shoot ’em up

Titan Warriors [NES – Unreleased]

Titan Warriors is a cancelled shoot ’em up that was developed by Capcom for the NES / Famicom, in 1988. The game was meant to be a sequel of Vulgus, an arcade shooter developed and published by Capcom in Japan in 1984. An almost complete build (with just some bugs) of Titan Warriors was somehow leaked online, and you can download it at the Lost Levels Forum. For more info about this project, you can read a nice article written by Frank Cifaldi for 1UP’s Retro Gaming Blog.

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NATIVE II [Nuon – Tech Demo / Cancelled]

NATIVE originally started as a “homebrew” shoot ’em up project on the Atari Jaguar platform by German developers Duranik. The project was eventually cancelled after the developers had issues working on the Jaguar platform and they were also concerned about the game being too similar as R-Type. This did not stop them from showing interest in taking the game over to the NUON and they created some mock-up videos of what the game would have looked like running on the platform. Unfortunately VM Labs, the developer behind the NUON technology was short-sighted and was not interested in the game, effectively killing it forever.

Note that while the videos below say that they are from the Atari Jaguar version, these are actually the NUON demos Duranik had made.

Thanks to Adam for the contribution!

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Eduardo the Samurai Toaster [Wii – Beta]

As we can read from Wikipedia, Eduardo the Samurai Toaster is a run and gun side-scrolling action game developed by Semnat Studios and released in 2009 for the Wii’s WiiWare digital distribution service. As noticed by Jaimen, originally the project was called “Eduardo the magical toaster” and instead of firing pastries you used a long stick to fight. A beta video found by TheSuperSonic111 shown this early beta (there’s also a removed ninja powerup).

In an interview by Gamasutra, the developement team talks about the early development of Eduardo:

What inspired Eduardo the Samurai Toaster, and why did you decide to make it?

DeMaria: After my freshman year of college I finished work on a really terrible turn-based strategy game. After a little time went by I felt like making another game. The intention was to learn how to make a larger game than the few that we had worked on before and to see if we could make a really excellent game. I asked Daniel if he had any ideas and he jokingly suggested that we work on a platformer where you play as a toaster that fights magical fairies. After a minute we both realized that his idea actually sounded pretty fun and we began development.

A little less than a year went by and we had made a game that was not very good, but we saw the potential in the concept. We started over from scratch and Daniel rethought the character design. It was at this time that Eduardo became a samurai with a sweatband. […]

How long did development take?

DeMaria: We spent roughly one year making the first version of the game before Eduardo was a samurai. We then started over from scratch and spent about a year on that version. This is when Daniel re-worked the character design. After that, we switched to the Torque Game Builder from an engine I made. It’s been a little less than a year since we switched engines. So we’ve been working on Eduardo for about three years.

Also, in the blog of Ian Bowie (from Semnat Studios) there are some more info:

First I should give a quick recap of the history of Eduardo. There have been three versions prior to this WiiWare game. In 2004 we started work on Eduardo the Magical Toaster, and started over again sometime early 2005, I believe, with Eduardo the Samurai Toaster. And pardon me if I get my dates wrong(the past five years of development have turned into a big blur) but I believe it was in 2006 when we started on yet another version of the game, this time using the Torque 2D engine.

Thanks to Jaimen for the contribution!

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Here’s a video from the final version:
 

Video Kid [Unreleased for the SNES]

Update: thanks to Tanukitsune we found out that this game was going to be a port of an Amiga/Atari ST game that was released. You can see a video from the Amiga version below!

Video Kid is a cancelled side-scrolling shoot ’em up that was in development by Kemco for the Super Nintendo / Super Famicom. The player would have take the role of a flying thing (in one screenshot it seems a robotic rat, in the other 2 it looks like.. something else) to shoot down enemies through various fantasy scenarios, like a magic forest, the wild west or a dark cemetery. Scans from EGM and Super Power magazine #12.

Thanks to Celine and RayVM for the contributions!

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Crimson Skies [XBOX – Beta]

Crimson Skies: High Road to Revenge is a flight-shooter game developed from 2001 to 2003 by FASA Studio (part of Microsoft Game Studios) for the original Xbox. Series creator Jordan Weisman noted that the game had a “difficult development,” and went through many different creative directions.

When development of Crimson Skies: High Road to Revenge was first assumed by FASA Studio, it was conceived that the game be made into an “interactive movie,” a concept that would have involved an elaborate storyline and a large number of cutscenes. This process would have needed a linear mission design, potentially restricting gameplay.

Consequently, developers pushed back the game’s release date by a year in favor of increased development time. At this point, both playtest feedback and inspiration from games that offered more gameplay options helped shape the game’s development. The game’s “interactive movie” concept was scrapped, the storyline simplified, and the original linear mission design was reworked to promote more choice-driven gameplay.

When the game was first announced in 2002, features for the game included destructible environments which could be used to eliminate enemies, hidden areas containing bonus weapons, and “danger zones” similar in function to those featured in the previous Crimson Skies for the PC. Sadly many of these features were scrapped from the final version of the game. [Info from Wikipedia]

As noticed by Xenomrph on the Something Awful Forum, in the original Crimson Skies trailer (embedded below) we can see some removed levels:

Crimson Skies: High Road to Revenge on the Xbox was going to have a bunch of other levels, and a completely different tutorial level that centered around robbing a flying casino over the ocean off the coast of Louisiana. You can see remnants of it (and other content) in the early trailer. It would have included destructible terrain, different cutscenes, and a bunch of other stuff…. but no online multiplayer.

Crimson Skies became a launch title for Xbox Live, and that involved totally overhauling the game to include Xbox Live multiplayer and cutting a lot of content to make room on the disc.

There’s still some remnants of the old content, though – the game’s dialogue includes references to the casino heist, the music from the above trailer was included on the game’s soundtrack CD (although the music never plays in the game itself), and the game’s tie-in novel ends at the casino heist (which, at the time of the book’s writing, wasn’t cut from the game yet).

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