PALPS is a Nintendo unreleased Disk System exclusive game that many don’t know about. It was a very novel game. Basically it was an action game, where the player could not control the hero’s movement during play. The hero moves according to the player’s programmed movements. You defeat enemies with bullets and sometimes there will be an obstacle to deal with. As you advance through the game, the variety of icon tips increases.
The hero’s movement was programmed exclusively with the simplified language part that was said to be more intuitive and advanced than Family Basic. When it appeared on japanese magazines the game was said to not be ready to be seen at all and you can see below some screenshots from an early build. It was so early in development that the genre was still largely undecided. It’s still unknown why Nintendo decided to never release this piece of software.
Very grateful to Susumu for the translation from japanese.
As we can read on Wikipedia, the development of The Legend of Zelda: Skyward Sword started between the production cycles of the two The Legend of Zelda games for the Nintendo DS. While the implementation of the graphics was not advanced enough to present actual footage at the E3 2009 trade show, the story of the game was almost completed, and a single piece of concept art was revealed to a select group of journalists. The image was released to the public a few days later, and showed a near-adult Link with a shield in his left hand, a mysterious female figure standing at his back.
As the game was shown to the public in late-development, there are just a few screens and videos with beta elements, but hidden in the final game’s code there are still some beta and unused models.
there is one Map called “DEMO” which is simple a Square with two textures
an older version of that temple you go into at the beginning of the game (StageF402Bef and StageF402Bef _s)
There was no shield-meter in the beta
Karane has animations for when she’s being blown by the Gust Bellows. You can’t use items indoors, and she’s only outdoors before you obtain that item.
These red Chuchus are not in the game or area. The normal Chuchus that burn your shield are orange. This one is a dark red.
Even though this was only a Demo area, it’s still an area that was never in the game that wasn’t used. Most of the demo areas were used except this one.
An old version of the map from Skyward Sword that never appeared.
Skyview Temple use to be called ‘Sky Temple’.
An unchanged beta loftwing inside the game, during the begining cutscenes, you will be able to see it for a few seconds.
Thanks a lot to gabrielwoj, manki, antidote, Zoinkity and Errorjack for the contributions! For more info, check the U64 Forum or TCRF
Kid Icarus Uprising is an action game developed by Project Sora and published by Nintendo on its 3DS system in 2012. It marked the first entry in the Kid Icarus series in over 20 years; with the last being Kid Icarus: Of Myths and Monsters on the Game Boy.
In the great gulf of time between Uprising & its portable predecessor, the rumour mill was rife with talk of more possible installments. Take, for example, this scan from a 90’s video game magazine, which suggested an SNES game was in the works:
As Factor 5 fell, Kid Icarus: Uprising began to take shape at Nintendo’s Kyoto HQ in late 2008. An early prototype was devised by Masahiro Sakurai and a small team of handpicked for the task. Originally, Sakurai had set out to create a Star Fox game for Wii, but ran into issues with the limited manuverability of controlling vehicles, which was preventing him from moulding the experience he had envisioned. He was aspiring to develop a gameplay system in which the player could turn instantly on a dime to return fire, or dodge projectiles. By turning his creation into a Kid Icarus game, the director overcame these difficulties, as he explained to Official Nintendo Magazine in June 2010:
“…the problem with Starfox was that-and you’ll see this when you see the trailer for Kid Icarus – is that the game design incorporates a lot of different views. For example, flying and shooting sideways or turning around and shooting behind and I felt that there were some restrictions with Starfox in this regard. With Pit, there is a certain amount of flexibility that is allowed and makes a better fit for this gameplay.”
As Sakurai elaborated on in his Iwata Asks interview on the subject of Uprising, when development began, it was being prototyped and demoed on PC; as well as Wii at one stage:
Yes. Development did last a long time. Sakurai:
At first we didn’t have the Nintendo 3DS development kit, so we started making it on a PC. Oh, and for a while we were using a Wii to make it! (laughs)
The interview also disclosed two previously unseen prototypes from early in the game’s life cycle:
At E3 2010, Kid Icarus: Uprising had its premiere, debuting as the first ever Nintendo 3DS game to be shown to the world. Upon analysis, we can observe a number of differences between it and the final build:
The above video documents the title in an evidently early state with incomplete, lower quality graphics than the released game. At the time the trailer was created, Troy Lund was originally slated to portray the protagonist, Pit, in the English language dub. Eventually, he was replaced by Anthony Del Rio, who plays the character in the English voiceover of the final game. This trailer demonstrates Lund’s version of the character, prior to his recasting.
We can glean also that this build contained a different aiming reticule. Whereas the release build adopted a circular design, which changes based upon the power of your shot, the one seen here is more static and simplistic.
Cosmic Walker is a cancelled adventure / action game that was in development for the Wii. At Nintendo Fall Conference 2008 the manufacturer shared a movie reel full of upcoming Wii games that were in development, like Punch Out Wii, Sin & Punishment 2 and Another Code R. Another game shown for the first time was a curious space simulation developed by Gaia, the studio created by former Atlus employee Kouji Okada, but no info was shared about it.
In the Supplementary Information documents released by Nintendo from January 2010 onward the title disappeared from the list of the upcoming games aimed for the japanese market and in October 2010 a news spread that Gaia official site ceased activity thus we can conclude that the project was likely quietly terminated by the publisher.
Marionette is a mysterious cancelled project that was in development for the Gamecube. At E3 2001, Nintendo accidentaly announced on its online release list three mysterious titles: Super Mario Sunshine, Mario 128, and Marionette. This list was pulled shortly after it was published, but the curiosity of gamers piqued.
Later, during an interview with IGN, Shigeru Miyamoto spoke out on these games in a roundtable (August, 2001)
“And as for Marionette, it is still under development. It is not a Mario game, but an actual Marionette game utilizing a puppet. I am hoping to make something both complicated and simple at the same time [with this game], which is kind of a contradiction. But already we are experimenting. And once again, sometime in the future we may be able to show you something on it.”
The game was toyed around with in concept stages (on both N64 and GameCube), but it was never actually developed in full form. As we can read in another IGN article:
“Marionette is probably more suited for something like the Wii,” said Miyamoto. “However, that type of game is difficult. Just looking at it, it seems to be fun, but then you get the feeling of, ‘Well, what do I do now?’.” Miyamoto feels that in order to make such a game last, you have to give it, among other things, a strong story.
Nintendo Dream noted that the title would be perfect for the Wii, as manipulating a marionette would be enjoyable with the Wii remote. The magazine also pointed out that the Japanese spelling of the name breaks down perfectly to “Mario” and “Net,” suggesting network features. Still, Miyamoto had some partially disappointing news. “We’re not working on it any more. However, we’d like to release something like it with the right timing, so we’re preserving it in the form of its story elements. When Marionette was being planned, we were trying to use the N64 controller in interesting ways. However, if we now use the Wii remote controller, it seems that those types of interesting elements would appear more naturally.”
Sadly, Nintendo never released any images or other media from this cancelled project.