Castle! Castle! [GameCube / PC – Cancelled]

Castle! Castle! is a prototype for a cancelled game in development for PC and Gamecube at F4 (formerly known as F4-Toys),  a French video game developer based in Paris composed of former staffers from Adeline Team and No Cliche, including Frederick Raynal. It seems that it was going to be a real-time strategy game / tower defense, where the players would have had to build and protect their castles, but sadly the project was cancelled. This could have been an evolution of another F4 proto, know as Pocket Castle.

Thanks to Jay for the english corrections!


Trium Planeta [GameC / PC – Cancelled]

Trium Planeta was a prototype for a game in development for PC and Gamecube at F4 (formerly known as F4-Toys), a French video game developer based in Paris composed of former staffers from Adeline Team and No Cliche, including Frederick Raynal. From what we can see in the screens and learn from the little information available on the project, Trium Planeta was going to be an action adventure / brawl fighting game, but not much more info is available. Trium Planeta was officially cancelled in 2005.

Thanks to Robert Seddon for the contribution & to Jay for the english corrections!


Pikmin 2 [Beta – GameCube]

Zero7 has brought to our attention some differences in the early version of Pikmin 2: “In one of the photos the white pikmins don’t have red eyes (looks like a palette swapped yellow in that little window on the bottom). In another screen there’s .. a yellow potion? Wasn’t it red and.. blue/purple? Yeah, top was purple, bottom became red. Olimar’s Health looks off. Same with purple, model is fine, picture on the bottom is missing their features. In another image there are almost 20 potions.. no way you can get that many so quickly in ANY area of the final version, also that area doesn’t exist in the final (99% sure).

In a scene the red pikmin was inactive, but still colored, probably not a beta problem and I’m just remembering wrong, but I could’ve sworn they become a little lighter when they’re inactive. In the beta both players are using Olimar as their health, one red and one blue, but Louie gets his own icon in the final. We can even see the “Debug mode” in some of the screens.. and still using yellow potions, which dont exist in the final; maybe it was planned to choose between 3 different potions. The thing that goes down into caves with you looks different, like a lot less detailed than the final. In general all the pictures pre MAY 4 2004 are missing the second health meter for Louie and they all had different numberings for the pikmin count in the HUD (Beta: 0043 – final: [space][space]43).”

Also, in the videos below there are yellow and blue bolborbs, which are different in the final version (they are orange with black faces and green eyes). As we can read in Pikmin Wikia:

Two Bulborb subspecies are known to have been cut from the final versions of the Pikmin games. Both colors match those of the three main Pikmin types. Along with the Red Bulborb, each basic Pikmin type would have a fitting Bulborb had these not been removed. Naming used in the game’s data makes it clear that these became the Dwarf Orange and Hairy Bulborbs in the game.

As we could see in Pikmin [GC – Beta / Prototype / Unused Stuff / Debug] page, the pikmins were supposed to be black in the first time, however, Shigeru Miyamoto didn’t liked it, due not having any facial features, such as nose and eyes. However, in the game data folder, mostly, or all the files, redirected to Purple Pikmin, are named as “Piki-Black” (configuration/models/textures), meaning that in the first states of the game, the black pikmin would appear in the sequel.

Screenshot of BMDViewer:

Thanks to Zero7, kieranmay, Foulowe 59 and gabrielwoj for the contributions & to Jay for the english corrections!


Time Splitters 2 [XBOX/PS2/GC – Beta]


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:


Final Electro Tool (beta HUD):


Beta Laser Gun:


Final Laser Gun (beta HUD):


Beta Plasma Autorifle?:


Final Plasma Autorifle (beta HUD):


Beta Tactical 12-Gauge:


Final Tactical 12-Gauge (beta HUD):


Beta Soviet S47:


Final Soviet S47 (with beta HUD):


More beta images: 

Geist [GC – Beta]


Work on Geist (early working title: Fear, changed to avoid legal issues with F.E.A.R., an unrelated video game) officially started in 2002. N-Space learned that Nintendo was interested in backing a first-person shooter/action game with a unique feel to it. N-Space came up with the idea of a game with an invisible man as the protagonist. From there, the concept changed from being an invisible person to being a ghost.

After about eight months of work, n-Space finished the prototype and sent it to Nintendo of America, from which it was sent to NCL. Nintendo latched onto the game, and it was decided n-Space and Nintendo would work closely together on development.

After six months of work, Shigeru Miyamoto suggested the idea of object possession as a game mechanic. Geist was first shown to the public at the E3 2003 and it was later stated that Geist would even be released in that same year. In the months after the E3, both companies realized they “weren’t working on the same game”; N-Space had envisioned Geist to be a first-person shooter while Nintendo (more specifically, Kensuke Tanabe) considered it to be a first-person action-adventure. Geist was present at both E3 2004 and E3 2005 – the separate visions each team had for the game led to many delays until it was finally released in 2005, two years after the initially stated release date.

A lot of gameplay mechanics had changed during development in these two years. From the E3 2003 demo of Geist, it can be concluded that many areas have been redone and placed in a different order. The story also appears to be a bit different. For instance, Bryson is not dying, but simply locked up when you meet him. In an early screenshot we can see a monster that isn’t in the released game. As for gameplay, much more has changed. In the demo, Raimi does not have the violet tinge to his vision when he is not possessing anything, nor does the physical world gets slower. Dispossessed hosts in the demo are unconscious, while in the game they are awake. In the finald game, Raimi looks roughly like an ethereal version of his physical appearance, but in the E3 demo, he’s a far more traditional ghost with a skeletal appearance and no legs.

Also, in the released game, Raimi does not fight other ghosts until the final levels, while they appear to be common enemies in the demo. Two abilities ghost-Raimi possesses in the demo were heavily adjusted. In the demo, Raimi can shoot ethereal blasts in this realm, while he can only do so in the ethereal realm in the released game. The ability to influence objects from a distance through psychokinesis was removed and replaced with the ability to influence objects through possession. [Info from Wikipedia]

There were at least two different HUDs in the beta version.

Thanks to Jay for the english corrections!