Puzzle

Earl the Frog [X360 – Cancelled]

Earl the Frog (later called “Max the Frog”) was an Xbox Live Arcade puzzle / action game that was in development in 2007 at Gamesmith. After a few months of thinking the team decided to go for a very easy and user-friendly gameplay.

The scenario came out of thinking about how to get into the female target-group. They thought about a princess.. and what does every princess need? A frog. And what does a frog need to do? Eeat of course. So they created the first concept for the game, in which a frog had to tidy up the place from flies to being able to survive until his princess finds him one day.

Around 1500 working hours of discussion, design & programming went into the project before its cancellation, as Microsoft was not interested to release it on XBLA. If you have access to an XNA Creators club membership, you can donwload a demo of Max The Frog from here, to play Max The Frog on your XBOX 360!

Thanks to Marc Bosch for the contribution!

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Tower of Goo Unlimited [Wii – Concept]

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Tower of Goo Unlimited is the original prototype, made some years ago, of World of Goo, a famous indie game for Pc and Wiiware. Even if you can create only a tower in this concept, the basic gameplay and the graphic style are essentially the same as the released version. There is a level called “Tower of Goo” in the final game, but it is much more  technically refined.

2dboy has a prototype section about the development of World of Goo.

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Momma Can I Mow The Lawn? [Gizmondo – Cancelled]

Momma Can I Mow The Lawn? was a video game which started off in development for formats such as the PlayStation 2, but after the developer Warthog Games was purchased by Tiger Telematics to produce titles for the Gizmondo handheld console, it became a Gizmondo exclusive. Tiger Telematics went bankrupt in February 2006, and the status of this game is publicly unknown.

An article from GamesAsylum.com reads: “It’s a driving title in which the vehicle of choice is a ride-on lawn mower. Why? Because you’ve found a machine which can convert grass into fuel which you can get money for. There are various places to mow, and various things trying to stop you, including gnomes which come alive at night.” [Infos from Wikipedia]

Thanks to Gamepopper101 for the contribution!

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pOp [Wii – Beta]

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Pop is a WiiWare game by Australian developer Nnooo. The game was released in North America on May 12, 2008 as a launch title and costs 700 Wii Points. Pop involves the player popping bubbles to score points against a time limit. Players click on bubbles that float up the screen using the Wii Remote, gaining bonus points if popping successions of bubbles, and adding more time to the clock. [Info from Wikipedia] In the videos from the beta version, the Bad Bubbles were originally crosses (released version has skulls instead) and they don’t “pop” like the final version, but just disappear when you point and click at them.

Thanks to Gamepopper101 for these infos!

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Portal [PC – Beta / Concept / Unused]

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Portal is Valve’s professionally developed spiritual successor to the freeware game Narbacular Drop, the 2005 independent game released by students of the DigiPen Institute of Technology; the original Narbacular Drop team are now all employed at Valve. Certain elements have been retained from Narbacular Drop, such as the system of identifying the two unique portal endpoints with the colors orange and blue.

A key difference in the signature portal mechanic between the two games however is that Portal’s “portal gun” cannot create a portal through an existing portal unlike in Narbacular Drop. Portal took approximately two years and four months to complete after the DigiPen team was brought into Valve, and no more than ten people were involved with its development.

Portal writer Erik Wolpaw, who along with fellow writer Chet Faliszek of the classic gaming commentary/comedy website Old Man Murray were hired by Valve for the game, noted that “Without the constraints, Portal would not be as good a game.”

Portal Gun [Concept Art / Proto]:


Images still at Portal on Steam Store, Notice that some differences are:

  • The Colors of Portal gun was still in beta, but Portal Gun was changed.
  • Graphics looks a little better.
  • The Portals graphics was a lot of different.
  • When the portal gun shoots and open the gate, the graphic was a lot of different, there was more effects

The Portal team worked with Half-Life series writer Marc Laidlaw on fitting the game into the series’ plot. Wolpaw and Faliszek were put to work on the dialogue for Portal. GLaDOS was central to the plot, as Wolpaw notes “We designed the game to have a very clear beginning, middle, and end, and we wanted GLaDOS to go through a personality shift at each of these points.” Wolpaw further describes the idea of using cake as the reward came about as “at the beginning of the Portal development process, we sat down as a group to decide what philosopher or school of philosophy our game would be based on. That was followed by about 15 minutes of silence and then someone mentioned that a lot of people like cake.” According to Kim Swift, the cake is a Black Forest cake which she “thought looked the best” at a nearby bakery.

The austere settings in the game were a result of finding that testers spent too much time trying to complete the puzzles using decorative but non-functional elements; as a result, they minimized the setting to make the usable aspects of the puzzle easier to spot, using the clinical feel of the setting in the film The Island as reference. While there were plans for a third area, an office space, to be included after the test chambers and the maintenance areas, the team ran out of time to include it. They also dropped the introduction of the “Rat Man”, the character that left the messages in the maintenance areas to avoid creating too much narrative for the game.

The textures of the Old Portal Gun are still found in game files, however, the Purple and Blue color was changed to the original (orange and Blue):
*Click to Enlarge*

GLaDOS [Concept Art]:

The player’s model was at the beginning a male character, but then it was changed for the actual female character known as Chell. Chell’s face and body are modeled after Alésia Glidewell, an American freelance actor and voice over artist, selected by Valve from a local modeling agency for her face and body structure. Ellen McLain provided the voice of the antagonist GLaDOS.

Erik Wolpaw noted that “When we were still fishing around for the turret voice, Ellen did a ‘sultry’ version. It didn’t work for the turrets, but we liked it a lot, and so a slightly modified version of that became the model for GLaDOS’s final incarnation.”

Mike Patton’s voice also appears in the game performing the growling and snarling of the final core-chip of GLaDOS. The Weighted Companion Cube inspiration was from project lead Kim Swift with additional input from Wolpaw from reading some “declassified government interrogation thing” whereby “isolation leads subjects to begin to attach to inanimate objects”;

Swift commented that “We had a long level called Box Marathon; we wanted players to bring this box with them from the beginning to the end. But people would forget about the box, so we added dialogue, applied the heart to the cube, and continued to up the ante until people became attached to the box. Later on, we added the incineration idea.”

GLaDOS Protos:
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According to Swift, the final battle with GLaDOS went through many iterations, including having the player chased by “James Bond lasers”, which was partially applied to the turrets, “Portal Kombat” where the player would have needed to redirect rockets while avoiding turret fire, and a chase sequence following a fleeing GLaDOS. Eventually, they found that playtesters enjoyed a rather simple puzzle with a countdown timer near the end; Swift noted that “Time pressure makes people think something is a lot more complicated than it really is”, and Wolpaw admitted that “it was really cheap to make [the neurotoxin gas]” in order to simplify the dialogue during the battle. [Infos from Wikipedia]

In the beta trailer below, you can notice many rooms that were removed or heavily changed from the final game (also, the portals look different). The game seemed to originally have a more dark color scheme.

Video [Beta Trailer / Gameplay]:

Unused Stuff

This game contains some beta unused stuff, some of those images appeared in trailers, such as Red Portal, and the Effect of the Red Portal:

There was one unused sign that was never saw in any trailers, a sign with a Joke of the 300 Movie. It might be rejected due to copyright issues:

There is also a Unused GLaDOS voice in the game files, would might be used at the end of the game:

Thanks to FullMetalMC and Gabrielwoj for some of the images!
Also Thanks again to Gabrielwoj for the unused Stuff!