Tiltronica is a cancelled racing / flipper / puzzle game that was in development by Vision Scape Interactive for the original Xbox. You would use some strange vehicles inside a sphere, somehow like in Super Monkey Ball, moving and shooting around arenas inside giant flippers. You main objective seems to have been to shoot down targets and collect balls.
A playable prototype was found in 2009 and a few collectors got copies on the Xbox debug-kits. This was in development by the same team who worked on the Sonic Extreme pitch.
Studio Gigante was a small team established in 2000 by several former developers of Midway’s popular Mortal Kombat fighting game series. They were able to sign a contract with Microsoft to develop an exclusive “Mortal Kombat Killer” titled Tao Feng: Fist of the Lotus. Unfortunately the game received mixed reviews and in 2005 the studio closed down, after releasing their second Xbox exclusive for THQ: WWE WrestleMania 21.
As we can read on an interview made by Polygon with Studio Gigante co-founder Josh Tsui, their team also pitched a (never released) Star Wars fighting game. They develop a tech demo with Darth Maul and Anakin Skywalker fighting each other:
“Gigante was ready to roll onto a proper Tao Feng sequel, and Microsoft wanted it – but the proposed deal gave the team pause, as it didn’t quite offer the resources desired to pull off the more elaborate design, which featured wildly destructible stages. Simultaneously, THQ swooped in with an offer to develop WWE Wrestlemania 21 – a richer contract that could not only help build up the studio further, but possibly also secure a lucrative annual franchise. After much agonizing, the studio principals opted for THQ’s deal, leaving Tao Feng 2 dead in the water.
“Our team was completely crestfallen by that,” says Tsui. “We made the best of it; it’s not like we didn’t work our hearts out,” says David Michicich, another Studio Gigante principal and longtime Tsui associate. “But that was my first experience where I’m working on something that I’m enjoying, but my heart wasn’t into it. We should have found a way to do both deals.” Michicich says exclusivity deals from both publishers prevented such a move.
Not only did the team lose its passion project, but the WWE deal backfired. An incomplete build of the game was accidentally pressed and released, leading to backlash and an eventual recall and revised release. Relations between Gigante and THQ had already soured prior to release, and the poor reaction was the final nail in the coffin.
The Xbox series was dead, and the studio was running out of money. Using a proprietary engine, Gigante prototyped potential Kill Bill and Star Wars fighting games and sought new projects, but decisions weren’t being made quickly enough. By July 2005, just three months after Wrestlemania 21 shipped, the studio closed its doors.”
During many years of saving media from lost video games, we often find a game with no more details than a few screenshots, not knowing who was working on it nor even its title. This is the case with this cancelled project planned for Xbox, of which we just have screenshots with a file name “CZ”: what was this exactly? We are not sure.
From the look of it we can assume it was a first / third person shooter, possibly with online multiplayer? It has cool robots and a sci-fi look. Does it look like something you have played? Did you work on this game and could help us to identify it? Please leave a message below or send us an email!
After the cancellation of Castlevania: Resurrection and the death of the Dreamcast, the same team at Konami of Americapitched a few other projects for different consoles. One of these unrealized games was a new 3D Contra with online multiplayer, planned to be developed for PS2, Xbox and PC.
They wanted to have classic single player and local coop story mode for old-school fans of the series, but at the same time testing online multiplayer for the first time.
Some details about this lost Contra game were found by fans, and preserved below to remember the existence of this cancelled concept.
“Contra’s HQ have intercepted SOS from the biggest Russian nuclear submarine that is sinking to the bottom of Barents Sea. While Contra’s HQ continues monitoring the unsuccessful rescue attempts, suddenly the submarine crews stop responding to the Russian Northern Fleet hails. Meanwhile, Contra’s spy satellite registers the beginning of nuclear missiles launch form the sub, and transmission to Russian Navy operations that Red Falcon is demanding to stop the rescue attempt otherwise there are will be a missile strike retaliation. After analyzing the spy satellite data, Contra intelligence realizes that Red Falcon is preparing its third attempt to conquer Earth by using Russian submarine as its base to assemble and power it’s robotic war machines in the safety of deep sea.
Members of Contra Forces are called in and ordered to stop the Red Falcon, and were successful in defeating evil alien entity and its forces. Or, at least they thought so. The “Red Falcon” had actually been merely wounded. It escapes the submarine blast to a secret retreat located in the mountains of Bosnia. Were alien forces lie dormant aviating for decoy Barents Sea invasion to begin, so they can start a real attack of the Earth forces? The Contra intelligence is learning that Red Falcon is not the brains behind an operation but just a pawn controlled by a mysteries alien only know as “Dark Queen”. Contra marines are called again for the final showdown.”
Story mode would have been divided into 3 worlds (Submarine, Mountain Trail and Underground Base): each one with several levels and Bosses. Past Contra protagonists could have been unlocked during the game, to be used as playable characters.
The team planned many different modes for online multiplayer. An idea was to have online coop up to 4 players, split in 2 teams that would fight through different missions before meeting again to kill the boss together. Online Versus mode was also planned, set in a virtual-reality world similar to VR missions in Metal Gear Solid. This could have been a third person or first person shooter, depending on the best prototype they could work on.
As this was only an early pitch they were still thinking about the best Konami IP to use for their first online game. If Contra could have been a risky series (because of its hardcore fans), other possibilities were open such as using the Project Overkill IP instead.
In the end disagreements between Konami of Japan and Konami America killed the american team. Many of their latest games were canned, such as Survivor: Day One for Nintendo 64.
Banjo X was to be the third installment to the Banjo Kazooie franchise, slated to be released for the original Xbox. Initially the game was being developed in 2004 by Rare as a straight remake of the first game, with enhanced graphics and gameplay for the new console.
Supposedly, the characters in Banjo X were to break the 4th wall, so to speak, and gradually become aware that the game was a remake of the original Nintendo 64 version. The farther along the player got in the game, the more things would shift directions from the original Banjo Kazooie. It would have been at this point when the characters would become aware that they were in a remake of the original game and attempt to alter the plot in a different way. Rare had already experimented with the remake of Conker’s Bad Fur Day, adding a few different situations in the early parts of the game to surprise players who knew the original version, it seemed only right to expand a similar concept in Banjo X.
The world found out about this lost game in late 2011 / early 2012 when Xbox executable files (dated June 2004) for a title named “Banjo X” were found by PtoP Online on an old Xbox development kit. These files were missing many of the characteristic that would have been needed to run the prototype, but someone managed to break them open and find some clues. Unfortunately, the game doesn’t do much when attempting to access it.
Depending on the file launched, a black command screen will pop up, showing files missing and an error message. It was expected that the game wouldn’t work due to these missing assets, but the fact that it boots shows that something was being worked on at some point. One user was able to extract an early 3D model of Mumbo.
Names for new Banjo abilities and items were also discovered in these executable files. Some of these include: Springy Shoes, Rocket Sneakers, Metal Feathers, Aviator Goggles, Invisibility Chocolates, Big Feathers, Bag of Eggs, and Diamond Beak.
During Banjo X’s development, the idea of having Gruntilda and Banjo attempting to accomplish the same task at the same time was attempted. Gregg Mayles wanted Gruntilda to interfere with Banjo during gameplay and make things much harder for the player. However, the team at Rare thought the idea would have required a very complex AI in order for it to do what they wanted. This concept was quickly scrapped after this realization.
Even though the game supposedly didn’t get very far into development, Steve Mayles tweeted out early character models he made for Banjo X. One was Mr. Termite, and the other was Conga.
Steve Mayles also confirmed in a twitter response that he remembers seeing a 4 player co-op mode during Banjo X’s development. It was during this time that a separate team at Rare began working on a Mario Kart style game with the Banjo Kazooie IP, under the name “Banjo Kazoomie”. The major concept that made it stand out was the fact that the player was able to build their own vehicle to use.
Banjo Kazoomie didn’t get very far in development but many of its ideas were later reused in Nuts & Bolts. According to designer Gregg Mayles, “Rare thought this would be a “hard sell,”, and that “players would expect a whole new game”. It was clear that there were not many reasons to continue working on Banjo X for the original Xbox and the team soon moved their plans to the new Xbox 360.
The new Banjo game would have been a completely different game and Rare began brainstorming ideas of how players traveled in platformers. They wanted to make the trip to the overall objection as fun as possible. This is when they decided to combine the Banjo Kazoomie idea with the worlds for Banjo X. The team only got as far as the first level and as soon as vehicles became incorporated with the game, Mumbo’s Mountain had to be altered to a much larger size in order to have proper usage of the vehicles.
Unfortunately, the interesting idea of a breaking-the-4th-wall remake with multiplayer coop for Banjo Kazooie never saw the light of day. But in the end, Rare was still able to release a third entry in the Banjo series with Nuts & Bolts, even if feedback from the fans was mixed.
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