Wipeout Pulse is a racing game developed by Sony Studio Liverpool for the PSP, sequel to Wipeout Pure.
Before the game was released in late 2007, a promotional UMD was released in both Europe and North America. This contained some material not seen in the final game, the most interesting of which was the AI Race mode.
This was available in the Racebox section of the game, allowing the player to select the track and difficulty of the race between a group of AI controlled vehicles. The D-pad allowed the player to switch the camera between different vehicles, as well as selecting the camaera angle.
As in the final game, the Photo Mode was available, allowing screenshots to be saved to the memory stick.
At E3 2002 Sega , in conjunction with Nintendo, showed a new exclusive Phantasy Star Online game which had a focus on card based battles, named PSO Card Battle. In the end the game evolved and was released as Phantasy Star Online Episode III: C.A.R.D. Revolution for Gamecube. However what is little known is that when unveiled for the first time at that trade show, the game was a premiere title for a new Nintendo pheriperal: a small LCD screen attached to the system.
At its developer roundtable that year Nintendo revealed Sega new project with a brief trailer and Yuji Naka explained how the idea for the game sprung from Nintendo’s idea to develop a portable screen for the GameCube and create the ability to link four GameCubes together for portable multiplayer gameplay. GameCube linkup feature and portability weren’t the only reasons to use the quirky device in fact Nintendo kept secret the most amusing feature behind the screen that is the ability to display stereoscopic images without requiring special glasses.
Only many years later, when the company was ready to launch its new autostereoscopic handheld system, Iwata confirmed the true nature of the the portable screen showed at E3 2002. So it’s more than likely that PSO Card Battle was one of the first 3D games for Gamecube, the genre is ideal to show off popup graphics, along with Luigi’s Mansion and probably Metroid Prime ( another game displayed on the little LCD screen in that faithful event ).
Katana is the WIP project name of a cancelled game that was pitched for the Xbox in 2002, by Tosym Corporation (?). In january 2009 a government agent has accidentally leaked several gigs of personal, business and government files: between those files, there was also the Katana game proposal. The project was probably cancelled in early development, with only few concepts done.
[…] the Japanese bureaucrat opened several well-known trojans that are often embedded in files found in filesharing programs Winny or Share, which upload and distribute files to uploaders specified by the virus. […]
Dubbed Katana, the leaked Xbox game submission was never made and was a proposal submitted back in 2002 under a company the agent previously ran. The proposed game is cringe worthy Final Fantasy-esque RPG stuff, complete with some hooky story involving nine stories, 100-player online multiplayer duel, and the possibility of having Janne Darc, Jack the Ripper, Ned Kelly, Musashi Miyamoto and Bruce Lee battle each other.
As we can read on wikipedia, Crash Twinsanity is an platform game developed by Traveller’s Tales and published by Vivendi Universal for the PlayStation 2 and the Xbox. It was released in North America on October 2004, while a Nintendo GameCube version was planned but canceled for undisclosed reasons. In the videos below you can see removed and different parts from Crash Twinsanity beta version, as the lost level “Gone a bit coco”. If you can notice more beta differences, please let us know!
Thanks to Retroguy205 for the contribution!
Videos:
The music for the removed level, Gone a Bit Coco, can also be heard in the video below.
The LaserActive Preservation Project is a new blog that is working to preserve documents about the obscure Pioneer LaserActive console and its beta / cancelled games. Below you can see an interesting video full of unseen Laseractive titles and thanks to the project team we have some more info about what we can see in there:
2:23, 2:25, 6:24 – 6:27, 6:41, : Unknown Title #1. Could have been a proof-of-concept mockup, or footage of an unreleased game. Due to the disparity in image quality, it’s probably the former.
6:46: Unknown Title #2: Maybe footage from Goku proof-of-concept?
5:44 – 5:57, 6:28 – 6:30: Goku [SEGA MEGA-LD, 1995] (BETA). Early CGI footage, may or may not have been used in the final game.
6:31 – 6:33, 6:38, 6:45 – 6:47, 8:58 – 9:43: Pyramid Patrol [SEGA MEGA-LD, 1993] (BETA). Identical to the finished product except for a different crosshair animation when charged shot is fully charged, as well as different enemy placement.
12:36 – 13:15: Hi-Roller Battle [SEGA MEGA-LD, 1993] (BETA). No HUD or enemies implemented in this build of the game. Looks to be a recording of a computer workstation exploring the unfinished game area in real time; it is definitely not being played on a LaserActive, which could not support real-time rendering of 3D environments.
13:57 – 14:26: Vajra [NEC LD-ROM2, 1993] (BETA). No healthbars or score implemented in this build of the game.
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