God, the lost humor in this game compared to the final. Luigi swooning over the jellyfish sisters and Mario back-handing him to snap out of it is great, wish they found a way to keep that in.
This seems to be par for the course, at least for older games. Prototypes of older games often have major differences even just two months away from release. The Chrono Trigger prototype from four months before release is pretty similar to this. Many maps are incomplete or missing, while some are completely different. This one's six months away from release. GBA games didn't need as many ressources to develop as modern games and things could move a lot faster. It wasn't uncommon for games to be made in a year. It's entirely possible this game was too, since this demo was made for the E3 in which the game was revealed.
@@poudink5791for some games it's absolutely ludicrous how much they had to cut. The time between the release of Ratchet and Clank 2 and 3 was less than a Year, not only is 3 the most acclaimed and highest rated but the amount of scrapped content they have in the built in "insomniac museum" just showcases an insane amount of cut content
@@poudink5791 that's something that's been the case since up untill the PS3/XB360 era since you had a lot more limitations and lower budgets, you didn't have to worry so much anout if something was incomplete before release since you could easily change it in a few days at most.
6:45 I like how Mario proceeds on doing a Default Pose (A frame from the Spin Move), as if the game can't find an animation of him surfing. This is something you'd expect more in a 3D game. Also, it seems at that time the development is more focused on the storyline and progression while keeping the fights as placeholders. Wondering if that's how it mostly goes while making an RPG kind of game.
One little thing you forgot to mention all the way back in the first part, the music for stardust fields is actually shifted up a key in the final game!
@@glitchy6449 I listened to it a few times, and it sounds the same to me. Still though there is no way to know for sure until someone actually analyzes the audio.
@@Skillaway The final one has an extra sound that acomppanies the trumpets, also in majority of the song of the final one, the trumpets are replaced with another instrument, and the bipbops at the final have like an echo added to them
Huh, it behaved differently here than it did for me in some instances. For example, the cutscenes with the fire and thunder gods did happen, the Firebrand and Thunderhand receptacles in the temples and ocean worked (though the ones that would open the way to the pipe still didn't, not that it matters because you can be Jesus and get to it that way), and the room where you normally land in Oho Oasis played that cutscene when I entered it for the first time. For some reason when I was exploring the ship, I got a scene of presenting the membership card, however the loading zone after that didn't work. I didn't find the Bink minigame, that'd have been crazy. I don't recall if I just never entered the room or it was blocked. There was one skeleton NPC that softlocked the game when I talked to them (likely because I only had Mario, after Luigi somehow despawned as a result of going in the Mini Mario hole) Also, my actions didn't glitch out in the way yours did after pushing a gravestone, they just refused all L/R inputs until I used Thunder again. This prototype definitely has a lot of inconsistencies with itself
I found you from your involvement in Newer Super Mario Bros, i just want to say I like your channel a lot, I think the text commentary is very unique in this day and age and I kind of prefer it to voice honestly. Have a nice day :)
remember you can press both L and R at the same time to revert both brother's abilities to jump, which *usually* fixes the glitched ability bug you can do in the og game (barrel jank moment)
14:10 I like how even in the beta these two toads actually make sense the way they look becsue of the conversatiin they're having, was so weird how the remake just turned both into normal looking toads and so the conversation also lost sense
22:42 Mario is a true chad older brother, reminding Luigi not to be distracted and stay focused on their priorities (that being to save Peach and by extension the beanbean kingdom).
So glad Alphadream decided to go with the black eyes for their character designs. Really makes them stand out and also looks much less weird compared to the blue ones
interesting how a majority of the game's maps and level design was finished first, but most of the programming just...wasn't??? can't tell if that's the case because it does seem like an external debugging tool specifically for this game was supposed to be used, but either way, it does show quite a lot into the development process for this game...
I was doing a little memory editing and found some interesting unused(?) items. -Super Mushrooms heal 35 HP instead of 50 -Nuts appear to be at least planned, as I found a 'cherry', apparently, mushroom item that says it heals 12 to both brothers, but when used only heals one. -There appear to be bottle items that say they raise a brother's stats, presumably early versions of the coffee, but they can't be used in the battle and the overworld inventory is hardcoded to only show mushrooms and 1-Ups. Is there anywhere I could document these? I also don't know Japanese, so I'm going off of rough translations.
19:08 So in the final game, the score and lines are actually different, as finishing multiple lines at the same time gives you multiplied number of points. Maybe they originally made this more visible.
The beanstar piece makes WAY more sense as a star on top of a Christmas tree in this old design! As a kid it always bothered me that the crab wanted a bean on top of his tree
@@pixelator5312What do you mean, the ladies wink at you implying you are paying for a sexy time and the hand tutorial they do looks a bit sexual. Also Mario slaps the shit out of Luigi like he fell for 2 hookers LOL
well now that the beanstar piece on hermie looks more like a star now it really is a christmas on the beach. with no presents. i still cant get over that but i guess he can do what he wants (also mario slapping luigi was pretty funny)
the unused mario and luigi sprites almost remind me of the partners in time sprites for some reason-- either that or 2000s newgrounds sprite animations
the thunderhand and firebrand cutscenes *are* in this build, but they don't work if you hack to get the hand powers because the game assumes you already saw the cutscenes
What AlphaDream probably did was choose three areas that were either further along or good for a demo, polish those up and then lock the game to those areas. It'd be much less hassle compared to making a demo specifically for E3.
Seems like this game was meant to have a different art style judging by the blue eyes a lot of the characters have, wonder if they changed it last minute
Ah man, I remember playi ng this game everytime when I was going back from school. and seeing these changes from the prototype now is absoloutely mind blowing. I also remembered that I would use some nice "softlocking" glitches since I was kind of shit at this game lol. good times indeed. Oh yeah, btw. I kinda noticed that Mario and luigi's palettes are very different, my guess is that they were probably going to use normal renders instead of the arts style we knew and loved
tbh its a shame so much got cut, a lot of this stuff is really good and doesn't really feel like it couldn't have fit into the final game for the most part
Since Fawful and Tolstar work (mostly) and you mentioned Wiggler being in the demo, I wonder if the rest of the bosses and enemies all still exist somewhere in the game...do you know if they have any different attacks or anythin'?
Was the music at the airport and Teehee Valley what played in those areas in the demo or did you add them like the Hooniversity music? Because they were interestingly, mostly being the backing to the melody of Hoohoo Village and Teehee Valley, though Teehee Valley is also slightly faster and that part that did play had some slight note differences. The Teehee Valley one also appeared to be unfinished, as it cut off before the B section. But maybe that was because you "exited" and reeentered the area.
imagine someone attempted making a finished copy of this game, like using the vision and spritework and mechanics given and idk im not good at explaining things
I'm curious if the menu just has some code set to be disabled for the demo, or if the options just have no code yet. If the former, I wonder if it would be possible to force them open. Also, is there a download or way to play this somewhere?
Given that one of the texts says the menu is "unimplemented", it's probably the latter. And, yeah, the download is out there. Look at Hard4Games's channel.
18:58, They Probably chsnged that because it wouldn't make sense for a Living Gorila to be in a Skeletons Sunken Ship. (Well, it not like Mario Game makes sense actually, Like Fire in the Water, but you get my point.)
Im curios. Since the tutorials for the hand powers were originally differnet, what does the rest of the cutscene look like? I know we cant play the rest of the cutscene as the hand power needed to progress is no longer progammed in. But would it be possible to look at the games code and view the doilogue? Im honestly curios to know what the rest of thr cutscene looked like.
@Skawo I'm talking about the hand bros moves tutorial at 22:14 the rest of the cutscene doesn't work because the previous version of the hand powers isn't programmed in. I'm just wondering what the rest of the dialogue is like that's impossible to see in the game. Also will you ever do another video of unused stuff in the beta version of the game? I'm curios to know if there's any more cut content this beta might hold thay you don't see in the game by playing it normally.
More like the ROM is smaller because at this point in development the whole game was just smaller. It doesn't seem like much of the game itself was scrubbed for this build.