birby100
Diddy Kong Racing: Unused objects
updated
While the Prime Cup is known as the format where only the strongest of monsters can thrive, at least in the Master Ball classes, you can also run the weakest and still get away with it. This was accomplished through a randomization, but for every Pokemon picked that wasn't in Pokemon Perfect's RBY 7U tier I changed them to a species somewhat similar to them. DVs and EVs were also randomized, and to make things not so bland I gave each Pokemon competent movesets akin to their actual competitive analyses for the tier, although I kind of improvised with ones the randomizer picked that didn't have one. The only requisite was that each team needed to have a Meowth, since every serious 7U team needs one and it's the best Pokemon in the tier.
Even with the good movesets, DVs, and EVs though, the AI clearly doesn't know the best strategies and move choices behind some of the 7U mons. :/
Yes, the prototype actually crashed at one point which required a restart.
*insert another lengthy comment about how I'm stilling seeing Celebis on nearly every team here*
One of the biggest surprises though is a completely scrapped level! Called "Armada" in the alpha's level select, it consists of some ships where you would have to platform across to rescue two winks. According to some unused text in a Playstation demo disc listed by TCRF:
tcrf.net/Proto:40_Winks_(PlayStation)#Stage_Intros
"NITEKAP HAS CAPTURED
2 WINKS AND STOWED THEM
AWAY SOMEWHERE ON HIS
FLEET OF PIRATE SHIPS.
BRRRRRR THAT WATER
SURE LOOKS COLD."
Because the unused text takes the space of the introductory text reserved for the Pirate Island level in the demo, it seems like that level replaced it in the end.
I'll get through the rest of the character viewer in the final part along with some final extras just to keep the length down.
I just started to get back into this obscure game thanks to a more accurate Dreamcast emulator, and after a LOT of grinding I finally managed to get this. Some slightly sloppy execution with the water skimming trick at the Ice Cream Lighthouse cost me a bit of time, which caused me to sync up with my previous record with +0.00, but thanks to a much better Frappe Forest I managed to barely squeeze out a new PB. I will attempt a sub 2:16 at some point since I know it's possible, but I think I'll shift my focus to other venues.
Of course my records will never be legal since I'm running on an emulator instead of on actual console. I like the unofficial widescreen support option though!
WHY AM I STILL SEEING CELEBIS EVERYWHERE?!
...although Tyranitar is a close second. Looks like it loves to accompany Celebi at times. :/
Wow, there's SO many changes here.
I don't know if the game somehow went through a massive overhaul in levels, but it sure feels like it. Levels that maintained some type of linearity in the final were once huge landscapes, and some even had their concepts completely changed. Even some of the hub areas originally had drastically different appearances, while some didn't even exist yet! Due to the sheer sizes of these original landscapes it's going to require multiple parts, and while I tried to explore most of what they have to offer, I know there's some portions I may have missed. They're just THAT huge compared to the final's levels.
One final note. This prototype is so early that it's completely mute. No music or sounds to speak of in this alpha, so to fill in all of the emptiness I put in some of the music from the final release.
"OH SHOOT, WHERE THE HECK DID THAT BULLET BILL COME FROM?!
Joe must have sent his army after me again.
This part is shorter than the others because I wanted to handle the Team Rocket portion separately, especially with their interesting lineup. ;)
Whether intentional or not, although Piko Interactive have released early prototypes of Glover in the past, hidden within the files of the Steam release are three early builds of Glover 2...and I mean EARLY. These might be the earliest builds that the current rights holders managed to obtain from developer backups, similar to the earliest they had of the original Glover. There's SO many differences between these builds and the later two that are already known and documented about. The debug controls and C button cheats of the other known prototypes don't even exist yet, so messing around in these betas might not be as easy as those. While I tried my best to go through as much as I could record, I missed a few minor changes like the health meter and didn't figure that out until after everything.
Extreme thanks goes to Quote Balrog for providing the files!
0:00 Jan 29, 1999
13:22 Feb 8, 1999
28:40 Feb 15, 1999
For a while now I've heard musings about some type of Mario Kart tech demo for the GBA thanks to a certain eBay auction. While nobody is quite sure if it's the same person to won the auction, since they'd rather stay anonymous, whatever the case the tech demo managed to recently find its way online!
There's two modes. One automatically plays a sequence that seems to show off the capabilities of the demo's engine, while the other allows you to actually play it yourself. The course is a directly ripped Peach Circuit from Mario Kart: Super Circuit without the obstacles while Shy Guy Beach looms underneath. The controls are only the basics between steering, accelerating, braking, and backing up. There's no drifting whatsoever, but you can zoom the camera in and out so you can see Mario's sprites up close. He looks...pretty uncanny.
Despite being just a tech demo, I'm happy this was finally preserved!
...probably won't take long before someone makes a custom track out of this for Mario Kart Wii.
Yeah, I'm in for it.
I pretty much learned the hard way when I saw that every single opponent in this part had a Celebi on their team.
If there wasn't a function where Chaos Elfilis automatically gets back up after a certain amount of time, I would have had to quit out and start from the beginning!
Meganium and Jumpluff are from my Crystal version save file, Gengar, Umbreon, and Slowking are from my German Silver demo playthrough, and Electrabuzz is from my Crystal Clear playthrough. I would have used my Suicune from my Crystal version, since I used it before in a previous randomizer run, but in my testing it made the battles WAY too easy.
Other than that one issue, I kind of wish there's a way in game to figure out all of the new and changed mechanics, because this probably would have gone by at a MUCH different pace if I knew them beforehand. So many new terrains, weathers, and abilities with no explanations whatsoever left me guessing on multiple occasions about certain plays that sometimes backfired immensely.
Only a couple of portions seemed to have been finished. The main hub, aquatic, and Shy Guy exhibits don't exist yet and load into the debug level select when accessed. Ironically, the main hub's absence makes accessing the hidden menu way easier! Just hack the pointer over to the Album option and once you select it, instant level debug menu!
For the rooms that do exist in the demo, probably the most obvious is the fact that everything can still hurt you. This was changed for obvious reasons and caused some changes in layout for some of the enemies on display (Ex: Bungee Piranha). Aren't exhibits supposed to NOT hurt onlookers after all?
The biggest change though is in the Giant Enemy exhibit. Looks like the bosses were going to be on display at one point! While another video showed them off in the final version after they were reinserted into the data, now we can see them without any external hacking! The Japanese apparently just spells out the names of each boss, although there's a symbol for "temporary" next to Six-Face Sal's name that I can't unsee. The early Giant Enemy room along with Gilbert the Gooey's display are still referenced in the final version, but their files have been emptied out at that point.
...except for this moment.
If only the highlight reel provided a better camera angle...
I actually went through the first four fights before but forgot to record, so I'm somewhat familiar with what I was up against. The last four I'm going in completely blind.
I'm not completely done with this demo though, for there's still one more thing I want to go over...
So I broke out of the loop.
Unfortunately, it seems as though there's nothing particularly of note beyond where the demo normally ends. However, once you hack to the Volcano area and complete it, no further hacks are necessary! As one of the few demos I've seen where you can save your progress, it basically becomes a regular game of Pokemon Snap and even progresses the same way that you can't typically see.
For the few things that I do know that are different from the final, the gallery feature is missing because the demo comes preloaded with some already and there's extra text on the title screen to indicate that you can print images out. Apparently this particular demo came pre-attached to one of those printing stations, so you can either print pictures you've taken from the first two levels the demo boxes you into or one of the preloaded ones from its gallery. Other than that, I don't really see anything noteworthy.
I guess this also makes me the first one to ever fully complete this enigma of a demo beyond the boundaries.
This hack basically combined lots of Gen 1 Pokemon with future species to make new combinations and expand viability. Almost every Pokemon has a unique combination in some way, and there's even mechanics from future generations implemented, such as abilities and types, with more coming in future updates.
This early version only contains one gym and cup to pick from, and I would have gone with the rentals in the Gym Leader Castle if I didn't accidentally have my Blue save file in the configuration files. The one cup didn't have this certain oversight, so it confused me for a moment. Because it got me curious, I decided to see what would happen if I used my own mons instead, and surprisingly most of them worked! The mons that don't have a fusion currently in the hack either use the wrong model or crash the game, so I went with ones I knew worked. In another surprise, the alternate color changes for nicknamed Pokemon still works and really helps distinguish fusions apart from another! My Poison/Steel Beedrill fusion looks pretty nice in that alternate color scheme, huh?
Gameboy imports also have a messed up stat screen, but they get corrected when in battle. Their moves also revert to the new ones depending on what they knew before being brought over, and they also get different abilities! This actually screwed me up a few times, because the rental Fearow fusion had Aerialate so I also assumed mine had it as well...which turned out to be completely wrong. Because the opponents' fusions also have movesets and abilities different from the rentals, it almost seems like Gameboy transfers WERE intended all along just to see what would come out when brought over to this hack.
Even so, this hack looks promising and even in this early stage I can see the effort put into it. Can't wait to see what other fusions will arrive in the future!
The Gengar fusion with Moongeist Beam is too OP.
...or Baby Wario for that matter too.
I actually got a shiny Shaymin from my original Pearl after lots of soft resetting, but because those aren't considered fateful encounters they can't go through Poke Transporter. This easily remedies that!
I don't know what to expect anymore.
The skiing section is also a nightmare to complete with the demo's less focused camera. I'm SO glad it was fixed in the final.
Also, the mouse cursor makes its debut unintentionally!
Here we go, for it's time to finally tackle the early Secret and Extra levels. Let me just say that I wasn't looking forward to this, because even in the final version one mistake in these levels basically equals one death. Even so, there's quite a few differences from layout changes to... layering issues with coins. Extra 1 alone pretty much has both and some remnants of the old parts still exist in the final version!
Also shoutouts to the one floating Piranha Plant.
You can't make this up.
The timing couldn't have been more perfect.
That's one thing I appreciate later games for removing.
Also, I know that there's supposed to be a Rocket Grunt outside of Altering Cave, but can't remember if he leaves after everything on Five Island or not.
...and all of it happened in one race.
My only gripe is that it didn't capture the Lightning dodge while I was respawning.
I really wish it would have captured a better camera angle though.
In all seriousness though, thanks to a save editor where you can edit your party members I thought it would be a fun experiment to see the true final boss of this game pummeled by the infamous family from Royal Woods. I did my best to recreate most of the family of thirteen and their personalities with the limited options each Denpa Men can have, including special abilities, because you can only have a maximum of eight party members some siblings had to be cut out. Sorry to those that wanted to see Lola, Lana, and Lily in true Denpa Men greatness!
This battle actually took a couple of attempts, for the final boss can completely destroy you in only a couple of moves, but on this one attempt he decided to become a pacifist and continuously buffed himself up endlessly. I had all of those Revives for a reason, and in the end I never had to use too much.
At least this makes for a better plot than the The Loud House Movie, right?
Again, I'm not expecting too much from this other than a couple of bug fixes at best. I've come to expect that from how close this beta is to the final release.
A few things to note about 5-8 though. Because the cutscene where Baby Bowser betrays you isn't implemented in this demo, it automatically kicks you back to the stage select when you enter the boss room. Even so, the fight against him is present in the demo but inaccessible unless you use the debug level select (which is still in the final game).
As for the final battles against adult Bowser...they don't exist! Everything ends after Baby Bowser's defeat and they're not even listed in the demo's debug level select! Considering the fact that the demo is only about three weeks away from the final release, either the devs used a much earlier version to build the demo or were under massive crunch to get the last few Bowser fights implemented before release.
While I don't usually go for full length highlights, it's needed to understand the full context behind what I went through...and the fact that the points picked from the other categories didn't capture the moments I wanted. In the end though, I've pretty much learned that Blue Shells are out for blood. X_X
Ignore the slight stutters in small skips, for I had to stitch together multiple recordings of thirty seconds to get this. I really wish the Switch offered longer recording lengths at times.
Yeah, I'm definitely in for it.
The 5-4 boss seems like it didn't change from what I can see. Even so, I wish they would have fixed the issue where any mistimed ground pound or accidental down input equals death.
The nickname was after the one I named in my original Pearl game. Yeah, my young mind wasn't the most creative. XD
Back when this game had bonus data unlockables, I always thought we had three of them. From Igno and Frigi, the Dunarians, and finally the Saladasaur that was it. However, as it turns out, there was one more piece of bonus data still waiting to be unlocked by going online...and it was only available in the Japanese version!
While the data received labels it as a "Bone" fossil, which is shared with the Saladasaur event, it's correctly labeled as a "Lake" fossil when you pick it up. Surprisingly, everything about the event, despite never getting released overseas, is fully translated and functional!
One has to wonder WHY this was never made available in the international releases and remained exclusive to Japan. It would have made finding Igua parts SO MUCH easier without relying on transfers from the first game.