SNES + Super Famicom

Green Lantern [SNES – Cancelled]

Green Lantern is a cancelled platformer / adventure game based on the DC comic of the same name that was in development for the Super Nintendo at Ocean Software in 1994.

A small preview of the game was feature in the French publication, Super Power Magazine issue 29. Their write-up reveals that the game was a side-scrolling platformer with shooter elements. The story featured Hal Jordan’s Green Lantern hunting down the queen of Xaos, who is planning to conquer the universe with an army of invisible alien soldiers, once she collects a set of all-powerful crystals.

green-lantern-snes-superpower-29

Seven levels in total were planned, each taking place on a different world in the DC universe. It all culminated with a final stage using mode 7, where the player would have flown the Lantern through space in a shoot ’em up style endgame.

green-lantern-snes-cancelled

A contributor from SNES Central was able to get in touch with some former members of Ocean to learn more about the project, as well as its demise. According to these sources, the game’s original programmer was Andrew Deacin. Unsatisfied with his efforts, the company’s management later replaced him with Bobby Earl, who rewrote its code from the ground up. This is just one of a number of restructuring moves made during Green Lantern’s development, says John Lomax, who was an artist on the team:

“Green lantern was an interesting one as I was only on the game for the first few weeks before moving of to work on Jurassic park 2. It kinda went through development hell (new programmers coming on to finish it as the original guys were fired).”

green-lantern-snes-joypad39

Bobby Earl, the coder who succeeded Deacin, revealed the circumstances of the project’s eventual cancellation:

“Green Lantern was a project I worked on quite a few years ago, for the Super Nintendo. The project was infact finished, but DC Comics wanted some very difficult and arduous changes to the product, thus considering the budget already spent, Ocean Software deemed it was not worth continuing with the project.”

Given the apparent pressure the license holders were placing on Ocean, it is likely that they were also to some extent responsible for the changes in the team’s staff throughout its development.

Dean Evans, the composer of the game’s soundtrack has since come forward about his experience with the title, even releasing some of the music he created for it on YouTube. According to Evans, a number of his songs from Green Lantern were re-used in Ocean’s Waterworld tie-in game.

Thanks to Celine, Ace, RetroGameFan9000 and Rod_Wod for the contributions! (Scans from Super Power magazine #29, CD Consoles #7, Joypad #39, Edge #8)

Also thanks to Ash The Dragon and Pipoumantis for translation assistance.

More information can be found here and on The Games That Weren’t book.

Video: 

Images: 

Jeff’s Shoot’Em Up [SNES – Tech Demo]

This “Jeff’s Shoot’Em Up” is a tech demo for a top-down shooter in the same vein as Smash TV or Alien Breed, that was developed by Iguana Entertainment (Aero the Acrobat and Turok) to test the SNES capabilities. The demo was titled “Jeff’s shoot’em up” probably after Jeff Spangenberg, Iguana (and later Retro Studios) founder. In this prototype enemies can’t harm the main character,every path lead to a dead end and sound is absent. Also in the introduction the spaceship that is zoomed in/out and rotated don’t appear correctly.

This demo was made available by the nice guys at Nintendoplayer. For a more detailed description please read their article: www.nintendoplayer.com/prototype/jeffs-shootem-up-super-nintendo-game-demo/

Video:
 

Punk Development Shooter [SNES – Tech Demo]

In-house tech demo coded by Punk Development to test the SNES capabilities. After the demise of Razersoft, Punk Development publishing arm, the company morphed into Iguana Entertainment and soon was acquired by Acclaim. This demo was made available by the nice guys at Nintendoplayer.
For a more detailed description please read their article: www.nintendoplayer.com/prototype/shooter-super-nintendo-game-demo/

Video:
 

Lufia 2 [Beta – SNES]

As we can read on Wikipedia, Lufia II: Rise of the Sinistrals, released in Japan for the Super Famicom under the name Estpolis Denki II, is an RPG developed by Neverland and published in Japan in 1995 by Taito, as a prequel to Lufia & The Fortress of Doom. In July 2012, Jackhead shared in the Assembler Games forum some screens and videos from an early beta version of Lufia 2, that has many differences from the final one.

The proto has many difference to the final Version! Complete other worldmap, other skills, many different screens. Awesome! I have to replace the battery, than i can show more from the proto.

The differents are big. The last two picture are the same dungeon. In the Final version Maxim has a bow and sword. In the proto you go complete different way without an bow.  In the Final Version you have a skill “GUT” in proto “FAI”. You also start with 50 elixier, and the difficult is much higher as in the Final version. Playtime on the proto also show seconds. And of corse the worldmap is complete different. Fighting animation, menue options… Thats what i see in the first 5 min off the game.

First bossfights never seen in retail version

While trying to dump the cart to preserve the game, something went wrong:

I was trying to dump the eproms with my willem. After that i replace it on the pcb but something is wrong… Game crash now after intro, sound is bad.
This is really really bad. The dumps also crashed after intro… All Dumps merged, nothing wrong with the dump itself.
I conatct a few persons, maybe the eproms are corrupt or a conection problem.
At this point i quit and give the cart away. I really hope someone out there can fix it. Im sorry…

Luckily Trevormacro with the help of JLukas from the Assembler Games Forum, were able to fix this problem and saved the Lufia 2 beta!

The prototype is way different from the final and a lot of different sprites, tiles, and possible music and sound

Thanks to Michel for the contribution!

Images:

Videos:

 

FX Trax (Stunt Race FX) [SNES – Beta]

Stunt Race is a racing game for the Super Nintendo that used the Super FX chip to create 3D polygons for the cars and tracks. FX Trax is the original name of the project  (aka Wild Trax in japan), from when it was still in early development by Nintendo EAD and Argonaut Software. In the gallery below you can see various images from the beta version, with different HUD and WIP graphic! If you can notice more differences (removed tracks?) please let us known!

Scans from Banzzai #14, Super Power #12, australian Nintendo Magazine System from October ’93 (very early screens!) and April ’94 (showing a game much closer to the finished product but still with many differences).

Thanks to Celine and ezri85 for the contribution!

Images: