Dead End [CD-I – Cancelled]

ENG: This entry in the archive doesn’t have a description yet. If you want to add some info about the beta / cancelled stuff that you see in these images, just write a comment or send us an email! We’ll add your info in this page and your name in the contributors list. Thanks a lot for your help! :)

ITA: Questa pagina dell’archivio non ha ancora una descrizione. Se vuoi aggiungere delle informazioni riguardo le differenze della beta o la descrizione di un gioco cancellato, lasciaci un commento o mandaci una email! Inseriremo le tue informazioni nella pagina ed il tuo nome nella lista dei collaboratori. Grazie per il tuo aiuto! :)

Source: cdinteractive Youtube Channel



Super Mario Kart [Beta – SNES]

At the Digital Press Forum, van_halen has posted some photos from a prototype version of Super Mario Kart, a “beta” with some interesting differences, like early version of some of the sprites, different layout and music in some levels, different title screen, select screen and “choose-your-driver” screen, missing “black X” from the Lakitu’s flag (when you drive in the opposite direction), a flying Super Koopa and missing reward cups in the ending scene. Check the original topic for more infos. Huge props to van_halen for sharing these images!

In an old magazine, MathUser has even found a couple of screens that show a different design for one of the tracks, maybe an early version of the Mushroom Cup Round 2, as Madou has wrote in the HPZ Forum

In an episode of Iwata Asks, we can read that:

Konno: Originally, the development of Super Mario Kart began with the idea of creating a two-player racing game in contrast to the single-person gameplay of F-Zero.

Miyamoto: Just so there’s no confusion, however, I should point out that we didn’t set out to create a two-player version of F-Zero. We set out to make a game where we could display the game screen for two players at the same time.

Konno: With more than one player, it would have been impossible to illustrate the high speeds of F-Zero.

Iwata: Why did you decide on using Mario?

Konno: Well, in the very first prototype, there was a guy in overalls sitting in the kart.

Iwata: Wait just a minute! I can’t let that slip by. Did you just say a guy in overalls?

Konno: Sounds like Mario, doesn’t it? It wasn’t like I forgot to put Mario’s beard on him or something, though… (laughs)

Miyamoto: For F-Zero the characters were seven heads tall, but for Super Mario Kart, we decided on three heads tall characters in order to suit the design of the karts.

Iwata: How long was it before Mario himself actually appeared in the karts?

Konno: It was about three to four months after we started development, when we had created a prototype involving two karts racing simultaneously.

Miyamoto: At first, no racing was involved. It was just two karts moving around freely. Then we noticed that it looked neat if you stopped one car and looked at the other car flying by. We decided to see what it would look like with Mario in one of the karts, and everyone thought that looked even better. Who knows, maybe the designer who drew the overalls on the earlier guy intended that it be changed to Mario all along! (laughs)

Konno: Back then, instead of a banana peel as an item, there were little oil cans. If you threw one out, the oil would spill, sending the karts spinning.

Iwata: How did you come to make the race and battle modes?

Konno: We had decided from the start that there would be races, but we thought that it would be good if the game served as a communication tool in which one-on-one battles were possible via some other kind of gameplay rather than simply competing for rank, and someone had the idea of popping each other’s balloons.

Thanks to Youloute for the contribution!




Road Rash 2 [GG – Cancelled]


Martin Konrad has more contributions for U64 on the way: today he has shared two scans from two different german magazines, with screens of the GameGear version of Road Rash 2, which hasn’t been released. As he write in his email “Unfortunately the street isn’t as complex as in Road Rash 1 on GG/SMS. It’s very flat in these screens and with not much detail. But there is something interesting: there’s another motorcycle-game on the GG called “Kawasaki Superbike Challenge” and when you look into the rom-dump, there is a text that says “Road Rash 2 conversion by …”. I haven’t found this out myself, it’s from a post in the SMSpower Forum. I think it’s possible that Road Rash 2 was changed into Kawasaki Superbike Challenge. In Kawasaki SC, the streets does also not have much detail or hills like in these RR2 screenshots (advantage is that the game runs much smoother).”

Thanks a lot to Martin Konrad for these screens and info!



Sabreman Stampede [XBOX / X 360 – Cancelled]

Do you remember Donkey Kong Racing for the GameCube? When Rare was sold to Microsoft in 2002, they also announced a racing title. As they could no longer use the Donkey Kong characters, rumours appeared saying that the game was being reworked into a racer starring Rare’s own Sabreman.

In 2003, Microsoft trademarked the title “Sabreman Stampede“, it appeared as if there was the final confirmation. In March 2004, Rare answered the following in their Scribes when asked whether Donkey Kong Racing was still alive:

“Well, yes and no. It’s not called Donkey Kong Racing any more, it’s not for the GameCube any more and by this point I’d imagine so little of the original art and code remains that it’s barely even the same game any more, but yes, it’s still coming out. In some form. Wait and see, if you haven’t already picked up on the new title that’s been unofficially floating around the electrical interweb for months now.”

It was not until 2008 that we saw how much the game had changed as an unanonymous poster leaked a video on Youtube (you can find it in our gallery beneath). Developed by a team of which many worked on Starfox Adventures or Jet Force Gemini, Sabreman Stampede had evolved from a racer into a full adventure. One could hardly notice that it had started out as Donkey Kong Racing.

In late 2004 it was decided to port both Kameo and Perfect Dark Zero from Xbox to Xbox 360. As the Kameo team did not have enough resources,  members of the  “Sabreman Team“, as such they were later credited, were asked to help out. However, this also meant that Sabreman Stampede had to be put on hold, even though porting and reworking it for a Xbox 360 release had already begun. After six years Sabreman Stampede was cancelled. Having started out as a Diddy Kong Racing successor, evolving into a title in which you were riding herds and then becoming an adventure game, its development was stopped due to a lack of focus in design.

As we can read in an  interview with Lee Musgrave:

Donkey Kong Racing was obviously pretty heavily tied to Nintendo as a franchise, and as Rare approached the finalization of a buyout deal with Microsoft it was clear that the game had no future, at least with the ape’s as characters. We switched it around to be a Sabreman game, and there was a great early Xbox prototype – but someone, somewhere decreed that it was a little too old-school for the kind of ‘revolutionary gaming experiences’ that the Xbox was capable of delivering, and so it started down a path of meandering changes, updates and ‘evolution’ that finally saw it run out of steam and fall over. There were some great ideas in the game as it developed though, and I still look back to the early racing game design and think we could have done something great with that.

This was all vaporware until July 2008, when Transparentjinjo added a video of the Xbox 360 prototype on his YouTube channel.  It seems that Stampede had a long and interesting development history, that sadly ended in a cancellation. Even if we will never be able to play the game, we are happy that some proof of Sabreman Stampede’s existence can be preserved!

Special thanks to Transparentjinjo.