Nintendo

Metal Slader Glory 2 [Nintendo 64DD – Cancelled]

The original Metal Slader Glory is a sci-fi visual novel / graphic adventure developed by HAL Laboratory and published in 1991 for the Nintendo Famicom. The game’s plot is similar to many popular mech-anime series, with a group of young boys and girls fighting against their enemies using cool robots.

As we can read on Wikipedia the game soon became a cult-classic and a sought-after collector’s item in the secondhand market due to its quality and its rarity. This may be the reason why Nintendo and HAL initially decided to create a new Metal Slader Glory for their Nintendo 64 DD Add-on.

metal slader glory 2 Nintendo 64 DD Cancelled

As revealed by Metal Slader Glory scenario director & character-designer Yoshimiru (よしみる) in a doujin booklet he published a few years ago and later in a series of tweets, it seems Metal Slader Glory 64 would have been a sequel / prequel, as the main character was planned to be Kisaragi Yayoi, a girl who (as far as we know) is just a secondary NPC in the original Famicom game (plus he also revealed they planned a new character named Uzuki). The team also wanted to use many of the 64DD features, such as its internal clock and rewritable disks.

Unfortunately after a while Metal Slader Glory 2 was cancelled – maybe because Nintendo kept delaying their 64DD – and instead the team developed a simple remake of the first game for the Super Famicom under the title “Metal Slader Glory: Director’s Cut”, later released in 2000 as the last official game ever published for SNES in Japan.

We can only imagine how many more obscure lost cancelled games for N64 are still hidden out there to be discovered one day.

Thanks to VGDensetsu for the contribution!

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Moeyo Butaman [NES – Cancelled]

Moeyo Butaman (燃えよ ぶたマン!?) is a cancelled NES / Famicom game that was in development in 1992 and it would have been published by Sigma Enterprises. Only a couple of (tiny) scans from old japanese gaming magazines remain to remember the existence of this game.

The main protagonist was going to be some kind of super-hero pig, and as noted by GDRI gameplay could have been similar to Time Zone, another action platformer published by Sigma in 1991.

Characters designer for Moeyo Butaman was Gen Sato  – a designer / animator who also worked on “Suishou no Dragon” with Squaresoft and on many anime – who seems to have a playable cart of Moeyo Butaman in his personal collection.

We can only hope that one day he could dump the game to preserve it from being lost forever.

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GTA 3 [GBA – Cancelled]

In 2004 Rockstar Games published Grand Theft Auto Advance, a top-down episode of GTA developed for GBA by Digital Eclipse and set in Liberty City, as a prequel to GTA 3. At least another cancelled version of GTA 3 for GBA was in development before the released one.

In 2001 GTA 3 was announced by Destination Software, which acquired the rights from Take 2 / Rockstar to publish their own version of the game for GBA, to be developed by Crawfish Interactive. Thanks to an old article by Brian Provinciano (not online anymore on his website), we can read more details about this lost GTA portable:

“In November 2002, rumors began spreading that GTA3 for GBA had been cancelled. Destination Software denied the claims, responding, “The game has not been canned. We’ll be making an announcement at the end of the week”. Sure enough, shortly after, news leaked that Crawfish had GTA3 for GBA in development. What’s more, was that the report claimed it was already well into development with an expected 2003 release. Insanely, a week after this report, Crawfish shut down, laying off all of its staff and putting the development in limbo.

According to former Crawfish head, Cameron Sheppard, “Crawfish had many titles finishing and a number of publishers not paying on time. These issues joined meant that the company couldn’t continue quite long enough”. That was, until Rockstar handed it over to Digital Eclipse. Over the next year, Destination Software still claimed they were publishing it, both after Crawfish shut down and after production begun at Digital Eclipse. Whether their claims were truthful or not, when they ultimately lost the license is unclear. However, they were not the publisher by the time Digital Eclipse’s version hit store shelves.

It’s possible that Destination Software was involved with publishing while Crawfish was the developer, but it’s also possible that they’d lost the license by the time Crawfish landed the project. A former Crawfish developer confirmed that “There was one before ours that also got canned“. It’s unclear whether Digital Eclipse was involved with both the Crawfish one and this cancelled one, or if that previous title had been the end of the line for Destination Software. Either way, it would seem that there’s still at least one pre-Crawfish GTA3 prototype out there, somewhere.

In July 2003, several former Crawfish developers began to share details on their unreleased GTA3. This wealth of information described elements which showed up in Digital Eclipse’s GTA Advance, and aspects which did not, such as the controls and multiplayer.

Thanks to Brian we also saved information about the planned story:

“Former Crawfish developer, Dave Murphy explained, “My version was set a few months before the events of GTA3.”. Digital Eclipse’s version also took place prior to the events of GTA3. As for the characters, Murphy explained, “[the game] featured a mix of old characters from the PS2/PC version and new ones based on my colleagues.”. He reiterated, “Many of the characters were based on other members of [Crawfish] staff”. It’s clear that these characters didn’t persist in the Digital Eclipse version.

Murphy continued, “The main character wasn’t the same as the PS2 but he looked kind of similar. He is taken on by the mafia at the beginning of the game, like the original, but stays working for them throughout, as he chases a mafia deserter and a case full of money from the Callahan bridge to the Cedar Ridge Observatory.”. Interestingly, the story is different from Digital Eclipse’s.”

A multiplayer mode for GTA 3 GBA was also planned:

“Multiplayer never made it through to the final version. Although it was planned during the Crawfish development, even Crawfish expected it to be cut. Crawfish’s Dave Murphy explained, “Yes multiplayer was planned but we probably wouldn’t have got it in there, with the time the project running over.”. As for Murphy’s design, he revealed the following: “We decided on four different modes:

+ Liberty City Survivor: Standard death match similar to GTA 1&2 on PC.
+ City Circuit: Racing on pre-set routes round the three islands
+ Car Jack Crazy: Players race to collect a list of vehicles and return them to their garage.
+ Special delivery: All players fight over a package which must be taken to their base.”

In December 2016 PtoPOnline published a video showing an early tech demo / prototype of this cancelled Crawfish version of GTA 3 for GBA, with just a few features and most of the game missing.

Thanks to Ilua Firstov for the contribution!

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Crash Tag Team Racing DS [Cancelled]

Crash Tag Team Racing is a kart-racer developed by Radical Entertainment and published in 2005 by Sierra Entertainment for GameCube, PS2, Xbox and PSP. A Nintendo DS version was also announced, but later cancelled. This unreleased DS version was in development by Sensory Sweep and in 2014 a few images from the prototype were found by Crashmania’s user Bitmap.

As we can read on Wikipedia:

“The main hook of Crash Tag Team Racing is the “clashing” feature found during the racing sections of the game. The player can “clash” with another vehicle by pressing a certain button depending on the gaming platform. The player’s vehicle will merge with a nearby opponent’s vehicle, and the player will then take control of a powerful turret weapon to shoot at other vehicles.”

Crash Tag Team Racing DS would have been a fun multiplayer title for Nintendo’s dual-screen console, but unfortunately it seems Sierra though the game would have bombed because of the competition with Mario Kart DS. Other rumors say the real reason for its cancellation were internal issues between Sierra and Sensory Sweep, but we don’t have any official statement.

Thanks to Andrea for the contribution

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Shining Star [GBA – Cancelled]

Shining Star is a cancelled strategy game once in development for Game Boy Advance by Eworks Studios, conceived from an original idea by British producer Faraz Ansari, former leader of the now-closed studio Storm Entertainment.

In this military shooter players would  control “Kool Shen”, a silent “one man army” with a dry sense of humor. Eworks Studios started working on Shining Star in 2005, planning to build a “proof of concept” to be presented to investors. Concept art was initially created by Bruno Covachã and Marco Vale, but later Tiago Pimentel became the main character designer for the project. Marco Leal was hired for a month to create sprites, while Vale was responsible for their animations.

A playable prototype was developed by Eworks, a short demo in which you start in a deserted village in a south American jungle, and have to fight against your enemies using a shotgun, a pistol and some grenades. A few areas were available and in each level players would face different challenges in some sort of a maze, using obstacles in their favor to defeat enemy soldiers.

Two support characters would help players in their missions and explain the main goals. One of them was named “Shurk’n”, a war hero colonel with a very aggressive personality who would frequently lose control. The second character was named “Dragon Ash”, a woman commander who would give positive reinforcement and more confidence to players in a way that would be the opposite of the colonel’s.

According to the design document they wanted to develop an original and complex artificial intelligence to control the game’s enemies. An interesting concept of “action-reaction” was fully implemented in Shining Star’s prototype to make enemies to react to players’ movement and strategies. These enemies would following a “playbook”, a kind of database of different reactions (like throwing a grenade, moving, covering and so on) specific to each map that would be activated in a way that would simulate a tactical action against the player.

Artworks for the game were heavily inspired by Metal Slug, while Riviera was quoted as a reference for menus and graphics interface. Advance Wars was also a strong inspiration for the team, mainly for how dialogs and characters would have been shown.

Development of the prototype was filled with communication problems between the producer and the team. If this was not enough, the GBA was already at the end of its life-cycle, the Nintendo DS was already released but they were not able to get a dev-kit for the new console. Eworks Studios were able to complete their playable prototype, and to deliver it to the game’s producer.

Unfortunately they never found a publisher interested in their game and in the end the project was canned. Later Eworks Studios thought to rework Shining Star into a 3D game to be released on digital download, but it never happened.

In the gallery below you can see some concept art by Tiago Pimentel, concepts and pixel art by Marco Vale and also a few screenshots of a very early prototype also provided by Vale. Thanks to their time and help we were able to preserve these details, to remember the existence of this game that will never be.

If you know someone who knows what happened to Faraz Ansari, Storm Entertainment or the whereabouts of the playable Shining Star prototype please let us know!

Article by Jump/Error, original version in Portuguese on the Videogame PT Blog!

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