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:
Peaky Blinder is a cancelled sidescrolling platform game that was in development in 1994 by Storm / Sales Curve Interactive (SCi Games) for SNES, MegaDrive / Genesis / Mega CD and GameGear. Our friend Ross Sillifant found a short article about this lost game in Mean Machines Sega Magazine Issue 15, while the title was also in a release list for SNES published in N-Force Magazine Issue 09. Not many info are available, here’s what Mean Machines wrote about the project:
A trashy terror of the raving underworld is making his debut on the Megadrive and Mega-CD pretty soon, courtesy of Storm. Peaky Blinder is apparently a cult hero on the rave scene and features on loads of t-shirts. Such is his popularity (although we’ve never heard of him) that Storm has built him an entire identity and a ritzy story line to accompany him. Peaky was borne from a fusion of trash, mass media, toxic waste and dumped video carts – sounds pretty disgusting, which of course he is. But an inner Peaky yearns to break out of his foul exterior and live in a suburban house with frilly pink curtains and longs to be kind to animals. With this in mind, our whiffy hero sets out thought his dire world’s underground system and roams around the inner city slums where anything can happen – and usually does. Peaky’s a bit unique in that he can change his physical form to suit and combat his hostile surroundings (there has to be some compensation for being a mutant scurf-ball from hell we guess). Not seen much on this yet but we’ll bring you the full gen in a future issue.
If you have more info about this lost game, please let us know in the comments below!
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!
Most in the gaming enthusiast community know of Star Fox; a fan favourite among the Nintendo faithful and other gamers alike. What many do not know is what lead to the circumstances of its creation, and how it all started with an independent British games developer called Argonaut Games. Argonaut was founded in 1982 by a sixteen year old Jez San. This young developer had gained a keen interest in computing at an early age and had taught himself the Assembly language by the age of thirteen. He started developing his first game, Skyline Attack for the Commodore 64 in 1984 and he also became a Wizard (Admin) for Essex MUD, which is reported to be the world’s first MMO.
In 1986, the company finally started to become profitable and gained the ability to hire other staff in 1986, following the release of Starglider; a title recognised as one of the earliest break-out 3D games.
Argonaut Games managed to successfully design 3D models for the NES and the Gameboy, becoming the first developers to do so. This feat attracted the attention of Nintendo, who then signed a deal with Argonaut Games to acquire their services. What they had done to pique the interest of Nintendo, Jez said “They had the Nintendo logo drop down from the top of the screen, and when it hit the middle the boot loader would check to see if it was in the right place.” Nintendo had engineered their games in such a way that they would only boot if “Nintendo” dropped down to the correct place on the screen. Argonaut had modified this so that they could drop down any word, but with a resistor and a capacitor installed. This meant that Argonaut could make the game think that it had read the text and successfully boot, essentially circumventing Nintendo’s copyright protection.
It is at this point that NesGlider comes in. Jez and Argonaut games had a working prototype of the game running on the NES console. NesGlider was merely a placeholder name and it came about due to the fact the game was similar to their StarGlider game and was being developed for the NES console. Argonaut Games also developed a prototype of the game for the new Nintendo hardware the SNES.
The game did really look quite rough as can be seen in the gameplay demo that can be seen online (and leaked thanks to Hidden Palace, here’s a backup copy), it seemed very slow and the graphics were shaky. This was because the SNES console was not primarily built with 3D games in mind. NesGlider on the SNES looked like it was not as good as the previous StarGlider game which used quick movements and looked a lot smoother. This is why Jez told Nintendo “This is as good as it’s going to get unless they let us design some hardware to make the SNES better at 3D.”
Nintendo whole-heartedly agreed with Jez and invested one million pounds for the new hardware to be developed. It was called the Super FX chip which was comically codenamed “MARIO” (Mathematical, Argonaut, Rotation & Input/Output) the chip would render 3D polygons that would assist the SNES in rendering 2D effects. The chip would actually be placed on the games cartridge and this allowed the SNES to finally utilize 3D graphics that may look archaic by today’s standards but were groundbreaking for a console at this time.
Argonaut then gave the prototype NesGlider to Nintendo to allow them to work on it, this was a completely collaborative effort as developers from both companies worked on the game. Shigeru Miyamoto from Nintendo was made the producer for the game and he picked his own developers, artists and other people from Nintendo so that NesGlider could become a more “Nintendo” type game.
This is where the prototype did a complete “Barrel Roll”, Miyamoto wanted to give NesGlider a more arcadey feel and wanted there to be more action. This is where the collaboration came in and Argonaut games gave Nintendo the idea that the player would be in a spaceship and fly to other planets instead of the way that the prototype played, which in gameplay seemed to be on Earth fighting tanks and walkers. Miyamoto also did not want the game to be considered boring and so decided that all the main characters would be animals and the reason that he chose a fox was that it was a prominent feature at a nearby shrine.
NesGlider is not a cancelled game but is purely a super early prototype for the highly regarded StarFox. If it was not for Argonaut Games and Jez San this hugely popular franchise would have not come into existence. This kind of collaboration between Nintendo and Argonaut was the main reason for the success this title deserved and with a bit of give and take between developers and publishers amazing games can be created.
Argonaut did also go on to start development on StarFox 2 for the SNES, this was ultimately cancelled though due to the imminent release of the N64. Unfortunately in October 2004 Argonaut had to lay off 100 employees and was put up for sale, this was reported to be because of a lack of deals with publishers which had led to cash flow problems. Then in 2005 the company was put into liquidation and finally dissolved in 2006.