As games like Call of Duty were really big at the time, in 2005 / 2006 Terminal Reality created a prototype / demo for a military FPS set in Iraq, to pitch it to various publishers. One of these publisher saw the demo and loved it, but said they wanted to make a different game, not a military shooter. That “other” game became the new Ghostbusters which was released in 2009 for Xbox 360, Playstation 3, PS2 and Wii. The military shooter remained just a nice tech demo and never became a full game.
GlitterBerri has finished translating the Chrono Cross Ultimania interview in which we can read various information about some plans they had during development that they never used in the final game! You can read the full interview onBerriBlue or in the Chrono Compendium.
Around the time we began development we had plans to do a short game where we were thinking you’d be able to recruit lots of allies and enjoy the variations in the messages and events. To top it off, we’d planned to have it so that you could befriend anyone in town. Using both the battle and the talk button, you’d gradually increase your number of allies. But we limited it at the extent you’d expect, first at 64 characters and then in the end it was decreased to 45.
Actually, we’d gone as far as talking about giving each character an ending. Each ending would fork into 3, depending on the conditions, resulting in 120 in all! … When talk turned to who was going to make all of these, the idea soon died out.
There were several events that weren’t disarded, but just couldn’t be put in due to time constraints. We wanted to have events for all the allies. We had a variety of thoughts concerning Zoah, for example.
Milo and the Rainbow Nasties was going to be an action game / platform in which the player would had to bring the colors back to the world after some weird bugs consumed it all. Originally the game was in development by Warthog Games for the XBOX, Playstation 2 and GameCube, but then it became a Gizmondo exclusive (as it happened with Johnny Whatever), untill its final cancellation. In February 2006, the owners of Warthog, Tiger Telematics, went bankrupt and therefore all their games were cancelled.
The concept of this game was never detailed considering it had a short lifespan, the gist of the plot was the world in which the player was in is overcome with darkness / bug creatures. The player was to clean this world using color, the concept was very similar to Super Mario Sunshine.
From the early version of the game to the final release, there was not much difference. Some were minor differences such as a cut weapon like the AT4 or more noticeable ones being an original look for the Ultranationalist enemies. In the first trailer for the game, Imran Zakhaev was seen with both his arms in the Coup level. In the final game you would have actually shot one of his arms off.
As Earthwormjim amd SezZ have make us to notice, there are some deleted single player missions still left in the game code:
Beyond Oasis (aka Story of Thor in Japan/Europe) is an action rpg developed by Ancient and published by SEGA in 1994.
Alert reader Servbot01 found a beta version of the game (check the video below):
It’s a strange version of Beyond Oasis for Mega Drive/Genesis, probably an early beta. It comes on an old Smash Pack collection for Dreamcast. Features a new enemy (it shows blood when defeated), new (but locked) items like a spear, a teleport system, different music, and other things.
The beta is freely available on the internet. Also, there are some sound effects from Streets of Rage (Yuzo koshiro scored both games).
It’s a very interesting build, so let’s have a little look at the most important changes:
The three different title screens. The EUR version is the same as the japanese one (minus the ideograms of course)
Interestingly, the final debug shows 28 areas compared to the 27 of the beta build.
The spear was completely removed from the final game. Unfortunately it’s just an icon, we can’t use it in the beta.
The guy with the horns is nowhere to be found in the final version.
In the beta we can find some random items in the field. Probably they are there just for testing purposes.
In the beta every building lacks a door and we can’t talk to anyone.
I wonder why they changed the position of this character.
Originally the elder was outside his house. Probably he was there just because the developers were still creating the inside of the building.
In the final version they added a fire and some enemies near the bridge.
Some small changes to the area around the bidge.
In the final version there is a trap room where we have to jump over waves. In the beta this room is still empty.
In the final room of the beta temple the water spirit is nowhere to be found.
No door and no siren statues in the upper floor of the royal palace.
The village is still empty and it lacks some objects
The beach
The mountain
The marshes
The castle on the summit of the mountain became much bigger in the final version. They added an elegant set of stairs too.
Now the sky looks much more realistic with those nice clouds.
I wonder why they changed the sea, in the beta it looks much better. Maybe the developers encountered some technical issues when they were testing the enemies in the water ?
The crater
As always, if you know more about this beta let us know!
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