fighting

Into The Shadows [PC/Saturn – Cancelled]

“Into The Shadows” was a fighting game (not RPG as a lot of people believe) in development by Triton, an ex demo group from Sweden, active on the PC demo scene in the early-to-mid 1990s. Triton were previously known for the popular demo “Crystal Dream 2”, as well as the FastTracker / FastTracker II music editing applications. The game was to be published by Scavenger, who were also made up of many ex demo team developers.

The non-interactive demo shown in the video clip, was released in 1995, and the engine was considered superior to the Quake engine – showing realtime shadows, and aimed at running well on lower spec hardware (486 processor, compared to Quake requiring a Pentium to run at a playable speed).

Unfortunately, the game was cancelled around late 1997 / early 1998, when Scavenger went bankrupt.

In 1998, some members of Triton formed Starbreeze Studios, who merged with O3 Games in 2000. They later went on to create games such as “The Chronicles of Riddick: Escape From Butcher Bay” and “The Darkness”.

Thanks to Robert Seddon and derboo for the scans! Thanks to Paul for the description!

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[Source: Segafreak – www.segadatabase.net]

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Dragon Ball Z: Cell To Kogeki Da [3DO – Unreleased]

Thanks to Guillaume Pascal that has translated the text in this scan: “You have to know that bandaï just have signed there their second game for the 3DO. After supervised ULTRAMAN on it, they started to work on the port of the Dragon Ball Z arcade game, the goal is simple, you must hit Cell. It’s not your typical fighting game though, it’s a true simulation of Dragon Ball Z, armed with a glove you must hit some buzzers (two according to the picture a left one for the left hand and a right one for the right hand) directly connected on the 3DO.”

Thanks to  Gabriel Juan for the scan!

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Global Kumite [GBC – Cancelled]

globalkumitelogo.jpg

Global Kumite was a one-on-one fighting game developed for the Game Boy Color by the Netherlands-based Karma Studios.

Eight fighters would have been available – some were equipped with a weapon, such as the sword-wielding white ninja. Others included a blue Incredible Hulk lookalike, a 1970s afroed kung-fu expert and a martial artist with more than a passing resemblance to Ryu from Capcom’s Street Figher series. Other characters could be unlocked, along with additional stages to go alongside the inital eight and extra game modes. The developer never specified whether the game would allow more than one player.

Despite the touted release date of February 2000, like many of Karma Studios’ games Global Kumite never saw the light of day.

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Super Smash Bros Brawl [Wii – Beta/Unused Stuff]

Super Smash Bros. Brawl was developed by Sora and published by Nintendo for the Wii in 2008. Development of the game began in October 2005, when Nintendo opened a new office in Tokyo just for its production. Nintendo enlisted outside help from various developer studios, including Game Arts, whose developing team spent excessive amounts of time playing Super Smash Bros. Melee. They were also given access to all the original material and tools from the development of Melee, courtesy of HAL Laboratory. In addition, several Smash Bros. staff members that reside in the area of the new office joined the project’s development. [Info from Wikipedia]

The design of the mines that Snake can use was changed in the final version. In the beta, some of the “character emblems” had the original Super Smash Bros. Melee character emblems/icons.

Also, texture hackers who have searched through the disk have reported there being “battle damaged” versions of a bunch of the characters, meaning there was to be a damage system similar to Soul Calibur 4. For example, the Ike damaged model had a cracked sword and for Captain Falcon, an unused exists of a damaged version of his helmet, and if you check the model, you can see his eye in the same side of the damage.

Some unused CD Tropy’s Textures were also found, but we dont know what they were meant for.

On the file called: “training_info_en.msbin” inside, it contains an unused speed: “2x”

Some Masterpieces wasn’t used on the USA/PAL version and on Japanese too, there was to have:
-Donkey Kong Country (for all the languages) [Maybe could not use about copyrights]
-Fire Emblem USA (even the game title) is translated.
-Earthbound (of course english, if it was Japanese, it would be Mother)

I noticed one thing on the original game itself, you know that you can change the music on the menu right? Check this:

Gabrielwoj found an file with the stage icons at the left (the game have an configuration to make the effects) and I saw one thing…
See again, on the stage icon, it’s written above: “SELECT GAME”, at the Final release, it’s: “SELECT MODE”…

There are a lot of unused things, maybe, from test modes [Info from MarioWiki]
Gabriel found a lots of unused stuff on the ISO:
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This one just remember a save file image, well, It’s possible to see an Mario coming on the first stage of the Subspace Emissary

Who did played Melee, knows that, it’s the Mario Stock icon from Melee on Brawl! But one thing weird, this sprite is on the results screen PAC (the file with much things of SSBB), maybe for other tests…

Okay, this is weird, it’s an image that says : BOSS 1, and it is Giga Bowser… Some kind of more TESTS? Also, this image is on most files of the ISO, in the stock icons from other characters, better saying.

MENU! But some kind of sprite? Don’t really know about that, but some background changed when in development?

An stage called Select, I think it was to be on the Custom Stages screen…

THIS IS SMALL! Some other stadium event what was removed, only did rested his palette, an purple pixel (also on the movies folder, there is an another what is totally transparent and one what have some misplaced pixels)

Found on the Tournament file, I have no idea what it could’ve been used for.
It is a screenshot of an early build of the game, possibly used in some sort of move in-game, or just, was left on the disc, by, accident,,,,,,,.
Link have a Ordon Sword unused texture on the fighter folder (from Twilight Princess) [Info from MarioWiki]

Other things that never made the cut were:

  • Fox’s animation had him holding a gun, instead of moving his hands as if he was drinking something like tea.
  • Shadow Moses Island had an outside part of it, too- it had a great view of the mountains and some white platforms.
  • Ridley was an Assist Trophy, not a boss.
  • Songs such as Sonic- You Can Do Anything and Forest Maze were originally in the game.
  • The developers intended on making Snake a bit more muscular.
  • Rosalina was once an AT
  • Green Hill Zone’s old name was Emerald Hill
  • Link’s hair was longer in the beta
  • During Brawl’s development, the graphics were going to be a little better than they are in the final (More polygons)
  • During the time, Mario used his Super Mario Sunshine voices before the new recordings with Link using voices directly from Twilight Princess (No, SSBB and TP’s Voice Recordings Are Different)
  • All Characters, Including more, were done by E3 2006 (Said in Iwata Asks)
  • Blade Knight, Bonkers, and Mech Cannon were found as unused enemies. (Possibly left over from the Kirby game)
  • 38 Extra trophies were found in the disc data. (Example- Dread Kong is one of these)
  • In Delfino Plaza, it was possible to fight on the beach area beside the lighthouse. (Shown in “Sonic Joins the Brawl!” Promo)

—Some sound effects still exist in the BRSAR (the main file for the voices/sound effects), like the character voice for Mewtwo, a swallowed Giga Bowser (and possibly Wario Man, or like Wario’s Final Smash Thing) with Kirby, narrator saying all the modes (like DATA, WiFI, etc), some unused voice clips/unused sounds from some of the characters (Ex: Ike’s voice thing saying [Voice: Catch’ ya]), all of them have nothing, it just has the name, only the exception with the character voices (i.e. the example of Ike)—
BETA ENEMIES

ef_arrians.pac
ef_bladeknight.pac (Blade Knight)
ef_blossa.pac
ef_blowm.pac
ef_bonkers.pac (Bonkers)
ef_brontoburt.pac (Bronto Burt)
ef_byushi.pac
ef_dyeburn.pac
ef_gunnatter.pac
ef_karon.pac (Dry Bones)
ef_kyan.pac
ef_met.pac (Buzy Beetle)
ef_ploum.pac
ef_siralamos.pac (Possibly the giant fish at Summit)
ef_torista.pac
ef_whauel.pac (Could be an unused whale enemy)
ef_wiiems.pac

BETA FIGHTERS (To clear it up)

ef_dixie.pac (Dixie Kong)
ef_dr_mario.pac (Dr. Mario)
ef_mewtwo.pac (Mewtwo)
ef_pra_mai.pac (Either Random Box or Plusle and Minun)
ef_roy.pac (Roy from Fire Emblem)
ef_toon_zelda.pac (Toon Zelda from Wind Waker)
ef_toon_sheik.pax (Tetra or Toon Sheik)

More infos: Smash Bros Brawl removed characters

Also, gabrielwoj found two messed up THP Videos (from The Subspace Emissary) on the movies folder:

With the first video, it’s the part of Meta Knight/Lucario/Snake’s… But they are glitched, no sound and different size… There are dead pixels at the screen, at the end, it will be correct, but when it rolls, it has the image from before… It was possibly some sort of Test Video Thing Forthegameitself. In the second video, it’s small clip/a very short clip, it’s the first time the “box” appears at the subspace emissary, in this Snake’s part. It is also mostly the same as the original clip in the final product released thing, but the “dead” pixels are with the other pallets, the video itself too.

Some other strange prototypes of Subspace Emissary videos have been found on movie folder of the disc files of the SSBB iso:
I want to thank Susumu for translating them:
*The ssbb logo at the bottom is written: Super Smash Bros Brawl: The Subspace Emissary


^As on the translation, the Chapter 16-02LZ may is Link and Zelda, which Link found Zelda in Subspace Emissary, which have been turned, at image at the bottom says about link but starts with 16-02MZ (Mario and Zelda)


^SAMPLE, maybe for easier video construction…

Into some of those THPS, they have some images, which they only have 0.1 frame second, which is very hard to see it:

^Maybe for Chapter 03-02 (Notes: No Shadow, strange poses, what happened with Kirby’s mouth?. It looks they are floating and there is an the thing an black circle at the top) [but on the files: 16-02MZ/16-02LZ]

^Maybe for Chapter 20-01 (but on the files: 05-01) (Notes: Looks very close to the original [or is the original, when Peach and Kirby is attacked by Halberd {but it don’t have image from Zelda}])

^Mirrored version from above (found on 05-00) [The only differences is the Kirby mouth and the shading]

[spoiler /Original Japanese Images/ /hide the Original Japanese Images/]


[/spoiler]

Thanks to Randy355, Shade3c, Adriel, DRMARIOX, Grahamx227,tgarciao, gabrielwoj and Susumu (I made some Grammatical correction here. Hahz lolz.
(for the THP’s Translation) for the contributions!

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ClayFighter Extreme (63 1/3) [N64 – Beta / Tech Demo / Unused Stuff]

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Clayfighter for the Nintendo Ultra 64 was an average fighting game, which had a good fanbase because of the extravagance of its characters.  It was originally meant to be released for the cancelled M2 console (http://www.unseen64.net/2008/04/07/clayfighter-3-m2-cancelled/ for more info), after this projetic was ported to playstation, but the project was later ported to the N64. In the early screens  we can notice that the graphic was much more detailed and definited than the final version: the background scenario and the 2D models were in “high definition” and certainly it could have not run in real time on the Nintendo 64 console. Probably  these images were from a Target Render.  In the beta screens we can even see Hobocop, a bum / hobo / cop / alcoholic that was completely removed from the final version of the sculptor cut, because of censorship. In 1997, Nintendo Power ran an issue with Clay Fighter as the cover story. The scans show some interesting stuff such as unfinished and different level designs, the removed character Hobo Cop, and no mention of Earthworm Jim being in the game. (Maybe Jim wasn’t in the game or was a secret character)

Also, in the second video (uploaded on Youtube by MrSyd), we can notice some more beta differences:

  • resampled voices from older games
  • different sound effects
  • camera moves alot differently
  • life bars are more detailed

In the Clayfighter Prototype there are some beta secret opitons:

  • Game Speed: Normal, Whoa and Are You Nuts?
  • Frosty is a Hosehead: On or Off

Also with the gameshark code 801A2B39 0001 you can find a unused outfit for Kung Pow: Blue with Green Pan.

Lucas used the gameshark code of chose the character for player 1 and when he choose the beta characters but alaways he got Bad Mr Frosty with green hat so maybe originally Frosty had green hat as first color.

All exclusive characters (and maybe some stuff) from sculptor cut was removed due a memory limitation.

Thanks to Cubivore10 and Lucas Araujo for the contributions!

italian_flag.jpg [spoiler /Clicca qui per la versione in Italiano/ /Nascondi la versione in Italiano/]Clayfighter per Nintendo Ultra 64 si è rivelato un piacchiaduro deludente, che ha attirato l’attenzione dei giocatori soltanto per la stravaganza dei suoi personaggi. Le prime foto diffuse dagli sviluppatori mostravano però una grafica davvero magnifica, ben oltre le capacità dell’hardware N64. Fondali e modelli 2D ad altissima definizione che sicuramente non potevano girare in tempo reale sulla console Nintendo. E’ probabile che queste immagini si riferissero semplicemente ad un Tech Demo, sviluppato con più potenti computer, creato come concept per il gioco nelle sue fasi iniziali di design. E’ interessante notare come fra i protagonisti annunciati in origine era presente un certo Hobocop, un barbone / poliziotto / alcolizzato, che potete ammirare nella terza foto in questa pagina. Hobocop è stato completamente rimosso dalla versione finale del gioco, forse per essere un soggetto un po’ troppo scomodo. La censuraaaaaa![/spoiler]

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