Unseen News

Sonic Rush [DS – Beta / Unused Stuff]

Sonic Rush is a platform game developed by Sonic Team and Dimps, published in 2005 for the Nintendo DS.  Various screenshots from pre-release versions of the game show slightly different areas, different HUD, slightly different gameplay and the first screenshot of Blaze the Cat shows a Sonic life icon while, in the final version, Blaze has her own life icon. We can also notice a different main menu screen.

The Beta version had a totally different  soundtrack for the main menu, for the Leaf Forest, for the boss stages and the end of an act. Also, some FX sounds are different from the final version (Sonic’s voice is different too).

In January 2007 DRX from the Hidden Palace released a prototype version of the game, that was shown at E3 2005. In the E3 version you were meant to play only one level, but Tanks from Sonic Retro has found out that there are 7 zones listed in the proto,  and 3 are playable via hacking. He also found an unused set of sprites  from Sonic Advance 3, but we don’t know how they were used in the development of Sonic Rush.

More info can be found at Sonic Retro and Sonic Retro Forum (this and this topics)

Thanks to Hiccup and YamiHoshi for the contributions!

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RS Links: the unreleased Burnout Paradise’s content

Over at the official Burnout / Criterion blog, they wrote a post about planned Download Content that was meant to be released for Burnout Paradise, as new tracks, modes and vehicles, but for some reasons they never finish them.

We were very interested in the whole concept of downloadable content, and we knew that we wanted to approach it very differently and push it as far as we could. A downloadable Island was started almost immediately after the main game was built.

[…]

We did have ambitious plans for a series of Islands. One was going to be purely off-road based. Hence we created the ‘Dust Storm’ dune buggy in anticipation for that. Our original dreams for Paradise were to create a series of Islands, all connected to Paradise City and each would focus on a different style of racing game. One Island was going to be completely circuit based – and be all marked up like a modern Formula One circuit!

[…]

Planes. A lot of Burnout fans already know about this – as we showed flying around in a live podcast. It was really cool to be able to see Paradise City from the air. It did not happen because of the way the game world was built. The city was never meant to be seen from such viewpoints. Think of it like a film set, a very big film set – meant to be seen from certain camera angles and not others.

[…]

The Moon! Again, completely true. Someone on the team said that ‘players want the moon on a stick when it comes to DLC’ We thought that was funny and thought we’d do it. The actual surface of the real Moon was modelled and it was drive-able. Lunar Challenges would have been totally unexpected – as would have been zero gravity Takedowns and Challenges.

[…]

Time Travel – Not many know about this, but it was discussed. On a certain day, a time portal would have opened on the Island. When you jumped through, you would have found yourself on Big Surf, at another point in history. Maybe the Wild West…you could have done some Challenges and then jumped back.

Thanks to Robert Seddon for the link! 

Explodemon [PS3/Wii/PC – Prototype]

Explodemon! is an upcoming 2.5D side scrolling platform game in development by Curve Studios for PlayStation Network, Microsoft Windows and WiiWare. The project is described as “what Treasure would create if they mixed Yoshi’s Island with Half-Life 2”, and is inspired by elements from games as diverse as Street Fighter II, Halo, Super Metroid and Bangai-O.

In the personal blog of Jonathan Biddle, Design Director at Curve Studios, we can read an interesting series of articles about the development of Explodemon!, with images and videos from its early prototypes.  From his blog Jonatahn also released the December 2005 Explodemon proto, that you can download from here. Huge props!

There were always new games concepts bouncing around at Blue, and Jamie had a few, one of which was Exploding Robot 12. Jamie’s concept went something along the lines of humanity’s last hope – a robot that couldn’t stop himself exploding – being sent out to destroy the alien menace that was threatening all of mankind. From what I remember, it wasn’t so much a platform game, as an action puzzler, where you had to navigate sections that you didn’t want to destroy, as well as blow up the enemy spacecraft and whatnot. I always liked the idea, and my recent explosion-based thoughts lead me to wonder if it would translate well to a platform game. I mentioned it to Jamie and he was up for me carrying the idea on. The early builds even had the codename ‘R12’.

For more info on the Explodemondevelopment, check One Bit Beyond!

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For comparison, here’s the trailer from the final game:

 

Laguna Cool [PSX – Not Cancelled]

Update: thanks to Susumu and Matt we found out that this obscure RPG was really published in Japan with the name “Lagnacure” by a company called Artdink. You can find more screens of the released version at Snesorama!

Laguna Cool is a cancelled (?) RPG that was in development by Sony Music Entertainment in 1996/1997 for the original Playstation. The game was available at the Tokyo Game Show 1997 but we dont know if there was any playable demo or it was just a video. A single screenshot of this RPG was found by Celine in PSM magazine #3. There are pratically no info on the project, at least with the Laguna Cool title: could this game have been released with another name in Japan? If you recognize this screen, please let us know!

Thanks to Celine for the scan!

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Laguna-Cool-PS1-PSM3-TGS-97