Nintendo

Super Mario Spikers [Wii – Cancelled]

Super Mario Spikers is a cancelled volleyball/wrestling hybrid game, which was being developed by Next Level Games; the makers of Gamecube title, Super Mario Strikers, and its follow-up, Mario Strikers: Charged. It was planned to be developed for the Nintendo Wii, but never made it far past the initial phases of conceptualisation.

In 2007, Mario Strikers: Charged was released on the Nintendo Wii and was met with both a positive reception and commercial success. Pleased with Next Level’s work, Nintendo allowed the developer a larger budget to tackle its next project with; as well as a greater level of creative freedom with their characters.

A former artist at Next Level Games spoke to us about the project:

“It was a wrestling/volleyball hybrid with a game show slant. It was never released and was financed as more of a reward to Next Level for doing such a great job on MSC”

The core development team at NLG didn’t begin fully working on Spikers until 2007, but the company’s artists had already been drafting new ideas for future Mario sports games throughout 2006, alongside work on Charged. Concept artists worked intermittently on the project until Strikers: Charged was nearing completion. It was around the end of the 2006, that Next Level’s heads settled on their new direction from early renders created in September.

Towards the very start of this project, the developer went back and forth on various names for the game. Its initially proposed title was simply ‘Mario Volleyball’; we assume to associate it with Nintendo’s other Mario sports titles at the time, such as Mario Golf and Tennis.

Although the game would eventually evolve into a hybrid of wrestling and volleyball, in the beginning, it started off solely as a relatively simplistic volleyball title with Mario characters. It was as more employees began to transitioning into Mario Volleyball that its mechanics and ideas became more fleshed out and the decision was made to add the twist of wrestling, among other things.

Once the project had begun to shift further and further from the realms of standard volleyball, the team opted to rename it ‘Super Mario Spikers’; a clear reference to their previous Mario sports productions. The significance of Next Level Games adding wrestling to one of their games like this will not be lost on those thoroughly versed in their back catalogue. Between 2004 and 2005, they were developing a WWE game with sci-fi and fantasy elements called ‘WWE Titans: Parts Unknown’.

An anonymous contributor close to the Spikers project described this game’s influence on it:

“Between the contact sport part of Strikers and some of the work that was done a couple of years before that on an unreleased wrestling game, it came as a pretty natural progression”

The wrestling mechanics drew upon NLG’s experiences with the title, which was a more stylised, cartoonish version of WWE to begin with. We have been fortunate enough to recover some of the animations made for the wrestling moves in Mario Spikers, thanks to Refurs, who discovered them in a reel put together by a former Next Level animator.

As we can see here, the combat system incorporated special moves made up of established wrestling maneuvers. For instance, in one clip, we can see a Yoshi performing a pile-driver attack. In another, Waluigi stomps on Mario’s stomach, who is grounded, laying on his back.

Unlike the Strikers games, which played out almost exclusively in a selection of large football stadiums set around the Mario universe, Mario Spikers had a slightly more varied collection of environments proposed for it.

In one of the level concepts, we can see a huge wrestling arena, the setting of a match between Mario and Wario. The massive crowds are populated by smaller Mario characters, including birdos, shy guys and the piantas from Super Mario Sunshine.

On the other side of the spectrum, some of the stages put forward took place in comparatively smaller areas and took inspiration from TV game show sets.

Each one of these was planned to sport its own unique environmental gimmicks, such a carnival wheel which would introduce random effects into play based upon where it landed.

Ultimately, Super Mario Spikers was never greenlit by publisher, Nintendo. The project was pitched to the company’s higher ups, but was declined because it was felt that certain aspects of its premise clashed with the company’s code of honour. This information comes to us from a trusted source, who was intimately involved with the project.

“It was a Japanese honor thing”

Work on Spikers ceased altogether in 2007 and Next Level Games instead went on to develop other Nintendo projects, including Punch-Out!! and a Metroid 3DS prototype. It is possible that a very early, playable prototype of the game was created for Next Level’s pitch, although any images of one have yet to be found.

Images:

Videos:

 

 

Crash Bandicoot: Landed (2010) [Cancelled – Xbox 360 / PS3 / Wii / DS]

Crash Bandicoot: Landed 2010 is a cancelled game in the Crash Bandicoot series, which wasn’t even officially announced but some info leaked from the people who worked it. These info were soon removed from their websites: Crash 2010 was meant to be a 3d Adventure / Action game in developement by Radical Entertainment. It was cancelled due to layoffs by Activision in February 2010.

Many information were leaked after the cancellation but left unnoticed until August 2010, when they were found by some users in the Crash Mania Forums. There is a short gameplay / cgi footage and also some concept art. Crash Mania members made a petition to make activision continue working on the game but it was unsuccessful, partially due to abuse of the petition (ie. obvious sockpuppetry). A new petition has been started, and has so far not suffered these problems.

Recently, an fx demo was leaked by someone as a demo reel video. The owner of the reel video said that game would not be continued because of Activision. When the fans added the video to Youtube, Activision started removing them but many of these are still available.

Console Game!
Crash Bandicoot 2010 (Xbox 360, Playstation 3 and Nintendo Wii)
Design and implementation of character locomotion and weapon/combat using proprietary software
Open World Mission Design
Game Systems Design Documentation
Weapons/Tools
Interface
Game Economy
Boss design

Another video with items was found, in which we can see some interesting stuff about the canceled game!

  • Frogzooka [Suck]
  • Boombat [Blow… Away]
  • Glow Top [Stun/Light]
  • Fertilizer Gun [Shoot]
  • Bottle Rocket-Launcher [Ending/Surf]
  • Jet pack
  • Jet ski

Post by MotweraCity

Videos:

DS Footage (Developed by Renegade Kid):

Pictures video for similar visually done game (CTR 2010):

Also Effects Video in this link: http://landinkent.blogspot.com/p/game-fx.html 

Bit.Trip Series [WiiWare – Unused Stuff]

Bit.Trip is a series of action / music games that has been released on Wiiware download service for the Nintendo Wii. The series has been started in 2009 and finished in 2011. It was developed by Gaijin Games and published by Aksys Games. Each game revolves around the adventures of a character named “Commander Video”, and features “a crazy mix of 80s aesthetics and modern game design”. (Info from Wikipedia)

Six games have been released for Bit.Trip:

  • Bit.Trip Beat, first one of the series, which introduces a style of pong;
  • Bit.Trip Core, second one of the series, which introduces a style of more peculiar rhythm, similar of Dance Machines;
  • Bit.Trip Void, third one of the series, which introduces a different rhythm;
  • Bit.Trip Runner, fourth one of the series, introduces a new style, with 2D Platformer with rhythm;
  • Bit.Trip Fate, fifth one of the series, introduces a new style of side scroller shooting with rhythm;
  • Bit.Trip Flux, sixty one of the series, Gaijin games have returned the Bit.Trip Beat style.

Some of those games have unused stuff hidden in their code, such as animations and sound effects.

Bit.Trip Beat

There is a different game over screen in the first game of the serie. Later, it’s never have been used:
Video:

Bit.Trip Core

In Bit.Trip Core, there are still sprites for WiiRemote that appears in Bit.Trip Beat, probably the game could be different.

ControllerSideArrow

Bit.Trip Void

There is some testing stuff into the title screen folder. It’s really unknown about it:

BendIndirect BendTest

Bit.Trip Runner

There is a unused idle animation, which probably would be used if the player left controller. Maybe, just discovering this animation, the game could be a lot of different, it could probably a sidescroller which you could move manually, and if stops, it could appear this animation rarely. However, Bit.Trip series have the main goal of rhythm, so they retired the animation and did as automatic sidescroller game (probably).

Video:

Bit.Trip Fate
Originally planned to be a more traditional shooter where CommanderVideo was in a ship and he had free movement around the screen. The game also did not use pointer controls or the “fate line” until a later date.

Bit.Trip Flux
Started off using Breakout style gameplay during the normal course of the levels, but was cut because it simply wasn’t that fun. Bosses also used to be at the beginning of each level, reinforcing the reverse nature of the game, but that upset the pacing right away.

The whole serie:There is a sprite which appear in all the games, into the game files. Probably, it’s only used in Japanese Version:
arclogo
Those sprites only appears on the Japanese version of the game:
ware01_void
Translation: BIT.TRIP VOID’s sytem file is corrupt.
After erasing BIT.TRIP VOID from the Channel Management Screen, please redownload BIT.TRIP VOID from the Wii Shopping Channel.
If you still get the same message afterwards, please contact the Nintendo Service Center.

ware01_core
Translation:
BIT.TRIP CORE’s sytem file is corrupt.
After erasing BIT.TRIP CORE from the Channel Management Screen, please redownload BIT.TRIP CORE from the Wii Shopping Channel.
If you still get the same message afterwards, please contact the Nintendo Service Center.

ware01_runner
Translation: BIT.TRIP RUNNER’s sytem file is corrupt.
After erasing BIT.TRIP RUNNER from the Channel Management Screen, please redownload BIT.TRIP RUNNER from the Wii Shopping Channel.
If you still get the same message afterwards, please contact the Nintendo Service Center.

Thanks to Gabrielwoj and Susumu (translation) for the contributors. 

Kirby Air Ride [GC – Beta / Unused / Debug]

Kirby Air Ride is an Spin-off Kirby game developed by HAL laboratory for the Nintendo GameCube, which has been featured as the first racing game starring the pink-character that has been released. Kirby Air Ride was originally developed for the Nintendo64, but the Nintendo 64-bit version was postponed many times and then cancelled. The project seemed doomed, but Nintendo somehow resurrected it for the GameCube in 2003.

However, some Beta elements remains in some of the E3 Trailers, let see them below:

  • 0:14 ~ By a quickly look, you can see the arrow as RED color, but the Kirby is Pink;
  • 0:23 ~ In Checker Knights the graphics are little “non-detailed”;
  • 0:27 ~ When showing the HUD, it’s possible to see the map as 3D, on the final product, the map have been changed to 2D, such as a Sprite;
  • 0:27 ~ Plasma ability had an another icon (on the final version is different and it’s green) and his charge wasn’t tilt the control, it seems you would recharge such you recharge the machine, holding A;
  • 0;32 ~ Frozen Hillside was really different during the Beta;
  • 0:34 ~ The “Laps” was very bad specific, the lap counter was only a number at the top of the screen, it have been changed lately;
  • 0:34 ~ All the icons “1P-2P-3P-4P-CPU” was totally different, you can see them many on the videos, but you might only see the 2P on 0:34;
  • 0:42 ~ Inside the house on City Trial was totally pink, it was changed with more colors and objects in that house;
  • 0:44 ~ Rocket Star recharged much more faster in the Beta, in the Final version, it takes about 10 Seconds to recharged totally;
  • 0:49 ~ The volcano was totally solid with only one color, it was more detailed lately;
  • 0:49 ~ The Jumper platform was changed;
  • 0:59 ~ A lot of enemies doesn’t have shadow during the beta;
  • 1:05 ~ There is a mysterious flower in Checker Knights;
  • 1:09 ~ The Signs were removed;
  • 1:25 ~ Mike Ability seems to be uncompleted on the Beta Section;
  • Most of the stages have a minor differences: in Checker Knights, there wasn’t buttons at the end and some other stuff (such as other ways); at the desert, there wasn’t any slopes; and on other stages there was other minor differences too.
  • And here, an another trailer showing even more beta stuff:

  • 0:03 ~ The Start flag is really different;
  • 0:03 ~ The Red arrow have returned;
  • 0:17 ~ The 3D map again;
  • 0:25 ~ Look how different was the sign;
  • 0:27 ~ And look again, how different was the boost pad, there was a square with arrows, in the final version, it was much more detailed, there wasn’t a floor (square), and have more shading and etc;
  • 0:53 ~ Wheelie ability is slightly different;
  • 0:56 ~ Beta Plasma Ability as already show in the other trailer;
  • 1:02 ~ Enemies didn’t turned into dust in the Beta version, they just were fly up away;
  • 1:05 ~ In this part of the video, it’s possible to see again the uncompleted Mike ability;
  • 1:06 ~ The Spike ability had much more range;
  • 1:17 ~ This time, everyone have got Red arrows;
  • Some of the stages have little differences.
  • Hidden in the game’s code of Kirby Air Ride, there is a Debug Menu screen, which is really similar to the one in Super Smash Bros. Melee, with many features on it, such as:

  • Camera Debug
  • Item Spawner
  • Enemy Spawner
  • Game Modification
  • Effects Viewer
  • Debugging tools
  • and such others
  • I want to thanks Mack for discovering these!

    On the debug menu, we can see much unused stages and unused vehicles.

    Stages

  • TEST: It just Crashes. Update:ConkerGuru discovered a way to access this stage by just disabling an option on the Debug Menu. Let’s watch the video below!
  • TEST6: Finishing Test (just a really long line)
  • TEST7: Gliding Test
  • SIMPLE: It just Crashes
  • SIMPLE2: General Arena testing, contains some unused stuff:
  • Health Bar on Air-ride mode
  • There is a flying block enemy, which probably was to be replaced
  • Other stuff
  • DUMMY: Just nothing [It’s just like Super Smash Bros. Melee)
  • Vehicles

  • WHEEL_NORMAL: A very old model of a wheelie vehicle
  • STAR_HANDLE: Used on Top-ride, but not on City Trial/Air-ride
  • STAR_FREE: Used on Top-ride, but not on City Trial/Air-ride
  • Another informations by Mack:

    RACE3DMODEGoes into the 3d mode debug options (Stadium, City Trail and Air Ride)
    RACE3DMODEGoes into Top Ride debug menu (insanely complicated menu in Japanese);
    OPTION MODESome options such as sound option;
    PAL MODESets the language (PAL ONLY) to Europe ;
    CLEARCHECKIf enabled, all the check lists will be completed 100%;
    SOUND TESTA menu will pop which will be sound test. You can listen to both music and SFX;
    RUMBLE TESTTests the rumble feature;
    MOVIE TESTDisplays a list of all the tutorials and “movies” in the game that can be watched. Altough CPU gameplays are not present.(also know as demo movies);
    MEMCARD TEST: A bunch of complicated options related to the memory card.;
    ENDING TESTShow the 3 endings.;
    LAN EMULATELan testing feature.;
    LAN MENU TESTDisplays the lan menu.;
    SYNC TEST???? Possibly a test for sync;

    There is a Topride debug menu, which seems to edit the whole game. It’s possible to change attributes, change gravity, change items, change the track collisions, change in general, and even saves. But for now, it’s a very complicated debug menu, and will be more researches about it later.

    The Sync test, as said in Mack’s commentary, is the same box as Sound Checker, but it’s unknown about it

    There is also a vehicle called “VS_DEDEDE” which means “Dedede Stadium Arena” is the same as “DEDEDE_BIKE” the bike that you use when you choose Dedede on a Match. But this Stadium Arena version is kinda different, with worst Max Speed and better Charge Speed.

    There is a effect menu that can be accessed on gameplay (of course with the Debug Menu). There is lots of effects on the vehicles, on the levels and even, on the Menu (don’t know how view them).

    Thanks to Mack, Gabrielwoj and ConkerGuru for the contributors!

    Videos

    Unused Vehicles and Stages:

    TEST stage:

    General Debug Functions:

    Note: Mack asked me about upload the video on my profile, I gave all the credits to him, for make the video

    Enemy spawning: (all informations on the video)
    ?

    More Enemy Spawning:

    Tac and Meteo enemy usage:

    Effects Viewer:

    SYNC_TEST

    TopRide Debug Mode:

    VS_Dedede vehicle:

    Also not forgetting that the TopRide Debug Menu is very complex, this menu even was need a Save File for Debug into the game: