It is a cancelled FPS that was in development for the GBA by a company called Graphic State. The engine was really nice for a Gameboy Advance, but sadly the game was never released. We dont know why it was cancelled, if someone knows more about this, please let us know!
Crash Bandicoot: Landed 2010 is a cancelled game in the Crash Bandicoot series, which wasn’t even officially announced but some info leaked from the people who worked it. These info were soon removed from their websites: Crash 2010 was meant to be a 3d Adventure / Action game in developement by Radical Entertainment. It was cancelled due to layoffs by Activision in February 2010.
Many information were leaked after the cancellation but left unnoticed until August 2010, when they were found by some users in the Crash Mania Forums. There is a short gameplay / cgi footage and also some concept art. Crash Mania members made a petition to make activision continue working on the game but it was unsuccessful, partially due to abuse of the petition (ie. obvious sockpuppetry). A new petition has been started, and has so far not suffered these problems.
Recently, an fx demo was leaked by someone as a demo reel video. The owner of the reel video said that game would not be continued because of Activision. When the fans added the video to Youtube, Activision started removing them but many of these are still available.
Console Game! Crash Bandicoot 2010 (Xbox 360, Playstation 3 and Nintendo Wii) Design and implementation of character locomotion and weapon/combat using proprietary software Open World Mission Design Game Systems Design Documentation Weapons/Tools Interface Game Economy Boss design
Another video with items was found, in which we can see some interesting stuff about the canceled game!
Frogzooka [Suck]
Boombat [Blow… Away]
Glow Top [Stun/Light]
Fertilizer Gun [Shoot]
Bottle Rocket-Launcher [Ending/Surf]
Jet pack
Jet ski
Post by MotweraCity
Videos:
DS Footage (Developed by Renegade Kid):
Pictures video for similar visually done game (CTR 2010):
Bit.Trip is a series of action / music games that has been released on Wiiware download service for the Nintendo Wii. The series has been started in 2009 and finished in 2011. It was developed by Gaijin Games and published by Aksys Games. Each game revolves around the adventures of a character named “Commander Video”, and features “a crazy mix of 80s aesthetics and modern game design”. (Info from Wikipedia)
Six games have been released for Bit.Trip:
Bit.Trip Beat, first one of the series, which introduces a style of pong;
Bit.Trip Core, second one of the series, which introduces a style of more peculiar rhythm, similar of Dance Machines;
Bit.Trip Void, third one of the series, which introduces a different rhythm;
Bit.Trip Runner, fourth one of the series, introduces a new style, with 2D Platformer with rhythm;
Bit.Trip Fate, fifth one of the series, introduces a new style of side scroller shooting with rhythm;
Bit.Trip Flux, sixty one of the series, Gaijin games have returned the Bit.Trip Beat style.
Some of those games have unused stuff hidden in their code, such as animations and sound effects.
Bit.Trip Beat
There is a different game over screen in the first game of the serie. Later, it’s never have been used: Video:
Bit.Trip Core
In Bit.Trip Core, there are still sprites for WiiRemote that appears in Bit.Trip Beat, probably the game could be different.
Bit.Trip Void
There is some testing stuff into the title screen folder. It’s really unknown about it:
Bit.Trip Runner
There is a unused idle animation, which probably would be used if the player left controller. Maybe, just discovering this animation, the game could be a lot of different, it could probably a sidescroller which you could move manually, and if stops, it could appear this animation rarely. However, Bit.Trip series have the main goal of rhythm, so they retired the animation and did as automatic sidescroller game (probably).
Video:
Bit.Trip Fate Originally planned to be a more traditional shooter where CommanderVideo was in a ship and he had free movement around the screen. The game also did not use pointer controls or the “fate line” until a later date.
Bit.Trip Flux Started off using Breakout style gameplay during the normal course of the levels, but was cut because it simply wasn’t that fun. Bosses also used to be at the beginning of each level, reinforcing the reverse nature of the game, but that upset the pacing right away.
The whole serie:There is a sprite which appear in all the games, into the game files. Probably, it’s only used in Japanese Version:
Those sprites only appears on the Japanese version of the game:
Translation: BIT.TRIP VOID’s sytem file is corrupt. After erasing BIT.TRIP VOID from the Channel Management Screen, please redownload BIT.TRIP VOID from the Wii Shopping Channel. If you still get the same message afterwards, please contact the Nintendo Service Center.
Translation: BIT.TRIP CORE’s sytem file is corrupt. After erasing BIT.TRIP CORE from the Channel Management Screen, please redownload BIT.TRIP CORE from the Wii Shopping Channel. If you still get the same message afterwards, please contact the Nintendo Service Center.
Translation: BIT.TRIP RUNNER’s sytem file is corrupt. After erasing BIT.TRIP RUNNER from the Channel Management Screen, please redownload BIT.TRIP RUNNER from the Wii Shopping Channel. If you still get the same message afterwards, please contact the Nintendo Service Center.
Thanks to Gabrielwoj and Susumu (translation) for the contributors.
Kirby Air Ride is an Spin-off Kirby game developed by HAL laboratory for the Nintendo GameCube, which has been featured as the first racing game starring the pink-character that has been released. Kirby Air Ride was originally developed for the Nintendo64, but the Nintendo 64-bit version was postponed many times and then cancelled. The project seemed doomed, but Nintendo somehow resurrected it for the GameCube in 2003.
However, some Beta elements remains in some of the E3 Trailers, let see them below:
0:14 ~ By a quickly look, you can see the arrow as RED color, but the Kirby is Pink;
0:23 ~ In Checker Knights the graphics are little “non-detailed”;
0:27 ~ When showing the HUD, it’s possible to see the map as 3D, on the final product, the map have been changed to 2D, such as a Sprite;
0:27 ~ Plasma ability had an another icon (on the final version is different and it’s green) and his charge wasn’t tilt the control, it seems you would recharge such you recharge the machine, holding A;
0;32 ~ Frozen Hillside was really different during the Beta;
0:34 ~ The “Laps” was very bad specific, the lap counter was only a number at the top of the screen, it have been changed lately;
0:34 ~ All the icons “1P-2P-3P-4P-CPU” was totally different, you can see them many on the videos, but you might only see the 2P on 0:34;
0:42 ~ Inside the house on City Trial was totally pink, it was changed with more colors and objects in that house;
0:44 ~ Rocket Star recharged much more faster in the Beta, in the Final version, it takes about 10 Seconds to recharged totally;
0:49 ~ The volcano was totally solid with only one color, it was more detailed lately;
0:49 ~ The Jumper platform was changed;
0:59 ~ A lot of enemies doesn’t have shadow during the beta;
1:05 ~ There is a mysterious flower in Checker Knights;
1:09 ~ The Signs were removed;
1:25 ~ Mike Ability seems to be uncompleted on the Beta Section;
Most of the stages have a minor differences: in Checker Knights, there wasn’t buttons at the end and some other stuff (such as other ways); at the desert, there wasn’t any slopes; and on other stages there was other minor differences too.
And here, an another trailer showing even more beta stuff:
0:03 ~ The Start flag is really different;
0:03 ~ The Red arrow have returned;
0:17 ~ The 3D map again;
0:25 ~ Look how different was the sign;
0:27 ~ And look again, how different was the boost pad, there was a square with arrows, in the final version, it was much more detailed, there wasn’t a floor (square), and have more shading and etc;
0:53 ~ Wheelie ability is slightly different;
0:56 ~ Beta Plasma Ability as already show in the other trailer;
1:02 ~ Enemies didn’t turned into dust in the Beta version, they just were fly up away;
1:05 ~ In this part of the video, it’s possible to see again the uncompleted Mike ability;
1:06 ~ The Spike ability had much more range;
1:17 ~ This time, everyone have got Red arrows;
Some of the stages have little differences.
Hidden in the game’s code of Kirby Air Ride, there is a Debug Menu screen, which is really similar to the one in Super Smash Bros. Melee, with many features on it, such as:
Camera Debug
Item Spawner
Enemy Spawner
Game Modification
Effects Viewer
Debugging tools
and such others
I want to thanks Mack for discovering these!
On the debug menu, we can see much unused stages and unused vehicles.
Stages
TEST: It just Crashes. Update:ConkerGuru discovered a way to access this stage by just disabling an option on the Debug Menu. Let’s watch the video below!
TEST6: Finishing Test (just a really long line)
TEST7: Gliding Test
SIMPLE: It just Crashes
SIMPLE2: General Arena testing, contains some unused stuff:
Health Bar on Air-ride mode
There is a flying block enemy, which probably was to be replaced
Other stuff
DUMMY: Just nothing [It’s just like Super Smash Bros. Melee)
Vehicles
WHEEL_NORMAL: A very old model of a wheelie vehicle
STAR_HANDLE: Used on Top-ride, but not on City Trial/Air-ride
STAR_FREE: Used on Top-ride, but not on City Trial/Air-ride
Another informations by Mack:
RACE3DMODEGoes into the 3d mode debug options (Stadium, City Trail and Air Ride) RACE3DMODEGoes into Top Ride debug menu (insanely complicated menu in Japanese); OPTION MODESome options such as sound option; PAL MODESets the language (PAL ONLY) to Europe ; CLEARCHECKIf enabled, all the check lists will be completed 100%; SOUND TESTA menu will pop which will be sound test. You can listen to both music and SFX; RUMBLE TESTTests the rumble feature; MOVIE TESTDisplays a list of all the tutorials and “movies” in the game that can be watched. Altough CPU gameplays are not present.(also know as demo movies); MEMCARD TEST: A bunch of complicated options related to the memory card.; ENDING TESTShow the 3 endings.; LAN EMULATELan testing feature.; LAN MENU TESTDisplays the lan menu.; SYNC TEST???? Possibly a test for sync;
There is a Topride debug menu, which seems to edit the whole game. It’s possible to change attributes, change gravity, change items, change the track collisions, change in general, and even saves. But for now, it’s a very complicated debug menu, and will be more researches about it later.
The Sync test, as said in Mack’s commentary, is the same box as Sound Checker, but it’s unknown about it
There is also a vehicle called “VS_DEDEDE” which means “Dedede Stadium Arena” is the same as “DEDEDE_BIKE” the bike that you use when you choose Dedede on a Match. But this Stadium Arena version is kinda different, with worst Max Speed and better Charge Speed.
There is a effect menu that can be accessed on gameplay (of course with the Debug Menu). There is lots of effects on the vehicles, on the levels and even, on the Menu (don’t know how view them).
Thanks to Mack, Gabrielwoj and ConkerGuru for the contributors!
Videos
Unused Vehicles and Stages:
TEST stage:
General Debug Functions:
Note: Mack asked me about upload the video on my profile, I gave all the credits to him, for make the video
Enemy spawning: (all informations on the video) ?
More Enemy Spawning:
Tac and Meteo enemy usage:
Effects Viewer:
SYNC_TEST
TopRide Debug Mode:
VS_Dedede vehicle:
Also not forgetting that the TopRide Debug Menu is very complex, this menu even was need a Save File for Debug into the game:
Sometime ago a Nintendo DS debug cartridge was sold on eBay and a couple of weeks ago the rom of that cart was shared and preserved online (NINTENDO DS NTR DEBUG) thanks to NintendyFan from the GBAtemp Form. There is some interesting stuff that we can see in this DS debug cart, such as weird icons, models of Nintendo characters and music from Mario Kart 64 (?!?). We are not sure why they chose such kind of strange images and sounds to test the Nintendo DS hardware, but it could be possible that hidden in the rom’s code there could be even more unusual / beta files, just like in that old SNES debug / hardware test cart. Does anyone want to try to find them?
In order to get to the menu, you have to hold Start + Select when launching the ROM.
Here’s the description from the eBay auction:
Up for grabs is a Debug Mode / Dev cartridge for the Original Nintendo DS and DS Lite Models of handhelds. I have never seen anything quite like this before on the market. We received a few of these, totally smashed and broken up, however we were able to recover this cart and get it to load up. It was tested on each model of DSi including the 3DS, but would error out. This is because the cart is specific to testing on the original DS software on the older handhelds. This is an official Nintendo cart that was apparently supposed to be decommissioned before being tossed out, but whoever attempted to break this one didn’t do a thorough enough job.
As you can see from the photos and video, the date on the program is August 18th, 2004; which is 3 months before the handheld was released anywhere in the world! The Product ID on the back of the cart reads: NTR-005
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