Trickle (トリックル) is a cancelled maze game that was planned by Metem for Game Boy. Single player gameplay was similar to Pac Man, with players moving around a maze in a top-down view, collecting bonuses and using power ups against enemies. When playing in VS mode (against bots or other players?) the game would change its perspective in a first-person view and you could explore the maze like in Doom, trying to find and eliminate (?) your enemies.
Previews of Trickle were published in japanese gaming magazines such as Game Boy Magazine (Vol.6) and Famitsu News (August 1990), but in the end the game seems to have vanished. For sure it was an original idea for Game Boy: if you can read Japanese and see more information in the scans below, please let us know!
Capucine is a prototype for an action adventure that was created on PC (as a Far Cry mod) around 2007 by the NoCulture Team (composed of Supinfogame students), initially rumored to be released on Nintendo Wii. Players would have been able to use a ray of light to revive plants in a dead world, but when and object is lit up then a shadow enemy would appear behind it. This would create a gameplay loop in which your ability to generate life could also create enemies if you’re not careful.
“Capucine is an exploration / adventure game, formulated as a tale and based on shadow and light opposition. This game takes place in a fantastic universe where everything is dead. The player controls a child who holds a “capucine”. This flower enables her to survive in this desolated world. The little girl can hand on her own life to the surroundings thanks to a beam of light she can cast from her hand.
To maintain life, water will be vital. However, the player must be careful not to animate the shadows of the surrounding elements. Indeed, animated shadows will try to steal the flower in order to prevent the child from accomplishing her destiny: revive the World.
The main intention is to offer a quiet and disturbing gaming experience where the player explores the surroundings and solves riddles. During the adventure, we want the player to be fascinated by the world he discovers. We also want him to become attached to the main character. The gameplay and the interface must be easy to understand but not simplistic, in order to create an optimal immersion.”
Capucine was based on four fundamental principles:
“My name is Yohan Cazaux and I’m 24. I’m a French student at Supinfogame ( a Game Design school). This is my last year of studies, and with 5 other classmates I’ve worked all year on Capucine, our final study project.
Capucine is an adventure game, but a quiet adventure. We favoured the exploration side rather than pure action. “Shadow and light” sum up the gameplay mechanics. Your only way to interact with the game is the lightbeam, and with it you’ve got to push back the shadow, but you also can create it : both notions are opposite but interdependent.
I was very inspired by the lyrics of a french song, “La fleur” for the original concept. It’s from this song that we came up with the flower concept; the “Capucine”. The team was also inspired by various movies, especially Pan’s Labyrinth by Guillermo Del Toro and all traditional tales. And as far as video games are concerned, we were inspired by Ico – by its poetry and its amazing graphics.”
“First, the flower is a part of the character – it’s her life. Without the flower, the child’s life starts to decrease. That’s why the shadows are trying to steal the flower. They can’t hurt the character directly.
Secondly, in order to preserve life in the game, the player has to make water circulate in the world. Without water, nature will die. The flower can serve as a substitute for water. If the player puts it down near a tree for example, the tree won’t die. But by putting down the flower, the child’s life starts to decrease… It’s a dilemma for the player, and it’s very interesting.”
“Well, the flower helps you to keep the world alive, until you “unblock” water to it. The light beam is the way for the girl to transmit her life to the environment. I say “transmit” because when she’s using it, her life decreases. But she can retrieve life by soaking the flower in water. The beam is the only way to interact with the world. Everything in the universe of Capucine revolves around light.
There are 3 ways to use the beam : continuous lighting, rhythm lighting and movement lighting. But if the player uses too much time of the light beam on an element, the shadow of this element will come alive and attack them.
We don’t know if a “final game” will exist one day. Capucine is just a prototype, and so it will stay on the PC with Wiimote/Nunchuk controls available. A few days after the (school) presentation, the game will be downloadable for free as a Far Cry mod on our website. For the moment, we don’t plan to make money with Capucine.”
As promised by Yohan, the Capucine prototype was released online at the time. Probably many gaming websites announced the project as a real Wii game because it was labeled as such on their “promotional” website, but as far as we know it was always meant to be just a school project. In any case, Capucine is still a fascinating prototype from the Wii generation, along with such cancelled games as Sadness and Project H.A.M.M.E.R.
Eliane l’Eliatrope is a cancelled side-scrolling action platformer set in the cult-following Wakfu universe, that was in development around 2007 by Ankama and Magic Pockets for Nintendo DS. Gameplay was centered around the protagonist’s teleportation ability, with a portal-based fighting system and levels which would change following the character’s mood. Some details about this lost DS game were shared online by former Ankama developers, such as Sachka and Stephane.
A different Wakfu DS game was also announced by Ankama (a strategy isometric dungeon RPG with coop multiplayer), but in the end neither were ever released. Ankama and Magic Pockets were also working on the cancelled “Joris le Sans-Pouvoir” (set in Ankama’s DOFUS IP) for Nintendo DS.
Magical Saurus / Zaurus (マジカルザウルス) is a cancelled level-based action / puzzle game that was planned by Natsume (?) around 1989 – 1990. Players would take the role of a boy that had to survive to maze-like levels, avoiding enemies, moving boxes and pulling levers. Not much more is known about Magical Saurus or why it was never released, but it seems it was mistakenly listed in the Japanese Game Boy Encyclopedia as a published game. Some more screenshots were published in japanese magazines such as Game Boy Magazine Vol.5.
Flying Henry (Sora Tobu Henry / 空とぶヘンリー) is a cancelled action game / on-rails shooter that was in development around 1994 – 1995 by Human Entertainment, planned to be released on Nintendo Virtual Boy. Gameplay could have been similar to Kirby + Star Fox, with a quirky flying protagonist exploring side-scrolling levels and flying on-rails sections. While the game is quite obscure it was shown at the time on Japanese magazines and VB fans translated the available details:
“It’s an action game of the hero Henry, a fluffy, floating, downright strange creature! Strive to clear each stage as you go around collecting items and defeating enemies, such as small devils, by crushing them underfoot or blasting them away. Fly around freely in a field with depth!”
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