PROG\STAGE3
0140 : 32 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   2.BIN...D:\PSX\D
0150 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 33   ASH2\PROG\STAGE3
0160 : 31 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   1.BIN...D:\PSX\D
0170 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 33   ASH2\PROG\STAGE3
0180 : 30 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   0.BIN...D:\PSX\D
0190 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 32   ASH2\PROG\STAGE2
01A0 : 46 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   F.BIN...D:\PSX\D
01B0 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 32   ASH2\PROG\STAGE2
01C0 : 45 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   E.BIN...D:\PSX\D
01D0 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 32   ASH2\PROG\STAGE2
01E0 : 44 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   D.BIN...D:\PSX\D
01F0 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 32   ASH2\PROG\STAGE2
0200 : 43 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   C.BIN...D:\PSX\D
0210 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 32   ASH2\PROG\STAGE2
0220 : 42 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   B.BIN...D:\PSX\D
0230 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 32   ASH2\PROG\STAGE2
0240 : 41 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   A.BIN...D:\PSX\D
0250 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 32   ASH2\PROG\STAGE2
0260 : 39 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   9.BIN...D:\PSX\D
0270 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 32   ASH2\PROG\STAGE2
0280 : 38 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   8.BIN...D:\PSX\D
0290 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 32   ASH2\PROG\STAGE2
02A0 : 37 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   7.BIN...D:\PSX\D
02B0 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 32   ASH2\PROG\STAGE2
02C0 : 36 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   6.BIN...D:\PSX\D
02D0 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 32   ASH2\PROG\STAGE2
02E0 : 35 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   5.BIN...D:\PSX\D
02F0 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 32   ASH2\PROG\STAGE2
0300 : 34 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   4.BIN...D:\PSX\D
0310 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 32   ASH2\PROG\STAGE2
0320 : 33 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   3.BIN...D:\PSX\D
0330 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 32   ASH2\PROG\STAGE2
0340 : 32 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   2.BIN...D:\PSX\D
0350 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 32   ASH2\PROG\STAGE2
0360 : 31 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   1.BIN...D:\PSX\D
0370 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 32   ASH2\PROG\STAGE2
0380 : 30 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   0.BIN...D:\PSX\D
0390 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 31   ASH2\PROG\STAGE1
03A0 : 46 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   F.BIN...D:\PSX\D
03B0 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 31   ASH2\PROG\STAGE1
03C0 : 45 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   E.BIN...D:\PSX\D
03D0 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 31   ASH2\PROG\STAGE1
03E0 : 44 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   D.BIN...D:\PSX\D
03F0 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 31   ASH2\PROG\STAGE1
0400 : 43 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   C.BIN...D:\PSX\D
0410 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 31   ASH2\PROG\STAGE1
0420 : 42 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   B.BIN...D:\PSX\D
0430 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 31   ASH2\PROG\STAGE1
0440 : 41 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   A.BIN...D:\PSX\D
0450 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 31   ASH2\PROG\STAGE1
0460 : 39 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   9.BIN...D:\PSX\D
0470 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 31   ASH2\PROG\STAGE1
0480 : 38 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   8.BIN...D:\PSX\D
0490 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 31   ASH2\PROG\STAGE1
04A0 : 37 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   7.BIN...D:\PSX\D
04B0 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 31   ASH2\PROG\STAGE1
04C0 : 36 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   6.BIN...D:\PSX\D
04D0 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 31   ASH2\PROG\STAGE1
04E0 : 35 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   5.BIN...D:\PSX\D
04F0 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 31   ASH2\PROG\STAGE1
0500 : 34 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   4.BIN...D:\PSX\D
0510 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 31   ASH2\PROG\STAGE1
0520 : 33 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   3.BIN...D:\PSX\D
0530 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 31   ASH2\PROG\STAGE1
0540 : 32 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   2.BIN...D:\PSX\D
0550 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 31   ASH2\PROG\STAGE1
0560 : 31 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   1.BIN...D:\PSX\D
0570 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 31   ASH2\PROG\STAGE1
0580 : 30 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   0.BIN...D:\PSX\D
0590 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 30   ASH2\PROG\STAGE0
05A0 : 46 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   F.BIN...D:\PSX\D
05B0 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 30   ASH2\PROG\STAGE0
05C0 : 45 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   E.BIN...D:\PSX\D
05D0 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 30   ASH2\PROG\STAGE0
05E0 : 44 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   D.BIN...D:\PSX\D
05F0 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 30   ASH2\PROG\STAGE0
0600 : 43 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   C.BIN...D:\PSX\D
0610 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 30   ASH2\PROG\STAGE0
0620 : 42 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   B.BIN...D:\PSX\D
0630 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 30   ASH2\PROG\STAGE0
0640 : 41 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   A.BIN...D:\PSX\D
0650 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 30   ASH2\PROG\STAGE0
0660 : 39 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   9.BIN...D:\PSX\D
0670 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 30   ASH2\PROG\STAGE0
0680 : 38 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   8.BIN...D:\PSX\D
0690 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 30   ASH2\PROG\STAGE0
06A0 : 37 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   7.BIN...D:\PSX\D
06B0 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 30   ASH2\PROG\STAGE0
06C0 : 36 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   6.BIN...D:\PSX\D
06D0 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 30   ASH2\PROG\STAGE0
06E0 : 35 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   5.BIN...D:\PSX\D
06F0 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 30   ASH2\PROG\STAGE0
0700 : 34 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   4.BIN...D:\PSX\D
0710 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 30   ASH2\PROG\STAGE0
0720 : 33 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   3.BIN...D:\PSX\D
0730 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 30   ASH2\PROG\STAGE0
0740 : 32 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   2.BIN...D:\PSX\D
0750 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 30   ASH2\PROG\STAGE0
0760 : 31 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   1.BIN...D:\PSX\D
0770 : 41 53 48 32 5C 50 52 4F  47 5C 53 54 41 47 45 30   ASH2\PROG\STAGE0
0780 : 30 2E 42 49 4E 00 00 00  44 3A 5C 50 53 58 5C 44   0.BIN...D:\PSX\D
0790 : 41 53 48 32 5C 50 52 4F  47 5C 50 4C 5F 53 48 4C   ASH2\PROG\PL_SHL
07A0 : 31 30 2E 42 49 4E 00 00  44 3A 5C 50 53 58 5C 44   10.BIN..D:\PSX\D
07B0 : 41 53 48 32 5C 50 52 4F  47 5C 50 4C 5F 53 48 4C   ASH2\PROG\PL_SHL
07C0 : 30 46 2E 42 49 4E 00 00  44 3A 5C 50 53 58 5C 44   0F.BIN..D:\PSX\D
07D0 : 41 53 48 32 5C 50 52 4F  47 5C 50 4C 5F 53 48 4C   ASH2\PROG\PL_SHL
07E0 : 30 45 2E 42 49 4E 00 00  44 3A 5C 50 53 58 5C 44   0E.BIN..D:\PSX\D
07F0 : 41 53 48 32 5C 50 52 4F  47 5C 50 4C 5F 53 48 4C   ASH2\PROG\PL_SHL
0800 : 30 44 2E 42 49 4E 00 00  44 3A 5C 50 53 58 5C 44   0D.BIN..D:\PSX\D
0810 : 41 53 48 32 5C 50 52 4F  7A FB F4 80 60 03 23 52   ASH2\PROz...`.#R
LBA: 251
0000 : 00 FF FF FF FF FF FF FF  FF FF FF 00 00 05 26 02   ..............&.
0010 : 00 00 08 00 00 00 08 00  47 5C 50 4C 5F 53 48 4C   ........G\PL_SHL
0020 : 30 43 2E 42 49 4E 00 00  44 3A 5C 50 53 58 5C 44   0C.BIN..D:\PSX\D
0030 : 41 53 48 32 5C 50 52 4F  47 5C 50 4C 5F 53 48 4C   ASH2\PROG\PL_SHL
0040 : 30 42 2E 42 49 4E 00 00  44 3A 5C 50 53 58 5C 44   0B.BIN..D:\PSX\D
0050 : 41 53 48 32 5C 50 52 4F  47 5C 50 4C 5F 53 48 4C   ASH2\PROG\PL_SHL
0060 : 30 41 2E 42 49 4E 00 00  44 3A 5C 50 53 58 5C 44   0A.BIN..D:\PSX\D
0070 : 41 53 48 32 5C 50 52 4F  47 5C 50 4C 5F 53 48 4C   ASH2\PROG\PL_SHL
0080 : 30 39 2E 42 49 4E 00 00  44 3A 5C 50 53 58 5C 44   09.BIN..D:\PSX\D
0090 : 41 53 48 32 5C 50 52 4F  47 5C 50 4C 5F 53 48 4C   ASH2\PROG\PL_SHL
00A0 : 30 38 2E 42 49 4E 00 00  44 3A 5C 50 53 58 5C 44   08.BIN..D:\PSX\D
00B0 : 41 53 48 32 5C 50 52 4F  47 5C 50 4C 5F 53 48 4C   ASH2\PROG\PL_SHL
00C0 : 30 37 2E 42 49 4E 00 00  44 3A 5C 50 53 58 5C 44   07.BIN..D:\PSX\D
00D0 : 41 53 48 32 5C 50 52 4F  47 5C 50 4C 5F 53 48 4C   ASH2\PROG\PL_SHL
00E0 : 30 36 2E 42 49 4E 00 00  44 3A 5C 50 53 58 5C 44   06.BIN..D:\PSX\D
00F0 : 41 53 48 32 5C 50 52 4F  47 5C 50 4C 5F 53 48 4C   ASH2\PROG\PL_SHL
0100 : 30 35 2E 42 49 4E 00 00  44 3A 5C 50 53 58 5C 44   05.BIN..D:\PSX\D
0110 : 41 53 48 32 5C 50 52 4F  47 5C 50 4C 5F 53 48 4C   ASH2\PROG\PL_SHL
0120 : 30 34 2E 42 49 4E 00 00  44 3A 5C 50 53 58 5C 44   04.BIN..D:\PSX\D
0130 : 41 53 48 32 5C 50 52 4F  47 5C 50 4C 5F 53 48 4C   ASH2\PROG\PL_SHL
0140 : 30 33 2E 42 49 4E 00 00  44 3A 5C 50 53 58 5C 44   03.BIN..D:\PSX\D
0150 : 41 53 48 32 5C 50 52 4F  47 5C 50 4C 5F 53 48 4C   ASH2\PROG\PL_SHL
0160 : 30 32 2E 42 49 4E 00 00  F4 D9 0B 80 44 DA 0B 80   02.BIN......D...

Proto:Resident Evil 2 (PlayStation)/November 5, 1996 Prototype

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...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
BIO1.5 Title Screen.png

Resident Evil 1.5 was what game producer Shinji Mikami dubbed this first draft of Resident Evil 2 to represent the point of progress when the production team struggled heavily creating the game's scenario oversights, mundane settings, overly-realistic maps, and overall direction incompetence throughout its troubled development. The result was the bold decision to scrap the 65-80% of what was cited as completed and start development over from the beginning. Completely. The prototype is so disparate from the final version, let alone the rest of the later prototypes, that most consider it a whole different game altogether. You'll see why as you read along. Keep in mind, this page investigates the actual development code and not the well-known IGAS fan restoration currently in development.

This particular build dated November 5, 1996, made a year and two months prior to its final January 1998 release, provides many playable areas for the player to explore. Most of which are not in the final version. Some were even resurfaced in the final. Wholesale, in fact.

Load/Save Screens

RE1.5 NOV0596 -Load-Screen.png
RE1.5 NOV0596 -Load-Screen-2.png

You can tell the Load/Save section simply exists in this build to make it seem more functional than it is. The real interesting detail here is that the section uses the international Resident Evil 2 provisional logo screen for its background.

Character Select Menu

We're not even going to discuss how fundamentally different this Character Select screen is from the final -- there isn't any in the final, period. But this menu had a few of its own rough drafts within the DATA directory and each has there own names and dates even, oddly enough. What's actually seen on the select screen appears to display a mix of graphics from SELECT.TIM (PLEASE SELECT MAIN CAST) and SELECT3.TIM (the first letter of both the main characters' first names being emphasized by their signature colors).

Debug Menu

RE1.5-NOV0596-Debug-Menu.png
RE1.5-NOV0596-Debug-Mode-Memory-Viewer.png

Out of the three categories provided by the prototype's DEBUG MENU, UTILITY MENU presumably gave developers the options to utilize (duh) whatever development tools they had to test out the game's functions (likely in real-time), JUMP handily grants the player to warp into any room in the game they wish regardless of scenario, and finally MEMORY VIEWER provides a chart of how much memory and resources is being used by the game.

Inventory Screen

RE1.5-NOV0596-Inventory-Screen.png

The prototype bared a completely different presentation for the inventory sub-screen compared to the final version. The design and arrangement of the menus appeared inspired by it's predecessor's sub-screen, particularly the ECG. condition tab and Chris Redfield's sub-screen portrait seen on Leon S. Kennedy's ID that is obviously a reused graphic from Resident Evil.

Unique to the prototype was the ability to simply switch to MAP and FILE screens with the press of the L1 and R1 shoulder buttons, but does not appear fully operational in every major stage.

Soundtrack

Hmmm...
To do:
Gather complete rips of the soundtrack. None of those cheap PSFs found scattered on the net. Make a proper table for all this.

Composer Masami Ueda remarked about having to reuse most of the tracks he composed for the prototype onto the final version of Resident Evil 2. How much exactly that is not certain, but the following are tracks that were never heard before prior to the prototype leak in early 2013.

Exclusive to Resident Evil 1.5

Reused (and revised) for Resident Evil 2

Rooms

What can I say? EVERYTHING. Well, almost everything. All individual rooms will be named after their internal names as seen in JUMP function of the DEBUG MENU.

Police Station

RE1.5-NOV0596-Police-Station-1F-Overview-Map.pngRE1.5-NOV0596-Police-Station-B2-Overview-Map.png

RYUUCHI SYO
RE1.5-NOV0596-121-Ryuuchi-Syo-1.png
SHOCHO IRONS

RE1.5-NOV0596-Shocho-Irons-1.pngRE1.5-NOV0596-Shocho-Irons-2.pngRE1.5-NOV0596-Shocho-Irons-3.png

Although his conceptual design was done at this point in time, Chief Irons uses Leon's model as a placeholder in this prototype.

Drains

RE1.5-NOV0596-Drains-B2-Overview-Map.png

The sewers, named the Drains here, was reportedly the area the team had struggled with the most.

Factory

RE1.5-NOV0596-Factory-Overview-Map.png

Laboratory

RE1.5-NOV0596-Laboratory-B1-Overview-Map.pngRE1.5-NOV0596-Laboratory-B2-Overview-Map.pngRE1.5-NOV0596-Laboratory-B3-Overview-Map.pngRE1.5-NOV0596-Laboratory-B4-Overview-Map.png

JIKKENSHITSU

RE1.5-NOV0596-409-JIKKENSHITSU-1.png

One of the very few areas — and background slides, in fact — retained wholesale for the final Resident Evil 2 (!).

Subway

Eat Fresh!

You don't get to fight the G or Jared Fogle monsters here.

UNTENSHITSU
RE1.5-NOV0596-603-UNTENSHITSU.png

Elza's model here is likely used a placeholder for another character, if certain information is to be believed.

Proto:Resident Evil 2 (PlayStation)/August 5, 1997 (Trial Edition)

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BH2 Trial Edition Title Screen.png

The Japanese trial version is dated five months before the game came out. There exists a plethora of rooms in their rough draft forms, with the last half of the final game consisting of backgrounds taken directly from what seemed to be the last half of the backgrounds of Resident Evil 1.5. They were apparently being sequentially overwritten by sector.

Insert shots of areas here:

This room is likely the Tiger Taxidermy area leading up to Chief Irons. The BG room files of that time lead me to believe that RE2 final was developed in an adrenaline rush.

ROOM1XX222.jpeg

Prototype Music Tracks

Mega Man X4

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This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.

ABS Text

If the game disc is inserted into a PC, an ABS text file can be found containing a blurb about the game, all written in Japanese: Rockman X4 ABS File in the Saturn version:

PC`セガサターン版ソフト「ロックマンX4」は弊社の「ロックマンX」シリーズの第4作目となる、スクロールタイプのアクションシューティングゲームです。今回は、プレイヤーキャラクターとして、従来のエックスに加え、人気の高いゼロも使用できるようになりました。エックスは、各ステージにいるボスを倒すことで、新しい武器を手に入れたり、ステージに隠されたパーツを装備したりすることで、パワーアップを行います。ゼロは、各ステージにいるボスを倒すことで、ボスの技を覚え、新しいアクションがどんどん増えていきます。また、今作ではエックスとゼロとで、全く異なるストーリー展開となっており、それぞれで、動画の内容や、ステージ、登場キャラなどが異なり、一枚のCDで2倍楽しめます。

Google Translation provided here:

Cacti may speak Japanese, but do they speak it well?
...But does it make sense?
The translations on this page need to be proofread. If you are fluent enough in this language, please make any corrections necessary!
PC 'Sega Saturn version software' Rockman X4 'is a scroll type action shooting game which will become the 4th work of our Rockman X series. In this time, as a player character, in addition to the conventional X, you can also use the popular high Zero. By defeating the boss at each stage, X will power up by acquiring new weapons and equipping parts hidden by the stage. Zero, by defeating the boss at each stage, learns the skill of the boss, new actions are increasing more and more. In addition, in this work it is completely different story-line development with X and Zero, each with different contents of the animation, stage, appearance character etc, you can enjoy twice with one CD.

Mega Man X3

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This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.

ABS Text

If the game disc is inserted into a PC, an ABS text file can be found containing a blurb about the game, all written in Japanese: Rockman X3 ABS File in the Saturn version:

セガサターン版ソフト『ロックマンX3』は弊社の人気シリーズ、『ロックマン』の流れを受け継いで制作された『ロックマンX』シリーズの3作目にあたるスクロールタイプのアクションゲームです。プレイヤーは『ロックマンX』を操って、各ステージに待ち受ける多数の敵,トラップをクリアーし、最後に待ち受けるボスキャラと対決します。『X』は最初は腕に仕込まれたロックバスターしか武器を持っておりませんが、ボスと闘って勝つことでその能力をコピーしたり、ステージマップ内に隠されたアイテムやパーツを発見,装備することでより強力なパワーを得る事ができます。全てのステージボスを倒すとラストステージが出現、このステージボスを倒すとエンディングとなります。

タ叱xメdコ濳ナ蜊y。

Google Translation provided here:

Cacti may speak Japanese, but do they speak it well?
...But does it make sense?
The translations on this page need to be proofread. If you are fluent enough in this language, please make any corrections necessary!
The Sega Saturn version software Rockman X3 is a scroll type action game which is the third work of the Rockman X series produced inheriting the flow of our popular series, Rockman. Players will manipulate Rockman X, clear many of the enemies waiting for each stage, traps, and confront with the boss character who will wait at the end. Although "X" has only weapons at the beginning, it has only weapons on arm, but by fighting boss and winning, we can copy that ability, find items and parts hidden in the stage map, You can get stronger power by equipping it. When you defeat all the stage bosses, the last stage appears, and when you defeat this stage boss it becomes an ending.

Total scolding.

Mega Man 8

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This article is a work in progress.
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ABS Text

If the game disc is inserted into a PC, an ABS text file can be found containing a blurb about the game, all written in Japanese: Rockman 8 ABS File in the Saturn version:

セガサターン版ソフト「ロックマン8 メタルヒーローズ」は弊社の人気シリーズ「ロックマン」の8作目となる、スクロールタイプのアクションシューティングゲームです。

プレイヤーは正義のロボット「ロックマン」を操り、悪の科学者Dr.ワイリーの野望を砕くため戦います。ロックマンは腕に装備された「ロックバスター」を駆使して、各ステージに待ち受けるボスキャラクターと戦っていきます。そしてボスを倒すことで、ボスの持っていた特殊武器を手に入れ、パワーアップしていきます。

また、各ステージ内に隠されている「ネジ」を探して持ってかえると、ネジと引き換えにパワーアップパーツを作ってもらうことができ、好きなパーツを組み合わせて、ロックマンをパワーアップさせることができます。

今作では謎の新キャラクター「デューオ」も登場し、ストーリーをより一層盛り上げます。

Google Translation provided here:

Cacti may speak Japanese, but do they speak it well?
...But does it make sense?
The translations on this page need to be proofread. If you are fluent enough in this language, please make any corrections necessary!
The Sega Saturn version software Rockman 8: Metal Heroes is the 8th work of our popular series "Rockman", a scroll action shooter.

The player manipulates the robot Rockman of justice, to break the ambition of the evil scientist Dr. Wily. Rockman uses the "Rock Buster" equipped on his arm to fight with the boss character waiting for each stage. And by defeating the boss, we will acquire the special weapon that the boss had and power up it.

Also, if you find and hide the "screws" hidden inside each stage, you can have them make power-up parts in exchange for the screws, and you can combine your favorite parts to power up Rockman I can do it.

In this work, a mysterious new character "Duo" also appeared, further raising the story.

Prerelease:Shenmue

Hmmm...
To do:
Everything.
This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.

Rough draft development history. This one will be reeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeealy big.

Oh boy, Shenmue. Originally planned for the Sega Saturn, before arriving on the Sega Dreamcast and later Xbox, Shenmue always had (and still has, today) a long, unconventional, fluid development history of changes, revisions, expansions, downsizing, you name it. There were and are very few games that have even come close to the level of ambition that madman Sega developer Yu Suzuki had for his game on Dreamcast. Shenmue's development is a tale of far, far too much cash being spent trying to realize said madman's dream of an open world game that would grant users access to opening dressers, long walks at Chinese forests, OHSA-violating forklift driving, and playing emulated After Burner II on virtual, on-scale cabinets at one's own leisure.

The Multiple Phases of Development

The nature of Shenmue's development and story-line enabled Sega to unveil several significant content that would later be seen as far into the story as Shenmue III. Screenshots and trailers would show plenty from Shenmue II predominantly before even Shenmue I was released in 1999. Just Shenmue I alone has a confusing development history. In this prerelease page, we will be referring Shenmue & Shenmue II as one whole game, as Yu Suzuki and Sega AM2 were originally developing Shenmue I & II (not to be confused with the 2018 HD port releases) simultaneously with the intention of making it one game, that later got split into later installments based on their locales. There's a lot of unfold here:

[[File:| center | | 80px]] Introduction
The game's conception in 1993 to 1995.
[[File:| center | | 80px]] Virtua Fighter RPG: Akira's Story
From 1996 to presumably early 1998. Just how many chapters did they plan to tell the story and were they even consistent?
[[File:| center | | 80px]] 1998
So much that was unveiled that wouldn't be seen until Shenmue II. Or in some cases, Shenmue III.
[[File:| center | | 80px]] 1999
Just Chapter 1: Yokosuka was delayed several times throughout the year.
[[File:| center | | 80px]] 2000
What was going on for Shenmue II?
[[File:| center | | 80px]] 2001
Apparently some last minute decisions were made for Shenmue II?

1999

Edge UK 072-Page-14-Shenmue-Cutout-1.png

Shenmue had several different release dates all throughout this year, from Spring of 1999 (when it was supposedly one whole game originally) before it got delayed to August 5th, then to October 28th. Before its final December 29th date, Sega announced the next delay date to be Spring 2000, with some sites reporting a release as late as April, until probably some executive I presume told Suzuki to step up his development resources into overdrive and release before the end of the millennium OR ELSE, so that it could have a chance against the juggernaut PlayStation 2's mammoth launch in Japan in March 2000. Good call.

Voice retakes and etc.

Wong's Japanese voice actor sounds completely different in this clip. It has not been known why, but he might have been recast presumably because the actor may have been a child actor and may have become too old to continue playing the role to accommodate the constant changes done to all the chapters featured in Shenmue II.

Proto:Crash Bandicoot 2: Cortex Strikes Back (Interactive CD Sampler Disk Volume 5)

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Crash 2 08 22 97 Snow Go demo 1.png

Playable prerelease versions of upcoming PlayStation games were a common practice in the 32-bit era. Sony Computer Entertainment America employed the same strategy for all the self-published Crash Bandicoot games post-Crash 1 by featuring single level demos in they're non-finalized state in various bundled console samplers, public demo kiosks at retailers, and PlayStation Underground subscription discs, promotional discs, etc.

This particular prerelease demo, featured in Interactive CD Sampler Disk Volume 5, which includes the second level "Snow Go," is dated August 22, 1997, about one month prior to the final build and two months before its release.

Bonus Round Glitch

The Bonus Round section of the level recommences outside the entrance after dying and the Bonus HUD stays on-screen until either you fall back down the area and/or you dies. You are able to traverse to the right or left outside the entrance until you die, but you won't go far.

Prerelease:Mother 3

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.

Holy fuck, I've gone bonkers. Yeah, I've decided to turn THIS:

...into a TCRF article. Not that fundamentally different from how Itoi took M3 from 3D to 2D, from video to text. lol Let's fucking do this.

Mother3 64-prerelease titlescreen.jpg

Old Essay

The following text is (was) an essay I composed on March 1, 2009 (!) that chronologizes in detail the development of MOTHER 3, before TCRF was invented for pages and subjects like these (!!). All the text seen in my failed documentary was based (copied) from this. Obviously, about ten years have passed since the essay was written and new information about the development of MOTHER 3 has surfaced so some of the facts here might be underrepresented, unmentioned, or just wrong. I'd like to think my writing ability improved too. For now, I'm copy-pasting the essay here as-is. In time, I'll make the proper edits, adjustments, elaborations, etc. I'm happy to use it as a basis for the eventual prerelease article of MOTHER 3 on TCRF.

(I've begun to assign certain paragraphs of my old essay to certain sections in the development timeline phases. Now work in progress. =))

Even after the long and brutal development life that EarthBound endured, Shigesato Itoi, creator of the popular Japanese MOTHER video game series, where EarthBound is the western localized name for MOTHER, still decided that it was time for a new entry. MOTHER 3 was conceptualized even before MOTHER 2 was released in Japan as a title for the then-announced but cancelled CD-ROM add-on for the Super Nintendo video game console before. Within the game, there existed a post sign in a town called Fourside that alleged that a ‘MOTHER 3 was “under planning”, and the game’s final scene had suggested that the story would continue. According to an interview with Itoi at the time, MOTHER 3 would see store shelves as a next generation product within the next two years. Unfortunately, the project would not escape its long, “development hell” for the next twelve years.

For quite a while after its cancellation, Itoi had desired to complete and release MOTHER 3 in whatever form it could possibly be released on, whether as a novel or even a feature film. Soon later, however, during QA sessions of MOTHER 1+2, Itoi concluded that perhaps it could be released as a Game Boy Advance title. After receiving positive feedback from other workers from Nintendo and from Satoru Iwata (who now became President of Nintendo Co. Ltd) for the idea, it was decided to recommence development of MOTHER 3.

On April 23, 2003, the day MOTHER 1+2 was released in Japan, commercials for the compilation were aired with an enthusiastic message at the end, featuring a Mr. Saturn saying:

“WE’RE MAKING MOTHER 3 FOR GAME BOY ADVANCE TOO! DAKOTA!
— Commercial tagline.

Soon after, the fans worldwide rejoiced with excitement and fanfare, and many gaming publication around the globe took notice for this groundbreaking development. After years of waiting, they would soon finally experience MOTHER 3. However, the game would not be presented in 3D as it was originally intended, it would soon be released in the same graphical style as its predecessor.

For another three years, nothing ever came out of the GBA version of MOTHER 3. Not one screenshot, or any preview of any sort whatsoever. It was ever more secretive and enigmatic then before, so much as other video titles that been developed in absolute secrecy and security such as the ever-elusive Sega Saturn version of Shenmue or Duke Nukem Forever, to name a few. It was not until September 22, 2005, that ramblings of Shigesato Itoi had been working on “it” over in Kichijoji, Japan. Around the same time, a flash page had appeared over at the Brownie Brown website that featured a battle screen very similar to MOTHER 2. It would be revealed that Itoi had being working over at Brownie Brown in Kichijoji for these past two years working on the very long awaited MOTHER 3, and that fans should expect an announcement concerning the game very soon. And how soon it was, on November 4 of that same year, Itoi announced on his personal website that MOTHER 3 is very close to completion and that QA testing is now in session. Three days later, Nintendo Co. Ltd had officially created a website for MOTHER 3. Effectively announcing the game. Information in the website included a price tag of ¥4800, and the original N64 logo that had been around since the original 1996 announcement of the game, and a slogan "Strange, funny, and heartrending”.

On the first day of 2006, Itoi confirmed in his blog that MOTHER 3 would arrive in Japanese store shelves by Spring of 2006. In fact, and the end of that same month, Itoi revealed the game’s final release date: April 20, 2006 in Japan. Soon the entire gaming community and media anticipated and hyped the release with open arms and fanfare. It had even ranked first as the Most Wanted Game in Japan by Famitsu, Japan's most famous gaming publication about video games, just weeks before its release.

To market the game, Itoi had opened a website specifically for MOTHER 3. Every week that passed would unlock a “present”, and each present would have preview content from the game. It was also revealed that it the game would feature the same general story, characters, and even locations as its original N64 incarnation, but all presented in 2D.

On April 20, 2006, MOTHER 3 had finally been -- after twelve long, grueling years of its development life -- released to the world. The game sold around 205,914 units in the first 72 hours of its release in Japan. The same had received critical acclaim and reception in Japan. The Japanese publication, Famitsu, who is (or was) notorious for its extremely harsh and brutally honest reviewing, had rewarded the game a 35 out of 40, citing it as “a rare piece of art“.

Soon after the game’s release, Itoi admitted at a public launch party that he had no plans to create a fourth entry whatsoever, claiming that “he would rather be the player” and that if anyone was interested in making a sequel, he could give them his approval. Itoi had admitted this before even during the N64 era when it was said that it already difficult enough developing MOTHER 3. He also stated at the time that not only would "the development team hang the"selves","but that a "MOTHER 4" was out of the question at that point. Soon after, the soundtrack for the game, named MOTHER 3+, had been released in November 2 of that same year in Japan.

Months had passed since the game was finally released, and while fans were grateful for its release to the world, the fact that Nintendo’s North American branch (Nintendo of America) had not gone up in translating MOTHER 3 for American audiences didn’t sit too well with some fans at the time, particularly the now-well established Starmen.Net. When President of Nintendo of America, Reggie Fils-Aime, was asked about a possible release outside of Japan, he claimed “Not Yet”.

In response, for a duration of nearly two years, Starmen.Net launched the PK Siege, in an attempt to convince Nintendo to bring MOTHER 3 to the western world, and to bring its predecessor EarthBound to Virtual Console. While the campaign had receive a considerably amount of attention from the gaming press, the gaming community, and even in Japan, it didn’t even actually faze Nintendo to give an official statement about MOTHER 3, aside of the “bombarding” Fils-Aime had received about the series from fans. In the end, it didn’t really do much of anything, except enforce the fan base‘s well known love and persistence for the series.

Not having to put up with experiencing MOTHER 3 in Japanese only, the MOTHER 3 Fan Translation project had commenced to bring a professional quality translation, and localization of the game to English-speaking users worldwide. This project would bring even more attention from many gaming press outlets and the internet then the Siege, apparently. Behind the translation project were professional translator and hacker Clyde Mandelin (Known as Tomato, in the EarthBound community), who’s professional works include FUNimation licensed properties such as Dragon Ball, Crayon Shin-Chan, and Case Closed/Detective Conan. Mandelin was also responsible for the fan-translation of such Japanese-exclusive video games such as Bahamut Lagoon, Live-A-Live, and Star Ocean. Also, to give credit were fellow Fangamer forum members Jeffman, and Chewy, who were both also in charge of translation and hacking, respectfully.

The Fan Translation team cited difficulties in its two-year translation cycle. The strong Japanese cultural barrier that MOTHER 3 had instilled caused some headaches on deciding how to localize any particular part of the final game. Another is barrier was the game engine, the software system designed to how to handle the game's game-play mechanics (how it functions, how it handles the graphics, how it assigns events, etc.). The game engine was particularly difficult for the team as it was later found out that the game was not coded or designed to display any foreign written characters in proper grammar structure such as the English Alphabet, or any accent letters. To paraphrase Tomato, the game "showed an 'unwillingness' to be translated into another language." It was primarily designed only for Japanese text, grammar, and rōmaji (the Latin alphabet that the Japanese use to write the Japanese language, actually different). This posed a "nightmare" for the team, which would have meant that the game would have to be completely disassembled and recoded from the ground up to display proper English text in proper grammar and format. The objective was eventually overcome later.

On October 20, 2008, the English version was finally released in the internet in the form of a ROM patch, to much fanfare and critical acclaim from the gaming press and gamers around the globe. It was so well-received that it even gained the attention of many industry professionals such as even employees from Square Enix and Nintendo. After experiencing their decade-long wait for the game, they could at last experience Shigesato Itoi’s MOTHER 3 in proper English, albeit in the grey zone. Translations in other languages are in the works as well.

On January 20, 2009, President of Brownie Brown, Shinichi Kameoka claimed that if Nintendo Co. Ltd requested them to work on a Nintendo DS version of MOTHER 3, they would be more then delighted to do so. If it could mean officially export the title outside of Japan, they would be happy do so. END

French article

Cacti may speak Japanese, but do they speak it well?
...But does it make sense?
The translations on this page need to be proofread. If you are fluent enough in this language, please make any corrections necessary!
scan will go here.
The first RPG available for the 64DD will be compatible with the programs of the Mario Artist series. You might be able to take a picture of your own face with a camera and replace it with the game protagonist’s. The problem is that the video-grabbing cartridge will only be compatible with the NTSC signals.

To be able to use it with Italian cameras and VCRs will not be simple for those of us who do not possess multi-standard devices. The new images that we have seen in various articles show that it will be possible to move around the game faster with means of locomotion. The date of MOTHER 3’s release has not been fixed precisely yet: it should, however, be in the second half of this year. The first RPG available for the 64DD will be compatible with the programs of the Mario Artist series. You might be able to take a picture of your own face with a camera and substitute it with the game protagonist’s face. The problem is that the video-capturing cartridge will only be compatible with NTSC signals. To be able to use it with Italian cameras and VCRs will not be simple for those of us who do not possess multi-standard devices. The new images that we have seen in various articles show that it will be possible to move around the game faster with means of locomotion.

MOTHER 3’s release date has not been fixed yet precisely: it should, however, be in the second half of this year.
— French article translated by Kris

French Akihiko Miura interview

MOTHER-3-Planete-64-Article-1-Akihiko-Miura-Interview-1.jpgMOTHER-3-Planete-64-Article-1-Akihiko-Miura-Interview-2.jpg

Under the screenshot with the carriages: Here is the ancestor of France's F1 Grand Prix: carriages pulled by pigs… Gruik! Gruik!
Next to it: Your little stroll seems to have taken a bad start… you better run fast!
Against the screenshot of the village: If it wasn’t for the sign in English, we would think we’re in the high plateaus of South America...
Under it: Two hippos in a lagoon, how cute is that? Undoubtedly one of the instances of platforming in this RPG.

Beside Akihiko’s picture: During the entirety of the interview, Akihiko Miura was obstinate to deny the devastating effects of Mother 3. However one only has to give a look at his colleagues (page 39) to be convinced of the opposite!
Under it: We have found a group picture of the protagonists of Mother 3. In the lower-left corner is the dog that accompanies you throughout your quest.

X64: Regarding Mother 3, has the transition to the N64 changed anything for you as a designer?
Akihiko Miura: Yes. On the SNES, regarding ideas, many were hard to materialize. Therefore, we gave up on quite a few things, unlike on the N64. So I’m happy that we moved to the N64. But then again, it’s not always easy to materialize what we have in mind on the N64 either.
X64: Any details?
Miura: The map is in 3D, on a flat surface or on a hill, and the speed of the character changes. It is thus hard to apply a logical variation to the character’s speed. On the N64, to make the character move, we first have to create the basic algorithm that corresponds to the sequence. For instance, when the character tumbles down a hill, we have to decide what the speed of their fall should be. Once the rules are established, no matter if the angle of the hill is 30 or 45 degrees, the equation does the rest. As such, the way to create a game, in comparison to the SNES, is completely different.
X64: So, the hardest part is to design the basis?
Miura: Yes. Once this basis is finished, we can finally start working on the scenario. But, the process leading to that step is very laborious. So, before starting the development of Mother 3, I bought books of mathematical equations and of physics to improve and polish my knowledge.
X64: For Mother 3, you had to restart everything from the beginning?
Miura: Exactly. But, while discussing with the Mother 2 team, we brought back old ideas.
X64: What is the advantage of using the 64DD in Mother 3?
Miura: As a designer, I cannot reveal too many information at this point of development. It is very important for me to keep an element of surprise when you will play Mother 3. But, not only have we used the particularity of writing (saving) of the 64DD, I also integrated things that will only by possible with the 64DD. I cannot tell you more about it.
X64: Very well. We’re impatiently waiting for the game. In what exactly does your job consist?
Miura: I give directives to the programmers, and I approve or disapprove the result. It is very hard to communicate one’s thought to programmers, and I would often like to connect my brain directly to the programmers’.
X64: Right now, at what level of the development are you, in comparison with the level you wished to reach?
Miura: My job consists in submitting ideas. And as long as the ideas flow, there is no ending. But, after a while, the chief of the project tends to ‘bridle’ me.
X64: As a designer, what do you think of your game, Mother 3?
Miura: I like games that communicate with people. Mother is a video game, but it also teaches you the importance of communicating with others. All the games from Mr. Itoi, general chief of project, revolve around this concept.
X64: And if you wish to modify a detail at the last moment, do you have the possibility to do so?
Miura: It's on a case-by-case basis, but it’s possible. I would go and cry at the programmer’s place, if I had to. The programming part is done by Halken. They materialize things that no one else could do.
X64: It is a strong ally?
Miura: I thank them very much for their help. And I want to insist on this point.

Beside the sketch of the woman: Is the head against the wall a hunting trophy or a fountain? Beside the sketch of the castle: This looks like the legendary basement where the Beatles began…

In the black box in the bottom half of the page: Looking at these pictures, there’s something you can’t miss: working on Mother 3 is not entirely good. To be convinced (if needs be), one only has to look at the mindless expressions plastered on these famous faces. This sad spectacle begins with the sketchy face of Mr. Ito, art director of Mother 3. We'll intentionally forget to mention his hat… which seems to delight Miula Masahaki, scenarist of M3. One thing is certain, you have to be crazy to write such a wacky game. Then comes (to top it off), a fine selection of crazies: Shigesato itoi, a genius in its purest form. Designer and chief of project of the Mother series. It's thanks to him that we can play those extraordinary creations. It seems, however, that the honorable and honored Itoi might have fallen victim to the pressure… To relax, he hasn't invented found anything better than to invite his friend Miyamoto (you know, Shigeru) in his flat to play “Cross and Circle,” a classic in the world of Japanese games. Only one thing bothers him: Miyamoto always plays the circle, and accompanies his every moves by a long contended chuckle... Nothing's more annoying, isn't it?

In the long vertical box: The wise words of Yi Xua San Kat If you’ve never had the pleasure to play Mother 2 on the SNES (in the form of Earthbound), then you have no idea what bizarre things to expect. Or at least that’s what Yi Xua San Kat thinks. Based on appearances, and by looking at the images on these pages, Mother 3 might seem like a rather traditional adventure-fantasy game which vaguely resembles a cartoon. But scratch the surface a bit and you'll see some rather weird things happening. This professor obsessed with donuts? Is that really normal? And those video game celebrities chuckling stupidly while putting up signs marked with a cross or a circle… Strange, isn’t it? And that’s just the beginning! There’s also all this excitement regarding the personnalisation function of the NDD (Nintendo Disk Drive, ex-64DD). Additionally, most of your actions and decisions are saved on the disk and shape your adventure throughout the game. Yi Xua San Kat had never seen a game offer such a feature. Mother 3 could be the pioneer of a new type of RPGs. What reinforces this conviction is that one does not simply start in Mother 3 like in any other soft There are initiatory steps: gulping down an entire jar of raspberry jam being one of them! If it really is jam, of course. To sum it up,while Mother 3 isn't as awaited as The Legend of Zelda, it's still as much as Quest 64... Which, far from being a baseless observation, gives this game all its value! And its strangeness...


(Source: Translated Planète 64 article by Kristopher.)

Earthbound 64-Prerelease shot battle (1).jpg

UI in the top left corner (from left to right): "Strength", "Magic", "Check", "Items", "Guard", "Strike" (in yellow).
UI in the top right corner: "What to do?"
UI at the bottom: "23 Flint".

Earthbound 64-Prerelease shot battle (2).jpg

Speech bubble at the top: "A Dragon's Kid attacks".
UI at the bottom: "10 Salsa".

Earthbound 64-Prerelease shot battle (3).jpg

UI at the bottom: "196 Flint".

Earthbound 64-Prerelease shot battle (4).jpg

Speech bubble at the top: "1 Damage!".
UI at the bottom: "21 Flint".

Earthbound 64-Prerelease shot battle (5).jpg

Red circle on the far left: "ENEMY".
UI in the bottom center: "25 Wes".
UI in the bottom right corner: "0 Nusuta".

Mother 3 64-Enemy concept art (1).jpg

"Swampwalk" by ころか (Koroka).

Since the game had the subtitle "Fall of the Pig King," I assume that Pokey was set to appear in the 64 version, too. Were you involved in any of Pokey’s design in the game? Was the spider mech he’s laying in also part of the 64 version? Since Pokey was to appear in the 64 version, too, I designed Pokey, his team, and the place he lived in. The spider mech was in the 64 version, too, but since I haven’t played the GBA version, I’m not sure if the design was the same in the end.

Development Timeline

Oh boy. There's a lot to go over.

Pre-1996

1996

MOTHER 3 was teased as a title for the Nintendo 64DD add-on in Japan, which was an expansion attachment for the Nintendo 64 game console. Footage of other games were shown for many upcoming games including The Legend of Zelda 64, and Super Mario Kart R for both the N64 and the enigmatic 64DD. Among those games was MOTHER 3. However, footage of the game was so scarce and sudden that it soon made the game fell into obscurity and equally as enigmatic as its ever-delayed platform.

1997

MOTHER 3 N64DD Forest of the Chimera subtitle.jpg
Page 33 of Space World '97 Guide Book covering MOTHER 3 on the 64DD with the subtitle, "奇怪生物の森". One of some subtitles made for the game throughout it's development. Translation of the text in the upper left corner reads: "While it is unfortunate, this time the exhibition was only a video introduction, but development is progress. We will surely be able to give everyone more detailed information in the near future. Stay tuned!"
Early in 1997, the first subtitle of game, out of few more to come, would be unveiled as "キマイラの森 (Forest of the Chimera, or Chimera Forest)". Late in the year, it was changed to "奇怪生物の森 (Forest of Strange Creatures)" due to trademark issues.
(Source: Weekly Famitsu (Issue Currently Unknown). Quote: Iwata: We can't use the word "Chimera" in the subtitle anymore because someone else already owns a trademark on that. http://starmen.net/eb64/interviews/2.php)

Itoi revealed in another interview that the base story had already been completed by the time the game was first announced. It was to be about two twins named Lucas and Claus (or at this point Ryuka and Kraus), their dog Boney, and their father Flint. The story would have centered on more characters as the game progressed. It was to have at least twelve chapters, while the final product only had eight. In those chapters, time would have passed much longer then its final incarnation. Whether four of the game chapters were merged or removed in its eventual re-incarnation is unknown. Another addition that was to be included for the game was the implementation of a clock system. This system would allow the player to, for example, plant a seed and after a certain amount of time (in real time), it would grow into a tree. Finally yet importantly, was the implementation of the musical battle system. With the N64’s control stick, the player can play along with the beat of the tune that plays in the background during battle.

The then-current staff was unveiled on MOTHER 3 TIMES page of the Dengeki Nintendo 64 around this time:

MOTHER 3 TIMES Dengeki N64 Staff.jpg
Role Staff Member
Director Atsushi Kakuta (角田敦)
Sound Shigenobu Kasai (葛西重忍)
"Window" Masakazu Ebihara (海老原正和)
Tool Development Seiji Otoguro (乙黒誠二)
Map and General Topography Isao Takahashi (高橋功)
"Pal" Shimei Tei (鄭志明)
"Player" Yoshiya Taniguchi (谷口祥也)
Main System Satoshi Mitsuhara (三津原敏)

Meanwhile, in North America, the game had received a lot of attention from the gaming publications, especially from Nintendo Power. At this point, the N64 incarnation would become known as EarthBound 64 in the western hemisphere, and it was expected to come overseas eventually, following the Japanese launch.

1998

Nintendo of America (NOA) had purportedly considered bringing the title to the US.
A Benimaru Itoh concept art piece that was exhibited on Nintendo of America's (NOA) website.

Around this time, the project had encountered many major problems. First were the platform’s hideously constant delays. While the 64DD was first announced in late November 1995 along with the Nintendo 64, it was not really heard from again until near its December 1999 release in Japan, and due to 64DD’s potential failure in the market place. Around this time, the game was being redeveloped as a cartridge title for the N64. Not to mention, that despite assistance from HAL Laboratory, the challenges the development team faced in creating the 3D worlds were too great to overcome, not just because of the way the N64 handled 3D graphics but also due to the constant changes made to the game throughout its entire development span. However, towards the end its development span these issues were later resolved after receiving additional assistance from the Pokémon Stadium development team.

In E3 1998, Nintendo of America would feature MOTHER 3 (titled EarthBound, in the clip on the right) in some of their promotional material.

1999

MOTHER-3-''Final''-N64-Subtitle-+-Logo.png
MOTHER-3-Article-EGM-Issue-124-NOV99-Page-121.jpg

Then in fall of 1999, MOTHER 3 had shown up at Space World '99 as one of the last and most anticipated Nintendo titles soon to be released. The project had seemed to progress quite steadily. At least by this point, a playable demo and trailer of the game were made available to the Japanese public. The game’s demo had received so much attention from the attendances that players there were willing to wait in line for hours just to experience at least ten minutes of the game. Announced that same day, were a release date of May 2000, a ¥6800 price tag, and a new subtitle: 豚王の最期 (Fall of the Pig King).

Despite the hard luck it had gone through, it seemed that MOTHER 3 would finally see the light of day after all.

2000

Development of the game had kicked the bucket.

On August 21, 2000, instead of announcing about the game's future release, Shigesato Itoi had announced the game’s cancellation. This news had not only disappointed and shocked many Nintendo fans worldwide, but it had sent shock waves to fans and consumers across the land of the rising sun and across the Pacific Ocean, to say the least. Especially devastated and fatally wounded by this news was the by-then minuscule Starmen.Net, which had actually prepared themselves with a petition to Nintendo Co. Ltd to prevent such cancellation to no anvil. Many percentages were made to calculate the games progress. According to Shigeru Miyamoto, the game’s development had progressed 30% by Nintendo’s standards, while Itoi felt that it was around 60%. Satoru Iwata (the game’s producer, as well as the main programmer for MOTHER 2) on the other hand felt that there was no point to give a percentage when, regardless of what was completed, there was still work to be done. There was so much that they wanted to add in the game, it became a mammoth of its own. According to Iwata, the game “needed a special kind of energy” to finish the project. It was not cancelled because of a lack of interest, or because it would not sell. It was not cancelled just because the next-generation was just around the corner. They just did not have enough resources, and ironically enough, time to complete the project.

Mother 3 64 dialogue (1).jpg

Speech bubble: "Yes! This is positively, absolutely flabbergasting!"

Mother 3 64 dialogue (2).jpg

Speech bubble: "D- D- Duster! You got stronger!"

Mother 3 64 dialogue (3).jpg

Speech bubble: "I got good news and bad news. Which one do you wanna hear first?"

Mother 3 64 dialogue (4).jpg

Speech bubble: "Get a grip! Please get a grip, Lighter!"

Mother 3 64 dialogue (5).jpg

Speech bubble: "Duster... It's a bit embarrassing, so please turn the other way."

Mother 3 64 dialogue (6).jpg

Speech bubble: "We're out of firewood.... >Buy Sell"
UI at the bottom: "23 Flint".

Mother 3 64 dialogue (7).jpg

Speech bubble: "A little thing from me to you...."

M3pre kumatora.jpg

In the end, the project had become so huge that the original N64 development team had spent far too much time and money in the game. The game's development had simply dragged on far enough; the team's members had to stop working on MOTHER 3 and instead, had to start work on projects for the then-upcoming Nintendo GameCube. It was time to move on.

Prerelease:Mega Man Legends

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.

Stuff to input on the page:

Mega-Man-Nova-Article.png
Mega Man Nova was a name Capcom deliberated on as the final name for Mega Man Legends. Note its original release was March of 1998 as well.
The design work was divided, roughly, between the above-ground and underground levels. I had two separate teams work on them, because I wanted a distinct atmosphere between the two areas. The above-ground world—where both Mega Man and the Bonne family live—has a unified mecha design, and when you enter the underground areas, I didn’t want the player to feel there was a resemblance between the mechs there and those above. I gave the underground design work to the designers who were good at creepy, unsettling stuff. They made it a kind of mix of creepy+cute.
— Keiji Inafune, Producer
(Source: Shmuplations - Mega Man Legends – Roundtable Interview[1], edits where made for relevancy and clarity.)

Prerelease:The Misadventures of Tron Bonne

Concept Art

Page 8

Tron-ni-Kobun-Concept-Art-Page-8A.png
Tron-ni-Kobun-Concept-Art-Page-8D.png

Translation reads: "Are they just about to pay that town a visit? Kobun (Servbots) is also there, standing on a roof."

Tron-ni-Kobun-Concept-Art-Page-8C.png

Translation reads: "The color of the ground and the color of the Gustaff are different from the picture above."

Tron-ni-Kobun-Concept-Art-Page-8B.png

Translation reads: "A figure resembling Tron looks at the city with binoculars."

Page 9

Tron-ni-Kobun-Concept-Art-Page-9A.png

Translation reads: "You can see the Gustaff and the Kobun (Servbots) on the lift."

Tron-ni-Kobun-Concept-Art-Page-9B.png

Translation reads: "The three power sources visible above are devices using deflectors (Refractors in the English canon)."

Tron-ni-Kobun-Concept-Art-Page-9C.png

Translation reads: "The Gustaff and Kobun (Servbots) advancing through the ruins. It feels like they've just dug out something.".

Tron-ni-Kobun-Concept-Art-Page-9D.png

Prerelease:Super Mario RPG: Legend of the Seven Stars

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
Famimaga-'96-No.3-Page-35-cutout-SMRPG-Geno-Whirl.jpg

The graphics and presumably the animation for Geno's Geno Whirl move (Geno Cutter in Japan) bared a blue crescent design instead of the yellow/orange saw shape of the final.

Proto:The Misadventures of Tron Bonne/Nov 5, 1999 Version

The Nov 5, 1999 Version of The Misadventures of Tron Bonne is a preliminary debug version of English localization with most of the work done. Despite its April 30, 2000 release, this prototype strangely doesn't have much left to be finalized. The big gap of time suggests that marketing prevented a sooner release likely to have enough time to bundle a more complete version of Rockman DASH 2 to create and bundle a substantial Mega Man Legends 2 demo of.

This version does grant the user the ability to access levels through the Level Select, freezing the action during gameplay, and even being able to disable the music as shown in the video above.

As the build suggests, this predates the release date by five months.