Terranigma, AKA Tenchi Sōzō in Japan, is an action RPG developed by Quintet and published by Enix / Nintendo for the Super Nintendo in 1995 / 1996. Unfortunately, the game was never released in the US, but managed to attain cult status in Japan and Europe, regarded by some RPG fans as one of the best role playing games on the system. Before the game was released, gaming magazines published some beta screenshots, in which we can see some interesting differences:
It was possible to climb towers using claws / bare hands, instead than chains (it’s possible to climb some walls with claws in the final game, but only much later in the game)
There was some sort of green plant around the HUD
Different rooms layouts
In the first tower, the second floor looked like the third floor from the final game
A video from the same beta version was also published in “brute press” (?) VHS Vol.24 July 1995 (【非売品】ブルートプレス Vol.24 1995年7月号). If you notice more differences, let us know in the comments below!
Bonk: Brink of Extinction is an adventure platformer developed by Pi Studios that was planned to be released in 2010 for XBLA / PSN / WiiWare. It was set to be priced at 1000 points on the Nintendo Wii Shop Channel’s WiiWare platform, 800 points on XBLA, and $10 on PSN. In September 2009, before the title was officially announced, a Neogaf user inadvertently stumbled upon an official fact-sheet for the game on Hudson’s website:
A doomsday comet, surrounded by smaller chunks of debris, is on a collision course with Earth. A strange magnetic field around the comet seems to be driving most of the planet’s weak-willed creatures crazy, and smaller bits of debris are smashing into the jungle near Bonk’s home. Bonk must undertake a perilous journey that will take him to the very center of the planet to save the world.
The Return Of The Most Widely Requested Classic Platformer
Story Mode with Co-Op play. Play alone or have a friend join you at any time!
An entire new adventure with Bonk as he swims, bites, climbs, jumps, runs, and head-butts his way through jungles, deserts and volcanic caverns
Search for help along the way: power ups, check points, and extra health are the staple for every adventuring caveman.
Transformations are back and weirder than ever! Now Bonk can transform himself into eight different forms by eating meat or encountering Primordial Jelly. No enemy is safe from the boy with the super noggin!
Online play for the first time in the series!
Classic 2D platforming in a 3D world.
Tons of collectibles will have you searching the entire prehistoric world.
In two 2009 interviews with Nintendo life, and Diehard GameFAN, Andrew Plempel (Hudson Entertainment Producer) & Jeremy Statz (Pi Studios Lead Designer), disclosed a few more details about the game:
The original Skies of Arcadia was released in late 2000 / early 2001 on Dreamcast, and soon became a cult hit among JRPG fans. The game was developed by Overworks, a SEGA team composed of numerous legendary developers and designers, including Rieko Kodama, Shuntarō Tanaka, and Noriyoshi Ohba; who worked on past RPGs, such as the Phantasy Star series, Magic Knight Rayearth, Wonder Boy in Monster Land and the Sakura Taisen series. Hype was high and the final game was really one of the best japanese RPGs released in the ‘00, but unfortunately, it seems that Skies of Arcadia did not sell enough on Dreamcast (does anyone have official sales numbers?), maybe because of the low user base and the console early departure in early 2001.
Sega was still confident about their sky-pirates project: they developed an enchanted PS2 and GameCube ports with added featured, to try to sell more copies and earn back some of the money spent to create the game. The GameCube version was released in December 2002 under the title “Skies of Arcadia Legends” but PS2 port was canned for some reasons, throwing away one of the biggest user base for RPG fanatics. As most Nintendo console, GameCube was not an easy console to sell third parties titles and with a lower percentage of people interested in turn based role playing games, Skies of Arcadia Legend bombed even harder than the Dreamcast version.
Before losing all faith in the game, Sega and Overworks were planning a sequel to Skies of Arcadia, as confirmed by interviews with developers from the original team. In June 2001IGN asked to Noriyoshi Ohba about Skies of Arcadia 2 and he replied:
We’re considering a sequel to “Eternal Arcadia.” Regarding which platform, we’re still evaluating it.
In September 2002, before Skies of Arcadia Legends was published, Rieko Kodama told to Gamespy that work on the sequel was not yet started, but they really wanted to do it in the future:
I would love to make a sequel, but were really not working on it yet. […] We don’t know what platform we would make a sequel for, but GameCube has priority since Legend is coming out for it.
In march 2004Ohba announced that they started some planning on the second episode:
The Skies of Arcadia sequel is in the planning stages at the moment.
In late 2004, Rieko talked again about Skies of Arcadia 2 in an interview with german Man!ac magazine (issue 1 / 2005) in which she said:
MAN!AC: There were rumors about a sequel (to Skies of Arcadia) or a “Gaiden” episode. Can you tell us something about that
Rieko : We had plans, but the other team members are currently working on other projects such as “Sakura Taisen” – this means SoA2 is currently on hold. Anyway I would be very glad about a new episode with the sky pirates.
In 2003 Overworks was absorbed into SEGA WOW and only a year later the team was split again because of another Sega company restructure: people that worked on Skies of Arcadia were scattered around on different games. As far as we were able to gather, not much was ever did for Skies of Arcadia 2 but at least a few ideas and concepts seem to have been brainstormed by the team, still hoping to release a sequel on GameCube or Playstation 2. In 2006 Nintendo and Sony released their new consoles (Wii, PS3) and whichever plans Sega had for a new Skies RPG on GameCube or PS2 will never see the light of day.
Bringing Back The Classic 90’s Adventure Game – Zblu Style
The original Zblu Cops comic series, a comedy about a group of incompetent yet reluctantly heroic group of law enforcers, grew a modest cult following in its country of origin throughout its run. However, with no official English translations of it ever released, its fanbase was never able to expand beyond there in any great numbers. Biodroid’s video game would have been its first foray into English-speaking markets with the team hoping for an international release.
The title entered development midway through 2008 with ambitions high, one former developer recounted, calling it “an attempt to revive the classic 90’s adventure game”. Biodroid’s initial pitch to comics publisher Glénat placed a high emphasis on accurately conveying the humour and goofiness of the comic, but was very much set on blazing its own trail. It would have seen players controlling 10 different members of the Zblu Cops, each with their own unique abilities used to solve puzzles and take down enemies. Two officers were rendered on screen at a time, but you could cycle through a wheel of other playable characters to alternate between them in real time; similar to the LEGO video games. It was to be fully playable in 2 player local co-op, as well.
Excerpt from the initial press release:
On a criminal trail which takes them underwater, through the jungle, down the sewers, up the tower-blocks, inside a volcano – and even into deep space – the Zblucops display all of their notorious dysfunctionality, bad taste and even worse humour… before emerging triumphant with a fist-full of medals.
This action/adventure game brings to Wii the kind of strong storytelling, humor and dialogue found in traditional adventure games.
Zblu Cops was presented in a cel-shaded art style; a play to authentically represent the hand-drawn look of the comics. Even more crucially, we were informed that Bill and Gobi, the writing duo responsible for the series, were actively involved with development on the project from its inception. Their contributions mostly included overseeing the art direction, in addition to having final say on any other aspects. We were told that the two were very laidback when it came to writing duties, allowing the developers plenty of creative freedom.
Mega Star is a cancelled music game that was being developed by EA Montreal in late 2009 with a release being targeted for the following year exclusively on Nintendo Wii. It was in the works for approximately two months, never advancing past the pre-production phase of development.
According to an artist who worked on the game, it was being prepared as EA’s response to Just Dance, which launched in November, 2009. The Montreal team had previously worked on other music titles, such the Boogie games, but Mega Star was being pitched as a much more direct competitor. It was planned to have had similar Wii motion dancing mechanics to Ubisoft’s game, but would have added its own twist in the form of a singing component via a USB microphone, similar to that of Boogie.
Up to 4 people would have been able to play together locally with any combination of the two gameplay types (karaoke and dancing) simultaneously. Its setlist would have been mostly comprised of rock/pop music. Some of the examples given in EA’s user interface mock-ups include artists, Fergie and Avril Lavigne. Although these were merely for conceptual purposes, these were selected purposefully to convey the theme of the game to EA’s management. There was also plans to feature customisable avatars for players, similar to Miis.
User interface concept art/mock-ups:
MegaStar had a brief life span in development and was ultimately cancelled in mid November, 2009. After the success of EA’s Wii titles began to dwindle, EA Montreal was subject to a complete studio refocus. Games that the developers at Montreal had worked on included Spore Hero and Skate It; both of which received a lukewarm to negative critical reception and failed to meet sales projections. The company’s general manager, Alain Tuscan blamed the “unpredictable” climate of the Wii’s market and shifted the company into focusing solely on HD platforms.