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.
As we can read on Super Mario Wiki, Super Mario 64 2 is a cancelled sequel to Mario 64 for the Nintendo 64, that was planned for the 64 DD expansion by Nintendo but never finished. The game was talked many times in interviews with Miyamoto but it seems that only a early prototype (with a multiplayer mode starring Luigi) was created before they decided to stop the development and just start a new Mario for the GameCube.
It is possible that some concepts of this game were later included in Super Mario 64 DS, Super Mario Sunshine or Super Mario Galaxy. Nintendo never shown any screens from the Mario 64 2 prototype, but we can still hope that they could release some images in one of the “Iwata Talks” articles in the future.
Some old interviews with Miyamoto that talks about Mario 64 2:
We’re in the middle of preparing Mario 64-2 for release on the 64DD. I’d like to take advantage of the 64DD’s ability to store information. As of now, Luigi’s also a full part of the game, but we haven’t started thinking about 2-player gameplay with Mario and Luigi yet. We’ll tackle that once we’ve got the system ironed out—we’ve figured out the processing power issues, so we could do it if we tried. How many Luigi fans do you suppose there are? (Editing department replies: “Quite a lot.”) If Luigi’s really that popular, maybe I’ll made a green box for Mario 64-2. (laughs)
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:
Sometime ago a Nintendo DS debug cartridge was sold on eBay and a couple of weeks ago the rom of that cart was shared and preserved online (NINTENDO DS NTR DEBUG) thanks to NintendyFan from the GBAtemp Form. There is some interesting stuff that we can see in this DS debug cart, such as weird icons, models of Nintendo characters and music from Mario Kart 64 (?!?). We are not sure why they chose such kind of strange images and sounds to test the Nintendo DS hardware, but it could be possible that hidden in the rom’s code there could be even more unusual / beta files, just like in that old SNES debug / hardware test cart. Does anyone want to try to find them?
In order to get to the menu, you have to hold Start + Select when launching the ROM.
Here’s the description from the eBay auction:
Up for grabs is a Debug Mode / Dev cartridge for the Original Nintendo DS and DS Lite Models of handhelds. I have never seen anything quite like this before on the market. We received a few of these, totally smashed and broken up, however we were able to recover this cart and get it to load up. It was tested on each model of DSi including the 3DS, but would error out. This is because the cart is specific to testing on the original DS software on the older handhelds. This is an official Nintendo cart that was apparently supposed to be decommissioned before being tossed out, but whoever attempted to break this one didn’t do a thorough enough job.
As you can see from the photos and video, the date on the program is August 18th, 2004; which is 3 months before the handheld was released anywhere in the world! The Product ID on the back of the cart reads: NTR-005