New Cancelled Games & Their Lost Media Added to the Archive

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:

    RACE3DMODE> Goes into the 3d mode debug options (Stadium, City Trail and Air Ride)
    RACE3DMODE> Goes into Top Ride debug menu (insanely complicated menu in Japanese);
    OPTION MODE> Some options such as sound option;
    PAL MODE> Sets the language (PAL ONLY) to Europe ;
    CLEARCHECK> If enabled, all the check lists will be completed 100%;
    SOUND TEST> A menu will pop which will be sound test. You can listen to both music and SFX;
    RUMBLE TEST> Tests the rumble feature;
    MOVIE TEST> Displays 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 TEST> Show the 3 endings.;
    LAN EMULATE> Lan testing feature.;
    LAN MENU TEST> Displays 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:

     

    Savannah [Xbox 360 – Prototype]

    Savannah was one of various prototypes in development at Rare Ltd. during 2006/2007. As the project remained in prototype stage and was not greenlit, only few elements were set in stone, but it could have been some sort of nature simulator, more than a realistic Viva Pinata. Sadly we don’t know exactly for which kind of gameplay these models could have been planned to, and sadly we’ll probably never know, as the project was lost forever in one of many Rare’s internal restructures. Only few images and animations remains to preserve the existence of this project.

    In an interview with a former Rare employee by Emily Rogers on Not Enough Shaders we can read some more info on Savannah:

    “Savannah” was the brain child of Phil Dunne. Phil’s concept was to create a realistic savannah environment where you raised a lion cub from birth to its adult life, teaching it survival and social skills to survive the harsh life in the wild. We knew of the Kinect coming out but we had no real info on how good it was, but the plan was to try and use that technology in “Savannah”.

    It was an interesting concept and it was fun to work on, we really tried to push the technology of the 360 to get the most out of the graphics.  The lions and Hyenas were using a custom shell system for the fur, and with the help of a great programmer called Cliff Ramshaw, I think we got some of the nicest looking in-game fur I’ve seen.

    It was only ever a prototype, and it never got a green light.

    Thanks to Otrant for the contribution!

    Images:

    Animations Videos:

    Limbo [Xbox 360 – Beta]

    Limbo is a puzzle/platform game created by Playdead and released for Xbox Live Arcade in 2010. In a interview at IGN, Arnt Jansen, the designer of  the game, makes some interesting observations about the development of Limbo:

    “I think we ditched seventy percent of our ideas,” Jensen said. “Mainly because it looked too much like something else, was too big a cliché.

    One thing I noticed in playing through the game is the shift from heavily scripted events in the beginning (e.g. the constant presence of other children, the emergence of the spider, the dashes over collapsing terrain) to a more lonely and puzzle-centric second half of the game. “Maybe I’m picking at a wound,” I told Jensen when I asked if this shift was intentional.

    “It’s a big wound,” he said, looking into his lap and smiling to himself. This wasn’t, in fact, the plan.

    “I think I was a lot more involved in the first half of it,” Jensen said. “It was before [puzzle designer] Jebbe started doing more of those hardcore puzzles. I think it was much more about feelings and doing small stories. You were supposed to meet the spider in the gravity puzzles. It was just really hard to pull off and we were too small a team to make it. I had some crazy ideas, some big ideas.”

    Also,in the screenshots and in the video below we can see the 2006 concept version.

    Images

    Videos

    Nintendo DS Debug Cartridge

    Sometime ago a Nintendo DS debug cartridge was sold on eBay and a couple of weeks ago the rom of that cart was shared and preserved online (NINTENDO DS NTR DEBUG) thanks to NintendyFan from the GBAtemp Form. There is some interesting stuff that we can see in this DS debug cart, such as weird icons, models of Nintendo characters and music from Mario Kart 64 (?!?). We are not sure why they chose such kind of strange images and sounds to test the Nintendo DS hardware, but it could be possible that hidden in the rom’s code there could be even more unusual / beta files, just like in that old SNES debug / hardware test cart. Does anyone want to try to find them?

    In order to get to the menu, you have to hold Start + Select when launching the ROM.

    Here’s the description from the eBay auction:

    Up for grabs is a Debug Mode / Dev cartridge for the Original Nintendo DS and DS Lite Models of handhelds. I have never seen anything quite like this before on the market. We received a few of these, totally smashed and broken up, however we were able to recover this cart and get it to load up. It was tested on each model of DSi including the 3DS, but would error out. This is because the cart is specific to testing on the original DS software on the older handhelds. This is an official Nintendo cart that was apparently supposed to be decommissioned before being tossed out, but whoever attempted to break this one didn’t do a thorough enough job.

    As you can see from the photos and video, the date on the program is August 18th, 2004; which is 3 months before the handheld was released anywhere in the world! The Product ID on the back of the cart reads: NTR-005

    Videos: