Nintendo

Zero Racers [VB – Cancelled]

Zero Racers (G-Zero) is a cancelled game for the Virtual Boy that was in development alongside F-Zero X that was close to completion. A prototype exists, since the game was previewed by Nintendo Power and has been seen at E3 1996. Gameplay differs in one important point from its predecessor and all F-Zero games released afterwards. In Zero Racers another dimension is being made use of. It is possible to speed through the three physical dimensions of space in the turning tunnels. – [source: Wikipedia]

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Dragon Hopper [VB – Cancelled]

ENG: This entry in the archive doesn’t have a description yet. If you want to add some info about the beta / cancelled stuff that you see in these images, just write a comment or send us an email! We’ll add your info in this page and your name in the contributors list. Thanks a lot for your help! :)

ITA: Questa pagina dell’archivio non ha ancora una descrizione. Se vuoi aggiungere delle informazioni riguardo le differenze della beta o la descrizione di un gioco cancellato, lasciaci un commento o mandaci una email! Inseriremo le tue informazioni nella pagina ed il tuo nome nella lista dei collaboratori. Grazie per il tuo aiuto! :)

[source: Wikipedia / Planet Virtual Boy]

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Bound High [VB – Cancelled]

Bound High is a cancelled game for the Virtual Boy consists on manuveuring Chalvo, a robot that can roll itself up into a bouncing ball, around a series of levels while avoiding various hazards. Bound High would have been the first second-generation game for the Virtual Boy, but the poor sales of the console caused to be put on hold numerous times before eventually being cancelled altogether.

Of all the cancelled Virtual Boy games, Bound High was the closest to completion. Bound High was exhibited in Shoshinkai at Famicon Space World in 1995. Bound High was exhibited in the “Symbolic Zone” which was a special exhibition area for outstanding titles on about ten Virtual Boy units. Hiroshi Yamauchi, the president of Nintendo at the time, mentioned Bound High as the most promising Virtual Boy title in his keynote speech.

The basic gameplay of Bound High consists on moving the bouncing Chalvo around, jumping on enemies and avoiding the various crevices, spikes, and “shockers”.

[source: Wikipedia / Planet Virtual Boy]

Thanks to Megazoid and Celine for the contributions!

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Diddy Kong Pilot [GBA – Beta / Cancelled]

Diddy Kong Pilot was a Mode-7 racer developed by Rare Ltd. and meant to be published by Nintendo. Originally announced in 2001, the game featured various characters from the Donkey Kong universe and could be controlled with a tilt sensor that was integrated into the game’s cart. In 2002, Nintendo sold their share of Rare Ltd. and opted out of their publishing contract. The game was later reskinned with Banjo characters and released as Banjo-Pilot.

Original description from Rare’s website:

Relive the classic gameplay style of Diddy Kong Racing as you take to the skies again in one of Rare’s very first titles for the Game Boy Advance! Pick out your favourite from an unlikely squadron of Kongs and Kremlings, each bringing along their own distinctive (and customizable) flying machine, then launch yourself headlong into the striking 3D courses. Within minutes you’ll be diving low over sandy beaches and climbing high above bubbling lava en route to the chequered flag and victory…

All sorts of play options are yours for the tinkering, including single-player and multiplayer tournaments, a classic time trial and detailed story modes for each character (ending in climactic one-on-one boss duels). You can even link up with three of your mates, competing for the title of squadron leader or simply blast each other out of the sky in frantic dogfights.

Other features of the game include interactive background scenery, rolling and looping manouevres, upgradable weapons and power-ups, secret features to unlock and of course the rarely-seen Tilt Technology, where, if you’re feeling particularly adventurous, you can set aside your D-Pad in favour of controlling the plane by actually tilting the Game Boy Advance.

Diddy Kong Pilot’s Hillbilly Kong’s name: http://www.dkvine.com/?p=1082

[Thanks to Matt Gander, Lucas Araujo & Vaettur for the contributions!

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Game Boy Music [GBA – Cancelled]

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GB Music was a music game for the Game Boy Advance, shown to the public at the Tokyo Game Show in 2001. By using the A and B buttons in combination with the D-pad players could push some serious tunage out of the GBA system. The game was to come packaged with a battery-powered Pocket Speaker and cable. To create the ultimate music, players were to be given access to as many as fifty sampled instruments. The title was eventually tabled and later brought back as Jam with the Band/Band Brothers for the Nintendo DS. – [Info from www.ign.com]

In the Iwata Ask interview, we can read more about Game Boy Music development, and they revealed that the project originally started on the Game Boy Color!

Iwata: You joined this company at the same time, didn’t you, Kyuma-san and Kitahara-san? Kitahara-san touched on a fraction of this game’s history in his previous comment, but planning for Band Brothers actually started during the Game Boy Color era. How long have you been involved with Band Brothers, Kitamura-san?

Kitamura: I started about 10 years ago, back when I was young and sprightly. (laughs) […]

Kitamura: That’s right, so I thought: “If no-one else will use her in a game, we might as well make a game ourselves”. Around that time, a new sound chip that could replicate natural instrument sounds really well had been developed, and we were asked if we would be able to make some software that utilised the chip…

Iwata: The music in the Game Boy Color era was all plinky-plonk electronic music, wasn’t it? So that was when you started developing Band Brothers’s predecessor, Game Boy Music.

Kitamura: But while we were making slow progress with that, the Game Boy Advance was developed, and we realised that it would offer us better sound quality.

Iwata: You could now produce natural sounds without having to borrow a special sound chip. However, the development of Game Boy Music had to be abandoned just before its completion.

Kitamura: We had various problems, but the main issue was the fact that for Jam Sessions (to play together in a group), every user had to buy their own copy of the software. […]

Iwata: And you weren’t the only one who felt that way. At the beginning of 2004, the year the Nintendo DS was released, I had the opportunity to meet Nintendo developers individually. I could feel how strongly all those who had worked on Game Boy Music shared the desire to release the software. Another incident that had occurred before development was cancelled also left a deep impression on me. I remember watching a video of staff members playing the game during its development. After they’d finished playing a song, they would all celebrate by high-fiving each other.

Kitahara: People don’t normally high-five each other after playing a game, do they?

Thanks to Celine for the contribution!

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