This article lists all known conceptual and prerelease content related to the NES version of Strider.
Two screenshots from an early advert for the game, establishing its release date to be October. These two screenshots are from an early point in development, although the only notable difference appears to be the missing "H" and "E" next to the health and energy numbers.
Two more screenshots published in one 1988 article from Famitsu together with the ones above show Kazakh's initial area had a number of differences in appearance:
- The large metal squares on the ground had a different, simpler circular design instead of four smaller squares with two different designs as in the final. The floor pattern is also different.
- The boxes found along the path displayed a different design with two crossed wood strips in front. The boxes in the released version have two panel faces with wooden frames instead.
- Diagonally-attached cables were added at the top part of the wire fences in the background.
- The buildings in the background were rearranged and altered.
- Small flashing light posts were added to the background in the released version.
- A brown chained cargo hook was added below the top box seen in the first screenshot.
These screenshots also show elements seen in the dumped prototype described below such as the Russian Infantryman's early sprite design and the starry sky. Nonetheless, the prototype has all the sprite differences from the first stage already changed to how they appear in the English released version.
- Main article: Strider Hiryu (Famicom prototype)
A prototype of the cancelled Famicom version was dumped in 2014 and released online. This prototype appears to be from late in development, and resembles the English released version very closely. Almost the entire game is included, although the final stages are not fully completed and the ending can't be accessed due to a glitched final boss battle.
There are also a number of differences in gameplay and stage layout when compared to the released version, apparently an attempt to lower the difficulty for the English audience.
A rare promotional video using an early build of the cancelled Famicom version. Whether this build was created before or after the known prototype is uncertain, although it does feature some unique unused elements of its own:
|The title screen uses a different cursor than the red Cypher used in the prototype and final release. The cursor appears to be the same anchor cursor used in Higemaru Makaijima, which still exists inside the prototype's code as an unused sprite, alongside the upper half of Makaijima's logo.|
|The part of the intro sequence introducing Sheena appears to lack the music lyrics as seen on the prototype, although they do come out in the following scene. Sheena's name, however, appears next to her in katakana, unlike the prototype.|
|Instead of the Vice-Commander, there's a scientist standing in his place. In the video he says roughly "The Commander should have the key" (カギはしれいがもっているはずだ), the same line spoken by the Vice-Commander in the Japanese prototype.|
|For some reason, Hiryu's sprite changes palette when he enters the room with the magnetic wall in Kazakh, and remains this way until he reaches the end of the wall at the top of the room.
There's also a square item in front of the wall, and when picked up Hiryu can walk up the wall as if he were using the Magnetic Boots. This mechanical item is nowhere to be found in the prototype or final game, but its sprite still exists inside the code.
|The square frame in the subscreen appears to be red instead of blue, although this could be due to the video's very low quality. Rather than "Cypher" (as in the prototype) or "TRICK" (as in the released game), the text above Hiryu's list of Tricks reads "Power Trick" (パワートリック).
The section showing Keys displays both a 1 and 4 numbers, apparently indicating the player has found the first and fourth key. This is impossible to do in the released game, since the player unlocks keys in order. This was probably because Hiryu has access to the Key #4 room atop the magnetic wall right away, as seen in the previous screen.
|The Development of Strider|
|Development sub-pages||Strider (CPS-1) • Strider (NES) • Strider (Mega Drive) • Strider II|
Strider (PC Engine) • Strider 2 • Strider (2014)
|Prerelease content||Strider (CPS-1) • Strider (NES) • Strider (Mega Drive) • Strider 2 • Strider (2014)|
|Unused content||Strider (CPS-1) • Strider (PC Engine) • Strider (NES) • Strider 2 • Strider (2014)|
Unused enemies • Unused stages
|Cancelled games||Strider Hiryu (Famicom prototype) • Untitled game projects • Untitled GRiN Project|