New Cancelled Games & Their Lost Media Added to the Archive

Mercenaries 3: No Limits [Cancelled – PS3, Xbox 360]

Pandemic Studios was the company who developed the Mercenaries series and unfortunately it was shut down in 2009, forcing the studio to cancel 2 projects they were currently working on at the time: Mercenaries 3: No Limits and Mercs Inc.

Mercenaries 3: No Limits would have been the next game in the series following the releases of the first two games: Mercenaries: Playground of Destruction (2005) and its sequel Mercenaries 2: World in Flames (2008). It was meant to be somewhat the same as the previous two games, an open world 3rd person action shooter with some improvements to the formula.

It is sad and frustrating that Pandemic was shut down as there clearly was a passion behind the creation of this new project. EA boss John Riccitielo at the time really wanted Mercenaries 3 to be released and he confirmed during an interview that if it was up to him that it could go on for a very long time.. going as far as a Mercenaries 10 release.

An article by Cnet explains well the financial struggles EA endured in 2009 and the reason why they felt the need to close Pandemic:

“An Electronic Arts spokesperson confirmed the news to CNET, but called it a consolidation rather than a closing, saying that the company merged Pandemic with EA’s nearby LA campus. The core team of developers integrated into EA will continue to work on Pandemic properties.

Hit by weak game sales, EA has been hurting since last year when it warned that 2009 would be a tough one. The company said at the time that it would need to cut staff, trim product lines, and close studios. EA initially announced job cuts of 10 percent of its workforce, then later revised that to 11 percent. In January, EA also jettisoned Pandemic’s studio in Brisbane, Australia.”

Since the studio closed in 2009 and their last game was released in 2008, Mercenaries 3 didn’t go very far into development. For that reason, not much is known about the game and most of it is sadly up to speculation. Fortunately, we do have a little video showing gameplay footage of what could have been, showing off core mechanics for a few minutes with audio commentary.

During the video, there is a radio conversation between the main character and what we can presume is their boss giving them the mission. The game is set in Cuba 2017 and the protagonist is given directives to meet and escort a journalist for the Russian mafia. You meet her inside a church in an animated black and white placeholder cutscene and shortly afterwards they both drive to where the journalist needs to find proof that ‘Blackfire’ has deployed combat drones. The video ends abruptly with the main character trying to shoot a drone with a machine gun and then with a bazooka.

Since the main character in that video is a character never before seen in the series, it is very likely that its model was a placeholder used for testing purposes until they would have finished creating the real main character for this new game, or maybe it was meant to be a different hero this time around. Sadly we do not have more information about this.

There may still be hope for Mercenaries 3 or for the series in general to make a comeback eventually. EA has continued to renew their ownership of the Mercs3 domain in February this year in 2018 and it is set to expire next year in February 2019.

Article by Alex Bérubé

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Three unreleased PlayStation games appear on eBay

We received details about a few interesting unreleased PS1 / PS2 games that recently appeared on eBay. A couple of these are English versions of Japan-only games which existence was unconfirmed until now, while the third one is a completely cancelled flight combat sim (Update: “Iron Eagle Max” was released as “Side Winder Max” in Japan, thanks to Ozzy2k for the info!):

Every blue moon, something truly special appears on eBay that is undeniably incredible. In this instance, not one, not two, but THREE incredible items have popped up. One unreleased PSX game in final form, and two PS2 games!

PANZER FRONT BIS: Panzer Front Bis. is a follow up to the acclaimed Panzer Front game. Only released in the Japanese language, Panzer Front bis. now has a full and final release in the English language:

You can find the eBay auction listing here.

 

POLAROID PETE: Polaroid Pete is the canceled and unreleased English translation of the critically acclaimed Japanese game “Gekisha Boy Gekibo 2”, which has garnered cult classic status.

The game was preserved online on Archive.org in 2020 thanks to Alon Faifer!

You can find the eBay auction listing here.

 

IRON EAGLE MAX: Iron Eagle Max is an unreleased fighter pilot flight sim. Gameplay has a complete and polished feel. The only information we were able to track down about this game is an old article, cementing it’s legitimacy as a press review disc.

You can find the eBay auction listing here.

The eBay seller has a shop full of other very rare video game memorabilia and betas as well.

Bonk 64 (Ultra Genjin) [N64 – Cancelled]

Bonk (also known as “PC Genjin” in Japan and “BC Kid” in Europe) is the name of the main character in a series of platforming games that was started on the PC Engine in 1990 when the first title, Bonk’s Adventure, was developed by Hudson. Bonk soon became the mascot of Hudson in an 8/16-bit market filled with mascot-platformers (Mario, Sonic, etc.) and they released a few sequels for PC Engine and Super Famicom.

When Nintendo announced their Ultra 64 in late 1994 many Japanese companies started to plan 3D versions of their main properties for the 64 bit console and with the showcase of Mario 64 it looked like 3D platforming was finally finding its roots. At the time Hudson had a very good relationship with Nintendo, in 1997 they released Dual Heroes and Bomberman 64, while sometime later they also co-developed Mario Party together, a title that became a popular hit with the N64 user-base.

What most gamers do not know is that in 1995 Hudson in cooperation with A.I Studio (the team that already worked on other PC Genjin titles) were also planning a new, exclusive Bonk game for the Ultra 64, tentatively titled “Ultra Genjin”, that would have been the first 3D Bonk game to be released.

Unfortunately the Ultra Genjin team was still not used to creating 3D platforming games and they were not sure about how to develop this new version of Bonk or how to implement its characteristic 2D design into 3D graphics. In the end they decided to cancel the project and focus on other titles. The images you can see on this page are the only remaining documents on the development of Ultra Genjin with the first draft of Bonk in 3D.

bonk 64 Ultra Genjin Nintendo64 cancelled

bonk 64 Ultra Genjin Nintendo64 cancelled

After some years Hudson and A.I took the early work they had done on Bonk 64 to develop Bomberman Hero which was finally released in 1998 on the N64. As we can read in an interview by GDRI with Shouichi Yoshikawa:

GDRI: What happened with Ultra Genjin [N64]?

Yoshikawa: Ultra Genjin was being planned during the game industry’s transition from 2D to 3D games. I studied the practical aspects of this quite a bit, but I think that nobody really knew what should be done with games at the time. As a result of trial and error, we were able to adapt the design for Ultra Genjin to Bomberman Hero.”

The last original Bonk game released for consoles remains Cho Genjin 2, published in 1995 for the Super Famicom and the series never had a proper 3D incarnation. Other 3D Bonk games were cancelled many years later including Bonk 3D for Nintendo 3DS and Bonk: Brink of Extinction for Wii, Xbox 360 and PlayStation 3.

Because of several financial losses Hudson sold most of its shares to Konami and in 2012 Hudson Soft Co. Ltd completely ceased to exist and fully merged with Konami, losing all of their IPs. It’s currently unknown if we’ll ever see another Bonk game in the future.

Satellite Man [SNES – Cancelled]

Satellite Man was a scrapped, albeit completely finished, game for the SNES by Japanese developer T&E Soft. The game was a comedic side-scrolling brawler akin to Final Fight that featured Satellite Man, a superhero who could harness the power of satellites, as he attempted to make his way to the moon to save it from an evil mastermind who claimed it for himself.

satellite-man-snes-super-famicom-cancelled

Details of the game are scarce as few people have seen it and it is unlikely that any of it remains to this day, but descriptions of the game by its developers reveal that the game had an absurd sense of humor, such as the fact that the titular hero is broke and has to hitch a ride to the moon on a NASA rocket ship.

The game’s bosses reflected this comedic style as well with “Baron Engine”, a man with a v8 engine for a body who chased the player around in a child’s toy car, a bee who carried explosives appropriately named “Dynamite Bee” and “Captain Go”, an Apollo Lunar Module with a dangling body and a face of a man from T&E’s sales department.

satellite-man-snes-super-famicom-cancelled

Unlike some of the other side-scrolling fighters at the time Satellite Man was single player only and had a button for punches, kicks, grabs and special attacks.  There were three special attacks, two of which were the ability to shoot down a damaging beam from a satellite and the ability to create two shadow versions of yourself to help fight.  These special moves were unlocked by filling a recharging “satellite bar” and the player could use three special attacks in a row if the bar was fully charged. In an attempt to make the game seem more like an American comic book the developers added text bubbles like “BOOM” and “POW” that would pop up when enemies were hit.

Despite being 100% finished after half a year of development the game never saw the light of day.  This was mostly due to the fact that one of the developers handed a copy of the game to company co-founder Eiji Yokoyama and promised him he would laugh every 30 seconds, to which Yokoyama responded by not laughing once throughout the entire game.

The developers also chalk it up to the fact that T&E had recently worked on the SNES version of Rise of the Robots, a critical and financial failure that is lauded as one of the worst fighting games of all time, and didn’t think they could sell another fighting game so soon afterwards. As many other lost SNES games, not much remains from Satellite Man: a single screenshot was found by Arc Hound in the Mar. ’93 issue of Micom BASIC Magazine, while a sketch and few memories from former T&E Soft developers were published by John Szczepaniak on the “The Untold History of Japanese Game Developers Volume 2”.

Article by Tristan Avery, thanks to John for the contribution!

Banjo X (Threeie) [Xbox – Cancelled]

Banjo X was to be the third installment to the Banjo Kazooie franchise, slated to be released for the original Xbox. Initially the game was being developed in 2004 by Rare as a straight remake of the first game, with enhanced graphics and gameplay for the new console.

Supposedly, the characters in Banjo X were to break the 4th wall, so to speak, and gradually become aware that the game was a remake of the original Nintendo 64 version.  The farther along the player got in the game, the more things would shift directions from the original Banjo Kazooie.  It would have been at this point when the characters would become aware that they were in a remake of the original game and attempt to alter the plot in a different way. Rare had already experimented with the remake of Conker’s Bad Fur Day, adding a few different situations in the early parts of the game to surprise players who knew the original version, it seemed only right to expand a similar concept in Banjo X.

The world found out about this lost game in late 2011 / early 2012 when Xbox executable files (dated June 2004) for a title named “Banjo X” were found by PtoP Online on an old Xbox development kit. These files were missing many of the characteristic that would have been needed to run the prototype, but someone managed to break them open and find some clues. Unfortunately, the game doesn’t do much when attempting to access it.

Depending on the file launched, a black command screen will pop up, showing files missing and an error message. It was expected that the game wouldn’t work due to these missing assets, but the fact that it boots shows that something was being worked on at some point. One user was able to extract an early 3D model of Mumbo.

Names for new Banjo abilities and items were also discovered in these executable files. Some of these include: Springy Shoes, Rocket Sneakers, Metal Feathers, Aviator Goggles, Invisibility Chocolates, Big Feathers, Bag of Eggs, and Diamond Beak.

During Banjo X’s development, the idea of having Gruntilda and Banjo attempting to accomplish the same task at the same time was attempted. Gregg Mayles wanted Gruntilda to interfere with Banjo during gameplay and make things much harder for the player.  However, the team at Rare thought the idea would have required a very complex AI in order for it to do what they wanted.  This concept was quickly scrapped after this realization.

Even though the game supposedly didn’t get very far into development, Steve Mayles tweeted out early character models he made for Banjo X. One was Mr. Termite, and the other was Conga.

Designer Ed Bryan also tweeted out a rendition of a reimagined Mumbo and Tiptup, made around 2004 .

Steve Mayles also confirmed in a twitter response that he remembers seeing a 4 player co-op mode during Banjo X’s development. It was during this time that a separate team at Rare began working on a Mario Kart style game with the Banjo Kazooie IP, under the name “Banjo Kazoomie”.  The major concept that made it stand out was the fact that the player was able to build their own vehicle to use.

Banjo Kazoomie didn’t get very far in development but many of its ideas were later reused in Nuts & Bolts. According to designer Gregg Mayles, “Rare thought this would be a “hard sell,”, and that “players would expect a whole new game”.  It was clear that there were not many reasons to continue working on Banjo X for the original Xbox and the team soon moved their plans to the new Xbox 360.

The new Banjo game would have been a completely different game and Rare began brainstorming ideas of how players traveled in platformers. They wanted to make the trip to the overall objection as fun as possible. This is when they decided to combine the Banjo Kazoomie idea with the worlds for Banjo X.  The team only got as far as the first level and as soon as vehicles became incorporated with the game, Mumbo’s Mountain had to be altered to a much larger size in order to have proper usage of the vehicles.

Unfortunately, the interesting idea of a breaking-the-4th-wall remake with multiplayer coop for Banjo Kazooie never saw the light of day. But in the end, Rare was still able to release a third entry in the Banjo series with Nuts & Bolts, even if feedback from the fans was mixed.

Article by Karl Gutierrez & monokoma

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