Nintendo 64 & 64DD

Sports Immortal [N64 – Cancelled]

Sports Immortal is a cancelled over the top sport / action game that was pitched by Iguana Entertainment / Acclaim as a possible new Nintendo 64 project. A few pages from the design doc were shared on Twitter by its designer Jools Watsham

“Unearthed an old design doc I created 20 years ago! It was an extreme futuristic sports series for the Nintendo 64, called Sports Immortal. Good times!”

“It was never playable, sadly.”

Immortal Hockey came first (for coin-op). I then later incorporated it and expanded on the idea for N64 with Sports Immortal series.”

As we can read on the design doc:

“The aim of the game, score the most points. To do this most effectively, score as many goals as humanly, or non humanly, possible. Points rewarded for goal scoring are far higher than combat points. 1 Goal 10 points, 1 Hit 1 point.

Many scoring techniques and combos are possible to perform within the Immortal world. player can shoot straight for the goal by pressing A button once. Hold A button to build up power shot which can also be sot straight at goal with tremendous power.

Power shots are where the major “hooks” of Immortal Hockey will come into play. Each goal has a power zone surrounding it (like the 3 point zone in basketball). When a player performs a power shot in the power zone by using stick & button combos they will perform crazy, exaggerated twists and rainbow spirals, slamming the puck home in tremendous style & power. Stomp your opponent into the ground. Serious pay-off value like those found in NBA Jam – you’ll just wanna do it again, and again..”

In the end Iguana / Acclaim managers did not greenlight the game and the company worked on other titles such as Iggy’s Reckin’ Balls, Forsaken 64 and Turok 2: Seeds of Evil.

Images:

 

Redemption (Cranberry Source) [N64 – Cancelled]

Redemption is a cancelled action adventure in development by Cranberry Source, that may have been published by Philips Media Interactive for Nintendo 64. While it remains an obscure and forgotten project, from what we have gathered it could have been quite the original and revolutionary game for its time, merging many different genres and viewpoints together: FPS, third person isometric puzzle-platformer and open world exploration on vehicles.

Redemption was designed by Jon Ritman, founder of Cranberry Source and mostly known for his work on cult-classic 1980s computer games such as Head over Heels, plus Monster Max for Rare on the original Game Boy. Unfortunately the team never shown any screenshots from their unreleased N64 adventure, but few details are scattered around the web and in old magazines. On the Playstation Museum website we can read:

“Cranberry Source had a multi-product deal (three, in fact) with Philips Media Interactive. QAD was to be the first game released, Super Match Soccer (or Match Day 3 as it was known then) the second, and the third game had a provisional title of “Redemption”. QAD and SMS were developed at the London office, and Redemption was to be developed by staff at the Cranberry North office. Ultimately, Redemption never really got much further than the drawing board, but the initial designs focused around the kind of puzzle elements found in Jon Ritman’s previous games such as Head over Heels and Monster Max.”

In PC Zone magazine (Issue 41, August 1996) they published an interview with Cranberry Source, along with few details about Redemption:

PZ: What about Redemption?

JR: That’s our epic.. John then goes on to explain the basic concept behind Redemption. In summary, it’ll be a very large action-cum-puzzle-cum-exploration game, using several different viewpoints. Parts of it are Doom-like, parts of it hark back to the classic isometric platform/puzzle games of yore (such as Head Over Heels, another of John’s past glories), and parts of it take place outdoors. In vehicles. It’s quite ambitious, in other words.

JC: To rationalise how we’ve got all this different stuff in one game, we’ve come up with quite a weird scenario which involves a mad, serial killer surgeon who’s grafting bits onto you. All this stuff takes place in your own head, and each level is a different operation. It’s, er, a bit odd really.

JR: It is a bit odd, isn’t it?”

An interview with Ritman conducted by Blood in Autumn 1996 for Emulate! Magazine (issue 6) also mention Redemption:

What are Cranberry Source working on at the minute? Which machines are you concentrating on?

Three games each on PC, Playstation & Saturn –

Q.A.D. – A fly over a stunning landscape rescuing hostages game (2player)

The Net – A multiplayer soccer game

Redemption – An epic game, this would take me too long to describe!

[…] For HoH fans I suggest a look at Redemption (it won’t be released until the end of next year).”

It’s not clear if the game was originally conceived as a PC or Nintendo 64 project, but in N64 Magazine (Issue 12, February 1998) they mentioned Cranberry Source were developing it for Nintendo’s console:

“Our wrinklier readers will undoubtedly remember Head Over Heels, a 3D puzzly platform adventure that was one of the Spectrum’s best games back in the 1980s. Well bless our souls if it’s not about to rise again. Jon Ritman, the chap behind the Speccy original, set up a development company called Cranberry Source who, after a bit of PC-based action, have decided to turn their hands to the N64. And their first Nintendo game will be a 3D puzzly platformer adventure that incorporates the best elements of – yes – Head over Heels. Superb!”

A couple of months later, in April 1998 Jon Ritman and other developers of Cranberry Source were hired by Argonaut Games, possibly because the studio were really impressed by their work with Redemption for the N64. As we can read on IGN:

“The co-founder of Cranberry Source, Jon Ritman, and several other members have left the company to join the British independent developer Argonaut, best known for the original Star Fox and the Super FX chip.

According to IGN’s morning news service, GameAddict, Ritman and his team will be working on an action adventure due to release late next year. Prior to the switch, Ritman was working on an N64 semi-sequel to the classic Head Over Heels. It is not yet known how Cranberry Source will cope with the loss and what will happen to its projects in progress.

Argonaut’s Jez San commented on Ritman’s move: “Many of us at Argonaut have been long standing fans of Ritman’s work, especially of Batman, Match Day, and Head-Over-Heels. I feel he will develop some of his finest work at Argonaut and could help some of our existing games further refine their gameplay.” Although Argonaut has only announced one title so far (Buck Bumble), industry insiders have told IGN64.com that Argonaut is heavily investing in N64 development with numerous titles on the way.

It’s not clear if Argonaut also acquired the rights to develop Redemption, but in the end the project was never completed.

We hope one day to preserve more details or even images for this fascinating and unrealized project.

Thanks to Celine for the contribution!

 

Die Hard 64 [N64 – Cancelled]

Becoming a legendary lost game after unconfirmed rumors of screenshots appearing in gaming magazines, Die Hard 64 was one of three Nintendo 64 projects in development by Bits Studios, along with RiQa and Thieves World. Unfortunately, none of them ever saw the light of day on the 64-bit console. Founded in the early ‘90s, Bits Studios released a series of Game Boy and Super Nintendo games, developing a good relationship with Nintendo along the way that lead to a couple of collaboration projects (R-Type DX and Warlocked, published by Nintendo on the Game Boy Color). This relationship with Nintendo blossomed a trilogy of exclusive games conceived for the Nintendo 64.

die-hard-videogame-64

Of this trilogy, only RiQa was a prominent title at E3 1999, as Die Hard 64 and Thieves World were never officially announced. One of the first mentions of a Die Hard tie-in for Nintendo 64 was published in June 1999 by IGN when they wrote about its publisher:

“[…] Fox Interactive is working on Die Hard 64. In unleashing your cash-making movie machine into the world of videogames, you can’t make the mistake of skipping a console like the N64 and it seems that the folks behind the movie have realized this fact. While the rumor is still brewing, several sources, both stateside and overseas are reporting that a Die Hard project is in the works at Fox Interactive and that the game is scheduled for an early 2000 release.”

Nothing more was said about the project until March 2000 when IGN contacted the publisher again to ask about the game:

“Interested to know what had become of Die Hard 64, we contacted Fox Interactive today and a company representative briefly theorized about the title with us. “The game is just a rumor,” said the Fox spokesperson, “and to be honest with you, I don’t see it coming to fruition.” While this is not a solid confirmation of the game’s termination one way or the other, it definitely doesn’t paint a pretty picture. The fact of the matter is that Fox Interactive’s first foray into Nintendo 64 development, namely Fox Sports College Hoops ’99, backed by an impressive amount of money, turned to disaster when the game failed to sell. And with the industry’s insistence that the 64-bit console is a “dying system,” it isn’t a stretch to conclude that the publisher simply canned the game after determining that the risks involved were not worth any possible profits to be made.”

IGN’s assumption about the fate of the game were quite spot-on and in May 2001 Fox Interactive officially announced “Die Hard: Next Generation”, planned for Nintendo GameCube and developed by Bits Studios. The title was then released as “Die Hard: Vendetta” in 2002 for GameCube, PS2 and Xbox.

die-hard-vendetta-gamecube

The mystery remains (at least until a few years ago): Was Die Hard 64 really in development for Nintendo 64? Was any FPS ever made by Bits Studios on the cartridge-based hardware? While even some former Bits Studios developers did not know about the project (as seen in our interview with Frederic Villain in our book), in 2016 we were able to get in contact with a few people that worked directly on the game, to find out the truth.

We should start this investigation with another IGN article posted in May 2002, where they were able to interview Bits Studios’ CEO Foo Katan and Die Hard: Vendetta producer Mario Aguera, revealing some more details:

“In the past couple of years we have kept a relatively low profile as we have been developing new and existing technologies to make use of the hardware available at our disposal today. Die Hard: Vendetta will justify our hard work in that time. […] we’ve always had a close relationship with Nintendo here at Bits and they first approached us about Project Dolphin in the autumn of 1999. At that point it was purely the hardware specs and they had some demonstrations running through software emulation. We originally started designing the game when the N64 was out, but in Spring 2000 we decided to start our design again for the GameCube. For the first year we were just working with the emulator, hoping that Nintendo would deliver on their promises. Needless to say they did.”

The early Nintendo 64 design for the game started out as an original IP titled “Muzzle Velocity”, a first person shooter in which players would take the role of Jack, a member of a SWAT team during a mission in Los Angeles. In Muzzle Velocity original storyline, the crime wave in LA is out of control and the LAPD cannot stop it on its own. Jack was been sent by Bert, his SWAT leader, to supply the LAPD with backup and neutralize the situation. During the first mission of the game, a bomb detonated in a Hi-Fi store downtown. The owner was refusing to up his “fire insurance” to the gangsters, who in return wrecked his shop. The gangsters have then gone on a looting spree in the surrounding shops. The main mission objectives would have been to clear the area of gangster and minimize innocent casualties.muzzle-velocity-die-hard64-early-concept

Muzzle Velocity’s gameplay and controls would have been similar to other classic N64 FPS games, such as GoldenEye 007 and Perfect Dark. Players’ mission objectives in this first level were given by Bert and once in control, they would have been free to move Jack around downtown LA. There would be a few LAPD cops and civilians running around the levels, either running from the fight, defeating bad guys or simply dodging bullets. The buildings in the area would have been mostly shut up, but some would have their shutters half way down, allowing Jack to enter them by crouching into the window; the environment was meant to be interactive and it could have been damaged by players during shootouts. While Jack would start the first mission with a 9mm pistol and SWAT armor, any weapon used by the gangsters could be picked up, such as shotguns and baseball bats.

Muzzle Velocity did not last long once Bits Studios partnered with Fox Interactive to collaborate on a new project. It’s possible that the deal was overseen by Gary Sheinwald, former Bits Studios Development Manager who left to work at Fox as Senior Producer from 1995 to 2001. Because of the partnership with Fox, Muzzle Velocity had to be tied with a movie and initially Speed 2 was proposed.

speed-2-videogame-die-hard-64

Dubbed Speed 2: Cruise Control, the game would have been primarily set on a boat, though a bus level was also conceived as a nod to the original film. The game was then planned to release in January 1999 for Nintendo 64 and PC. Unfortunately (or fortunately depending on how you view it) the movie was a huge failure when it released and both companies decided to switch the project once more to another, more successful IP: Die Hard. As an interesting note, the original script for Speed 2 was meant to be Die Hard 3 (“Die Hard with a Vengeance”, codenamed “Troubleshooter”) in a strange case of film development foreshadowing the game development process.

Still being developed as a Nintendo 64 game and using the new TWED engine created by Nathanael Presson and Frederic Villain, a lot of effort was put into creating Die Hard 64. The initial plan was overly ambitious, with 30 or 40 missions planned, but once Steven Goodwin took over as the new lead programmer and explained to the producers how many years they would need to achieve such a huge game, the number was heavily cut down. Only a handful of levels were developed on the Nintendo 64 before the switch to the GameCube, but they still had a good prototype with the minimal gameplay available. This Die Hard 64 prototype was leaked online in August 2017 on the Assembler Games Forum.

Being a N64 game, a 4 player deathmatch mode was also devised, to keep in line with Rare’s multiplayer masterpieces. While years passed, in early 2000 Bits Studios found itself in some issues when RiQa was cancelled and the N64’s life cycle reached its end. Neither Die Hard 64 nor Thieves World were finished yet and it was unlikely that many people would buy a N64 game once they were, as the new generation of consoles were almost out. The studio decided to move their last N64 games to GameCube and significantly upgrade the TWED engine so they could push the tech into the next gen hardware.

Danny Carr took over design duties for the GameCube version and had a new vision for a cinematic game that felt and played like a film, probably preceding the new generation of linear shooters that became popular many years later. Development of the game still took a while to be completed: Carr left the studio in late 2001 and Mario Aguera took the lead. Aguera wanted to add many interesting elements he saw in other (at the time) successful games and movies into the design, a proposal that would lengthen development time even more. For example, the sneak/action modes were inspired by Thief, while the “bullet time” mechanic was taken from The Matrix.

In the end Die Hard took so much time to be released that it looked like Bits Studios copied the “bullet time” mechanic from Max Payne, albeit it was implemented in early prototypes before the release of Remedy’s game. When finally published in 2002, Die Hard: Vendetta was much different from what the team originally conceived in late ‘90s and it only received average reviews.

As it always happens in these cases, we can only dream of an alternate reality where Die Hard 64 was successfully completed and became another masterpiece for our beloved Nintendo 64.

Original Die Hard 64 article published in our book “Video Games You Will Never Play” in 2016, thanks to Amhed for proofreading.

Images:

 

Joust X [Nintendo 64 – Cancelled]

The original Joust is a 1982 arcade game developed by Williams Electronics, that became quite popular at the time. As we can read on Wikipedia, “The player uses a button and joystick to control a knight riding a flying ostrich. The objective is to progress through levels by defeating groups of enemy knights riding buzzards”.

The game boosted a fun 2-players coop mode, that probably contributed to its popularity in arcades, where friends could play together to survive against dozens of enemies.

joust-x64-Nintendo-cancelled

Midway tried many times to resurrect their Joust franchise in 3D, but with no luck. Dactyl Joust for the Atari Jaguar and Joust 3D for Xbox & PS2 were soon cancelled and forgotten. Adding to this list of canned Joust reboot, there’s the lost Nintendo 64 version, titled Joust X or Joust 64.

The game was officially announced by Midway / Atari Games and was featured in many N64 release lists in gaming magazines and online, as this one by IGN from 1998. In the end the game quietly vanished, and Midway never released any official screenshots of the project.

We can assume Joust X would have been a fully 3D game, set in arenas where to fight against hordes of enemies, riding your 3D ostrich and possibly playing it in coop with one or more friends. Imagine it as a mix between 007 GoldenEye and the Battle Mode from Mario Kart 64. The Nintendo 64 was a great multiplayer console thanks to its 4 controllers ports and many great multiplayer titles. Joust 64 could have been another fun game to play with friends, but unfortunately it never seen the light of day.

In the end Midway did release other remakes / reboots of their old catalogue on the N64, such as Gauntlet Legends and Paperboy 64. If you know someone who worked on Joust 64, please let us know!

joust-x-cancelled-nintendo64

Scan from 64 Magazine, issue 5

Dear Blue (Konami RPG) [N64 – Cancelled]

Dear Blue (親愛なる青 ?) is the name of a new Konami RPG for Nintendo 64 that seems to have been quietly announced in 1998 on the March issue of Nintendo Power Magazine (Volume 106) and later seen in many list of “in development” N64 projects (such as this on by IGN). In Nintendo Power’s “Pak Watch” section we can read:

“Konami told Pak Watch to expect a new NBA title, a hockey title, an RPG tentatively called Dear Blue, a new fighting game and a game that has something to do with graffiti.”

We may assume:

The only RPG developed by Konami for Nintendo 64 was then Hybrid Heaven, published in 1999, but it was a title already know since at least 1997, so Dear Blue must have been a different project.

The game was never mentioned again by magazines or websites, so we can speculate 3 possible reasons: the game was canned, the title and genre was a mistranslation of something else that was released (Goemon’s Great Adventure?), the game was canned for N64 and then released for another console (maybe Lost in Blue for Nintendo DS?).

It’ also interesting to notice that there’s a song titled “Dear Blue” in Konami’s Kukeiha Club Pro-Fusion Salamander OST released in 1996. If you’d like to dream, we could say Dear Blue was a planned Salamander RPG for Nintendo 64. But actually that’s highly improbable and we’ll never know the truth.

If you have more details about this lost N64 RPG, please let us know!

Images: