New Cancelled Games & Their Lost Media Added to the Archive

Mii channel [DS – Prototype]

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The development and history of the Mii avatar was a long and arduous process, taking about 20 years to reach fruition. Famed video game developer Shigeru Miyamoto revealed information regarding such a process during his keynote speech at the Game Developers Conference in 2007. He stated that the current Mii design is based on traditional Japanese wooden dolls (known as “Kokeshi”), and also highlighted several stages of the Mii’s development process. The idea first appeared for the Famicom Disk System, but confusion over how the idea could be a game halted development. The idea appeared again with the Nintendo 64DD, where the player could edit a 3D character with a wide variety of clothes. Again, however, the project was never furthered. With the release of the Nintendo GameCube the idea was incorporated into Stage Debut, an unreleased game which planned to make use of the e-Reader and a camera attachment, but this idea was also canceled, as those at Nintendo feared there was not really a game to make out of it. The build Miyamoto showed during his conference showed a virtual Miyamoto dancing with some Pikmin upon a stage.

Around the time of the development of the Wii, a separate team at Nintendo were working on a friend registering software for the Nintendo DS. Within the software they were also developing a program where, in a manner similar to the Japanese puzzle game Fukuwarai, the player had to place the different parts of the face onto a drawing of a face. This team, however, was completely unaware of Miyamoto’s Mii concept. Eventually the software evolved to allow the player to edit the parts of the face in terms of size and position, in order to make the character look more like a specific person, and was soon shown to Satoru Iwata, president and CEO of Nintendo. The software was then shown to Shigeru Miyamoto as soon as possible, and eventually the team working on it moved to work with the Nintendo division EAD on the development of the Mii Channel. – [info from Wikipedia]

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Ouendan / Elite Beat Agents [DS – Beta/Concept]

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At the 2007 Game Developers Conference in San Francisco, iNiS Vice President Keiichi Yano described the process which eventually resulted in Osu! Tatakae! Ouendan. His first inspirations for the game came when he first tried a Nintendo DS handheld, and development on the game began after successfully pitching the concept to Nintendo.

At the conference, he also displayed early concept art for lead Ouendan character Ryūta Ippongi, who originally wore the shirt of his gaku-ran uniform unbuttoned and had a significantly shorter hairstyle. Yano noted that Nintendo was fond of the characters due to their manga-style aesthetic. Yano also displayed an unused Ouendan stage from a prototype build that featured a puppy in danger. The stage concept was ultimately dropped from the final version of the game because the puppy died if the player failed the stage.

Due to the surprisingly high import rate of Osu! Tatakae! Ouendan, Nintendo and iNiS began discussing the possibility of officially exporting the game to other regions. However, as Keiichi Yano, vice president of iNiS and director of the game explained in an interview with 1UP.com, selling the game at retail in Western markets would have been unfeasible due to the game’s innate reliance on Japanese popular music and cultural references. It was due to this fact that when Yano and iNiS began work on the North American version, the black-clad cheerleaders of Ouendan were removed and work began on a replacement.

The first concepts were of a trio of dancers styled after the Village People, before the final decision of a trio of men styled after government agents, using distinctly Western references such as the Ghostbusters, Blues Brothers, Men in Black and Austin Powers series for inspiration. In addition, the concept of the Elite Beat Divas and Commander Kahn directing the Agents would come from Charlie’s Angels. [Info from Wikipedia]

Images from www.dsfanboy.com

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The first video below is from the Beta version of Elite Beat Agents. The EBA beta shows many small differences that weren’t present in the final version of the game. These many things include flames on the bottom of the touch screen for a certain amount of consecutive beats, pink circles for completing song sections, different girls in the car and different transitions used. Some audio differences are also in place. Those include different voices (such as the announcer at the start that says “Mission” and a few sound effects.

Also, Yosher noticed that the second video below includes beta stuff like the agents not waving their arms before the gameplay starts. The same goes for the character in need. The image that pops up of the lead Agent on the bottom screen is also different, and there’s some images on the top screen as well that aren’t there in the final game. Other than that, the Agents animations are entirely different from the final game, almost like those of the Ouendan. This video seems to show the game being in the middle of the translation from Ouendan to Elite Beat Agents.

Thanks to Yosher for the contribution!

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Wario Ware Twisted VS Mawaru Made In Wario

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“Unseen” does not simply mean that which was never released as a complete game, but it often also refers to graphical and textual changes in during the process of translating titles for the western market from Japan. These things are never seen in the west! This artticle, dedicated to Wario Ware Twisted begins a new section of Unseen 64, which is meant to observe what changed have been made in the localizing of a game, be they cultural or simply accidental.

italian_flag.jpg [spoiler /Clicca qui per la versione in Italiano/ /Nascondi la versione in Italiano/]Unseen non significa solamente le differenze fra la versione beta ed il gioco completo, ma spesso capita anche che gli sviluppatori cambiano diversi particolari nella conversione dei titoli dal Giappone al mercato Occidentale. Mai visti in occidente! Con questo articolo dedicato a Wario Ware Twisted si apre una nuova sezione di Unseen 64, che tenterà di osservare le modifiche apportate nella conversione dei giochi fra i vari continenti.[/spoiler]

[Article by Ultraman82, English translation by Take_It_Slow]

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Perfect Dark: Usa VS Japan

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When Perfect Dark for the Nintendo 64 was released in Japan, they changed Joanna’s face, to match a more oriental one. If you have more images from the Japanese version of Perfect Dark, please send us an e-mail or join our forum, your help would be really appreciated!

 

[Article by monokoma]

 

[Thanks to ShockingAce for the video of the japanese Perfect Dark!]

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