Flux was basically a very sophisticated 3D puzzle game involving a salesman in a suit as its main character, that was in development for the Playstation and PC. The player had to find his way through a maze of cubic rooms that could be flipped in 90 degree angles by pushing switches on the walls. The game was in development by Pulse Entertainment and was picked up by Microsoft but canned after awhile for unknown reasons..
Monkey Ball is an ongoing series of action-adventure games published by Sega, new installments frequently being developed for a variety of consoles. Monkey Ball Touch & Roll, played on the Nintendo DS, contains 120 adventure mode levels and various others for the 6 minigames. However, looking at the files inside the game, it may seen odd that there are over 70 more level files than there should be. Most of these files appear to be levels ported from Monkey Ball and Monkey Ball 2 for gamecube. Among the minigame levels, 6 unused Survival maps and 7 unused Golf maps can be found, as seen below.
As we can read from Wikipedia, Echochrome is a puzzle game created by Sony’s JAPAN Studio and Game Yarouze, which is available for PlayStation 3 and PSP. Gameplay involves a mannequin figure traversing a rotatable world where physics and reality depend on perspective. The world is occupied by Oscar Reutersvärd’s impossible constructions. This concept is inspired by M. C. Escher’s artwork, such as “Relativity”. At Siggraph 2007 Art Exhibit Sony shown a beta / concept version of Echochrome, with a nice level-debug editor.
Post by The Monokariba (AKA Monokiba), thanks to bruto77 for the video below!
Portal 2 is a first-person-shooter-type-puzzle game. Developed for the Xbox 360, PlayStation 3 and PC and released by Valve sometime in April 2011. Some beta information were shared thanks to interviews and by fans of the game, but sadly no screenshots are currently available.
At some point during the development, the player would have been allowed to use a type of gel that could give the ability to walk on walls. The gel was cut due to the fact it could have cause motion sickness.
Portal 2 writer Erik Wolpaw has revealed that Valve originally planned to include a gel that let you walk on walls in Portal 2, but dropped it after it made people queasy.
Wolpaw said that the gel had added a nice gameplay twist, but that it was incredibly disorientating. He added that nausea was a constant concern when developing first person games, so the decision was made to drop the gel. He added that Valve was so concerned about the possibility of Portal 2 making people nauseous in general – a very real threat in a game that has so many rapid changes in position and perspective – that it adjusted the frame rate and movement to try and minimize the effects. Wolpaw said that this action on Valve’s part should help even people who normally do suffer from FPS motion sickness to enjoy the game
Another piece of information comes from an interview with Chet Faliszek and Jay Pinkerton about portal 2’s early story scripts. Originally portal 2 was to be a prequel rather than a sequel and Cave Johnson was amuch more important character in the game originally. GLaDOS wasn’t in the early scripts of the game.
Portal 2 writers Chet Faliszek and Jay Pinkerton revealed in a recent interview that the game nearly included nothing that we knew and loved from the original Portal, because none of it existed yet.
Speaking to Rock, Paper, Shotgun, Pinkerton said that Cave Johnson, founder of Aperture Science featured in Portal 2, was once a much more important character in the game. “At one point two years ago some Cave Johnson dialogue got leaked – so I can now tell you, two years ago Cave was the bad guy in Portal 2 and GLaDOS wasn’t in the game,” he said. “It was a prequel. We liked the character enough that we snuck him into this.”
Also, as linked to us by Robert Seddon, kotaku published a story about a removed competitive multiplayer more:
“Along with co-op, [we had] the idea of sort of a competitive Portal multiplayer,” Valve’s Erik “Old Man Murray” Wolpaw told 1UP.
“We went down that path, actually, for a little while and had something up and running — the best way to describe it is sort of Speedball meets Portal. You know, a sports analogy. And it quickly became apparent that while it’s fun for about two seconds to drop portals under people and things like that, it quickly just devolves into pure chaos. It lost a lot of the stuff that was really entertaining about Portal, which was puzzle-solving. Cooperative puzzle-solving was just a much more rewarding path.”
As noticed by user caseyfam, wheatley has a different voice in the E3 demo. It was also noticed that wheatley says something different in comparison to the final, same context, just different wording.
From Shacknews we can read some more beta differences:
a rare look at the game’s canned competitive multiplayer mode. “While it’s fun for about two seconds to drop portals under people and things like that,” Wolpaw explained. “It quickly just devolves into pure chaos.”
The original concept for Portal 2 featured a different main character, but the concept behind how the game would start was largely the same. Here, the player is waking up in a gorgeous environment designed to look like paradise–but it quickly falls apart in The Truman Show-fashion, revealing that the player has been trapped in a relaxation chamber for an unknown period of time.
E3 Beta Demo:
E3: Hey, hey lady! Over here. Aw good, you’re back. I thought maybe you’d tried to escape without me. Pop a portal over there. Oh thanks. Now they told me, I’m never never ever to disengage myself from this rail or I’ll die. But, we’re out of options here, so get ready to catch me on the off chance that I’m not dead the moment I pop off these things. On 3 ready? 1,2,3…
Final: Hey, Oi oi! I’m up here! Oh brilliant. You did find a portal gun! Aw, you know what? It just goes to show: people with brain damage are the real heroes in the end aren’t they? At the end of the day. Brave. Pop a portal on that wall behind me there and I’ll meet you on the other side of the room. Okay, listen, let me lay something on you here. It’s pretty heavy. They told me NEVER NEVER EVER to disengage myself from my Management Rail, or I would die. But we’re out of options here. So get ready to catch me, alright, on the off change that I’m not dead the moment I pop off this thing. On 3 ready? 1,2,3…
Finally we have a cut character from Portal 2. The characters name is MEL (as seen to the right of this paragraph). Mel can be found in games files and she was originally meant to be used/controlled by the PC in co-op. Instead the co-op mode featured two robots (ATLAS & P-Body) and the human test subjects were cut from the co-op mode entirely. The player can only control the human test subject, Chell, in the single player campaign.
Source of the image and info: http://half-life.wikia.com/wiki/Mel
Update: May 23, 2011:
Thanks to user Eris, it has been discovered that within the games files there is unused dialog of GLaDOS. The video below mentions garfield the comic book cat and how GLaDOS tweaked it to help make the robots more “human” (which was the co-op plot before it was changed to just finding humans). You can view the unused dialog in the video below:
The other video of GLaDOS unused dialog mainly consists of garbled messages, gibberish really. You can video the below:
Additionally, there are several functional prop items that didn’t make the final cut but remained in the code, including a set of collapsible furniture and several light-up indicators.
As pointed out by: bari, In one of the video, as posted on VALVe’S youtube channel, there were going to be a diversity vent. The vent would suck objects up into tubes. The diversity tubes were cut from the game. You can watch the diversity vent in action in the video below:
In addition, unused dialogue for Caroline can be found in the game’s files. Some of the lines were removed; Ellen McLain cried while recording them, and J.K. Simmons refused to record his lines because it “seemed too much like rape to him.” You can view the video below:
Thanks to Eris & bari for their additions to this article.
Firefly is a cancelled game that was in development by Pioneer LDC for the Playstation. There are not many info about this project, but a short article published in an old GameFan magazine (4 – 2) in which we can read that Firefly was going to be a mix between a platform, a shoot ‘em up and a puzzle game. The description sounds interesting, but sadly Pioneer never released a anything like this on any console.
Known in japanese as IKAZUCHI NO GO TOKU (or Kaminari no Gotoku: Choukousoku Igo) this was a simulation based on the ancient board game “Go” for Nintendo 64. Developed by specialist Toyogo Inc, that despite the name was an american company based in Lexington Massachusetts, the game title appeared in Edge magazine issue 41‘s japanese N64 release list with a planned release date for January ’97.
Seta Corporation, Like Thunder ‘Go’ publisher, never released it for unknown reasons thus negating to japanese N64 players the only Go simulation for the system.
Image taken from EGM issue 90, article written by Celine!
Spearhead is a cancelled action / puzzle game that was in development by Scavenger for the Sega Saturn. There are not many info available on the project, but it seems that players would had take control of a “sphere suit” to explore 7 levels / mazes in the same vein as Marble Madness / Spindizzy Worlds / Super Monkey Ball. Sadly Scavenger had to close down in 1997 for economic issues and most of their games were never released.
Adventures of Pinocchio is a beta version of Ottifanten, an action puzzle game developed by Bit Managers and released in 1998 for the GameBoy, based on some german comics. While there is a released Pinocchio game for the Game Boy mono, “Adventures of…” is a completely different title and Bit Managers never listed this one on their homepage, only Ottifanten. A playable version of this beta was leaked online, and it’s often confused for an official released game. Trying out the game shows that you cannot lose any lifes – the counter won’t work. This is no final release and there is none because it’s an unreleased game.
As we can read in a Wikipedia entry, the game relies on 115 separate levels of puzzle action, played by viewing the playing field in isometric projection. Pinocchio’s main objective is to get to the arrow (the exit) on the screne in order to move onto the next level. If the player is able to navigate Pinocchio to the objective before the timer runs out, he gets a certain number of points equal to the time left. Once this number reaches 500, the Fairy will bestow Pinocchio with an extra life.
As noticed by BigFred, a closer look at the dump floating around will reveil a weird internal name “Infrey Quest”, so we can speculate that before Pinocchio and Ottifanten, Bit Managers tried to develope their own original IP. When they did not find any publisher interested in Infrey Quest, they changed the game in Pinocchio and later into Ottifanten, with their more recognized characters.
Ottifanten uses the same game concept as well and the same music as Adventure of Pinocchio. It even looks like the basic stage design is the same.
The released Pinocchio for GameBoy looks like this:
Update: this game was cancelled in Japan, but released in USA as Harvest Moon: Frantic Farming!
Bakumono Characters Yasai De Pon! is a cancelled puzzle game that was developed by Marvelous for the DS. It featured many characters and locations of Harvest Moon: Island of Happiness, known in Japan as Kimi to Sodatsu Shima.
Stackers is an unreleased platform / puzzle game that was in development by Santa Cruz Games for the GameCube and PC. This project was probably an evolution of their Pickles prototype, in which the player had to stack various characters on each other, to resolve the levels. The Pickles demo was shown at the Game Connection 2006 as wrote in an article published on Gamasutra by Lost Level’s Frank Cifaldi, but sadly Stackers and Pickles remained only tech demos, as Santa Cruz Games was not able to put more time and money into them.