Puyo Korogashi is a cancelled racing game that was in development by Compile around 1995, initially planned for the Sega 32-xMega Drive add-on but later moved to the Saturn. By looking at concept art published in a Japanese gaming magazine it seems that while racing players had to roll a giant puyo slime / ball (just like in Tamakorogashi, a game in which kids roll balls during sports days at school). Each character had their own way to push the puyo: for example a witch would use her broom, an anthropomorphic elephant would blow it with its trunk and a fish with legs would slap it with its fins. For sure Puyo Korogashi could have been a fun game to watch!
In concept art we also see “question marks doors” with traps behind them: we speculate these would work like those fake doors in “Takeshi’s Castle” and players would have to choose the correct one to pass through. If this was the case, races in Puyo Korogashi could have been even crazier and more unpredictable than other Mario Kart clones.
In the end the game was never released and we don’t know how much was completed before its cancellation.
“Announcing “BaiJiu Racer” – An MMO-lite racing game concept with China as the core theme. The concept has been in focused pre-production for the past three months here at Spicy Horse. Working with our Chinese publishing partner ICEE we’ve crafted a solid Game Design Document, Technical Design Document, Art Bible, Visual Target Demo, and Development Plan. Together these materials constitute a compelling pitch for a title we think will be a strong competitor in the worldwide, lite-MMO, online racing category (think “Kart Racer”).
A lot of teams dream of a “Mario Kart” or “KartRider” killer – and we think our concept goes a long way towards being a viable contender. For one, it’s the first Chinese cart racing game developed with an authentic and original Chinese art style, set in real-world locations, and featuring some of the funkiest racing vehicle designs the world has ever seen (inspiration coming from actual Chinese vehicles). We’re focusing on semi-realistic (and fun) physics-based racing dynamics, going light on the power-ups, and throwing in a lot of visual action.”
Gameplay would have been mostly skill-based, with just a few Mario Kart style power-ups:
Distinctive art style featuring a timeless portrayal of everyday Chinese people and locations
Core gameplay focused on skill-based racing, avoiding fun-killing power-ups
Strong narrative backbone and emotional drama – “everyone can be a hero”
Unique and interesting vehicle designs based on real-life Chinese vehicles
Track locations that reveal a China few foreigners have seen
Baijiu Racer would have been free to download and play on PC, with heavy emphasis on cosmetic paid content. For this reason playable characters were designed with an “ugly” style, to incentivize players to buy cosmetic stuff. As wrote by American McGee in 2010:
“Online games dependent on microtransactions and purchase of items must create and maintain a compelling library of buyable content. Generally this content is geared towards improving player’s abilities in-game, either upgrading performance of a vehicle, allowing access to a bigger weapon, or resupplying ammo/fuel for those weapons and vehicles. Purchases can also be purely cosmetic, improving Player’s outfit, hair style, or physique. It is agreed that in a fair and balanced PvP environment purchased items should not upgrade or influence a Player’s ability to win. This means purchased items are purely cosmetic.
Solution: Our brains have evolved to be powerful facial characteristic readers. We are walking face “value scanners”. A game geared towards the creation and maintenance of facial “value” taps into this most basic skill of the human brain. Facial beauty is a function of ratios and relational harmonies. A character creation system with built-in flaws limits Player to creating only ugly faces.
Typical facial creation systems assume Player will build a face at the start of the game and then leave it until the end. By linking the facial manipulation mechanic into the store we create a constant driver to spend time/money on making a player character more and more attractive. The promise of all those marketing campaigns becomes a reality.
Races (crashes specifically) will deliver damage to Player Character’s face, clothing and body. This way we create an instantly recognizable value system within the game which can be monetized through make-up, insurance, surgery and more.”
In the late ’90s a Super Famicom (SNES) Oh My Goddess! game was also announced in Japanese gaming magazines, as reported at the time by some english fansites. It would have been an arcade racing game similar to Mario Kart, set in the series’ NIT’s festival (?). It also seems each kart would have been driven by 2 characters at the same time (?):
Belldandy & Keiichi
Urd & Peorth
Skuld and Banpei-kun RX.
Megumi & Sora
Tamiya & Ootaki
Unfortunately it seems they never shown any actual screenshots from the game, only promotional artworks for the characters. Maybe something more is still hidden away in old japanese magazines?
Go Carts is a cancelled racing game planned for Nintendo 64 that was in development by DMA Design, the studio that created such popular games as Lemmings and the first Grand Theft Auto, other than cult titles asSpace Station Silicon Valley andBody Harvest. Before working on the new 64 bit console, DMA already had a successful collaboration with Nintendo on the SNES with Uniracers, an original racing game in which players use unicycles to compete in high-speed tracks while doings tricks to gain more acceleration. In mid ‘90s DMA pitched a new racing project for the yet-to-be-released Ultra 64: Go Carts. Unfortunately it was never released and only a few prototype images remain to remember the existence of this lost project.
The game was never officially announced and probably it was just one of the many ideas that DMA had to develop a new game for Nintendo’s 64 bit console. We can speculate their plan was to create a fun go-kart racing game, somehow similar to Mario Kart, but with a more realistic look and feel. In the end Nintendo did work with DMA Design on a new game, but that game was Body Harvest.
Go Carts was quietly cancelled and we’ll never know what it could have been if only completed.
“The main hook of Crash Tag Team Racing is the “clashing” feature found during the racing sections of the game. The player can “clash” with another vehicle by pressing a certain button depending on the gaming platform. The player’s vehicle will merge with a nearby opponent’s vehicle, and the player will then take control of a powerful turret weapon to shoot at other vehicles.”
Crash Tag Team Racing DS would have been a fun multiplayer title for Nintendo’s dual-screen console, but unfortunately it seems Sierra though the game would have bombed because of the competition with Mario Kart DS. Other rumors say the real reason for its cancellation were internal issues between Sierra and Sensory Sweep, but we don’t have any official statement.
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