The original Metal Slader Glory is a sci-fi visual novel / graphic adventure developed by HAL Laboratory and published in 1991 for the Nintendo Famicom. The game’s plot is similar to many popular mech-anime series, with a group of young boys and girls fighting against their enemies using cool robots.
As we can read on Wikipedia the game soon became a cult-classic and a sought-after collector’s item in the secondhand market due to its quality and its rarity. This may be the reason why Nintendo and HAL initially decided to create a new Metal Slader Glory for their Nintendo 64 DDAdd-on.
As revealed by Metal Slader Glory scenario director & character-designerYoshimiru (よしみる) in a doujin booklet he published a few years ago and later in a series of tweets, it seems Metal Slader Glory 64 would have been a sequel / prequel, as the main character was planned to be Kisaragi Yayoi, a girl who (as far as we know) is just a secondary NPC in the original Famicom game (plus he also revealed they planned a new character named Uzuki). The team also wanted to use many of the 64DD features, such as its internal clock and rewritable disks.
Unfortunately after a while Metal Slader Glory 2 was cancelled – maybe because Nintendo kept delaying their 64DD – and instead the team developed a simple remake of the first game for the Super Famicom under the title “Metal Slader Glory: Director’s Cut”, later released in 2000 as the last official game ever published for SNES in Japan.
We can only imagine how many more obscure lost cancelled games for N64 are still hidden out there to be discovered one day.
Dinosaur Legend (Kyouryuu Densetsu) is a cancelled NES / Famicom game that was in development by HAL Laboratory, a famous developer that gave Nintendo popular series as Kirby and Super Smash Bros. They created many games for the Famicom/NES, but one of them was never release: Dinosaur Legend. It was going to be a curious RPG where you travel with a dinosaur to save the world. It had a game mechanic where the dinosaur steadily evolves (could it have been a Pokemon Ante litteram?).
It is currently unknown why the game was never published but you can see a few screenshots below.
Thanks to Susumu for the translation from japanese.
Kirby: Squeak Squad, known in Europe as Kirby: Mouse Attack and in Japan as Kirby of the Stars: Calling on the Dorotche Gang is a platform game developed by Flagship and Natsume and published in 2006 / 2007 by Nintendo and HAL Laboratory for the Nintendo DS. Mariosegafreak noticed a page of unused sprites on the Spriter’s Resource archive. Apparently the unused “Block Kirby” ability is a three-star Kirby wearing a hat from the beam ability. Not enough proof? Check the ability icons sprite sheet and you will find ‘block’. When trying to use a cheat code to activate it, Kirby just spits it out as if you pressed select/X.
Kirby Air Ride is an Spin-off Kirby game developed by HAL laboratory for the Nintendo GameCube, which has been featured as the first racing game starring the pink-character that has been released. Kirby Air Ride was originally developed for the Nintendo64, but the Nintendo 64-bit version was postponed many times and then cancelled. The project seemed doomed, but Nintendo somehow resurrected it for the GameCube in 2003.
However, some Beta elements remains in some of the E3 Trailers, let see them below:
0:14 ~ By a quickly look, you can see the arrow as RED color, but the Kirby is Pink;
0:23 ~ In Checker Knights the graphics are little “non-detailed”;
0:27 ~ When showing the HUD, it’s possible to see the map as 3D, on the final product, the map have been changed to 2D, such as a Sprite;
0:27 ~ Plasma ability had an another icon (on the final version is different and it’s green) and his charge wasn’t tilt the control, it seems you would recharge such you recharge the machine, holding A;
0;32 ~ Frozen Hillside was really different during the Beta;
0:34 ~ The “Laps” was very bad specific, the lap counter was only a number at the top of the screen, it have been changed lately;
0:34 ~ All the icons “1P-2P-3P-4P-CPU” was totally different, you can see them many on the videos, but you might only see the 2P on 0:34;
0:42 ~ Inside the house on City Trial was totally pink, it was changed with more colors and objects in that house;
0:44 ~ Rocket Star recharged much more faster in the Beta, in the Final version, it takes about 10 Seconds to recharged totally;
0:49 ~ The volcano was totally solid with only one color, it was more detailed lately;
0:49 ~ The Jumper platform was changed;
0:59 ~ A lot of enemies doesn’t have shadow during the beta;
1:05 ~ There is a mysterious flower in Checker Knights;
1:09 ~ The Signs were removed;
1:25 ~ Mike Ability seems to be uncompleted on the Beta Section;
Most of the stages have a minor differences: in Checker Knights, there wasn’t buttons at the end and some other stuff (such as other ways); at the desert, there wasn’t any slopes; and on other stages there was other minor differences too.
And here, an another trailer showing even more beta stuff:
0:03 ~ The Start flag is really different;
0:03 ~ The Red arrow have returned;
0:17 ~ The 3D map again;
0:25 ~ Look how different was the sign;
0:27 ~ And look again, how different was the boost pad, there was a square with arrows, in the final version, it was much more detailed, there wasn’t a floor (square), and have more shading and etc;
0:53 ~ Wheelie ability is slightly different;
0:56 ~ Beta Plasma Ability as already show in the other trailer;
1:02 ~ Enemies didn’t turned into dust in the Beta version, they just were fly up away;
1:05 ~ In this part of the video, it’s possible to see again the uncompleted Mike ability;
1:06 ~ The Spike ability had much more range;
1:17 ~ This time, everyone have got Red arrows;
Some of the stages have little differences.
Hidden in the game’s code of Kirby Air Ride, there is a Debug Menu screen, which is really similar to the one in Super Smash Bros. Melee, with many features on it, such as:
and such others
I want to thanks Mack for discovering these!
On the debug menu, we can see much unused stages and unused vehicles.
TEST: It just Crashes. Update:ConkerGuru discovered a way to access this stage by just disabling an option on the Debug Menu. Let’s watch the video below!
TEST6: Finishing Test (just a really long line)
TEST7: Gliding Test
SIMPLE: It just Crashes
SIMPLE2: General Arena testing, contains some unused stuff:
Health Bar on Air-ride mode
There is a flying block enemy, which probably was to be replaced
DUMMY: Just nothing [It’s just like Super Smash Bros. Melee)
WHEEL_NORMAL: A very old model of a wheelie vehicle
STAR_HANDLE: Used on Top-ride, but not on City Trial/Air-ride
STAR_FREE: Used on Top-ride, but not on City Trial/Air-ride
Another informations by Mack:
RACE3DMODEGoes into the 3d mode debug options (Stadium, City Trail and Air Ride) RACE3DMODEGoes into Top Ride debug menu (insanely complicated menu in Japanese); OPTION MODESome options such as sound option; PAL MODESets the language (PAL ONLY) to Europe ; CLEARCHECKIf enabled, all the check lists will be completed 100%; SOUND TESTA menu will pop which will be sound test. You can listen to both music and SFX; RUMBLE TESTTests the rumble feature; MOVIE TESTDisplays a list of all the tutorials and “movies” in the game that can be watched. Altough CPU gameplays are not present.(also know as demo movies); MEMCARD TEST: A bunch of complicated options related to the memory card.; ENDING TESTShow the 3 endings.; LAN EMULATELan testing feature.; LAN MENU TESTDisplays the lan menu.; SYNC TEST???? Possibly a test for sync;
There is a Topride debug menu, which seems to edit the whole game. It’s possible to change attributes, change gravity, change items, change the track collisions, change in general, and even saves. But for now, it’s a very complicated debug menu, and will be more researches about it later.
The Sync test, as said in Mack’s commentary, is the same box as Sound Checker, but it’s unknown about it
There is also a vehicle called “VS_DEDEDE” which means “Dedede Stadium Arena” is the same as “DEDEDE_BIKE” the bike that you use when you choose Dedede on a Match. But this Stadium Arena version is kinda different, with worst Max Speed and better Charge Speed.
There is a effect menu that can be accessed on gameplay (of course with the Debug Menu). There is lots of effects on the vehicles, on the levels and even, on the Menu (don’t know how view them).
Thanks to Mack, Gabrielwoj and ConkerGuru for the contributors!
Unused Vehicles and Stages:
General Debug Functions:
Note: Mack asked me about upload the video on my profile, I gave all the credits to him, for make the video
Enemy spawning: (all informations on the video) ?
More Enemy Spawning:
Tac and Meteo enemy usage:
TopRide Debug Mode:
Also not forgetting that the TopRide Debug Menu is very complex, this menu even was need a Save File for Debug into the game:
Debuted at Nintendo Space World 2001 and developed by HAL Laboratory, Luna Blaze was an RPG for the Game Boy Advance, originally set to be released in Spring of 2002. Little is known regarding Luna Blaze’s story, only that its protagonists were a boy and a girl who used psychic powers.
What is known regarding Luna Blaze’s gameplay is that it was an RPG in which the player would assemble parties of monsters to fight various opponents. The game may have been similar to Pokemon, as the monsters would level up and could learn over 170 unique attacks. Unique to Luna Blaze is that instead of one-on-one fights as in Pokemon, every monster from either side of the fight would be out in the battle at the same time.
Luna Blaze was one of two cancelled RPG titles being developed by HAL Laboratory at the time, the other being Battland. These games shared some similarities, such as a robust combat system that allowed the player quite a lot of freedom in-game.
Luna Blaze was cancelled several months after being debuted, possibly due to the same reasons that caused Battland’s cancellation, which remain unknown.