GameCube

Backstage [PS2/GC/PC – Cancelled]

Backstage is a cancelled arcade racing game somehow similar to Crazy Taxy, that was in development in 2003 by Carapace and it would have been published by Wanadoo. The player would have start the game as a young and surf wear clothed bike messenger (with a scooter) named Zack. The action took place in a Los Angeles like city (its Studios, different districts and suburbs).

Zack is a kind of jack-of-all-trades, he had to accomplish such different jobs as deliveries, taxi, collections, races, track-races, and shooting (with a camera). Doing this, Zack would have meet important people of this universe who could have give him access to filming: his secret dream.

For unknwon reasons the project was never released and a couple of years later Carapace closed down.

Thanks a lot to Kyle for the contribution!

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Ricochet Rick [XBOX / GC – Cancelled]

Ricochet Rick is a 3D  shoot ’em up that was in development at Titus Interactive for the GameCube and XBOX in 2001. We dont know how much it was done before the cancellation as the only screens available are a bunch of concept renders: probably the project was canned in early development, when Titus went bankrupt in the same year.

Thanks to Vincent for the contribution!

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Wreck’n Krew [XBOX / GC / PS2 – Cancelled]

Wreck’n Krew was an action game that was in development at DarkBlack for the GameCube, Playstation 2 and XBOX. As we can read from the original press release the game was a highly explosive arcade blast fest, that mixed Blast Corps, Power Stone and Bomber Man. The player would had take the role of a team of demolition experts hired to take on dangerous and dirty jobs, to destroy everything in the level but have to complete certain mission-based tasks within a time limit in order to unlock hidden areas, special characters, and the next location waiting to be ripped apart.

It seems that the developers had to closed down, maybe because they did not find a publisher interested in their projects (this game and Asylum) and so Wreck’n Krew was cancelled. (And no, i dont know why one of the characters looks like Gary Coleman.)

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Metroid Prime 2: Echoes [GameCube – Beta]

Metroid Prime 2 for the GCN was a bit of a change from the metroid standard, as it featured for the first time, ammo for the beam weapons, and the ability to explore a dark world version of the main world. A bonus disk with a demo of the game on it was released as a gift from nintendo for a limited time, and a pack in bonus with copies of the first Metroid Prime. The demo takes several short cuts, jumping you straight to a mining facility that comes along a little later in the game. However, there are differences outside of that, that can’t quite be chalked up as cut backs for a demo release.

Video 1

3:40 Luminoth Webbing. scan is not in final game

3:53 “Mechanisms” is missing from log directory

3:56 it says that the statue’s motivator unit is broken, and won’t move. inthe final, instead of an eye, it has a dark crystal that when shot with the right beam, DOES move.

4:28 warns of a terminal fall ahead. not in the final game. Also, Luminoth Lore piece is missing from side of wall.

Video 2

2:04 Dark Webbing. scan is not in final game.

Video 3

This cut-scene is not in the final game.

Also, in one room in the final game, you can see a large number of flying enemies, but since you can only see it in morph ball form through normal play, you can’t scan it. However, if you enter the room by other means, such as going through or over walls with a glitch or Action Replay, you can scan it. The scan is as follows (as wrote on Wikitroid):

“Mechanism: Airthorns. Rogue airborne mechanoids. Targets are small and travel in packs for safety. Avoid contact.”

“The Luminoth made the Airthorn to patrol local airspace. The small, speedy machines were a boon to the war effort until their programming failed. Now rogue, they serve the Ing as fiercely as they served their creators.”

More information about unused enemies can be found at The Cutting Room Floor.

There are also enemies that were planned to be in the game at one point, but appear to have not even made it off of the concept art, which can be viewed at the Metroid Database

Retro Studios decided against recycling the features of the first game, and instead used new sound models, weapon effects, and art designs. They also implemented the Screw Attack and wall jumping features seen in previous Metroid games, which were not incorporated in the first Prime due to time constraints. [Infos from Wikipedia]

In some Pre-Release screenshots we can notice that the Hud, Dark Samus colors, the score counter in the Multiplayer mode and the visor hud while in morph ball are different. Also, there are other little changes in the scenarios.

Also, thanks to a model viewer created by Interdpth and Revel8n it’s possible to find various unused models hidden in the game’s code. You can download the Metroid Prime model viewer (mpxviewer) in here. If you are able to find more unused models, please let us know!

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