Fighting

Neo Geo Battle Coliseum [ARC PS2 – Beta]

Neo Geo Battle Coliseum is a 2 on 2 tag team fighting game developed by SNK Plyamore and released in 2005 for the Atomiswave arcade board, with a Playstation 2 port in the same year. Mikel noticed some beta differences in a trailer from the JAMMA/TGS 2004:

At 0:20, you’ll see Mai do her trademark Super Deadly Ninja Bees move, you may notice that when she starts the move, you will see that the Desperation Move Sparks are The King of Fighters XI, the Desperation Move sparks in the final version of Neo Geo Battle Coliseum are different, and the Desperation Move sparks you see later made it to The King of Fighters XI.

At 0:24, you’ll see Asura (From Samurai Shodown 64-2 (The 64 doesn’t mean that it’s for Nintendo 64, it’s for an old, abandoned Arcade Board by SNK named the “Hyper Neo Geo 64”)) preform a Double Assault, the Double Assault spark was later reused for the Leader Despeation move spark in The King of Fighters XI, and the Double Assault background is somewhat absent.

At 0:31, you’ll see Yuki doing a strange pose while K’ does some Light Kicks then K’ later taunts, the sprites for the pose Yuki was doing were absent in the final game.

At 0:33, you’ll see Fuuma doing a weird taunt that has him spinning his head around holding a folding fan, then he opens the folding fan (i.e. Mai Shiranui) at the end, I am not too sure if that taunt is in the final.

At 0:41, you’ll see that Hanzo’s stance is different, that stance was replaced with a new stance in the final game.

At 0:42, you’ll see that when Ai walks backwards, only one sprite shows up, she gets sprites when she walks backwards in the final game, and Ai’s taunt is also different.

At 0:47, you’ll see K’ preform his double assault with Tung Fu Rue, you’ll see that the background is black.

At 1:21, you’ll see Asura preform one of his moves, you will also see that the background doesn’t fade to black when he does the move (I forgot the name of the move, if you know the name, tell me right away).

Thanks to Mikel for the contribution!

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Tournament of Legends [Wii – Beta]

Tournament of Legends (previously known as Gladiator A.D.) is a fighting game  developed by High Voltage Software for the Wii. The game was aiming for a highly realistic and mature look and contained high amounts of blood and gore, including bloody finishing moves.

In February of 2010, it was announced that Gladiator A.D. had secured a publisher, Sega, and had its name changed to Tournament of Legends. The visual style was changed to feature mythological features instead of the highly realistic look the game had originally. The amount of blood and gore was also apparently greatly reduced as the game’s look was altered to aim for the ESRB’s T rating, rather than the M rating Gladiator A.D. had been aiming for. [Info from Wikipedia]

The gameplay now looks more fast and arcadish than before.

Thanks to Robert for the contribution!

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For comparison, here’s a video from the “final” version:

 

Some more characters cut from Tatsunoko Vs. Capcom

We already knew that Capcom thought to have Phoenix Wright as a playable character in Tatsunoko Vs. Capcom, but it had to be cut in the end. Now we can read about some of the Tatsunoko characters that never made it into the final game, thanks to an article on Kotaku:

The hardest part of making the game, it seems, was figuring out which characters to include from Tatsunoko’s more than 80 cartoons, and then getting the company to OK their choices. […]

“One of the main anime we got more requests for than any others was Samurai Pizza Cats,” he said. “There were a lot of people who wanted to see that. I wanted to see that, but we couldn’t reach an agreement.”

Another set of characters shot down by Tatsunoko were the transforming-motorcycle riders of Genesis Climber MOSPEADA.

“They told us what we could and couldn’t use,” he said. “If they said no we cut them.

“We weren’t privy to a lot of their decision making process. They didn’t share a lot of reasons with us. When they said no and we asked why, they wouldn’t tell us, but would give us another suggestion.”

Thanks to Robert Seddon for the link! 

Lobo [N64 – Tech Demo]

In 1996 Ocean Software was working on various games with the  license from the Lobo comic series. A Lobo fighting game was in development for the Super Nintendo and the Mega Drive / Genesis but it was later cancelled. In Super Power (a french magazine) issue 33 we can see that Ocean created a Lobo tech demo to announce their plans to develope a Lobo game for the Nintendo 64 too. In the end, Ocean never released any Lobo game for the N64 and it’s currently unkown if they really started to work on their N64 project or it was just an idea that never materialized.

Thanks to Celine for the contribution!

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Psy-Phi [Arcade – Unreleased]

Psy-Phi is an unreleased arcade action-shooting game based on Sega’s Lindbergh hardware, that was designed by Yu Suzuki and incorporated a 29″ touch-screen display for gameplay. In Psy-Phi players hovered in the air and competed against the CPU or another human with attacks by trailing a path or inputting special symbols on the touch screen.

The original release was planned for spring 2006, but the arcade units were called back in March 06 (the units were still in shipping and had yet to reach arcades) and so Psy-Phi vanished forever.  Some units were previewed at trade shows, as well as some arcades receiving units for beta tests (most notably Gameworks). It’s currently unknown why Sega decided to not release this project. [Info from Wikipedia]

Thanks to Kieranmay for the contribution!

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