[U64 Italian Podcast] Episodio 1.8: Perfect Dark 64 Beta

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The Unseen 64 Podcast is only in Italian, sorry!

U64 Podcast: Episodio 1.8 – Perfect Dark 64 Beta [61:41] Dopo più di 2 anni di silenzio, lo staff di Unseen 64 ha trovato il coraggio (e il tempo) per registrare una nuova podcast, dedicata alla beta di Perfect Dark. In questo episodio mono, yota, blek, reno, infrid e tyrian3 (di www.gamescollection.it) parleranno per un’ora del secondo FPS sviluppato da Rare per Nintendo 64, sui motivi dell’abbandono della licenza di James Bond, l’odio per Elvis, spunti sul remake per Xbox Live Arcade, l’amore di Blek per il signor Carrington, gli enigmi random dell’ultima missione, gli Skedar rimossi dal gioco, l’idea poco utilizzata di sfruttare luci e ombre per il gameplay, le differenze con e senza expansion pack, commenti sul leggendario articolo di analisi della beta di PD, teorie su Joanna fuori dalle finestre, il cartello “Anal Land”, i cambi e i tagli nelle missioni in singolo, l’entrata esclusiva al Pond Punk Bar, l’amore dei programmatori per il formaggio, gli alieni nemici nell’area 51, il mix delle armi beta, il bersaglio nascosto, la modalità face mapping e dispersioni sull’Hot Coffee di GTA, l’editor dei livelli e le flash card per N64, le lamentele per la qualità di Skype, le orride facce di Perfect Dark per GBC, i prototipi di Rare scoperti dai collezionisti e i codici segreti inutilizzati. Saremo migliorati o peggiorati dopo tutto questo tempo? >> U64 Episodio 1.8 – Download Versione in MP3

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Dune Generations [PC – Cancelled]

Cryonetworks in 2001 disclosed information about Dune Generations, an upcoming online real-time strategy game based on Frank Herbert’s classic sci-fi novel series. The company launched an official Web site for the upcoming game that features some concept images, a brief background story and description of the persistent gameworld, and a list of frequently asked questions. Dune Generations was scheduled for release at the end of 2001.

Info from the official page:

The infrastructure of a permanent and massive multiplayer world that exists online; the intrigues and magnificent scenery from Frank Herbert’s Dune Universe; endless space and terrestrial epics: this is what you’ll discover in DUNE Generations.

DUNE Generations is based on three concepts: Short and long-term resource management, real-time commercial and military strategy, and control of a dynasty of leaders within three types of Houses: military, commercial or mercenary. Players will have to make strategic decisions for the advancement of their House and work together or fight one another for domination of the thousands of colonies at their disposal. They will have to evolve in a world with strict rules and use them for their own purpose and benefit. One key purpose, of course, is to gain access and control over the most important planet in the DUNE Universe: Arrakis, where the Spice, the most precious substance in the Universe is produced.

Cryo would be the publisher behind the game; Canada-based DreamCatcher Interactive would be the distributor for North America as part of a partnertship which published a number of other Cryo games.

Dune Generations would let players assume control of a dynasty in the Dune universe. The goal of the game would be to build the dynasty into the most powerful family in the universe, by gaining control of the planet Arrakis, the source of the most precious substance in the universe: spice. Players would choose to control one of three types of dynasties – traders, soldiers, or mercenaries – and each dynasty type would provide a different playing experience.

With the closure of Cryo at the beginning of 2002, the game was canceled due to a failure to negotiate a deal with the company’s creditors. [Info from Wikipedia]

Thanks to Elian for the contribution!

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Unreleased Dragon’s Lair Genesis / Mega Drive leaked

The original Dragon’s Lair is a laserdisc game published by Cinematronics in 1983. A “port” for the Genesis / Mega Drive was in development, along with the SNES one, but it was never released. Dragon’s Lair Genesis / Mega Drive ROM leaked sometime around June / July 2011, it’s almost bug free and more or less complete. It is a port of the released SNES version. You can find the leaked Genesis / Megadrive version in here.

Video from Segadatabase:

 

Kirby Squeak Squad [DS – Beta / Unused]

Kirby: Squeak Squad, known in Europe as Kirby: Mouse Attack and in Japan as Kirby of the Stars: Calling on the Dorotche Gang is a platform game developed by Flagship and Natsume and published in 2006 / 2007 by Nintendo and HAL Laboratory for the Nintendo DS. Mariosegafreak noticed a page of unused sprites on the Spriter’s Resource archive. Apparently the unused “Block Kirby” ability is a three-star Kirby wearing a hat from the beam ability. Not enough proof? Check the ability icons sprite sheet and you will find ‘block’. When trying to use a cheat code to activate it, Kirby just spits it out as if you pressed select/X.

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Super Mario Spikers [Wii – Cancelled]

Super Mario Spikers is a cancelled volleyball/wrestling hybrid game, which was being developed by Next Level Games; the makers of Gamecube title, Super Mario Strikers, and its follow-up, Mario Strikers: Charged. It was planned to be developed for the Nintendo Wii, but never made it far past the initial phases of conceptualisation.

In 2007, Mario Strikers: Charged was released on the Nintendo Wii and was met with both a positive reception and commercial success. Pleased with Next Level’s work, Nintendo allowed the developer a larger budget to tackle its next project with; as well as a greater level of creative freedom with their characters.

A former artist at Next Level Games spoke to us about the project:

“It was a wrestling/volleyball hybrid with a game show slant. It was never released and was financed as more of a reward to Next Level for doing such a great job on MSC”

The core development team at NLG didn’t begin fully working on Spikers until 2007, but the company’s artists had already been drafting new ideas for future Mario sports games throughout 2006, alongside work on Charged. Concept artists worked intermittently on the project until Strikers: Charged was nearing completion. It was around the end of the 2006, that Next Level’s heads settled on their new direction from early renders created in September.

Towards the very start of this project, the developer went back and forth on various names for the game. Its initially proposed title was simply ‘Mario Volleyball’; we assume to associate it with Nintendo’s other Mario sports titles at the time, such as Mario Golf and Tennis.

Although the game would eventually evolve into a hybrid of wrestling and volleyball, in the beginning, it started off solely as a relatively simplistic volleyball title with Mario characters. It was as more employees began to transitioning into Mario Volleyball that its mechanics and ideas became more fleshed out and the decision was made to add the twist of wrestling, among other things.

Once the project had begun to shift further and further from the realms of standard volleyball, the team opted to rename it ‘Super Mario Spikers’; a clear reference to their previous Mario sports productions. The significance of Next Level Games adding wrestling to one of their games like this will not be lost on those thoroughly versed in their back catalogue. Between 2004 and 2005, they were developing a WWE game with sci-fi and fantasy elements called ‘WWE Titans: Parts Unknown’.

An anonymous contributor close to the Spikers project described this game’s influence on it:

“Between the contact sport part of Strikers and some of the work that was done a couple of years before that on an unreleased wrestling game, it came as a pretty natural progression”

The wrestling mechanics drew upon NLG’s experiences with the title, which was a more stylised, cartoonish version of WWE to begin with. We have been fortunate enough to recover some of the animations made for the wrestling moves in Mario Spikers, thanks to Refurs, who discovered them in a reel put together by a former Next Level animator.

As we can see here, the combat system incorporated special moves made up of established wrestling maneuvers. For instance, in one clip, we can see a Yoshi performing a pile-driver attack. In another, Waluigi stomps on Mario’s stomach, who is grounded, laying on his back.

Unlike the Strikers games, which played out almost exclusively in a selection of large football stadiums set around the Mario universe, Mario Spikers had a slightly more varied collection of environments proposed for it.

In one of the level concepts, we can see a huge wrestling arena, the setting of a match between Mario and Wario. The massive crowds are populated by smaller Mario characters, including birdos, shy guys and the piantas from Super Mario Sunshine.

On the other side of the spectrum, some of the stages put forward took place in comparatively smaller areas and took inspiration from TV game show sets.

Each one of these was planned to sport its own unique environmental gimmicks, such a carnival wheel which would introduce random effects into play based upon where it landed.

Ultimately, Super Mario Spikers was never greenlit by publisher, Nintendo. The project was pitched to the company’s higher ups, but was declined because it was felt that certain aspects of its premise clashed with the company’s code of honour. This information comes to us from a trusted source, who was intimately involved with the project.

“It was a Japanese honor thing”

Work on Spikers ceased altogether in 2007 and Next Level Games instead went on to develop other Nintendo projects, including Punch-Out!! and a Metroid 3DS prototype. It is possible that a very early, playable prototype of the game was created for Next Level’s pitch, although any images of one have yet to be found.

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