Oh My Goddess! (Aa! Megami-sama) is a manga and anime series by Kosuke Fujishima, serialized since September 1988 in Japan. It was quite popular at the time and it even got a few tie-in games for NEC PC-98, Sega Dreamcast and Playstation 2.
In the late ’90s a Super Famicom (SNES) Oh My Goddess! game was also announced in Japanese gaming magazines, as reported at the time by some english fansites. It would have been an arcade racing game similar to Mario Kart, set in the series’ NIT’s festival (?). It also seems each kart would have been driven by 2 characters at the same time (?):
Belldandy & Keiichi
Urd & Peorth
Skuld and Banpei-kun RX.
Megumi & Sora
Tamiya & Ootaki
Unfortunately it seems they never shown any actual screenshots from the game, only promotional artworks for the characters. Maybe something more is still hidden away in old japanese magazines?
Irem developed and published many games for the NES / Famicom, such as Holy Diver, Hammerin’ Harry and Deadly Towers. They also had many projects that were never released, and this “Geopolitic Shima ni Okeru Kokka Kobo Ron” is one of them.
This is a really obscure and forgotten strategy / simulation game planned for the Famicom, and only a couple of images were found in a japanese magazine by Youlute.
It seems players would have been able to plan their war against enemy armies, to control the whole world. As it happens with old, cancelled 8 bit games, we don’t know much more about this one: at least we can now remember its existence. Maybe one day someone could find a prototype and share it with the world.
T’ai Fu: Wrath of the Tiger is a beat’em up PS1 game which was developed by Dreamworks Interactive (who also developed “The Lost World: Jurassic Park” and “Small Soldiers”) and published by Activision in 1999. The story follows the path of a muscular tiger with Kung Fu skills seeking revenge after his clan was wiped out by the Dragon clan, leaving him the only survivor.
The game is heavily inspired by chinese tales and can be seen as the “ancestor” of the Kung Fu Panda movies, both having been developed by Dreamworks although T’ai Fu was released 9 years prior.
The game was first announced for release in 1998 but was later delayed to early 1999. Despite good reviews overall, the game didn’t sell very well – probably due to missing the Christmas period. Reviews noted good combat, great characters and graphics (for the time) but twitchy platforming and camera issues.
Like all games, it had several changes during development. Some magazines exhibit those differences:
The camera was much closer to the player.
The health meter was totally changed. It probably was covering too much space on screen.
T’ai had cyan color pants at some point. It was changed to give a darker tone to the game.
Noah Hughes, credited as Game Design Lead provided some more insights on the game development:
“My friend Lyle got hired at Dreamworks and brought me down from Crystal where we met. We were to make a new character based IP like Crystal had done with Gex. He and I went through a number of project ideas before landing on that one.
We would make design pitches and work with concept artists to visualize each concept. We had great concept artists and there was probably 3 main ideas before we settled on Tai fu.
When it started, we knew the game would be about a tiger here learning kung fu styles from all the animal clans but we went through a lot of revisions of the style itself. One was about a spider and it was more like Gex style platformer. A ringtail character with a prometheus inspired storyline.
Both felt a little like typical mascot platform characters for my taste and Lyle shared a passion for old kung fu movies, so this really became the one we both fell in love with.
The visual evolution of tai was one of the more interesting aspects of designing the game. Early on he looked a bit more cartoony and a bit more anthropomorphic. So Jeffrey Katzenberg was one of the execs at Dreamworks and he had come from running Disney. He was the one that challenged us to evolve the character. He said it was “too tony the tiger“.
We also wanted to appeal to a slightly older gaming audience. So we started to play with the more badass look with more unique posing and silhouettes. His pants were that light blue for a long time. In the end the artists felt the darker pants looked better. A little less “cartoony” by moving away from primary colors.
We had an amazing storyboard artist named Rion Vernon who did most of the character art. The Kung Fu Panda movie was actually inspired by his art for this game many years later.”
A beta build has been found dated October 28th 1998 while the final is dated March 6th 1999, almost 5 months later. Differences with the final version include:
Much longer cutscenes
Longer levels (some big chunks were removed in the final release)
Missing “Beat X enemies to continue” sections
Camera angles were changed
Some bosses play totally differently
A debug mode to move the character anywhere
A bit more difficult
Various minor differences in gameplay and sounds/voices
A footage from this beta can be found here:
Some development screenshots and artists were also retrieved from various sources as seen in the gallery below.
Their early years were not easy: they pitched many games (such as a first-person Mega Man reboot titled “Maverick Hunter” and a military FPS for the Wii) to publishers (such as EA, Warner Bros and Capcom), but never release any project until 2012, when they worked on the “Metal Gear Solid HD Collection” port for PSVita.
“Shorty after the studio’s formation, Armature struck a deal with Electronic Arts through the publisher’s Blueprint division, headed up by industry veteran Lou Castle. Under its arrangement with EA, Armature’s small team was to serve as an incubator of intellectual property for the gaming giant‚ & developing various concepts and prototypes that would then be handed off to another team, with Armature’s staff keeping a close eye on the projects. The Armature deal was one part of Blueprint’s overall mission to figure out ways to counter the rising cost of game development. […] Unfortunately, two months after Armature’s public debut, EA shuttered the Blueprint division, which likely caused the relationship between the two to go south.”
Between 2010 and 2011 Armature were working on an interesting action adventure game, featuring a young protagonist and a robot, somehow similar to Studio Ghibli’s anime “Laputa: Castle in the Sky“. From the few images and footage available it seems players would have been able to explore a sci-fi, post-apocalypse world, with the help of that strange mech. The robot could destroy walls in a cavern and it seems to have an independent AI with its own emotions, as seen in the scene where it covers the protagonist from the rain.
Unfortunately the project was not completed at the time, probably with no publisher interested in funding the full game. Armature switched their time and resources to work on “Metal Gear Solid HD Collection” and “Batman: Arkham Origins Blackgate”.
In 2014 the team started working with Keiji Inafune on a new project for Microsoft, titled “ReCore”. This new game show a few similarities with their old prototype, such as the post-apocalypse world and the use of robot companions. That’s why we’d like to indicate this old prototype as “PreCore”, even if we don’t know it’s original title at the moment.
We can speculate Armature were somehow able to reuse some concepts and models from their prototype to develop ReCore. We hope one day to learn more about this and all their other cancelled projects from the late ‘00s.
Metro Panic is a cancelled RPG that was in development by Nichibutsu (Nihon Bussan) for Game Boy in early ‘90s. From the only screenshot found by Celine in Famitsu (Issue from 92/09/18) we can speculate it was some kind of adventure game set in subway stations?
It may have been somehow related to Nichibutsu’s Tube Panic, a 1984 shooter that seems to have been the first “3D game” (it used tubular vortex levels) developed in Japan. Or maybe they just use a similar / same title because they already own the copyright for it.
This could have a been a lost masterpiece for the GameBoy, or just another forgotten RPG. We hope someone could find more details still hidden away in some old japanese magazines.
“Metro panic (provisional)
A thrilling and suspense chase over Tokyo’s subway! This is also a Game Boy but the title has been discontinued.
The stage is a complicated Tokyo subway. Children who come to play from the countryside get lost on the Tokyo subway. Players act as runners or chasers. Runners find the children and get away to the target station. Chaser will help you chase it. As a rule, it seems to be something like a tag game. Of course, it seems that communication battle was also possible.
You can confirm that the actual route and station name appear in the screen picture. According to the description, it seems that there was also a mode that can actually search the subway map.
Was it a problem that Tokyo local was, I do not know if I did not get a subway permit, It is a pity that it has been discontinued for interesting content as a plan.”
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