Mario Golf: Advance Tour is an RPG-styled sport game developed by Camelot Software Planning and published by Nintendo for the Game Boy Advance in 2004. The game is the sequel to the Game Boy Color version of Mario Golf. [Info from Wikipedia]
Robert Seddon has recorded an interesting video about some of the debug rooms and unused areas that can be found in the Mario Golf: Advance Tour game code thanks to the Atrius’s Golden Sun: The Lost Age editor (as both games use the same engine). We can even notice some GBC-alike sprites, probably used as placeholders. The beta” foyer had some different details as you can notice from this comparison:
As we can read from Castlevania Wiki, Castlevania: The Bloodletting is a cancelled Castlevania game that was intended to be released for the Sega 32X add-on for the Sega Genesis console sometime in 1996 or 1997. A single sprite for three characters are all that remain of this game. Through later interviews with Iga, it has been revealed that the game was intended to feature Richter Belmont, Maria Renard, and a rival to Richter.
Although announced for the Sega 32x (including two reported, although currently unrecovered, screenshots), the game soon disappeared from the radar. Sometime thereafter, Symphony of the Night was announced for the PlayStation.
As noted by Celine:
“Konami showed new installments to some major franchises, with Parodius on display, as well as Dracula X for the SNES. There was also Castlevania: The Bloodletting images to look at, a new Castlevania, which was being planned for the 32X. However, the team working on this game was eventually swallowed up by the Symphony of the Night team, and Bloodletting was no more.”
Also, James found this short ads about Castlevania: The Bloodletting from a 1995 Konami CES brochures, in which the game was promoted as a Playstation / Saturn title.
Unreal is a FPS developed by Epic Games and Digital Extremes and published by GT Interactive in 1998. Originally, Unreal was going to be a Quake-style shooter: earlier screens showed a large status bar and centered weapons, similar to Doom and Quake. The main character was also going to be a woman, however in the final version the main character’s gender is selectable in the game’s “player setup” screen, though the default is a female character named Gina. One of the weapons shown in early screenshots was the “Quadshot”, a four-barreled shotgun. The model remains in-game, while there is no code for the weapon to function. Another weapon shown was a different pistol, however this may have just been an early version of the Automag. At one point the rifle could fire three shots at once, which is wrongly stated as the alternate fire in the Unreal manual that comes with the Unreal Anthology.
As development progressed, various levels were cut from development. A few of these levels reappeared in the Return to Na Pali expansion pack. A number of enemies from early versions are present in the released software but with variations and improvements to their look. One monster that didn’t make the cut was a dragon. [Info from Wikipedia]
Various Unreal beta builds were leaked online and thanks to Leo some of those files were fixed to play them better. You can download these files in here. Some other early demos can be find at Unreal Services:
Unreal TechDemo 1995 (Size: 2.27 MB) A unique piece of Unreal’s history: A playable technology demo from 1995. The demo contains 5 never seen before maps with textures and music that did not make it into the final game.
Unreal Beta 1997/98 (Size: 141 MB) Big Unreal demo from 1997, leaked in 1998. An entire beta Unreal version including UnrealED. With many working levels and some levels that are not working or not completed yet. It’s really nice to see how some levels have been improved from this beta on and sad to see that some very good levels have been scrapped later. It also included levels of Return to NaPali, but at that time it was still one game.
Agent 9 is a character from the Spyro The Dragon game series, a space monkey that first appeared in Spyro: Year of the Dragon for the original Playstation. Sometimes in 2003 / 2004, Vivendi Universal wanted to use Agent 9 to be the protagonist of his own platform adventure game, out from the Spyro world.
Vivendi asked to Blue Tongue Entertainment to create the initial concept for this new project, in which Agent 9 became a James-Bond-alike spy, but after a series of focus group with kids, they had to redesign the character to make him more “cool” to appeal more to the right audience. Agent 9 became Prime 8, with a more “hip” look and a gameplay that should have been similar to the Ratchet & Clank series. Sadly, even after this redesign, something went wrong during the development and Prime 8 was never released.
The Blue Tongue project was not the only Agent 9 in development: another pitch was asked to Backbone Entertainment. Backbone created a series of concept designs more true to the original character (as seen in Spyro the Dragon). In the end there were at least 2 different “Agent 9” projects, but we can speculate that Vivendi Universal did not like any of them and these games were never finished.
Clarity Jones from Backbone Entertainment wrote:
Prime 8, which was a game we were developing as a spinoff of Spyro The Dragon, actually eventually became Death JR for the PSP. When Prime 8 was cancelled, we still kept messing around with the engine and eventually Death Jr was conceived.
Thanks a lot to Peter Overstreetfor donating his artworks, created for “Agent9 Backbone”!
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