Nintendo

Project Alpha (MIT) [GBA – Cancelled]

Project Alpha is a cancelled RPG that was in development by Multimedia Intelligence Transfer for Game Boy Advance. The team is mostly known for their work on the portable side-series of Shin Megami Tensei, with titles such as Devil Children, DemiKids, Megami Tensei Gaiden.

This canned project was in development using the same GBA engine they created for the Devil Children titles, as much as it reused many assets from Devil Children: Fire Book. However it seems Project Alpha was planned as a different, original game. In early 2019 YT channel Hard4Games made a video about this prototype and sometime later Kuriatsu acquired the same proto, doing more research on its content. As wrote on Reddit:

“For those that are unaware, Project Alpha, is a game prototype that first appeared on Hard4Games about a month ago. In these videos, they covered a few things that are and are not relevant to the game series Devil Children on GBA. Project Alpha uses the exact same game engine to a T that Devil Children: book of fire uses, to the point that it even uses book of Fires internal designation. (so basically Atlus rom hacked Book of Fire) A lot of the assets, such as music, some visuals, a LOT of Debug, and so on, are from Book of Fire, but Project Alpha is its own game, and at one time, was supposed to be something, but noone knows what. In my experiments with this game, there’s not even a single trace of its original name that I’m seeing thus far.”

The japanese prototype was translated thanks to RetroTranslator and Kuriatsu made a video showing off more of what can be found in this early demo:

As wrote in the video description:

  1. This game is not even 1/50th complete, but it is an interesting game.
  2. This game is not a Devil Children game, despite using the DC3 Engine. project alpha is the same for devil children as Guruguru Garakuta-zu is for devil children on the Gameboy colour. Devil children on the GBC actually took a LOT of resources from Guruguru Garakuta-zu. In the same way, project alpha took a LOT of resources from Devil Children Flame Book. In fact, all of the music that we’ll hear from this game is actually from Devil Children Flame Book.
  3. This game is highly unusual in comparison to other prototypes, and is likely the equivalent of a pilot TV show thats testing the waters, as a result, it’s not incredibly detailed, but the back story is clear as crystal.”

Thanks to Kuriatsu for the contribution!

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Ooinaru Kan [Famicom / NES – Cancelled]

Ooinaru Kan (大いなる完) is a cancelled adventure / simulation game based on Hiroshi Motomiya’s 1984 manga series, in development by Hect / Hector and planned to be published for Famicom / NES.

This series is quite obscure outside of Japan, but we can read a short plot description on Amazon Japan (“translated” with Google Translate):

“Tetsuma Kan, a peasant’s prisoner, is a bad guy who is entitled “Bonno” because of the annoyance of missing digits. In 1938, he committed the only daughter, Takako, of the landowner Ishikura, and jumped out of his hometown to climb to an equal position with Ishikura’s house. One generation of a man who lives in a turbulent era and rises to the top of politics.”

We can assume the game would have followed the same storyline, but not much is known about this project. Heimao found a single screenshot from the game in an old gaming magazine and shared it on Twitter.

As it often happens with cancelled Famicom games, today Ooinaru Kan is forgotten by everyone and we’ll probably never know more about what happened to it.

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My Neighbor Totoro [SNES – Cancelled]

Around 1992 Tokuma Shoten Intermedia planned to develop or publish a tie-in Super Nintendo video game for the popular Studio Ghibli anime My Neighbor Totoro. At the time Studio Ghibli was part of Tokuma Shoten and the company published a few anime-related games such as Yadamon: Wonderland Dream and Eternal Filena. As far as we know the game was never officially announced by the company, but in 2019 Itoh Shigeyuki (former artists at Tokuma) shared on Twitter a couple of images from the game pitch they showed to Miyazaki.

As translated by Nina Matsumoto on Twitter:

“About 27 years ago, I drew these from scratch pixel by pixel to pitch a My Neighbor Totoro Super Famicom game to Hayao Miyazaki. (*for Tokuma Shoten Intermedia. The game got shelved). There were no decent scanners back then, so I had to stare at an art book and draw these one pixel at a time”

And a few more details “translated” by Google Translate:

“At that time, I felt a good bleed out when I saw it with a CRT while working, and it was more anime-like. Tokuma Shoten proposed a plan because he wanted to put it out, but unfortunately the director’s ok did not appear.

I couldn’t tell you the details of the reason for the store, but as you pointed out, he didn’t seem to like the game.

I guess it was more like an adventure game. I want to ignore the project and put out a racing game on a cat bus (laughs)

I think that there was a certain amount of odds, and I think that I had a plan for Manager Miyazaki, but in terms of adventure-oriented content, it might not have been as meaningful to turn it into a game.

Because it was for planning purposes, I think that I use more than 16 colors. However, the number of colors is considerably reduced.”

In the end after this undeveloped Super Famicom pitch there has never been an official My Neighbor Totoro video game.

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Tremors: The Video Game [Cancelled – GameCube, Xbox, PS2, PC]

Around 2001 – 2002 Rock Solid Studios were working on a tie-in video game based on the Tremors series, planned to be published by Conspiracy Entertainment for GameCube, Playstation 2 and Xbox. The project was officially announced in August 2002, but the team never shown any media from their game, before it was quietly cancelled and vanished forever.

As we can read on their old website and in following press-releases:

“Tremors is based on the successful Tremors movie franchise, created by Universal Pictures and Stampede Entertainment. The game is a third person action adventure set in the desert around the town of Gold Rock, where Graboids – gigantic landsharks threatens mankind as we know it.

Players will experience an immersive storyline, filled with surprises and challenges in combination with high-octane action. The game is scheduled for release during the fall of 2003.”

“A few years have passed since the first wave of monsters shook the grounds of Nevada. Burt Gummer has kept himself busy investigating Graboid activity and repelled the threats when needed, but business is going slow.

Strange disappearances are investigated by Gold Rocks sheriff, who makes a horrifying discovery – the Graboids are back. The investigations leads to a recently built plant and research center outside the town. The mystery unfolds and turns out to be more of a “normal bug-problem”.

At the same time, unknown of the two heroes above the ground, a heroine fights the source of the monsters from heart of the top-secret underground facility. Tremors is a game of monsters threatening mankind, corporate cover-ups, betrayal and three heroes that simply refuse to surrender against any threat.”

  • Based on the Tremors cult series of movies and the upcoming SciFi Channel TV-show.
  • Three characters – three agendas that ties into one, immersive story. Play as Burt Gummer from the movies.
  • Fight the Graboids, Shriekers and Assblasters – for a start. You’re up against evolving monsters.
  • State-of-the art enemy AI that plans and thinks. Monsters reacts after your actions.
  • Blow the monsters to pieces of goo with a wide range of weapons; revolvers, rifles, SMG’s and the classic Barrett .50.
  • Fluent and extensive movement with the help from +500 motion captured movements.
  • Powered by the RSSTech – one of the most powerful rendering systems ever.

In 2003 fansite UK Tremors posted an interview with Rock Solid Studios about their game:

UK: 1, So how long have you been working on the game? is there anything to see yet?.

CS: We are still quite early in development, many details are still confidential. Including planning and design, we have worked on this game since April/May 2002. Even though we cannot show anything officially yet, we are playing the game internally and there are both Graboids and Shriekers in the game at this point.

UK: 2, Will the game be based on any of the films or just the upcoming TV series?

CS: The game is an independent story, but with tie-ins to the TV series and the movies.

UK:3, Is there any details of the game that you can let us in on? E.g. storyline, structure, gameplay, multiplayer etc

CS: The game is a single-player action-adventure in line with the Resident Evil series of games, but cross-overs to games such as Metal Gear Solid and Splinter Cell. As players are partly dealing with monsters hunting on heat or vibrations, there will be different ways to move around in the environment.

UK: 4, Is it still set to be released on all the major gaming systems? Do you have any kind of release date set at the moment?

CS: Still to be determined.

UK: 5, you must have seen the films a lot of times by now. Has Stampede/Universal supplied you with much information and help? 

CS: They have been much helpful.

UK: 6, For our readers, will this be a game they will be playing into the small hours? 

CS: Definitely. As there are many different ways of defeating the monsters, players will come back to try different solutions to various problems.”

In the end Rock Solid Studios closed down for bankruptcy before releasing any game and was later reboot as Avalanche Studios, finally finding success with the first Just Cause. As we can read on Wikipedia:

“During that period, another Stockholm-based video game development studio, Starbreeze Studios, announced that they would acquire Rock Solid. The agreement between the two companies was ultimately broken by Starbreeze, and the acquisition was stopped. In addition, Universal decided to cancel Tremors: The Game, which led Rock Solid to declare bankruptcy. With the failure and collapse of Rock Solid, Sundberg and Blomberg became unemployed and in debt. They eventually decided to start over in 2003, establishing Avalanche Studios with six other employees.”

A few 3D models from this lost game are preserved in the gallery below, to remember its existence.

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Radikal Bikers [Game Boy Color – Cancelled]

The original Radikal Bikers was a pizza-delivery racing game for Arcades, developed by Gaelco in 1998 and later converted to PlayStation in 1999. A Game Boy Color port was also in development by Bit Managers, but it the end it was never released. Some years ago a prototype of the cancelled GBC port was leaked online, so you can play it on your favorite emulator.

Gameplay is similar to the original arcade version, but using a top-down, isometric view. Players race in different cities trying to avoid cars to delivery pizza to their clients as soon as possible. As we can read from the original press-release:

“Jump on your scooter and take up the challenge. Through the busiest streets in the world you’ve got to avoid trucks, cars, police, obstacles and people in a pizza fuelled dash for glory. Take the challenge and race your way across Paris, London, New York and the true home of Pizza – Italy!

Featuring:

  • Classic Arkade Mode.
  • Radikal Mode.
  • 2 player dash for glory.
  • Numerous Characters and Scooters to suit your personal taste.
  • GET OUTTA MY WAY!
  • No speed limit. No seat belt. No air bag. No rules!”

A sequel to Radical Bikers was also in development by Gaelco, but also canned.

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