Nintendo

PALPS [NES – Cancelled]

PALPS is a Nintendo unreleased Disk System exclusive game that many don’t know about. It was a very novel game. Basically it was an action game, where the player could not control the hero’s movement during play. The hero moves according to the player’s programmed movements. You defeat enemies with bullets and sometimes there will be an obstacle to deal with. As you advance through the game, the variety of icon tips increases.

The hero’s movement was programmed exclusively with the simplified language part that was said to be more intuitive and advanced than Family Basic. When it appeared on japanese magazines the game was said to not be ready to be seen at all and you can see below some screenshots from an early build. It was so early in development that the genre was still largely undecided. It’s still unknown why Nintendo decided to never release this piece of software.

Very grateful to Susumu for the translation from japanese.

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Zelda: Skyward Sword [Beta / Unused Models – Wii]

As we can read on Wikipedia, the development of  The Legend of Zelda: Skyward Sword started between the production cycles of the two The Legend of Zelda games for the Nintendo DS. While the implementation of the graphics was not advanced enough to present actual footage at the E3 2009 trade show, the story of the game was almost completed, and a single piece of concept art was revealed to a select group of journalists.[28] The image was released to the public a few days later, and showed a near-adult Link with a shield in his left hand, a mysterious female figure standing at his back.

As the game was shown to the public in late-development, there are just a few screens and videos with beta elements, but hidden in the final game’s code there are still some beta and unused models.

  • there is one Map called “DEMO” which is simple a Square with two textures
  • an older version of that temple you go into at the beginning of the game (StageF402Bef and StageF402Bef _s)
  • There was no shield-meter in the beta
  • Karane has animations for when she’s being blown by the Gust Bellows. You can’t use items indoors, and she’s only outdoors before you obtain that item.

zelda skyward sword beta enemy

These red Chuchus are not in the game or area. The normal Chuchus that burn your shield are orange. This one is a dark red.

zelda skyward sword beta demo

Even though this was only a Demo area, it’s still an area that was never in the game that wasn’t used. Most of the demo areas were used except this one.

zelda skyward sword beta map

An old version of the map from Skyward Sword that never appeared.

Skyview Temple use to be called ‘Sky Temple’.

An unchanged beta loftwing inside the game, during the begining cutscenes, you will be able to see it for a few seconds.

Thanks a lot to gabrielwoj, manki, antidoteZoinkity and Errorjack for the contributions! For more info, check the U64 Forum or TCRF

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Kid Icarus Uprising [Beta – 3DS]

Kid Icarus Uprising is an action game developed by Project Sora and published by Nintendo on its 3DS system in 2012. It marked the first entry in the Kid Icarus series in over 20 years; with the last being Kid Icarus: Of Myths and Monsters on the Game Boy.

In the great gulf of time between Uprising & its portable predecessor, the rumour mill was rife with talk of more possible installments. Take, for example, this scan from a 90’s video game magazine, which suggested an SNES game was in the works:

kid icarus snes

In 2008, Factor 5, Inc. developed a prototype for a new Wii Kid Icarus, as per Nintendo’s request. Ultimately, however, their dreams of developing a full title were shot down when the publisher chose not to proceed, before the studio later went out of business in December that year.

As Factor 5 fell, Kid Icarus: Uprising began to take shape at Nintendo’s Kyoto HQ in late 2008. An early prototype was devised by Masahiro Sakurai and a small team of handpicked for the task. Originally, Sakurai had set out to create a Star Fox game for Wii, but ran into issues with the limited manuverability of controlling vehicles, which was preventing him from moulding the experience he had envisioned. He was aspiring to develop a gameplay system in which the player could turn instantly on a dime to return fire, or dodge projectiles. By turning his creation into a Kid Icarus game, the director overcame these difficulties, as he explained to Official Nintendo Magazine in June 2010:

“…the problem with Starfox was that-and you’ll see this when you see the trailer for Kid Icarus – is that the game design incorporates a lot of different views. For example, flying and shooting sideways or turning around and shooting behind and I felt that there were some restrictions with Starfox in this regard. With Pit, there is a certain amount of flexibility that is allowed and makes a better fit for this gameplay.”

As Sakurai elaborated on in his Iwata Asks interview on the subject of Uprising, when development began, it was being prototyped and demoed on PC; as well as Wii at one stage:

Iwata:

Yes. Development did last a long time.
Sakurai:

At first we didn’t have the Nintendo 3DS development kit, so we started making it on a PC. Oh, and for a while we were using a Wii to make it! (laughs)

The interview also disclosed two previously unseen prototypes from early in the game’s life cycle:

At E3 2010, Kid Icarus: Uprising had its premiere, debuting as the first ever Nintendo 3DS game to be shown to the world. Upon analysis, we can observe a number of differences between it and the final build:

The above video documents the title in an evidently early state with incomplete, lower quality graphics than the released game. At the time the trailer was created, Troy Lund was originally slated to portray the protagonist, Pit, in the English language dub. Eventually, he was replaced by Anthony Del Rio, who plays the character in the English voiceover of the final game. This trailer demonstrates Lund’s version of the character, prior to his recasting.

We can glean also that this build contained a different aiming reticule. Whereas the release build adopted a circular design, which changes based upon the power of your shot, the one seen here is more static and simplistic.

kid icarus urpsing beta

Beta

kid icarus uprising final

Final 

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Cosmic Walker [Wii – Cancelled]

Cosmic Walker is a cancelled adventure / action game that was in development for the Wii. At Nintendo Fall Conference 2008 the manufacturer shared a movie reel full of upcoming Wii games that were in development, like Punch Out Wii, Sin & Punishment 2 and Another Code R. Another game shown for the first time was a curious space simulation developed by Gaia, the studio created by former Atlus employee Kouji Okada, but no info was shared about it.

In the Supplementary Information documents released by Nintendo from January 2010 onward the title disappeared from the list of the upcoming games aimed for the japanese market and in October 2010 a news spread that Gaia official site ceased activity thus we can conclude that the project was likely quietly terminated by the publisher.

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