Wii

Super Meat Boy [WiiWare – Cancelled / Beta]

Super Meat Boy is a platform game developed by Team Meat and is the successor to Edmund McMillen’s and Jonathan McEntee’s flash game, Meat Boy, originally released on the Newgrounds website in October 2008. (Info from Wikipedia)

The Developers originally announced a release of the game for every major console and computer: Xbox360 Live Arcade, PS3 PSN, WiiWare, PC and MAC…

  • The Xbox360 Version was released in October 20, 2010.
  • The PC Version was released in November 30, 2010, as downloadable on the Steam WebStore.
  • The Mac Version was released December 2, 2010, on Direct2Drive
  • The Wiiware and Playstation Network versions have been cancelled
  • This small article will show the WiiWare’s version progress. Super Meat Boy on Wiiware was taking a pretty long time to be made and had some delayings. After some time, Super Meat Boy has been officially cancelled because of Size Limit problems on Wiiware. The Wiiware service allows to publish games on the store on 40MB Size Limit, sadly, Super Meat Boy was much more then that. It also has been cancelled because they were not able to find a publisher.

    Some trailers and preview videos have beta differences:

  • Promo Video
  • Shows some Informations

  • Trailer
  • Gameplay, some graphics was little different, with more backgrounds and other stuff.

  • Older Trailer
  • The only difference are the Psychics (jumps fall fast, and differences of running). Also, a different animation for the Warp Zone.

  • IGN’s Preview
  • Comments and shows more stuff, like World Map (which is different of the PC and Xbox version, and other stuff)

    Team Meat is thinking for develop Super Meat Boy as a Retail Version, with extras and other add-ons (which wasn’t to be come on the WiiWare Version) or on the upcoming 3DS. They only need a Publisher, as they said:

    If we decided to try to find a publisher & do a boxed version for $20 (with extras) but come out later on the Wii, would you hold out?

    Images (Click on them to open in other Tab/Pop-Up):

    Images Informations:
    Image 1:

    The time counter are on the top right (on the released versions, they are on north eastern.

    Image 2:

    Commander Video lines are more shorter, with no fading and much more thinner.

    Image 3:

    Little different character selection screen.

    Image 4:

    Boss of World 1 is much more different, with some other platforms and more “darken”.

    Image 5:

    No any differences

    Image 6:

    Because of Commander Video have no any fade in the lines, it don’t shows in his jump.

    Image 7:

    Different Map (probably the “D” button hasn’t been changed in the development)

    Image 8:

    The Prologue (intro) text is a little different

    Image 9/Image 10/Image 11:

    The HUD now have been more for the left, but still not as on the Released versions.

    Image 10:

    Only the HUD Difference

    Image 11:

    The stage is much more clarity, the stage is actually more darken on the Released versions.

     

    Son of the Dragon [Wii – Cancelled]

    Son of the Dragon is a cancelled action adventure that was in development by Renegade Kid and that would have been published by Gamecock for the Nintendo Wii. Sadly when Gamecock had to close down for economic issues, Renegade Kid was not able to find another publisher and the project had to be canned. Only few concept arts were released and it seems that Son of the Dragon was still in early development when it was cancelled. As we can read from an interview with Renegade Kid co-founder Jools Watsham on 1UP:

    JW: Son of the Dragon was a third-person action adventure title set in a heavily stylized 15th century. You were Dracula. Something happened to you, which striped you of your ability to use your awesome powers. A quick description of it is a “good” 3D Castlevania where you are Dracula, with a focus on responsive combat, solid gameplay camera, light RPG elements, and a rich world of wickedly diverse landscapes, enemies, player weapons, and abilities. […]

    JW: We spent many months developing the idea with a team of very experienced and dedicated individuals. The art team created loads of superb concept images for the player character, enemies, bosses, and environment locations. The design group created a game design document that quickly grew to over 100 pages, and detailed player abilities, damage types, enemy AI, items, accessories, level designs, currency, and many other details. It was truly inspired and exciting. We were considering licensing an engine for development, and the same day we had assets loaded into the engine, the hammer came down and the project was canceled. It was a bittersweet day.

    Thanks to Celine for the contribution!

    Images:

    Videos:

     

    Sonic Colors / Colours [Wii – Beta]

    Sonic Colors or Sonic Colours is a platform game developed by Sonic Team for the Wii. Tehe video below is from the e3 demo of Sonic Colours, there are some minor differences between this and the final.

    -The music has much more bass than in the final.
    -The announcer shouted “POWER UP” whenever a wisp was collected.
    -The announcer shouts “SPIN” when the yellow wisp is used, while in the final he shouts “DRILL”.
    -Music doesn’t change when using the green wisp (the laser wisp).
    -Some of rings and wisp power-ups are in different locations than in the final.
    -The announcer’s “good, great, awesome, outstanding, amazing!” is different in this version. It was re-recorded for the final.

    Thanks to Slashy for the contribution!

    Videos:

     

    Cave Story (Doukutsu Monogatari) [Beta]

    Cave story (Doukutsu Monogatari in Japan) is a freeware platform / adventure indie-game released in 2004 for PC and a WiiWare port by Nicalis in 2010. It was designed and programmed over 5 years by Daisuke Amaya, art-name Pixel, in his free time. A classic by almost every sense of the word. I say almost, because despite it’s pixelated graphics, Cave Story is actualy a modern game, with a deliberate old school feel. However, as with most good games, trial and error are required, and in the end, some things are left out. Cave Story is no different. At one point, the main character, Quote, was Curly Brace. That name later moved to a girl. Sue didn’t always look like she does, several areas just didn’t make the cut, and some tiles just weren’t used in the final game. There’s plenty to see in the images below.