New Cancelled Games & Their Lost Media Added to the Archive

Banjo Kazooie: Grunty’s Curse [GBC – Cancelled]

Banjo Kazooie: Grunty’s Curse is the cancelled Game Boy Color version of the Rare Ltd. project that would later become Banjo Kazooie: Grunty’s Revenge, released on GBA in 2003 by publisher, THQ. Initially established midway through 1999, Grunty’s Curse represents the original vision for the title with an alternate storyline, and levels that never saw the light of day.

Video:

The Story

Unlike the game released, Grunty’s Revenge, the GBC game does not take place mere months after the events of the first Banjo. Instead, it begins “a few years” after it, according to design documents recovered by a former Rare employee. Whereas Revenge features a tale about time travel, in which the newly resurrected Mecha-Grunty escapes to the past in order to stop the titular duo from ever meeting, the plot of Curse tried another approach.

The title would have opened with Mecha-Grunty confronting Banjo and his friends, placing curses on each of them (with the convenient exception of Banjo himself), as her reign of terror resumes. She starts by morphing Kazooie into a “monster” version of herself; a larger blue bird with allegiances to Grunty. Then, she transforms Bottles into a “funny creature”, as the documents describe it, before manipulating Mumbo‘s mind into making him attack Banjo. While the two fight, she takes off with Kazooie in tow.

Page 31 - Story Treatment

The hero, however, is soon able to out-duel Mumbo, releasing him from the spell. A determined Mumbo then chases after the villainous witch, but to no avail. In a planned comedy set piece, the character inexplicably falls victim to all manner of bad luck: a black cat pounces on him, he runs under a ladder, before a mirror falls and smashes over his head. When Banjo catches up to him, he finds that Mumbo has been stricken with amnesia as a result of his injuries. His memory fails him, but he is able to recall that Banjo must collect several magical ingredients in order to relieve Bottles of his condition.

Banjo, however, comes to the realisation that he has forgotten his moves in the time since his last adventure. With Bottles incapacitated, he will need to seek out a new mentor to provide tutorials. Thus, he chases down Grampa Mole, the elderly father of Bottles. As development progressed, Grampa Mole would evolve into Bozzeye, the NPC that teaches Banjo in Grunty’s Revenge during his visit to the past.

Cut Levels

Banjo Kazooie: Grunty’s Curse featured two worlds that were ultimately dropped from the slate as time went on. These were dubbed ‘MohendraBanjo’, and ‘Fiery Furnace’ respectively.

MohendraBanjo was a stage set in and around the ruins of a jungle temple in the far East:

Fiery Furnace, on the other hand, is described as a ‘dark industrial’ themed level filled with machinery and fire hazards:

While MohendraBanjo appears to have been scrapped fairly early on in the project’s life span, Fiery Furnace would make it considerably further. It even appeared in a leaked early prototype build for the GBA game, albeit in a largely unfinished state. Due to time and storage limitations, the team reduced Fiery Furnace in size and adapted it into a small part of the Freezing Furnace level.

Fiery Furnace protoype video:

Lost Enemies

We have been able to ascertain that a plethora of enemies were explored during Grunty’s Curse, before being abandoned. In MohendraBanjo world, for example, the developers imagined enemies based around cobras and scorpions, in line with its far Eastern theme. You can see some illustrations of these lost baddies here:

 Deleted Transformations

According to the design plans from October 1999, Rare had originally intended to include the ‘Bee Banjo‘ transformation that first appeared in Banjo Kazooie. This would have allowed players to fire stingers in a straight line to attack foes, as well as the ability of flight for an unlimited period to traverse larger platforming gaps.

Early in development, the team was exploring the possibility of ‘useless transformations‘ too. These were power-ups that served no other purpose than comedic effect; a hidden extra in the game to amuse players. Only one of them was slated to be added due to storage restrictions, but a number of them were being looked into:

Unused Transformation Functions

There were considerations for a handful of secondary functions for transformations that were left on the cutting room floor:

  • Tank Banjo originally was going to allow players to directly control the crosshair for greater precision. Players would tap the ‘B’ button to switch from directional movement to manipulating the aim of the cannon. In the final game, tapping the ‘B’ button does nothing. In addition, the tank originally fired eggs. The Grunty’s Revenge tank, however, fires missiles.
  • Octopus Banjo originally was set to be able to swim faster by double tapping the D-pad in any direction.
  • Mouse Banjo was intended to have a ‘shrinking’ function mapped to the ‘B’ button. This would enable Banjo to manually reduce his size for a limited period to fit through smaller gaps in his environment.

Alternative Level Titles

The documents provided also reveal numerous stage names that were eventually changed over the course of development. Among these are ‘Cottage Farm’, which became ‘Cliff Farm’, ‘Soggy Bog Swamp’ was revised to ‘Bad Magic Bayou’, ‘Freezing Furnace’ was originally ‘Freezing Fjord.

Game Assets

Although a playable prototype of the game in its GBC form is not to have ever been made, we have learned that the team of artists assigned to the project at Rare produced a multitude of digital art assets intended for one in 1999. These included sprites of some of the main characters, as well as designs for UI screens, like a pause menu.

 

Oriental Blue [Nintendo 64DD – Cancelled]

oriental blue nintendo 64dd cancelled

Oriental Blue is a cancelled RPG in the Far East of Eden (Tengai Makyō) series that was in development by Hudson and Red Entertainment for Nintendo 64DD in late ‘90. The Tengai Makyo series was started in 1989 with the help of Oji Hiroi, the same author behind the Sakura Wars series, and even if it was one of the most popular RPG series in Japan in the ’90, only one chapter of Far East of Eden was officially translated in english. Oriental Blue 64DD was announced by Hudson in japanese gaming magazines (?) as one of the few RPGs planned for Nintendo’s ill-fated Disk Drive, but as the add-on was postponed many times and then discontinued soon after its release in Japan, the game was quietly canned and Hudson never shown any official images from the game. A few years later, in an interview published on the japanese Nintendo website, Kaori Shirozu (director and designer at Hudson at the time) explained that the project was resurrected and re-developed as a GBA game and finally released in 2003 as Oriental Blue: Ao no Tengai. The Nintendo 64DD version of Oriental Blue would have probably looked like the GameCube remake of Tengai Makyō II: Manjimaru (also released in 2003), with 3D low-poly environments and sprite based characters.

Oriental Blue: Ao no Tengai on GBA:

oriental blue gba

Tengai Makyo II: Manjimaru on GameCube:

Tengai Makyo 2 Manjimaru GameCube

Images:

Tonic Adventure (Tonic Trouble 2) [Cancelled Concept]

Tonic Adventure is the cancelled sequel to Tonic Trouble, a 3D platform game developed by Ubisoft Montreal and Ubisoft Montpellier, released in  mid 1999 for N64 and PC.  Tonic Adventure was being made from 1999 to 2000 (perhaps for Dreamcast or the soon-to-be-released PS2) by the same team that worked on the original game and Rayman 2, but it seems that the project was canned in early development, maybe because of low sales and mixed reviews of the first TONICT. Only a few concept arts were found in the portfolio of a former Ubisoft artist, preserved in the gallery below to remember this lost game. We can speculate that after Ubisoft found out that Tonic Trouble would have not been a popular IP as they planned, they switched resources from Tonic Adventure to more marketable games as Rayman M and Rayman 3.

If you know someone that worked on Tonic Trouble 2 and can help to preserve more info about this cancelled project, please let us know!

Thanks to Maxime for the contribution!

Images:

Labyrinth / Legend [Playstation – Tech Demo]

In the first months of 1994, before launching its first console, Sony created a few tech demos in order to show to the public the hardware capabilities of the new Playstation: F-1, T-Rex, Fighting Demo  and so on. In june 1994, Edge published an article about a video with some PSX tech demos that recently aired on japanese Tv Asahi’s program Tonight. One of them, a yet unnamed  platform game, eventually became Jumping Flash, but the most interesting of them was “Legend“, a first person dungeon crawler (no relation with King’s Field) that remained just a tech demo / concept:

legend labyrinth 1994 psx
In this tech demo video the player moved around the dungeon‘s fully textured, highly detailed corridors and encounter a massive dragon. Another screenshot of Legend (now called “Labyrinth“), appeared in august 1994 on Edge 11:

labyrinth tech demo psx

We don’t know which team developed the Labyrinth / Legend concept for Sony or if the latter was ever planned to become a full game. If you have more info about this tech demo, please let us know in the comments below!

Video:

Brothers in Arms: Furious 4 [Cancelled – PS3, Xbox 360, PC]

Announced in 2011 at Ubisoft’s E3 press conference Brothers in Arms: Furious 4 was to be the next instalment in the Brothers in Arms franchise after Brothers in Arms: Hells Highway. The game was originally set to be released sometime in the first half of 2012 for PlayStation 3, Xbox 360 and PC, but that never happened. However, in 2012 Ubisoft let go of the Brothers in Arms IP and The Furious 4 trademark granting the games developers, Gearbox Software, full ownership of both. The president of Gearbox, Randy Pitchford, then announced that the Brothers in Arms name was being dropped from the title due to negative fan feedback and from now on the game would just be called Furious 4. Pitchford also said that internal discussions held within Gearbox led to the same conclusion that Brother in Arms and Furious 4 should be separate IPs. He said that there would be another Brothers in Arms game sometime in the future when the time is right but for now Gearbox was concentrating on Furious 4 which would be undergoing some drastic changes.

Brothers-in-Arms-Furious-4-cancelled

While previous Brothers in Arms games followed Sargent Matt Baker and the soldiers of the 101st Airborne Division in a serious historical setting, Furious 4 would have taken a quite different approach to the World War 2 setting. Furious 4 looked like a cross between Borderlands and Quentin Tarantino’s 2009 film Inglorious Bastards. The plot followed a group of four characters as they massacred their way through Germany in 1944 all the way to Hitler, and that’s all we really know about the plot itself.

There is a small bit of information on each of the four playable characters. Firstly there was Chok who was a Native American soldier with a fondness for hatchets. Next up was Stitch who was an Irishman with a few lose screws who seemed to enjoy taking out his enemies with a custom made taser a little too much. Crockett was from Texas and could use a cattle prod to brand enemies. Lastly there was Montana who was a Nazi killing lumberjack with a large machine gun, a chainsaw and bear traps. There was also a narrator who spoke over the gameplay and was just as much of a character as the other four. He would clue you into the moment to moment plan and often hinted that he felt the members of the Furious Four were quite stupid. The only gameplay shown for the game was behind closed doors at E3 2011 and judging from what the people who saw it said historical accuracy was not a concern in Furious 4, apparently they even had a helicopter in a WWII shooter. The only other thing discussed about the gameplay was it’s over the top trigger happy violence that attempted humour.

On the 16th of July 2015 Randy Pitchford was speaking at the Develop: Brighton conference and said:

“Furious 4 is not a thing anymore, right? Creative development is a trip. The idea that something started as a Brothers in Arms game, through some absurd convulsion, ended up as Battleborn is evidence of what’s possible.”

With that Furious 4 was officially cancelled although as Pitchford said it transformed into Battleborn so it’s likely that a lot of Furious 4’s assets will end up in that game. In fact Furious 4’s Montana character will feature in Battleborn.

The good news for Brothers in Arms fans is that Gearbox is going to start development on the next “authentic” game in the series soon which will more than likely follow on from Hell’s Highway. Gearbox has been under fire in recent years for Duke Nukem: Forever and Aliens: Colonial Marines although their Borderlands series has been positively received and proves that they are talented developers. Gearbox is currently working on Battleborn and their website says they’re hiring for the next Borderlands game so we can expect news on that soon.

Article by Conor Hutton

Images:

Videos: