Godzilla: Unleashed (Sep 19, 2007 prototype): Difference between revisions
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|external=https://archive.org/details/GodzillaUnleashedSep192007prototype | |external=https://archive.org/details/GodzillaUnleashedSep192007prototype | ||
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A prototype of Godzilla: Unleashed for the Wii. | A prototype of Godzilla: Unleashed for the Wii. This build is a near-final review build of the game. | ||
==Notes== | ==Notes== | ||
*This build doesn't feature many differences that are noticeable on the surface, but there are a lot of size differences between files in this build and the final build of the game. | *'''Key differences''' | ||
*A build number can be seen by entering the code 787321. This prototype's build number is "12.0.240", compared to the final build's number, "12.0.267". | **This build doesn't feature many differences that are noticeable on the surface, but there are a lot of size differences between files in this build and the final build of the game. | ||
*Mechagodzilla 2's training mode was not set up yet in this build of the game, so his training mission plays out like a regular versus match. Mechagodzilla 2 was one of the last three characters added to the game (along with Godzilla 90s and Godzilla 1954). | **A build number can be seen by entering the code 787321. This prototype's build number is "12.0.240", compared to the final build's number, "12.0.267". | ||
*In the prototype, Godzilla 2000's theme plays when player 1 is playing as Godzilla 1954 or Godzilla 1990s. | **Mechagodzilla 2's training mode was not set up yet in this build of the game, so his training mission plays out like a regular versus match. Mechagodzilla 2 was one of the last three characters added to the game (along with Godzilla 90s and Godzilla 1954). | ||
**In the prototype, Godzilla 2000's theme plays when player 1 is playing as Godzilla 1954 or Godzilla 1990s. This seems to indicate that the lack of music when player 1 is playing as either of these characters in the final build is actually intentional and not a mistake/bug. | |||
*'''Other differences''' | |||
**Biollante's beam is shorter. | |||
**Kiryu can't use power surges. | |||
**CPU monsters are referred with P#s instead of COM. | |||
**When the AI is in "defensive mode" it will also block and parry attacks instead of only jumping away. | |||
**Some hit sfx are different. | |||
**The sound effect that plays when you lose a health cell isn't there. | |||
**Megalon's intro is slightly different. | |||
**Megalon's beam aims properly. | |||
**Mecha King Ghidorah has a different block animation. | |||
**If Mechagodzilla moves during its "Rocket Knees" attack, its upper body will spin. | |||
**Mechagodzilla can use power surges. | |||
**Mothra's "Cry for Peace" attack does not cost energy cells and does not cause dizzy effect. | |||
**Moguera's "Spark Shower" is the only B move that removes an energy cell and has different hit particles. | |||
**Moguera's missles are slower and have different hit particles. They can also track opponents. | |||
**Moguera can't power down to recharge. | |||
**Some of London's train cars have police siren particles. | |||
**Rodan's gust attack particles are smaller. | |||
**Rodan's AI will sometimes spam his "Fly Roll" attack. | |||
**Rodan's "Fly Roll" attack only hits once. | |||
**SpaceGodzilla's "Psychic Uppercut" doesn't work. | |||
**Power Surge crystals dont have all of their hit particles working yet. | |||
**Megaguirus' grab doesn't have its particles yet. | |||
**The transition from being unfrozen is a slow fade rather than instantly becoming normal. | |||
**Some grab attacks work differently than in vanilla GU in terms of damage, opponent position when thrown, etc. | |||
**Attacks can be cancelled by rushing. | |||
**Anguirus doesn't have shell protection. | |||
**Some of the monster's hurt hand/foot animations are slower/faster. | |||
**When Jet Jaguar is present, one of his sfx will play when hitting a guarded monster. | |||
**After defeating an opponent in story mode, the camera view will stay between you and the opponent until you leave their range. | |||
**Water and lava splash sfx are different. | |||
**Baragon has KC's theme. | |||
*Disc information: | *Disc information: | ||
**Header Product Code: RGZE70 | **Header Product Code: RGZE70 | ||
Line 49: | Line 82: | ||
==Screenshots== | ==Screenshots== | ||
<center><gallery heights="256" widths="224"> | <center><gallery heights="256" widths="224"> | ||
File:RGZE70 2022-12-25 19-59-11.png | File:RGZE70 2022-12-25 19-59-11.png| Title screen (same as final) | ||
File:GZUnleashedProtoBuildNumber.png|The prototype has a different build number than the final. | |||
File:MechaGZ2TrainingMode.png|Mechagodzilla 2's Training mission is not set up yet. | |||
</gallery></center> | </gallery></center> | ||
==Origin== | ==Origin== |
Latest revision as of 16:52, June 8, 2023
Godzilla: Unleashed (Sep 19, 2007 prototype) | ||||||||||||||||||||||||||||||
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Download Godzilla: Unleashed (Sep 19, 2007 prototype) (info) |
Download Godzilla: Unleashed (Sep 19, 2007 prototype) from external mirror |
A prototype of Godzilla: Unleashed for the Wii. This build is a near-final review build of the game.
Notes
- Key differences
- This build doesn't feature many differences that are noticeable on the surface, but there are a lot of size differences between files in this build and the final build of the game.
- A build number can be seen by entering the code 787321. This prototype's build number is "12.0.240", compared to the final build's number, "12.0.267".
- Mechagodzilla 2's training mode was not set up yet in this build of the game, so his training mission plays out like a regular versus match. Mechagodzilla 2 was one of the last three characters added to the game (along with Godzilla 90s and Godzilla 1954).
- In the prototype, Godzilla 2000's theme plays when player 1 is playing as Godzilla 1954 or Godzilla 1990s. This seems to indicate that the lack of music when player 1 is playing as either of these characters in the final build is actually intentional and not a mistake/bug.
- Other differences
- Biollante's beam is shorter.
- Kiryu can't use power surges.
- CPU monsters are referred with P#s instead of COM.
- When the AI is in "defensive mode" it will also block and parry attacks instead of only jumping away.
- Some hit sfx are different.
- The sound effect that plays when you lose a health cell isn't there.
- Megalon's intro is slightly different.
- Megalon's beam aims properly.
- Mecha King Ghidorah has a different block animation.
- If Mechagodzilla moves during its "Rocket Knees" attack, its upper body will spin.
- Mechagodzilla can use power surges.
- Mothra's "Cry for Peace" attack does not cost energy cells and does not cause dizzy effect.
- Moguera's "Spark Shower" is the only B move that removes an energy cell and has different hit particles.
- Moguera's missles are slower and have different hit particles. They can also track opponents.
- Moguera can't power down to recharge.
- Some of London's train cars have police siren particles.
- Rodan's gust attack particles are smaller.
- Rodan's AI will sometimes spam his "Fly Roll" attack.
- Rodan's "Fly Roll" attack only hits once.
- SpaceGodzilla's "Psychic Uppercut" doesn't work.
- Power Surge crystals dont have all of their hit particles working yet.
- Megaguirus' grab doesn't have its particles yet.
- The transition from being unfrozen is a slow fade rather than instantly becoming normal.
- Some grab attacks work differently than in vanilla GU in terms of damage, opponent position when thrown, etc.
- Attacks can be cancelled by rushing.
- Anguirus doesn't have shell protection.
- Some of the monster's hurt hand/foot animations are slower/faster.
- When Jet Jaguar is present, one of his sfx will play when hitting a guarded monster.
- After defeating an opponent in story mode, the camera view will stay between you and the opponent until you leave their range.
- Water and lava splash sfx are different.
- Baragon has KC's theme.
- Disc information:
- Header Product Code: RGZE70
- Header Version Number: 0
- Header Title: Godzilla: Unleashed
- Executable Name: /main.dol
- Latest date in DOL: 5/17/2007 3:52:00 PM
- Latest date in DOL (final build): 5/17/2007 15:52
- Apploader date: 3/1/2007
- Apploader date (final build): 3/1/2007 0:00
- Errors (Data Blocks): 0
- Errors (Unused Blocks): 0
- Miscellaneous Notes:
- Game is emulatable in Dolphin: Yes (as of December 25, 2022).
- Issues: None.
- Debug enabled: No
- Game is emulatable in Dolphin: Yes (as of December 25, 2022).
Screenshots
Origin
Files
Archive Contents:
File | Type | Date | Size | SHA-1 |
---|---|---|---|---|
RGZE70-553.iso | File | 2022-11-25 23:35:55 | 4.38 GB | 123526fa7f018a7d9210ade5a9a75fd019d82427 |
Godzilla Unleashed 09-19-07.JPG | File | 2022-11-25 22:53:08 | 2.78 MB | 9019def7c08059055e3a72c20ed91b632976ff7c |
RGZE70-553-dumpinfo.txt | File | 2022-11-25 22:52:58 | 178 bytes | 2082255eb3cb75223ccb36b631cfb7196159b237 |
RGZE70-553.bca | File | 2022-11-25 22:52:58 | 64 bytes | 18bd4bdb46069087103f7f6062c8835b5aea4873 |
Download File:
File | Type | Date | Size | Comment | SHA-1 |
---|---|---|---|---|---|
Godzilla - Unleashed (Sep 19, 2007 prototype).7z | 7zip Archive | 2022-12-25 10:28:13 | 4.14 GB | Download file | 331fc0061257d7a0136d6e7142c88291b348273a |
Acknowledgments
A huge thanks to Nex for researching this prototype! And a huge thanks to the anonymous donor that allowed for this release to happen!
See also
- Project Deluge: Xbox 360 and Wii (December 25, 2022)
- The Cutting Room Floor (TCRF)
- Internet Archive (IA)
- Mechagodzilla 2 Training Mode
- Build Number
- Godzilla 1954's Versus Theme
- Godzilla 1990s Versus Theme