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Star Fox 2 [SNES – Unreleased]

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StarFox 2 is an unreleased video game for the Super Nintendo Entertainment System. It was to be a part of the Star Fox series and the direct sequel to Star Fox. The game was never released due to the impending release of the Nintendo 64 and the desire to use the most advanced systems available for the game. There have since been various rumors about a release of the game in various formats.

The game was extensively covered by the various gaming magazines of the time, both at its one E3 appearance as well as in the many screenshots provided by Nintendo to generate interest in the sequel. Since the leaking of the unfinished beta code, some individuals have managed to take and compile a large variety of screengrabs. These were taken using an emulator. Though it’s likely that a promotion video was put together at the time, no copies of it have ever been made public. The lack of media coverage about the compiled beta may be due to a fear of legal action from either NCL or NOA. Early in development, Fara Phoenix from the Star Fox comic (called “Lady” in the alpha) and the Andross look-alike “Saru” were in place of Miyu and Fay. Fay replaced a sheep character (gender unknown) from the game’s early development.

On the Internet, ROM images exist of two very early alpha versions of the game, which were originally shown at trade shows. Another ROM, compiled from the latest known source code before the project was cancelled, can also be found — this version is nearly complete and contains minor bugs, debug code, and unfinished features such as a rudimentary multiplayer mode. These ROMs can be played using a SNES emulator. Additionally, fan-made patch can be added to the near-final ROM — this fixes most of the bugs, removes the debug code and the unfinished features, and translates the game’s dialog into English. – [info from Wikipedia]

For more infos: StarFox 2 – Beta Analysis

Per maggiori informazioni: Analisi StarFox 2 Beta

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Geist Force [DC – Cancelled]

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Si conosce molto poco su Geist Force, se non che doveva essere uno sparatutto per il Sega Dreamcast, ambientato nel futuro. In un lontano pianeta, durante una guerra civile, era stata scoperta un’ arma che stava distruggendo l’astro, il vostro compito era di fermarla. Il gioco venne ufficialmente cancellato a causa del producer, non contento dello sviluppo della sua creazione, e dal fatto che il team di sviluppo era costantemente cambiato, per colpa dei designer che abbandonavano il lavoro al gioco.

Thanks to Celine for the contribution!

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Some images from www.segagagadomain.com

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Propeller Arena [Dreamcast – Cancelled]

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Propeller Arena: Aviation Battle Championship, had to be one of those titles that would show the potential of the Dreamcast, a console for online gaming. The plot was simple: in 2045, would set up a championship fights between aircraft of the Second World War. The game included a Championship mode, where by choosing one of the playable characters, you could face the fighting and move forward in history, a quick battles, where you could challenge a friend (up to 4 split screen) or the computer, and an online mode, true essence of the game.

In fact, Propeller Arena promised exciting multiplayer battles on public game servers, in which players communicate through a microphone (which is rumored to have been integrated in the packaging of the game) or the keyboard. Unfortunately, this promising game was postponed and then canceled, for several reasons.

For some, the failure of the Dreamcast just around the corner, SEGA thought this game would have earned enough and the gate, while for others the real reason was another

A level of the game, titled Tower Stage, saw aerial combat in the middle of a city of palaces, with the planes which crashed on the latter. According to some, this level was too much like the attack of September 11th (which had just happened to coincide with the launch of the game, scheduled for November 2001) and it was this stage that caused the downfall of the game, however, the various P2P networks, You can find the disk image of Propeller Arena, a pre-release dump from someone.

Thanks to minichapman for the translation!

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More info: http://propellerarena.gametribute.com

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Propeller Arena Trailer

 

Thunderforce VI [Dreamcast – Concept / Cancelled]

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A video was made in 2000 which circulated on the Internet showing the intro sequence for Thunder Force VI. This video serves as evidence that Thunder Force VI was at one point in development for the Sega Dreamcast console. In 2001, a video game music album was released from the band “Noise” entitled Broken Thunder: Noise Image Soundtrack Volume 3 featuring music intended to be used in Thunder Force VI. The soundtrack is composed by Tsukumo Hyakutarou, Noise band member and music composer for many of Technosoft’s games (including Thunder Force V). On December 5, 2005, the music featured in Broken Thunder: Noise Image Soundtrack Volume 3 was re-relased along with other arrangements from previous Thunder Force games on an album entitled Thunder Force VI Soundtrack ~Broken Thunder~ published by “Factory Noise & AG”. Internet rumors have been floating around that Technosoft, who has not been heard from since the early 2000s, are currently rehiring staff and planning to release Thunder Force VI for an unnamed game system. – [info from Wikipedia]

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K Project (REZ) [Dreamcast – Beta / Prototype / Unused]

K Project was a testbed for the game that would eventually become REZ. The developers United Game Artists came from the now defunct Team Andromeda, which produced the Panzer Dragoon games, and it was from this pedigree that K Project would draw its basic gameplay style of an on-rails shooter. Playing the game consists of guiding a cursor around the screen and locking on to enemies (up so several at once) by holding down a button and releasing it to deliver attacks. However whereas both the Panzer Dragoon series and K Project are both on-rails, K Project lacks certain abilities found in those games; namely being able to change your view at will and branching paths.

Heavily influenced by the works of surrealist painter Wassily Kadinsky, K Project’s unique visual style was an attempt by the developers to invoke synesthesia; or seeing sound. In order to achieve this the only soundtrack in the game consisted of a looping beat playing in the background, and the sounds made by the player as he shoots items and enemies. Nearly all of the music in each level is of the techno or trance variety. Indeed those two genres are so ingrained in the games design philosophy that the final title of the game was said to be inspired by an Underworld song of the same name.

Originally the team had concepts of the playable “character” being in a big chair with crazy woofer speakers and a much more hip hop soundtrack. Then REZ went through a very organic phase, undersea microscopic creatures and stuff, which kind of survived the transition into the current form (as in the final level).

The final version contains tracks that were not in the beta, all of them custom made for the game as opposed to original artist made tracks in the beta. Also visually the finished game has a greater emphasis on a wireframe aesthetic and several different avatars.

Thanks to Jake we found that there was a file in the beta, called 0GDTEX.PVR it had the K-Project CD cover design on it, it was purple and had some purple airplane thing with a human rider and said KPRJ, whereas the same file in the final was green and purple, had a butterfly on it and said Rez.

Also, Jake extracted every single texture from REZ and the beta, finding some more differences. It seems that at some point REZ was going to have a difficulty display on the area select menu. A list of the music artists that were originally meant to be used in the game was also found:

N—-World was Underworld, their music was implemented in the beta, but was never allowed into the final.

Richard.D.James (Aphex Twin)’s music could not be used, and was not implemented.

Ken Ishii’s music was not implemented yet.

The Chemical Brothers are the same as Aphex Twin.

Adam Freeland is the same in the final.

While there were some ideas to make the game a bit deeper, using 2 or 3 buttons, Mizuguchi insisted it stay very minimal so everyone could enjoy it. Thats also why they included the trance mode, where you basically cant die so even people who suck at games can enjoy the game.

From the REZ promo video it’s possible to notice various differences:

Beta target reticules. A square (seen in the work in progress video #3), and a circle.
Text is displayed at the bottom of the screen, and only for the Password protector and items.
Area2 uses the beta boss area.
Area4 doesn’t have the ‘dot’ texture implemented yet.
Beta area1 enemy.
Different coloured ‘fish’ enemies in the area3 boss.
The player seems to have different colours for different levels. I don’t ever remember a bright green version of the player in Area3, or a white one in Area4.

In the “test” files from the beta, Jake also found the original “bigger enemy” from stage 1, that it was later changed towards the end of the game because the art director decided he didnt like it, and made the final “bigger enemy” with the one big fin hanging down. The beta enemy had bright blue tentacles and waved all over the place. Some more old moldes from the early protos are hidden in the code too:  it took a while to nail down the aesthetic and how  to approach everything visually in REZ.  Those “squares enemies” all transformed into different shapes in time with the music, and the other two are prototypes of undersea microscopic life, that were almost decided on before the team found the tron-like aesthetic they ended up going with.

More interesting beta elements where noticed by Chris while trying debug menus the leaked Rez beta on his dreamcast.

I’m going to call the debug features “modes” for the moment because I dont know the proper terms. Setup: DC controller in port A, Keyboard (hello kitty jp board) in port B, DC mouse in port C Emulation has issues if you want to access Mode 2 debug. Keyboard has disabled keys if hooked up to a PC (see images).

Mode 1 debug
-Nothing overly noteworthy other than accessing the normal debug tools (on the final as well tcrf covered this well)
-Hitting the key circled in black brings up a nice quick select menu (this has been covered but the actual key is of note)
-Hitting the key circled in red toggles the Mode 1 debug console input

Mode 2 debug
-Accessed by hitting S2 on the keyboard (circled in blue)
-Allows a whole new set of tools I haven’t seen anywhere so far (See images and video if needed)
-F1-F6 all have a tool set with it
-Mouse is usable
-Right clicking allows the options of “debug menu” “user menu” “font size” (small medium large) and “exit” (boot to DC home menu and “main loop”)

-Stages
-Stage 06 – boss rush (bosses are different in how you attack them, as well as how you piece back the white character in the end – see video ive attached)
-Sound test binary missing (no surprise. SNDTEST.BIN)
-Stage 06 final segment (rebuilding the character) contains FMV copied directly from the Digital Film Library (cannot find the source itself)

The second video below was also recorded by Chris, it shows off Stage 06 and contains some removed models and mechanics.

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