New Cancelled Games & Their Lost Media Added to the Archive

Promocao Especial M.System III [SMS – Promo Cart]

ms_promo

Since 1989, Sega was officially represented in Brazil by Tec Toy, which was their only publisher and manufacturer, translated some games and even released special versions of the Master System and some games (like Wonderboy in Monster Land, that became “Monica no Castelo do Dragao”, in reference to Monica from the famous Brazilian comic series by Mauricio de Souza). That said, when Sonic 2 was released, they included promo cartdridges (Cartuchos Promocionais) in some games that were sold at the time. Those carts only had these two screens, which translate as:
Screen 1-
The adventure continues…
Here’s
SONIC THE HEDGEHOG 2
for Master [System], Mega [Drive]
and Game Gear
Screen 2-
SPECIAL OFFER
M. SYSTEM III COMPACT
for:
6 x 499,900 or
1,699,000 in cash
Free:
1 shirt
1 pen
1 sticker
Only until December 26th
Thanks a lot to Hageshii for these infos!

Thanks a lot to SMS Power for the contribution!

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Dinobasher [Sega Master System – Cancelled]

DinoBasher was a platform game being developed for the Sega Master System by Optimus Software and was due to be published by Codemasters in 1993. The game was a port of Big Nose the Caveman that had been released on the NES in 1991.

The game had a very cartoon like art style and the aim of the game was to club dinosaurs for Big Noses dinner. There was going to be four large islands for the player to explore and you would navigate between them using your club as a helicopter, to become the “first flying man”. You would also collect bones and rocks that you would be able to trade with the natives of the islands.

DinoBasher differs from most cancelled games though as it was actually completely finished and box art had been completed, the game had also been sent out to publications for review. Sega Power magazine gave it a terrible 42% and called it “Prehistoric Poo Poo” the review also said that it was a very generic platformer and the pacing was very slow.

The poor reviews seem to be one of the main reasons that this game was never actually released, this and the fact that it was due to be released towards the end of the Master Systems lifecycle. It could be that Codemasters wanted to concentrate on other games for the new 16bit platform such as the hugely popular Micro Machines for the Sega Megadrive. Codemasters at this time as well had started to cut down on releasing budget games and wanted to concentrate on full-price titles.

Even though the game was cancelled as it was completely finished DinoBasher can now be played as it was leaked online. There are tons of YouTube videos of the game and a rom can be downloaded and you can even play it in your browser.

Optimus Software was eventually bought out by Iguana UK in 1993, who were then acquired by Acclaim Entertainment and renamed Acclaim Studios Teesside. This studio was then also closed in 2002 and the majority of the staff were relocated to Acclaim Studio Cheltenham whose last game was RC Revenge released in 2013.

Codemasters continues to work on games today and primarily works on the F1 series of games from their Birmingham offices and also the Race Driver Grid games from the Kuala Lumpur office founded in 2006.

Thanks a lot to SMS Power for the contribute!

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Too Human [PSX/Saturn – Cancelled]

This title, by Silicon Knights, was presented for the first time in playable form at E3 1999, on the original Playstation. It immediately received critical acclaim by the audience, not only for the graphics hardware that led Sony to very high levels, but also for a gaming system that already went beyond it’s full potential, though it was only a fraction of the final product.

Both of the video screens, from which you can find online, you may notice immediately a particular pointing system (which was also picked up by then Eternal Darkness) where you can target a specific part of the opponent’s body that lies ahead (limbs, trunk and head). The use of weapons to zoom was very effective, and there were large areas of exploration.

The game was scheduled for summer 2000, with a pack of more than 4 CDs, literally filled by a gigantic world, an immersive story and hours of movies in FMV. All this before Nintendo, after seeing the excellent results of the work of Eternal Darkness (the time in development for N64), decided to take over the team of Silicon Knights completely, making it one of his numerous 2nd parties.

“Too Human” had no more official news, but given the scale of the project and the years of work that had been spent, there are rumors now a conversion of title for the next generation of Nintendo console (the now discarded hypothesis of the little room on output cartridges on the N64), which was confirmed at Spaceworld 2000 (note the annual event of Nintendo products) with a FMV of a game cruising on the GameCube.

In 2005, Silicon Knights came under the control of Microsoft, and the project was moved to the Xbox 360. The game seems to have lost many of its original features, but can perhaps finally see the light..

Thanks to Celine for the contribution and to ForWhomTheBellTolls for the english translation!

For more info: Too Human: the game that will never be?

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Final Fantasy VII (7) [Beta / Tech Demo]

Planning sessions for Final Fantasy VII began in 1994 after the release of Final Fantasy VI. At the time, the game was planned to be another 2D project for the Super Nintendo Entertainment System. Series creator Hironobu Sakaguchi intended the story to take place in modern New York City in the year 1999. Several of the staff members were working in parallel on Chrono Trigger, and development for Final Fantasy VII was interrupted when the other project became important enough to require the help of Yoshinori Kitase and other designers.

A rumor taken from Gamefan vol. 3 March 1995 says that the Super Famicom (SNES) version of Final Fantasy VII was going to use a Donkey Kong Country-style SGI graphics and the game was suppose to be on a 64 Megabits cartridge ( 8 MB ).

FFVII early concept (with characters from FFVI) taken from Final Fantasy 25th Anniversary Ultimania books:

FFVII early concept with characters from FFVI

Some of the ideas originally considered for Final Fantasy VII ended up in Chrono Trigger instead. Other ideas, such as the New York setting and the sorceress character Edea, were kept unused until the later projects Parasite Eve and Final Fantasy VIII respectively. The original script of Final Fantasy VII, which was written by Sakaguchi, was completely different from the finished product. Tetsuya Nomura recalled how Sakaguchi “wanted to do something like a detective story“. The first part of the story involved a character named “Hot Blooded Detective Joe” who was in pursuit of the main characters. The main characters managed to blow up the city of Midgar, which had already been developed for the story.

Development of Final Fantasy VII resumed in late 1995, and required the efforts of approximately 120 artists and programmers, using PowerAnimator and Softimage|3D software and a budget of more than US$30 million. Final Fantasy VI’s co-director and scenario writer, Kitase, returned to direct and co-write Final Fantasy VII and was concerned the franchise might be left behind if it did not catch up to the 3D computer graphics used in other games at the time. Production began after the making of a short, experimental tech demo called “Final Fantasy SGI” for Silicon Graphics, Inc. Onyx workstations. The demo featured polygon-based 3D renderings of characters from Final Fantasy VI in a real time battle. [Infos from Wikipedia]

In these early beta screens from the game, we can see some interesting differences, especially in the design of the characters and in the graphic style (less definite than the final version). Ian has made us to notice some of these differences:

  • First what’s with the Names on top of the screen? I though they were just names but it appears those are on the status bar too.
  • Also Barret in the first few screens, is much taller than he should be.
  • Also Barret uses Hammerblow as a regular attack, maybe at one point in development he only used his gun for limit breaks.
  • When the close up on the character models is shown all Characters and summons lack eyes.
  • Red XIII is shown, but He wasn’t supposed to be a playable character at that point( It was originally just supposed to be Cloud, Barret and, Aeris) but he has a high-res model so maybe he was a boss or a summon.
  • And instead of having Portraits they have actually sprites.

Thanks to Ian for the contribution, to Celine for the Gamefan rumor and to Andy Harrington for some of the screenshots, some scans by DarkMirage, on X-Cult Forum. ProgrammingAce has posted some high-res quality FF7 concept arts on the GamerHistory Forum, you can check them all in here! Also, a beta analysis of FFVII is available here.

In a video below recorded by Ace.Dark you can see a “beta” fight against a pyramid who seems to be immune to most status’ and just says things like “Not a probrem” “That’s too bad” “i’m sorry” “please call staff”. It is a place holder and very incomplete. As Robert Seddon has explained, it’s a remnant of the debugging process: you sometimes get this fight if something goes wrong with the game (hence ‘ENCOUNT[er] ERROR’). There’s a similar fight against ‘test’ pyramids accessible from the debug rooms (with a unique background in a demo and the original Japanese release, for some reason taken out in later versions).

In another video from TheLittleCuteThing’s Youtube Channel there are various differences found in the FF7 Beta 1.9 (the last beta disc printed before the final offical print of FF7 for japan and america): “text on the CGI intro, The Final Fantasy logo says 1996 instead of 1997, The guards that ambush you are for some reason wearing black outfits instead of red, You start out with Aeris and Barret in your party, instead of being alone, CGI`s are ALOT smoother to load on this part, Not all grainey and choppy, You dont talk to jess or anyone to open the doors, You go straight to them, The summon intro was slightly different and you dont get summons this early in the final, the boss is no longer a red scorpion, You have 3 minutes to escape the reactor instead of the massive 12 that you normally have.” Thanks to Zyniker for the link!

Also, Brad linked us to The FF7 Citadel, in which we can read some interesting articles about various unused items and models that are hidden in the game’s code, as the “Letter to a Daughter” and the “Letter to a Wife” that were related to a traveling salesman in Gongaga, from a removed sub-quest. There’s a sound track named “COMICAL.mid” that was never used in the final game, that was probably related to a removed humorous scene. A weird “red guy” (a placeholder / test character) can also be found in there.

Shademp, BrutalAl, and GlitterBerri comments on the differences between Final Fantasy VII prerelease screenshots and the final version of the game can be found in this page!

As we can read on Kotaku, in a Weekly Famitsu magazine from May 2012 there are some preliminary plot notes with some ideas that were never used in the game. One such plot note covers details about meeting the character Yuffie Kisaragi:

*Initial Plot*
About Yuffie
(Prep) From the opening and forward, wanted posters for Yuffie can be seen in town here and there.
Yuffie is a fugitive. Her age and what she looks like is different for each poster.

(How to make her join)
Random encounter.
Or, she will attack Cloud when he is sleeping in an inn.
Either event can happen anywhere.

(Any time)
From this point, Yuffie can be recruited at any time.
The Wutai event requires Yuffie and therefore, she must be recruited in order to complete the Wutai event.
What Yuffie looks like (and her level) is determined when she first joins.
(This is based on the last wanted poster that was viewed)
Therefore, by selectively choosing which wanted poster you look at last, you can recruit the Yuffie that suits your liking.
*end*

More info on the unused FF7 text and other unseen features can be found at Glitter Berri’s website and Vanished One’s Blog.

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Final Fantasy 9 (IX) [PSX – Beta / Concept]

Final Fantasy 9 (IX)​ is a RPG developed and published by Square for the PlayStation in 2000. During the development, the design for the characters was different from the one in the final version, as you can notice from the images in the gallery below. As we can read on Wikipedia, the game was developed in Hawaii as a compromise to developers living in the United States.

In the game’s conceptual stage, the developers made it clear that the title would not necessarily be Final Fantasy IX, as its break from the realism of Final Fantasy VII and Final Fantasy VIII may have alienated audiences. This led fans to speculate that it would be released as a “gaiden” to the main series. By late 1999, however, Square had confirmed that the game would indeed be published as Final Fantasy IX, and by early 2000, the game was nearly finished.

If you can write a description for the design differences in these concept arts, please leave a reply or send us a message! We would like to make this article more complete.

Thanks to D-Vide for some of the images below!

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