New Cancelled Games & Their Lost Media Added to the Archive

Killer Instinct [Beta – SNES Arcade]

Killer Instinct is a fighting game developed by RareWare and published by Midway and Nintendo. Initially released in arcades in 1994 it was later ported to the Super Nintendo. In the gallery below you can notice some early character designs for B.Orchid and Glacius. As they wrote at the Killer Instinct Arena, the earliest version of Black Orchid was a blonde amazon, but a later version of her featured a black outfit. In the final game Orchid wears a green and yellow dress.

Also, thanks to Lucazz we found out that a beta Killer Instinct ROM was somehow leaked online, and it contains many differences from the final version:

  • the orchid stage and the cinder stage have the same beta floor
  • glacius and jago have an unused song
  • the gangsta theme is in glacius’ stage
  • the fulgore theme is in cinder’s stage
  • the menu screen is in a different position
  • the orchid stage doesn’t have the rare and nintendo logos in the screens and the stage side is moved to the right
  • the raptor sprites are corrupted
  • the eyedol bridge stage is in the cinder’s stage, similar of the arcade
  • in the continue screen the song is the same as the menu screen

Thanks to Robert Seddon and Lucazz for the contributions!

In a promotional video of Killer Instinct, embedded below, we can see an early version of the coin-op with some differences:

  • Beta character selection screen
  • Cinder’s name was Meltdown and Sabrewolf’s Werewolf.
  • Some of the combo types were removed or changed, like Mondo combo and Elite combo
  • The voice that announces the stage name is different
  • Some stages were slightly different, like the Tower arena and the Sabrewulf livel

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Videos:

Geist [GC – Beta]

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Work on Geist (early working title: Fear, changed to avoid legal issues with F.E.A.R., an unrelated video game) officially started in 2002. N-Space learned that Nintendo was interested in backing a first-person shooter/action game with a unique feel to it. N-Space came up with the idea of a game with an invisible man as the protagonist. From there, the concept changed from being an invisible person to being a ghost.

After about eight months of work, n-Space finished the prototype and sent it to Nintendo of America, from which it was sent to NCL. Nintendo latched onto the game, and it was decided n-Space and Nintendo would work closely together on development.

After six months of work, Shigeru Miyamoto suggested the idea of object possession as a game mechanic. Geist was first shown to the public at the E3 2003 and it was later stated that Geist would even be released in that same year. In the months after the E3, both companies realized they “weren’t working on the same game”; N-Space had envisioned Geist to be a first-person shooter while Nintendo (more specifically, Kensuke Tanabe) considered it to be a first-person action-adventure. Geist was present at both E3 2004 and E3 2005 – the separate visions each team had for the game led to many delays until it was finally released in 2005, two years after the initially stated release date.

A lot of gameplay mechanics had changed during development in these two years. From the E3 2003 demo of Geist, it can be concluded that many areas have been redone and placed in a different order. The story also appears to be a bit different. For instance, Bryson is not dying, but simply locked up when you meet him. In an early screenshot we can see a monster that isn’t in the released game. As for gameplay, much more has changed. In the demo, Raimi does not have the violet tinge to his vision when he is not possessing anything, nor does the physical world gets slower. Dispossessed hosts in the demo are unconscious, while in the game they are awake. In the finald game, Raimi looks roughly like an ethereal version of his physical appearance, but in the E3 demo, he’s a far more traditional ghost with a skeletal appearance and no legs.

Also, in the released game, Raimi does not fight other ghosts until the final levels, while they appear to be common enemies in the demo. Two abilities ghost-Raimi possesses in the demo were heavily adjusted. In the demo, Raimi can shoot ethereal blasts in this realm, while he can only do so in the ethereal realm in the released game. The ability to influence objects from a distance through psychokinesis was removed and replaced with the ability to influence objects through possession. [Info from Wikipedia]

There were at least two different HUDs in the beta version.

Thanks to Jay for the english corrections!

Images:
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Videos:

Warhawk [PS3 – Tech Demo/Beta]

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Warhawk was first announced to the public in May 2005, with a working build shown at E3 in 2006. This version was the first PlayStation 3 title to be shown with the newly announced SIXAXIS motion sensing technology. In February 2007 it was announced that the single player element of the game was to be pulled. This was due to concerns Incognito had over the quality of the single-player campaign, particularly when compared to the multi-player modes. Dylan Jobe, the games director said “if we were to continue down our single-player/multiplayer approach, it would have resulted in not as good single player or not as good multiplayer”. The extra development of the multiplayer mode was used to Read more

Donkey Kong Country 2 for the Virtual Boy?

With the success of Donkey Kong Country, Nintendo gave Rare the thumbs up for a sequel on the Virtual Boy. This happened just after the launch of the VB and was only at the drawing boards and in developement for a matter of weeks but it was cancelled due to the obvious failure of the Virtual boy itself. At the end of 1995, a sequel of the original game was released as “Donkey Kong Country 2: Diddy’s Kong Quest” on the SNES.

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Worms for the Virtual Boy?

In 1995, British developer Team17 got to work on a version of the game ‘Worms’ for the Virtual Boy. Little is known about the game other than it was a planned remake of “Worms” with no known differences over the original. The game was cancelled after only few weeks of it in production, probably due to the cancellation of the Virtual Boy release in Europe. There are no screens from the Virtual Boy version and it’s unknow if there even was a playable build.

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