Our beloved Nintendo 64 did not have many traditional fighting games compared to the Playstation, but there were a few interesting ones such as Fighter’s Destiny and Flying Dragon. Konami developed two exclusive fighters for the N64, Rakuga Kids and “G.A.S.P.!! Fighters’ NEXTream” (AKA as “GASP” in Europe and “Deadly Arts” in the United States), both published in 1998. This screenshot found by Youloute in Player One magazine issue 71 (January 1997) about an untitled, new Nintendo 64 fighting game by Konami, does not look like anything they ever released. It kinda looks a bit like “Dual Heroes” but that was developed by Hudson and published in December 1997. Yeah, it seems like we got another cancelled N64 game! And it looked quite nice for a 64 bit title.
If you ever find any other image of this lost Konami game, please let us know!
Super Shadow of the Beast would have been the Super Nintendo port of an old Amiga side-scrolling action game which was originally developed in 1989 by Reflections Interactiveand published by Psygnosis. The game since then has been ported to almost every known platform at that time, so why not a Super Nintendo version?
The SNES version was developed by a company called IGS (Information Global Service) and was first reported seen at the summer edition of the 1992 Consumer Electronics Show (CES): in an article on Nintendo Power it was mentioned as a promising upcoming title for the SNES.
The original Shadow of the Beast game and most of its ports to other systems contain many grim, dark looking and bloody details such as bloody spikes, bouncing bloody eyeballs, flying skulls and decapitated enemies. To get approval from Nintendo and thus a license to publish the game on the SNES platform this port of the game had to undergo some serious censoring, mostly graphical adaptions like removal of blood, redesigned levels and removing or redrawing of enemies.
Some screenshots of this censored SNES port were found at a site called Schnittberichte.com: they did an excellent job in showing the differences between the SNES version VS the Mega Drive one. Apparently all the efforts from IGS to change the game weren’t good enough for Nintendo USA and thus Super Shadow of the Beast was not approved.
Other rumors however state that the mature content cannot have been the only reason why Nintendo dropped the game. It’s possible that Super Shadow of the Beast was just not good enough to be released, with its poor graphics and colorful style it became something too much different from the original game and its dark atmosphere.
However the SNES version of the game is not entirely lost: a rom of the game was leaked a while ago and it appears to be fully playable (segameplay videos below). I even came across some reproductions of actual SNES cartridges of the game if you prefer to play it directly with your original Super Nintendo console (if you still own one in working condition of course)
Censored SNES version vs SEGA Mega Drive version (Thanks to Schnittberichte.com):
Youtube gameplay video, end sequence & credits & music:
Indy the Magical Kid (Shounen Majutsushi Indy – 「少年魔術師インディ」) is a cancelled Famicom (NES) turn-based RPG that was meant to be published by IGS Corp. Somehow it looks like a mix between Dragon Quest and Mother / Earthbound. Previews and screenshots from Indy the Magical Kid were published in many japanese gaming magazines at the time and some scans of those were gathered by Video Games Densetsu on their blog. Character designer for the heroes of the game was Hiroshi Fuji (mostly known for Valkyrie no Densetsu and Valkyrie no Bōken), while enemy design was by Yūichirō Shinozaki (mostly known for The Tower of Druaga and Baraduke)
Indy the Magical Kid was based on a short series of “choose your own adventure books” with the same title, published in Japan by Futabasha / Recca-Sha. By searching for more details about these gamebooks, it seems Indy the Magical Kid was written by the same author as the Final Fantasy 2 gamebook and fans feel the two interactive novels are quite similar.
These japanese adventure books were more complex than the average “choose your own adventure books”: other than choosing different choices at the end of each chapter to change the story accordingly, readers were also able to use dices and gather money, items and experience, that would be used to resolve combats and other key events.
As in most gamebooks Indy the Magical Kid had multiple endings depending on your choices, so we can assume that the Famicom game could also have offered many different endings and multiple storylines. The plot of the game would have probably followed the one seen in the books:
“During the absence of his master, Indy – an apprentice magician – has unlocked the seal of the “Magical Inferno” for curiosity. In order to escape from this world he will have to exterminate demons with the help of master’s cat Miau and another magical girl, using weapons, rods, magic-letters, and spirits’ protection.”
As noted by GDRI a short video of Indy the Magical Kid was shown during a Japanese TV Show titled “The TV Power” and it could have been developed by Graphic Research. Looking at this footage (re-uploaded on Youtube by Dosunceste) it seems that by using magic portals players were able to jump into different parallel dimensions of the same world in which NPCs, cities and dungeons were slightly different from each other.
The project became known as “Project Exile” and it was meant to be a Super Nintendo style RPG in the likes of Chrono Trigger. In June 2006 Studio Archcraft however took the decision to port the complete game over to the Nintendo DS instead of releasing it on the Game Boy Advance. In an interview (see screenshots below + another interview in here) developer Archcraft described the change of console as mostly a business decision. The Game Boy Advance was nearing the end of it’s life cycle and the Nintendo DS would provide them more freedom design-wise and more flexibility in memory/ screen space.
Although the Nintendo DS was capable of playing Game Boy Advance titles the company took the decision to completely port the title and abandon the Game Boy Advance version. Development must have been quite far judging the quite good looking screenshots of the game as well as a promotional/ gameplay video dated 2006 I found. I also retrieved a progress report stating a 70% completion dating back to June 2004.
Also found below are some screenshots dating June 2006 from Archcraft’s old website: all Game Boy Advance material but also the announcement of porting the game to the Nintendo DS. So June 2006 end of a promising game: Black Sigil: Blade of the Exiled aka Project Exile for the Game Boy Advance.
It is not the first, but one of the more memorable failures in Keiji Inafune’s growing history of cancellations and shortcomings: “Kaio: King of Pirates” was announced for the 3DS in 2011, and was planned to not only be a launch title for Nintendo’s wildly popular handheld, but also to spawn an own multimedia franchise with anime, manga and toys. The project was the first game that Comcept, Keiji Inafune’s new studio, should develop after he left Capcom. Looking for an alternative way to achieve his visions and free himself from restrictions, he decided to found Comcept and Intercept, two new game development companies to work on his own ideas and titles.
Kaio: King of Pirates was the first game to be developed by Comcept and Intercept. Marvelous had acquired the rights to fund and thus publish the game. It was planned as the first part in a trilogy of games that would recount the infamous Romance of the Three Kingdoms tale, similar to other Japanese games like Dynasty Warriors. In this case, the scenario was that of pirates, ships and sea monsters, albeit with the twist of anthropomorphic characters. The main character Sangokushi is a penguin, and in the trailer one can spot numerous other animals such as lions, snakes, parrots, cats and even dragons. There is not much else to be found on the internet: the first and only trailer with English subtitles from 2011 is everything that is left of Kaio: King of Pirates.
Gameplay was planned to be quite like the Dynasty Warriors series, with the ability to pick up and play for longer sessions without problems. This is also one of the reasons why Keiji Inafune chose the 3DS as main platform, as opposed to mobile phones. The game was announced almost around the same time that the 3DS was unveiled, and was planned for release in 2012. Later, it was delayed to 2014, before being cancelled by Marvelous in the beginning of 2015. The company stated it had lost around 3.8 million dollars (or 461 million yen) in the 4-year-period of Kaio’s development.
Keiji Inafune has since turned to crowdfunding for his newer projects, but it seems the former Mega Man-talent cannot reach the glory of his past projects: Mighty No. 9, despite being a successful Kickstarter campaign, has received rather mixed and average reviews after release in 2016. Other Comcept games are Yaiba: Ninja Gaiden Z from 2014 for PS3, X360 and PC, as well as the Microsoft Studios-published ReCore, which also released in 2016 for PC and Xbox One. Let’s hope Inafune’s bad luck will end soon, because his next project Red Ash: The Indelible Legend is described as the spiritual successor to the Mega Man Legends titles. Despite causing some controversies in its Kickstarter campaign, which ran when Mighty No. 9 was still in development, the game is planned for a 2017 release on PS4, Xbox One and PC.
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