Limbo is a puzzle/platform game created by Playdead and released for Xbox Live Arcade in 2010. In a interview at IGN, Arnt Jansen, the designer of the game, makes some interesting observations about the development of Limbo:
“I think we ditched seventy percent of our ideas,” Jensen said. “Mainly because it looked too much like something else, was too big a cliché.
One thing I noticed in playing through the game is the shift from heavily scripted events in the beginning (e.g. the constant presence of other children, the emergence of the spider, the dashes over collapsing terrain) to a more lonely and puzzle-centric second half of the game. “Maybe I’m picking at a wound,” I told Jensen when I asked if this shift was intentional.
“It’s a big wound,” he said, looking into his lap and smiling to himself. This wasn’t, in fact, the plan.
“I think I was a lot more involved in the first half of it,” Jensen said. “It was before [puzzle designer] Jebbe started doing more of those hardcore puzzles. I think it was much more about feelings and doing small stories. You were supposed to meet the spider in the gravity puzzles. It was just really hard to pull off and we were too small a team to make it. I had some crazy ideas, some big ideas.”
Also,in the screenshots and in the video below we can see the 2006 concept version.
Today’s article will be very short, as it is about an unreleased game for the Xbox that, for whatever reason, doesn’t appear to have been documented at all. Considering its subject, this isn’t entirely surprising. Maybe the developers decided it was better that no traces of this game were ever made public!
The game is called The Big Comfy Couch, and was based on the Canadian childrens’ TV show of the same name. The show, featuring Loonette the Clown and her doll, Molly, is all about teaching ethical, and educational, lessons. The two characters solve a different everyday issue in each episode, on their Big Comfy Couch.
Although almost no information can be found on this game (even other main games journalism sites don’t have it listed), we can assume that it would have followed a similar plot to the TV show, tasking children with the solving of various dilemmas. Here at Unseen 64, we have been lucky enough to have three pre-release screenshots of the game shared with us by one of the developers of the game, and these provide some insight into the game’s interface and style. They show that it was a 3D platformer game, with a vibrant game environment and a few different meters visible to the player. One of these was, presumably, health, as one of the screenshots shows a fight between Loonette and several over-sized dustbunnies (perhaps trying to intimidate the key demographic into cleaning up after themselves?).
The picture of the original title screen shows that multiple systems could be linked up, perhaps allowing co-operative or competitive multiplayer modes. With goals like “Pop all the balloons and pinatas!” (visible in one of the screenshots), one can imagine what a blast that could have been.
It is unknown how close this game was to completion, although “not very” is the assumption, due to the lack of information on the game. Perhaps that is all for the better…
Firefly is a cancelled game that was in development by Pioneer LDC for the Playstation. There are not many info about this project, but a short article published in an old GameFan magazine (4 – 2) in which we can read that Firefly was going to be a mix between a platform, a shoot ’em up and a puzzle game. The description sounds interesting, but sadly Pioneer never released a anything like this on any console.
Donkey Kong Country Returns is a side-scrolling 2.5D platform game developed by Retro Studios and released by Nintendo for the Wii console on November 21, 2010, in North America, December 3, 2010, in Europe, and on December 9, 2010, in Japan. It is the series’s first traditional home console installment since Donkey Kong Jungle Beat, and also the first Donkey Kong Country entry not to involve Rare during the development. (Info from Wikipedia)
Development on Donkey Kong Country Returns started in 2008, but it wasn’t until E3 2010 that it was revealed to the public.
On the Gameplay and E3 trailers, we can notify some small things:
-Health Icon is a sightly different.
-Game general Font is much different.
-0:32 = When Donkey Kong bounces on the three enemies consecutively, he does not preform a spin followed by a somersault, like he does in the final version.
-0:47 = Diddy and Donkey Kong team Icon is Cyan, on the Final Version, the color is Blue.
-1:00 = The bombs on this stage is much more faster them the Final Version.
-1:06 = It’s possible to see again the Cyan color, but on the 2-Player Mode.
-1:13 = On the final version of this stage, it doesn’t have “automatic” barrels.
-1:20 = The stage don’t have storm and darkness.
-1:36 = Different scene.
An another gameplay video (which was playable after the E3 event), shows other miscellaneous stuff:
-Font, Health Icon and other lighten stuff is a little different.
-At the end, the background is Yellow, on the Final version, it shows as Green.
On an ANOTHER video, it shows a MUCH different title screen, and other stuff (which was already shown on the other videos)
-Different Title Screen (the Buttons, the Logo, the Font and specially the Background)
An Show at the Television did show DKCR gameplay (at before releases)… It shows again the other stuff, but we can also see other stuff:
-The Instructions appears from no where, at the Final Version, the Tutorial Pig appears in the background and explains the controls
The video below shows some animations of Donkey Kong Country Returns:
Progressing into the Beta related stuff, when you progress in the game, you unlock some concept arts… They are separated into enemies, characters, levels and others… Some interesting stuff of those concept arts, are the Levels… Much levels have been changed in the development, such as Golden Temple… Some characters did changed too, such as Rambi, which was to be much more Realistic…
It was also found on the Game Disc, that DKCR was to have 4-Player modes, still is unknown about it, but probably other Kongs could be in, similar to New Super Mario Bros. mechanism. Maybe was scrapped because of Copyrights of RARE:
Click to zoom-in, it will open in another tab
Those images shows the stuff from previous videos, like the different icons, fonts and etc.
Super Meat Boy is a platform game developed by Team Meat and is the successor to Edmund McMillen’s and Jonathan McEntee’s flash game, Meat Boy, originally released on the Newgrounds website in October 2008. (Info from Wikipedia)
The Developers originally announced a release of the game for every major console and computer: Xbox360 Live Arcade, PS3 PSN, WiiWare, PC and MAC…
The Xbox360 Version was released in October 20, 2010.
The PC Version was released in November 30, 2010, as downloadable on the Steam WebStore.
The Mac Version was released December 2, 2010, on Direct2Drive
The Wiiware and Playstation Network versions have been cancelled
This small article will show the WiiWare’s version progress. Super Meat Boy on Wiiware was taking a pretty long time to be made and had some delayings. After some time, Super Meat Boy has been officially cancelled because of Size Limit problems on Wiiware. The Wiiware service allows to publish games on the store on 40MB Size Limit, sadly, Super Meat Boy was much more then that. It also has been cancelled because they were not able to find a publisher.
Some trailers and preview videos have beta differences:
Shows some Informations
Gameplay, some graphics was little different, with more backgrounds and other stuff.
The only difference are the Psychics (jumps fall fast, and differences of running). Also, a different animation for the Warp Zone.
Comments and shows more stuff, like World Map (which is different of the PC and Xbox version, and other stuff)
Team Meat is thinking for develop Super Meat Boy as a Retail Version, with extras and other add-ons (which wasn’t to be come on the WiiWare Version) or on the upcoming 3DS. They only need a Publisher, as they said:
If we decided to try to find a publisher & do a boxed version for $20 (with extras) but come out later on the Wii, would you hold out?
Images (Click on them to open in other Tab/Pop-Up):
Images Informations: Image 1:
The time counter are on the top right (on the released versions, they are on north eastern.
Commander Video lines are more shorter, with no fading and much more thinner.
Little different character selection screen.
Boss of World 1 is much more different, with some other platforms and more “darken”.
No any differences
Because of Commander Video have no any fade in the lines, it don’t shows in his jump.
Different Map (probably the “D” button hasn’t been changed in the development)
The Prologue (intro) text is a little different
Image 9/Image 10/Image 11:
The HUD now have been more for the left, but still not as on the Released versions.
Only the HUD Difference
The stage is much more clarity, the stage is actually more darken on the Released versions.