Stormbringer was the second attempt in creating a videogame based on the character of Elric of Melniboné, the protagonist of several fantasy stories created by the English writer Michael Moorcock. The first attempt (that was also cancelled) was made by Psygnosis for the Playstationand it was simply titled Elric.
We have many info about this project, from various interviews with Sergei Klimov, Managing Director of Snowball Interactive. Here are some quotes from the interview on IGN RPG Vault Network, you can read the full text on the archived version of IGN RPG Vault, part one and part two. Read more
E-Ticket was a prototype pitch for a cancelled interactive tour game developed by Los Angeles-based Heavy Iron Studios Inc., which was commissioned by The Walt Disney Company in 2010. The corporation was looking to create a new game using Microsoft’s Kinect peripheral for the Xbox 360 that would allow players to explore a virtual interpretation of Disney World in Orlando, Florida. Although a completed version of this concept would later be developed by Frontier Developments and released under the name of ‘Kinect Disneyland Adventures‘ in late 2011, E-Ticket represents an early, alternative iteration of the project that took different creative liberties with the setting.
According to three former Heavy Iron Studios employees we spoke with, E-Ticket was conceived when Disney funded the development of a number of prototypes for a Disney World Kinect game at several different studios. Each team was assigned to work on a separate section of the Disney World park. The project, as a whole, was both a technical experiment, as well as a test to see which developer would perform best and be rewarded with a contract to work on the full game.
“The original premise was to build a virtual Disneyland that kids could walk through from the comfort of their own living room.“
Conscripts is a cancelled game that was in development by Software Creations for the Nintendo 64. There are not much info on the project and no images are left, as it was canned in early development, but we know that it was going to be an action / strategy game in which we had to guide to safety some soldiers, with helicopters and tanks, through various battlefield.
The idea was to have many little soldier characters on the screens (swarms of them) in a huge world, but they never got as far as creating the main 3D landscape. The gameplay could have been like a 3D Lemmings, but with a war theme. The Conscripts 64 team was composed by Marc Dawson (director), Weston Samuels (concept arts), Allan Findlay (3D engine) and Francis O’Brien (3D Artist).
The game was cancelled along with many others Software Creations projects for the N64, as Space Jelly, Forever Dragonz, Dead Ahead, Blade & Barrel and Creator, as they moved their resources onto other projects that were paid for by publishers. Even with various teams full of talented developers, probably Software Creations at that time had too many original prototypes in development and they had to cut some of them to switch resources to those project that had more chances to be profitable.
In the end, the only games developed by Software Creations that were released on the Nintendo 64 were Carmageddon, FIFA 99, Hexen, World Cup 98 and a couple of Wayne Gretzky’s 3D Hockey: all their more interesting and original games (like Conscripts 64) were never released.
Thanks to Francis and Allan for their help in preserving some info about this lost game!
Mario Takes America is a cancelled action platformer game that was in development from 1992 to 1994 at the Toronto-based Cigam Entertainment for the ill-fated Philips CD-I console. This was intended to be the third Mario game planned for the CDI, following Hotel Mario and the unreleased Mario Wacky Worlds. It would have formed a trilogy of Nintendo-licensed Mario games published by Philips, just like the infamous Zelda CDI trilogy: Zelda’s Adventure (by Viridis), Zelda: The Wand of Gamelon and Link: The Faces of Evil (by Animation Magic).
Mysteriously, while even the unfinished Wacky Worlds gained some exposure from savvy prototype hunters online, Mario Takes America was since forgotten by the wider world, fading into obscurity, and until recently, next to zero information has been available on it. However, thanks to an anonymous contributor, research by Interactive Dreams, LiamR and a former Cigam employee on the AssemblerGames Forum, we are able to preserve some more memories about this unreleased Mario project. Read more
Super Mario Strikers Charged(also known as Mario Strikers Charged Football in European and Australian territories) was released on the Nintendo Wii in 2007 and created by Next Level Games in partnership with Nintendo. It is the sequel to Super Mario Strikers on the Gamecube.
Before it gained the subtitle ‘Charged’ later in development (a reference to the game’s ‘skillshot’ charging mechanic), the game was initially going under the simple title of ‘Super Mario Strikers 2‘. The original title was scrapped before its first public showing at the “Wii Prove Our Promise” keynote in August 2006.
The original name and logo, before it became Mario Strikers Charged.
More art from early on in development on the game has been found by Unseen64, which offers insight into some of the smaller concepts played around with towards the start of the project.
At one stage, ‘ball launchers‘ were considered as an aesthetic addition to levels. These were machines that would have propelled multiple balls up towards characters during mega strikes. In the final game, these were dropped and only one ball model is shown when a player is able to activate one. Any additional balls earned during the attack’s initiation aren’t shown to the player (up to 6 can be gained at a time); this is a process which happens off screen. These small mechanisms weren’t implemented into the game, as they were viewed as an unnecessary detail that would have needlessly extended the animation sequence.
One of the concepts for the proposed ‘ball launcher’.
Another visual idea that the artists at Next Level experimented with towards the start of development were mechs and other vehicles, which would have decorated the perimeter of certain stages during gameplay. In most of the concept art, these are commonly seen operated by Toads. They would have been dotted around the sides of pitches, acting as security guards and performing other miscellaneous tasks. One concept, for instance, sees one of the Toads operating a crane-like contraption and another in a large digger. Read more
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