Adventure

My Neighbor Totoro [SNES – Cancelled]

Around 1992 Tokuma Shoten Intermedia planned to develop or publish a tie-in Super Nintendo video game for the popular Studio Ghibli anime My Neighbor Totoro. At the time Studio Ghibli was part of Tokuma Shoten and the company published a few anime-related games such as Yadamon: Wonderland Dream and Eternal Filena. As far as we know the game was never officially announced by the company, but in 2019 Itoh Shigeyuki (former artists at Tokuma) shared on Twitter a couple of images from the game pitch they showed to Miyazaki.

As translated by Nina Matsumoto on Twitter:

“About 27 years ago, I drew these from scratch pixel by pixel to pitch a My Neighbor Totoro Super Famicom game to Hayao Miyazaki. (*for Tokuma Shoten Intermedia. The game got shelved). There were no decent scanners back then, so I had to stare at an art book and draw these one pixel at a time”

And a few more details “translated” by Google Translate:

“At that time, I felt a good bleed out when I saw it with a CRT while working, and it was more anime-like. Tokuma Shoten proposed a plan because he wanted to put it out, but unfortunately the director’s ok did not appear.

I couldn’t tell you the details of the reason for the store, but as you pointed out, he didn’t seem to like the game.

I guess it was more like an adventure game. I want to ignore the project and put out a racing game on a cat bus (laughs)

I think that there was a certain amount of odds, and I think that I had a plan for Manager Miyazaki, but in terms of adventure-oriented content, it might not have been as meaningful to turn it into a game.

Because it was for planning purposes, I think that I use more than 16 colors. However, the number of colors is considerably reduced.”

In the end after this undeveloped Super Famicom pitch there has never been an official My Neighbor Totoro video game.

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Planetfall 2: Floyd’s Next Thing [PC – Cancelled]

The original Planetfall is sci-fi text-adventure written by Steve Meretzky, published by Infocom for DOS PCs in 1983. As we can read on Wikipedia:

“The game starts with the user assuming the role of a lowly Ensign Seventh Class on the S.P.S. Feinstein, a starship of the Stellar Patrol. Overbearing superior Ensign First Class Blather assigns the player to mop decks, not exactly the glorious adventures promised by the recruiters on Gallium. But a sudden series of explosions aboard the ship sends the player scrambling for an escape pod, which eventually crash-lands on a nearby planet. There are signs of civilization, but curiously no traces of the beings that once lived there. Eventually encountering a helpful but childlike robot named Floyd, the player must unravel the mysteries of the single deserted structure on the planet, Resida, and find a way to get back home.”

3 years later the company was bought by Activision and in the mid ‘90s they tried to create a sequel titled: Planetfall 2: Floyd’s Next Thing. The project was started at least a couple of times, but it was always cancelled in the end.

Two trailers were released promoting the two versions of the sequel: the first one looked a bit like Myst, with per-rendered graphics, while the second version of the game was in full, real-time 3D.

In 2012 Archive.org user Swizzley uploaded a playable demo of Planetfall 2 and another prototype was later uploaded in 2016 by Agustin Cordes. As we can read from the file description:

“Don’t get your hopes up: this is a very early prototype from the cancelled sequel to Infocom’s classic text adventure. It’s barely playable, though it does provide an interesting look at how the game would have played with a realtime 3D engine. The prototype does introduce a puzzle (at least the only one I could find) and features voice acting as well as a pretty cool soundtrack tune. Judging by the puzzle, you were able to give orders to your robot companions similarly to how Infocom’s classic text adventures worked.

[…] back in 2007, an alleged ex-employee from Activision was auctioning this CD on eBay. He couldn’t verify the contents of the disc, but many enthusiasts including myself still pledged hoping it was legit. My top bid was $40 (hey, it was a pretty decent sum at the time) but the CD was sold at a whooping $90. I wasn’t going to give up, so I contacted the seller who in turn put me in touch with the buyer. Turns out he was a nice guy who exchanged the same ISO I’m uploading right now for a physical soundtrack of Scratches and a signed copy of the game. It was a fairly good deal. This prototype brings back great memories.

It’s been almost ten years since that transaction happened, and I think the time has come to properly preserve this rare piece of software history. Enjoy!”

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Apros: Tenku no Sho (WolfTeam) [Sega Mega CD – Cancelled]

The original “Apros: Daichi no Shou Kaze no Tankyuu Sha hen” was an adventure game based on a series of Japanese Sci-Fi Fantasy novels, developed by WolfTeam (now Namco Tales Studio, mostly known for their Tales Of series) and published in 1992 for PC-98. A few months later they were already working on a sequel for Sega Mega CD, titled “Apros – Tenkū no Shō” (アプロス天空の章), but in the end was quietly cancelled when the main developer / designer has left the team.

As noticed by Kid Fenris on the Lost Levels forums:

“The only screenshots I’ve found are in this vaguely worded capsule preview from the February 1993 issue of (Diehard) Gamefan.”

apros-wolfteam-sega-mega-cd-Gamefan-April-1993

“Apros was mentioned again in the June 1993 Gamefan, where the letters columnist informed a reader that the guy who was developing Apros has left Wolfteam (along with many others) and is starting his own company. He told Kei that he will continue development but is unsure of what format Apros will appear on. (It may be several.)”

apros-sega-mega-cd-Gamefan-June-1993

As noted by Zigfried these images from the Sega Mega CD version of Apros are completely different from their first PC-98 game, so we can assume it was really going to be some kind of sequel:

“It’s a fantasy adventure game with lots of (non-CG) animation. I’ve got the PC-98 game, and I’ve got a magazine that shows screens from *before* the Mega CD version was canned… and I’ve got to say, it looks nothing at all like those pics from the Gamefan mag.”

VGDensetsu also found more images in Beep! Mega Drive magazine (November 1992 + February 1993)

If you find out more about this lost game, please let us know

MooN 2: Mansion Omnibus Occupant Nest (LoveDeLic) [PS1 – Cancelled Pitch]

LoveDeLic were one of the most interesting and creative Japanese developers active during the late ‘90s / early ‘00s. They developed cult-classic, peculiar adventures such as Moon: Remix RPG Adventure (PS1), UFO: a Day in the Life (PS1) and Lack of Love (Dreamcast). Unfortunately all of their games were too bizarre and unusual for their time, selling low number of copies and leading to the closure of the team in 2000.

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Moon was their first project and after the game was published by ASCII Entertainment in 1997 for the original Playstation, LoveDeLic pitched a sequel titled MooN 2: Mansion Omnibus Occupant Nest. Concept art and a photo of the early design document were posted on Twitter by former LoveDeLic’s Character Designer Kazuyuki Kurashima in 2017.

MooN-2-Mansion-Omnibus-Occupant-Nest-Lovedelic-PS1

In the end the project was changed from a sequel to MooN to a different, original adventure: it became “UFO: a Day in the Life”. UFO was later published in 1999 by ASCII, an interesting game that somehow mix together point & click adventures, characters and events which follow an internal clock (just like the original Moon, or Zelda: Majora’s mask) and a “photography simulation” somehow similar to Gekibo (PC Engine, 1992) or Pokèmon Snap (N64, 1999).

ufo-a-day-in-the-life-lovedelic-ps1

If you take a look at the concept art, you can see how it’s similar to the main idea behind UFO: a building divided into different rooms, inhibited by quirky characters. Instead than a cancelled “Moon 2” you could also see this as an early concept for UFO.

Thanks to Video Games Densetsu for the contribution!

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Brooklyn Stories [Cancelled – Xbox 360, PS3, PC]

Brooklyn Stories is a cancelled adventure game that was in development in 2008 / 2009 by French team Lexis Numérique, planned to be released on Playstation 3, Xbox 360 and PC. The project was quite ambitious and original for its time, mixing interactive storytelling, several playable characters, multiple narrative paths and some kind of “time travel” mechanic in which you could go forth and back in time to modify the fate of its protagonists.

Brooklyn Stories would have been played somehow like a mix between The Sims, Disgaea Infinite, Shadow of Memories and games by Quantic Dream (Omikron, Heavy Rain, Detroit: Become Human) and Telltale (The Walking Dead, Batman: The Telltale Series). Players would have been able to play as many different characters living in Brooklyn in the same townhouse building, following an intricate storyline spanning from the 1930s to the ‘00s.

Each character had their own life and problems to resolve. You would have been able to observe them living in their apartment and listen to their thoughts or dialogues with other characters, to help them or interfere with their actions by choosing how they would react or which item to use in different situations. Each choice would then change the course of the following events and each event would affect other characters and their related events, until reaching one of the many different endings. You could always go back in time to make different choices and see different reactions to each different action.

The game was divided into chapters set in several years, but always following the lives of the inhabitants of the same townhouse building. Each chapter had many endings which would then affect what would happen in the following ones. It was quite the intricate and epic storyline, touching the daily lives of normal people but also political, social and criminal intrigues. You could interact with the characters living in Brooklyn Stories to trigger funny and comical skits but also to save their life from violent murders.

Unfortunately after 2 years of development Brooklyn Stories was canned by its publisher, leaving Lexis Numérique with an incomplete project and without funds to continue working on it. In the following years the team developed less ambitious games such as Tales of Elastic Boy (2010, WiiWare) and  Amy (2011, Xbox 360, PlayStation 3, PC), but with low sales and without publishers backing up other major projects they had to close down in 2014.

Only a few images and a short trailer are preserved below to remember the existence of this promising, lost game.

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