Xbox

Sabreman Stampede [XBOX / X 360 – Cancelled]

Do you remember Donkey Kong Racing for the GameCube? When Rare was sold to Microsoft in 2002, they also announced a racing title. As they could no longer use the Donkey Kong characters, rumours appeared saying that the game was being reworked into a racer starring Rare’s own Sabreman.

In 2003, Microsoft trademarked the title “Sabreman Stampede“, it appeared as if there was the final confirmation. In March 2004, Rare answered the following in their Scribes when asked whether Donkey Kong Racing was still alive:

“Well, yes and no. It’s not called Donkey Kong Racing any more, it’s not for the GameCube any more and by this point I’d imagine so little of the original art and code remains that it’s barely even the same game any more, but yes, it’s still coming out. In some form. Wait and see, if you haven’t already picked up on the new title that’s been unofficially floating around the electrical interweb for months now.”

It was not until 2008 that we saw how much the game had changed as an unanonymous poster leaked a video on Youtube (you can find it in our gallery beneath). Developed by a team of which many worked on Starfox Adventures or Jet Force Gemini, Sabreman Stampede had evolved from a racer into a full adventure. One could hardly notice that it had started out as Donkey Kong Racing.

In late 2004 it was decided to port both Kameo and Perfect Dark Zero from Xbox to Xbox 360. As the Kameo team did not have enough resources,  members of the  “Sabreman Team“, as such they were later credited, were asked to help out. However, this also meant that Sabreman Stampede had to be put on hold, even though porting and reworking it for a Xbox 360 release had already begun. After six years Sabreman Stampede was cancelled. Having started out as a Diddy Kong Racing successor, evolving into a title in which you were riding herds and then becoming an adventure game, its development was stopped due to a lack of focus in design.

As we can read in an  interview with Lee Musgrave:

Donkey Kong Racing was obviously pretty heavily tied to Nintendo as a franchise, and as Rare approached the finalization of a buyout deal with Microsoft it was clear that the game had no future, at least with the ape’s as characters. We switched it around to be a Sabreman game, and there was a great early Xbox prototype – but someone, somewhere decreed that it was a little too old-school for the kind of ‘revolutionary gaming experiences’ that the Xbox was capable of delivering, and so it started down a path of meandering changes, updates and ‘evolution’ that finally saw it run out of steam and fall over. There were some great ideas in the game as it developed though, and I still look back to the early racing game design and think we could have done something great with that.

This was all vaporware until July 2008, when Transparentjinjo added a video of the Xbox 360 prototype on his YouTube channel.  It seems that Stampede had a long and interesting development history, that sadly ended in a cancellation. Even if we will never be able to play the game, we are happy that some proof of Sabreman Stampede’s existence can be preserved!

Special thanks to Transparentjinjo.

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Time Splitters 2 [XBOX/PS2/GC – Beta]

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TimeSplitters 2 is a first-person shooter available for the PlayStation 2, Xbox, and GameCube. The game was published by Eidos and developed by Free Radical Design, a company founded by some ex-Rare members. In February of 1999, 20 months before the release of Perfect Dark, several members of Rare who had worked on GoldenEye 007, including Steve Ellis, Karl Hilton, Graeme Norgate, and David Doak, left to form their own company called Free Radical Design. After they developed the first TimeSplitters, Free Radical Design began work on TimeSplitters 2, with the goal of creating a more fulfilling story mode alongside the Arcade and MapMaker modes. [Info from Wikipedia] In the beta version of the game, there was a different HUD and different design for some of the weapons. You can see a comparison below:

Thanks to Danny33 for the contributions & to Jay for the english corrections!

Beta Electro Tool:

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Final Electro Tool (beta HUD):

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Beta Laser Gun:

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Final Laser Gun (beta HUD):

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Beta Plasma Autorifle?:

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Final Plasma Autorifle (beta HUD):

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Beta Tactical 12-Gauge:

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Final Tactical 12-Gauge (beta HUD):

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Beta Soviet S47:

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Final Soviet S47 (with beta HUD):

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Rogue Ops [XBOX/PS2/GC – Beta]

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Rogue Ops is a stealth-based action/adventure game developed by Bits Studios and published by Kemco for the Microsoft Xbox, Nintendo GameCube and Sony PlayStation 2 in 2003. In the game the player assumes the role of Nikki Connors; in the beta version, Nikki had a different character design which included with dark/brown hair (she is blonde in the final) and the HUD was different. Rumors say that Rogue Ops was developed from the concept of the RiQa project, a cancelled title for the Nintendo 64.

Thanks to Jay for the english corrections!

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Conker: Live And Reloaded [XBOX – Beta]

Conker: Live and Reloaded is a remake of Nintendo 64 game Conkers Bad Fur Day. When the game was 1st announced it was called Conker: Live and Uncut, and was intended to be completely uncut and remove all the censoring of the first game, its name was later changed to Conker: Live and Reloaded and had even more censoring than the original game. Throughout the games development there were many cuts and changes to the multiplayer mode.

While it was a remake, the single player game went through a number of changes mostly involving different textures or models, especially for Buga The Knut and his girl. Her lips are larger in the older picture, and her bra is leopardskin rather than a standard brownish color in the final version. Also her nipples are showing in the beta version (not only that, but Buga has chest hair in the beta shot). Conker-bat was black in the beta, as in the N64 game, but in the final version it’s orange.

Thanks a lot to Airfoemoe, Supermoe1998 and Karrunaniara for the contributions!

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Psychonauts [XBOX/PS2 – Beta / Concept]

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Originally, the main character was an ostrich suffering from mental imbalance and multiple personalities. Tim Schafer killed the idea because he strongly believes in games being “wish fulfillments,” guessing that not many people fantasize about being an insane ostrich. Raz was originally named Dart and it had many different design before the final one. Even the Censors were different, with a more “green monsters” look. The HUD, the Menù, the Psi Challenge Markers and the Telekinesis style were changed too. Some “brains” were in different positions in the beta version, as the one at the top of the wall in front of the asylum. The Milla’s Lab does not exist in the final game.

Tim Schafer first conceived the idea for Psychonauts while working on Full Throttle, which originally was to have an interactive peyote trip sequence. The idea was deemed unsuitable for a family-friendly game, but it led to Schafer’s desire to do a game featuring psychological trips or interactive dream sequences. – [Info from Wikipedia]

 

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