Yeah it was basically another RPG that Teknocrest “promised” to make for Taito.
Funny thing is they had all this artwork, but no programmer. So I was hired to make a SNES “demo” of Brimstone.
Anyways I made something up in about a week, and Taito greenlighted the project.
But about a month later they decided to put Brimstone on hold and put priority on porting Lufia….and it all went downhill from there…
Fortunately, some of the aforementioned artworks were preserved by the project’s lead artist, Arnold Ayala. We can see them in the gallery below or in his portfolio.
Farstar is a cancelled Playstation space combat simulator which Teknocrest, an american software house, was working on in 1994 on Taito’s behalf. Just like Brimstone and Lufia for Genesis / Megadrive, however, the project got never completed. Fortunately, the programmer that was developing it preserved a video of the game:
Here’s some footage of a Playstation game called “Farstar” that I was working on back in 1994, I think Taito was planning to release it as “Starship Fantasy” or something like that, it was even listed in Famitsu as coming soon for a time.
It was supposed to be a mix of Wing Commander/Star Trek/Starflight. At least, that’s what I was trying to make. It was pretty ambitious for its time…maybe too ambitious.
Anyway as you can see it’s pretty shitty and was cancelled. I guess I just wasn’t a very good programmer back then…
For more informations check the topic on opa-ages.
Lufia and the Fortress of Doom is a rpg developed by Neverland and released by Taito for SNES in 1993. A (north-american only?) port for Sega Genesis was supposed to be released in 1994, but it got delayed and Taito America eventually closed down in 1995.
However, in 2014, the western programmer that worked on the port leaked a tech demo, featuring just the title screen and a testing dungeon, of the Genesis version of Lufia on the internet. According to him, he had just six months to finish the project:
Well, one of the reasons it was cancelled was because they told me to complete the port in 6 months.. there was no way in hell I could have done it since all the original SNES code was fucking indecipherable and the Japan programmers weren’t any help..
For more informations check the original opa-ages topic.
As we can read on Wikipedia, Lufia II: Rise of the Sinistrals, released in Japan for the Super Famicom under the name Estpolis Denki II, is an RPG developed by Neverland and published in Japan in 1995 by Taito, as a prequel to Lufia & The Fortress of Doom. In July 2012, Jackhead shared in the Assembler Games forum some screens and videos from an early beta version of Lufia 2, that has many differences from the final one.
The proto has many difference to the final Version! Complete other worldmap, other skills, many different screens. Awesome! I have to replace the battery, than i can show more from the proto.
The differents are big. The last two picture are the same dungeon. In the Final version Maxim has a bow and sword. In the proto you go complete different way without an bow. In the Final Version you have a skill “GUT” in proto “FAI”. You also start with 50 elixier, and the difficult is much higher as in the Final version. Playtime on the proto also show seconds. And of corse the worldmap is complete different. Fighting animation, menue options… Thats what i see in the first 5 min off the game.
First bossfights never seen in retail version
While trying to dump the cart to preserve the game, something went wrong:
I was trying to dump the eproms with my willem. After that i replace it on the pcb but something is wrong… Game crash now after intro, sound is bad. This is really really bad. The dumps also crashed after intro… All Dumps merged, nothing wrong with the dump itself. I conatct a few persons, maybe the eproms are corrupt or a conection problem. At this point i quit and give the cart away. I really hope someone out there can fix it. Im sorry…
Luckily Trevormacro with the help of JLukas from the Assembler Games Forum, were able to fix this problem and saved the Lufia 2 beta!
The prototype is way different from the final and a lot of different sprites, tiles, and possible music and sound
Panic Museum is a on-rail shooter developed by Taito and GameWax, released in arcades in 2010. The game is a bit like a cross between the House of the Dead and the film Night at the Museum. Kieran played a beta version of Panid Museum at blackpool in the UK, and he noticed some differences:
The original name of the game was to be called haunted museum but was changed possibly due to copyright reasons (not sure why) In the final version of the game the crosshairs was left out but was in the beta version. Another difference is that you were set to go in a certain order starting with the mummy Egyptian level and then the library etc but in the final version you now have 3 stages to choose from in any order you like apart from the ones that need unlocking going upwards. The aquarium level is the last level to be unlocked in the final version but wasn’t in the beta version In the library level the deck of card monsters ran at you too quickly but now their speed have been reduced in the final version thus making the animation more in line with everything else.
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