New Cancelled Games & Their Lost Media Added to the Archive

I-Ninja [GBA – Cancelled]

The original I-Ninja is a platform / action game developed by Argonaut Games and released in 2003 for the GameCube, Playstation 2 and Xbox. Argonaut also announced a Gameboy Advance version of the game, to be developed by Destination Software (?), but this port was soon canned. I-Ninja for the GBA would have been a pseudo-3D action game, taking some of the features from the home-consoles I-Ninja (as the “running ramps” and the “slide rails”) to recreate the feeling of the game on the portable console.

As we can read in the original press release:

Following the successful GameCube, PS2, PC and XBOX versions, I-Ninja comes to Game Boy Advance! This version is a mixture of fast paced ‘Inertia Run’levels, combat arena’s, ‘Ball Rolling’ levels requiring pin point accuracy and cool showdowns in the ‘Final Boss’ levels.

Despite his size, I-Ninja is the consummate warrior and has spent years mastering his weapons and honing his fighting skills. Challenged by the world’s most wicked villain, Master O-Dor, and his menacing army of Ranx, I-Ninja is fierce in his attacks and deadly in combat. With extreme agility he navigates environments and conquers all that is evil!

We dont know why I-Ninja GBA was cancelled, but we can speculate that they did not find a publisher interested in the project or that Destination Software had some problems to port this “3D game” to the low-tech portable.

I-Ninja 2 for the PS2, Xbox and GameCube, was also cancelled when Argonaut Games had to close down in 2004 for economic issues.

Thanks to RustSh1ne for the contribution!

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Lobo [N64 – Tech Demo]

In 1996 Ocean Software was working on various games with the  license from the Lobo comic series. A Lobo fighting game was in development for the Super Nintendo and the Mega Drive / Genesis but it was later cancelled. In Super Power (a french magazine) issue 33 we can see that Ocean created a Lobo tech demo to announce their plans to develope a Lobo game for the Nintendo 64 too. In the end, Ocean never released any Lobo game for the N64 and it’s currently unkown if they really started to work on their N64 project or it was just an idea that never materialized.

Thanks to Celine for the contribution!

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GoldenEye: Rogue Agent [XBOX PS2 GC – Beta]

GoldenEye: Rogue Agent is FPS developed by EA Los Angeles, EA Tiburon and published in 2004 by Electronic Arts, for the Xbox, Playstation 2 and GameCube. A sequel was originally planned but scrapped due to poor sales and reviews of the first one.  The game’s ending suggested a sequel as well. According to various sources, the sequel would have included vehicles and a longer story mode. [Info from Wikipedia]

DCodes7 noticed some beta differences in the early Rogue Agent screens and videos, as the models of the enemies, beta weapons design and different HUD. If you can find more changes, please let us know!

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Little King’s Story [Wii – Beta]

Little King’s Story​ (originally known as “Project O”) is a simulation / strategic RPG co-developed by Town Factory and Cing, released for the Wii in 2009. The game was first shown at the Tokyo Game Show in 2007 and in the early screens we can notice some interesting differences:

  • Some enemies were never implemented in the game, as a papercraft bird that could have been able to transform itself into a paper airplane.
  • The beta city had a completely different layout than the final one, with buildings and rivers in different places.
  • It seems that the king was able to guide more than 30 people at once.
  • In the beta the edifices were build by the town folks and you were able to see them work on their new houses while they were in development (as it happens with bridges in the final). In the final game, you just chose which new building you want to create from your throne, and when you came out from the castle, the new building is already finished.
  • In one of the screens we can notice the king at the top of an house’s roof, from where he talks to his crowd. You can’t go over roof in the final game.
  • There are a couple of images with Verde and a weird character (with a yellow head) that seem to be from a cutscene that was removed from the final game (or did i miss it?).
  • A red dragon was  on the beach too, but it’s never in there in the final version.
  • In the final game every Animal Hunter has a “cat cap” on their heads, but in a beta screen we can see one of them that doesnt wear any cap.
  • In one of the screenshots there are 2 “wooden-totem” enemies, but in the final we meet just one of them in a quest (or did i miss them in some other quest?)
  • Howser was able to join the king army too, to battle along the other people.
  • In the first trailer from Tokyo Game Show, the intro of the game was different.

Also, from a postmortem  article on Gamasutra we can read about a removed chapter that was planned for the beginning of the game and other unseen features:

In the original code, there was an introduction chapter where you could play Corobo (Little King’s Story protagonist) in pajamas looking for the crown. It took you around 40 minutes before you could find the crown, and it actually hindered the tempo. That’s why we decided to cut this and replace it with the opening you can see in the final game.

We had to scrap the multiplayer feature: A local two-player feature was implemented in the code but had to be removed. I also had to abandon the idea of having a network feature.

In the original concept, we were considering having a system in which the NPCs would develop automatically through their life simulation in the kingdom without requiring the user to grind. However, we started to realize that by using such a development system, the NPCs couldn’t keep up with the later enemies or became far too strong, ruining all the level design created to that point.

In an interview by Cubed3 with Marvelous Entertainment’s Yoshiro Kimura we can find some more info on the removed Multiplayer mode:

There were interesting multiplayer modes where the player could shoot cannons and control Pancho, but unfortunately due to time constraints we weren’t able to implement them into the game. I’m really sad we couldn’t have that in the game.

Milestones:

2006 June: Game Concept
2006 November: Evaluation of the prototype
2007 March: Full development start
End of February 2009: European master submission
End of April 2009: US and Japanese master submission
April 26, 2009, European release
July 21st, 2009, US release
September 3rd, 2009, Japanese release

Thanks to JulianCJ for the contribution!

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