Action RPG

Kid Icarus Uprising [Beta – 3DS]

Kid Icarus Uprising is an action game developed by Project Sora and published by Nintendo on its 3DS system in 2012. It marked the first entry in the Kid Icarus series in over 20 years; with the last being Kid Icarus: Of Myths and Monsters on the Game Boy.

In the great gulf of time between Uprising & its portable predecessor, the rumour mill was rife with talk of more possible installments. Take, for example, this scan from a 90’s video game magazine, which suggested an SNES game was in the works:

kid icarus snes

In 2008, Factor 5, Inc. developed a prototype for a new Wii Kid Icarus, as per Nintendo’s request. Ultimately, however, their dreams of developing a full title were shot down when the publisher chose not to proceed, before the studio later went out of business in December that year.

As Factor 5 fell, Kid Icarus: Uprising began to take shape at Nintendo’s Kyoto HQ in late 2008. An early prototype was devised by Masahiro Sakurai and a small team of handpicked for the task. Originally, Sakurai had set out to create a Star Fox game for Wii, but ran into issues with the limited manuverability of controlling vehicles, which was preventing him from moulding the experience he had envisioned. He was aspiring to develop a gameplay system in which the player could turn instantly on a dime to return fire, or dodge projectiles. By turning his creation into a Kid Icarus game, the director overcame these difficulties, as he explained to Official Nintendo Magazine in June 2010:

“…the problem with Starfox was that-and you’ll see this when you see the trailer for Kid Icarus – is that the game design incorporates a lot of different views. For example, flying and shooting sideways or turning around and shooting behind and I felt that there were some restrictions with Starfox in this regard. With Pit, there is a certain amount of flexibility that is allowed and makes a better fit for this gameplay.”

As Sakurai elaborated on in his Iwata Asks interview on the subject of Uprising, when development began, it was being prototyped and demoed on PC; as well as Wii at one stage:

Iwata:

Yes. Development did last a long time.
Sakurai:

At first we didn’t have the Nintendo 3DS development kit, so we started making it on a PC. Oh, and for a while we were using a Wii to make it! (laughs)

The interview also disclosed two previously unseen prototypes from early in the game’s life cycle:

At E3 2010, Kid Icarus: Uprising had its premiere, debuting as the first ever Nintendo 3DS game to be shown to the world. Upon analysis, we can observe a number of differences between it and the final build:

The above video documents the title in an evidently early state with incomplete, lower quality graphics than the released game. At the time the trailer was created, Troy Lund was originally slated to portray the protagonist, Pit, in the English language dub. Eventually, he was replaced by Anthony Del Rio, who plays the character in the English voiceover of the final game. This trailer demonstrates Lund’s version of the character, prior to his recasting.

We can glean also that this build contained a different aiming reticule. Whereas the release build adopted a circular design, which changes based upon the power of your shot, the one seen here is more static and simplistic.

kid icarus urpsing beta

Beta

kid icarus uprising final

Final 

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Gravite (Gravity Daze) [PS3 – Prototype]

Gravity Daze (Gravity Rush in the west) is a PS Vita action-rpg created by SCE Japan Studio that was released in february 2012 in Japan. Thanks to an article from Dengeki Online, we know that the game was already in development in 2008 as a Playstation 3 retail game called “Gravite”. Additional DLC episodes were also supposed to follow the original release shortly. In 2011, however, Sony decided to port Gravity Daze to his new console.

In the gallery below we can see screenshots from the original PS3 version and the various concept arts made during the two years of work on the Ps3 build.

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Sword of Legendia [Wii – Cancelled]

In September 2006, just before the Wii launch, Nintendo asked to producers of various japanese publishers to share their thoughts about the new platform in an interview. The first interviewee was Tales Studio‘s producer Makoto Yoshizumi. While discussing the system he talked about Sword of Legendia briefly showing an artwork about the project.

After that the title was cited on Namco site as an RPG exclusive to Wii but nothing else was released for several years. In 2008 Tsutomu Gouda confirmed that he was in charge of the project and that contrary to what was thought it wasn’t related to “Tales of” franchise ( conclusion inducted by the likeness with a past “Tales of” game, Tales of Legendia).

In 2009, while discussing Fragile, Kentarou Kawashima confirmed that Sword of Legendia was still on going but after that another information blackout began until Japan Expo 2011 where Makoto Yoshizumi revealed the project “was cancelled several years ago”. Very little is known about this mysterious game and ironically the only evidence ever show to prove its existence was the initial artwork that you can see below.

Thanks to Kurosaki Ichigo for the old NeoGaf thread.

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Tales of Phantasia [Beta – SNES]

Tales of Phantasia is a Jrpg developed by Wolfteam and published, only in Japan, by Namco for SNES in 1995. The game was originally based on an unpublished novel, Tale Fantasia, but, as we can read from Aselia wikia, the programming team encountered many difficulties in dealing with the publisher:

Several changes exist between the initial concept of Tale Phantasia and the published game, due to Namco’s interference with Wolfteam’s efforts, eventually cutting them out of the process and removing them from the credits towards the end of development. This includes changing the character artist from Yoshiaki Inagaki to the now-familiar Kousuke Fujishima, resulting in entirely redesigned and renamed characters with in-game sprites that are based on original artwork and not Fujishima’s revisions, which are shown in the status art, along with several alterations to key chars and plot points. A grand majority of the story was cut from the game, and no attempt was made to close the plot holes that were created by Namco’s actions.

In the beta pics below we can see the original character design of Inagaki and a scan of a pre-release version of Tales of Phantasia. I played the game ten years ago, so i don’t remember it too well, and the scan is low quality, but i don’t see any major changes. If you have more informations please make a comment and we’ll update the post.

Thanks to Youloute of the Assembler forum for the scan.

Below is a few sprites that are ripped from the final version of Tales of Phantasia, but these sprites go completely unused. They’re ‘angel’ sprites for when Raise Dead is used. Some of them are completely unknown, but clearly Brambert, Rhea and Morrison are in the list. Brambert was in the beta of Tales of Phantasia, as seen in the image below. Not much is known about Rhea but it appears NPC’s may have been usable in battle. There’s also a ‘Tactics’ icon for both Brambart and Rhea as well. Not too mention both of their names are stored in the same area as Cress and Co.’s.

Thanks to Justin3009 for the contribution!

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Chiisana Kyojin Microman [Cancelled – GBC]

Back around the year 1999, Takara decided to revive their old line of toys called “Microman” so they reissued a lot of the old toys from the 70’s and started a new line of toys. These toys had an anime and manga to go with the relaunch. The Microman line also had 2 games, Chiisana Kyojin Microman which was an 3rd person action game on the PSX with the old toy and Chiisana Kyojin Microman: Generation 2000 which was a more clunky game for the PSX with voiced parts of the characters from the anime.

However there was a game in development for the GBC which seems to have never seen the light of day, probably due to the failing sales of the 1999 version toys and the declining interest in the anime/manga. Below you can see a proposed cover art and a few screens form the game.

Thanks a lot to Maverynthia for the contribution!

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