Do you remember Tiny Toon Adventures: Defenders of the Universe? It was an interesting 4 Players brawl / fighting game that was in development by Treasure, and even if the Tiny Toon brand could turn you away, dont be fooled: this game was going to be a “spiritual” successor to Rakugaki Showtime, one of the most fun (and rare) Treasure games! So, was TTA as much fun as the original Rakugaki? You can find out by yourself: thanks to linlhutz from the Lost Levels Forum, this game was finally leaked and it can now be played and preserved! Huge props to him!
You can read the original topic at the LLForum and download the leaked Tiny Toon Adventures beta in here or here (Thanks to X-Cult for the mirror). If you are not able to play this one, you can look at a series of videos (with some framerate issues because of the emu) thanks to ChibiTeinko, check his Youtube Channel.
Redline 2 (also know as Redline Arena) was the sequel of Redline, a post-apocalyptic combination of FPS / Car Combat game that was released in 1999 for the PC. Redline Arena was going to be developed for the SEGA Dreamcast: a small team from Beyond Games worked on a playable PC prototype for about 6 weeks, starting with an updated-port of the first game. New features and improved AI were added, with more vehicles and weapons.
An online multiplayer mode was expected too, but it seems that “the Dreamcast’s networking setup was not in sync with the Redline networking code. Lag and latency were going to be serious buzz-kills. Addressing this incompatibility was going to be a monumental task, and ultimately, the project was dropped”.
Even if the game was cancelled for the Dreamcast, somehow the development was shifted to the PS2: the project would eventually become Motor Mayhem, a game that was released in 2001. Early prototypes of Motor Mayhem were built to run in the Redline Arena engine, and so would be its best and last innovations.
Recently a beta version of Fire Emblem the Sacred Stones has been found. It is a very early version of the Sacred Stones and contains many differences. This pre-alpha ROM uses many things from the previous game as placeholder; even the title and menus from the Blazing Sword are still there. The game opens up with a debug menu that is identical to the one from the Blazing Sword prototypes. Although the game does have some of the stages programmed in it many of these still need much work. Some do not yet have enemies and have a level two Cavalier as the only enemy. The game’s own music has not been implemented and certain moster enemies are missing battle artwork. Many character portraits are absent; those that do exist were changed in the final. These alterations are mostly minor but some characters were changed quite a bit. Also Ephraim’s name was originally Izark.
Amelia has Tana’s role; her class was planned to be a flying Trainee.
L’Arachel has a variation of Tana’s portrait, while Tethys has a variation of Neimi’s portrait.
There was a Wyvern Rider called Nate planned Ephraim’s name was planned to be Irzark (seen in the debug menus).
These characters were changed drastically in the final.
Many of the World Map locations have different names. Some of the battle map layouts are slightly different.
In Chapter 6, after Eirika hands over her bracelet, the Grado soldiers kill the civilians in front of her eyes.
At the end of Chapter 6, Saleh appears and kills the boss with a critical attack. Chapter 6’s battle map is the same as Chapter 11’s (Eirika’s route) in the retail version.
The boss of Chapter 8 is Dyude Rubarth, one of Grado’s Seven Generals, also known as the Black ?-stone.
By using the debug options one can remove an enemy’s weapon. This shows sprites that are not viewable in normal gameplay.
Eirika promotes at the beginning of Chapter 17 The Final Chapter is comprised of just one map.
The Tower of Valni has two extra stages- seen in Floor 2 and 3.
You can find even more infos at Serenes Forest! Props to them
Below you can see a bunch of scans from Fire Emblem: Sacred Stones beta, before it came out. You can see its earliest scans (first reveal scans) where the first couple chapters are different and there are different animations and mugshots for some characters. The stolen prototypes (they were stolen from Intelligent System’s network) seem to have some content from this earliest version, but also content that wasn’t present in the earliest OR the final version.
Some days ago those wonderful people from Team Carrot and No-Intro have leaked the Toon Panic proto that was sold around from collectors to collectors from many years. It seems that one of the owners of the original proto cart decided to share this interesting piece of N64 history with everyone, so finally we can play it.. or at least we can try it for about an hour. Sadly Bottom Up went bankruptcy too soon and the Toon Panic Project was not finished: “Toon Panic is an original N64 game. It is a 3D arena fighting game in the spirit of Power Stone on Dreamcast. The game was never achieved due to the bankruptcy of its developer, Bottom up. Unfortunately the game is far from beeing complete. There is nice intro with a cool music, no main game, a multiplayer mode but without IA and some debug features.” To be able to try the unfinished multiplayer mode, you need to find it in the japanese options menù (use the 2° controller to move). You can download the Toon Panic proto from the X-Cult mirror. If you are too lazy, just take a look at this video:
Glover was a 3D platformer game developed by Interactive Studios Ltd and released for the Nintendo 64 and Playstation in 1998. A sequel was announced for Nintendo 64, Playstation and Dreamcast with a launch originally slated for mid 1999, but was later cancelled.
In 2010, NESworld recovered a playable beta of the Nintendo 64 version of Glover 2 and by October 2011, the ROM was leaked online.
Thanks to Nesworld and Goomther for the contributions!
The Bizarre Story Behind Its Cancellation
On February 25, 2015, James Steele, a programmer formerly of Interactive Studios, released a blog entry detailing the unusual circumstances which led to the cancellation of the game. According to the developer, a huge misstep at Hasbro involving one worker severely over-estimating the amount of cartridges required for the game blemished the Glover name at the company, ultimately resulting in the discontinuation of its sequel:
“…as far as we were told, Glover 2 had been canned because of Glover 1. Now this seems strange, because the first Glover has sold fairly well for a non-Nintendo N64 title. And it was on the back of those sales that Glover 2 had been given the go-ahead at Hasbro in the first place.
But Hasbro had messed up. They had screwed the pooch big time. You see, when ordering the carts for the first game, the standard production run was something like 150,000 units. And this is what the management at ISL had advised Hasbro to order – because the N64 wasn’t really fairing that well compared to the PS1 at the time and non Nintendo titles tended to sell poorly. They thought that Glover was a good game in its own right, and a moderate 3rd party success would sell around 150,000 units. And that is exactly what happened. Hence the go ahead for the sequel.
So Glover was a money maker for Hasbro, right? Right? Nuh-uh. As it happened, Nintendo had a special on N64 carts at the time the game was being schedule for production. Some bright spark at Hasbro thought it would just be absolutely SUPER to order double the normal amount – so they put in an order 300,000 units at a slightly reduced cost.
The problem was that none of the retailers wanted to take that stock off Hasbro’s hands. The game had been moderately successful, but the demand just wasn’t there. And thus Hasbro was left with 150,000 or so copies of Glover for the N64 that nobody wanted. That’s something like half-a-million dollars worth of stock that they can’t shift. And with Hasbro Interactive not being in the best of financial shape Glover became a dirty word around the company, as it became apparent over the course of Glover 2 development that they were stuck with all those carts.
Of course, the blame was put on the game and brand itself rather than the idiot who ordered the extra 150,000 carts from Nintendo. And that ladies and gentlemen, is why Glover 2 had been cancelled.”
According to Steele, who we later caught up with, the game was around 80-85% complete at the time development ceased.
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