New Cancelled Games & Their Lost Media Added to the Archive

[U64 Italian Podcast] Episodio 1.5: Blast Corps

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The Unseen 64 Podcast is only in Italian, sorry!

U64 Podcast: Episodio 1.5 – Bull 64: Blast Corps [59:03] Dopo quasi 6 mesi di assenza e promesse mai mantenute, finalmente lo staff italiano di Unseen 64 si è riunito durante un nevoso pomeriggio invernale, per regalare al nostro fan numero 1 la podcast dei suoi sogni: un ora di discussione sullo sviluppo di Blast Corps, dedicata con amore al nostro caro Rosalex! Durante questo episodio bonus i nostri eroi cercheranno di argomentare le poche informazioni disponibili sulla beta del gioco, con i feedback sul nuovo server, richieste di aiuto, la voce sexy di Reno, fenomenologie sulla direzione retta dei camion nucleari, teorie assurde sul prototipo, le analogie con RC Pro-AM, i veicoli rimossi, i collegamenti con Jet Force Gemini, rivelazioni su Donkey Kong Racing ed altre piccanti rumors sulle beta di casa RAREware, le tecniche per avvicinare gli sviluppatori, il mistero della scomparsa di Tim Spampers e le preoccupazioni sul camionista nucleare. Come perdere un’altra ora della vostra vita? Ecco la risposta più nerd.  >> U64 Episodio 1.5 – Download Versione in MP3

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U64 2009 Fundraise: donate now.

What: rising money
Why: to pay the server that keeps up Unseen 64
How: your donations
When: now!
Why: because you love unseen games.

Unseen 64 is an independent site.  No money is generated from our work so we must pay each and every server bill ourselves. If you want to help Unseen 64 to survive and if you can donate some of your love, we accept contributions through PayPal / Credit Card. You can just donate how much or little you want. Every cent is really appreciated and sent towards the U64 Archive. Thank you for even reading this :)

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Thank you <3

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In the last few months it was an hard time for U64, with lots of server problems and the high cost of traffic, we had to search for more donations and for a cheaper server. At last we were able to find a good server for cheap, but it had a monthly bandwidth limit.. so in December 2008 we had to “close” the site to not going down and only U64-members were able to login.

Later we had some talk with our server provider: they are really a lovely group of geeks, they made us a great offert so we should be able to re-open the site for everyone soon and this time we should have more bandwidth.

Thanks to all the people that have donated for the cause (Gilgalegrouik, Stereo, Miccha, Shoyz, Annah & Bamper), we were able to pay most of of the bill for 2009! We should be able to pay the rest with the various banners / ads, so there are hopes to see Unseen 64  everyday without too many problems :) Thanks again to all the donators! We really appreciate your love. If more people want to help too, all the exceeding funds will be used for the next year server bill and emergency costs.

The cancelled NiGHTS for X360 & PS3

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Nights: Journey of Dreams for the Wii is the sequel to the 1996 Sega Saturn title Nights into Dreams and the fourth game developed by Sega Studio USA. It seems that “NiGHTS 2” was going to be a game for the Xbox 360 and PS3, before being “cancelled” and “ported” to the Wii. Thanks to this article on TsszNews we can read some rants from a developer that worked on the X360 / PS3 Nights before the change: “In particular, it reveals an internal strife between Sonic Team and Sega of Japan, highlighted by the fact that NiGHTS: Journey of Dreams was originally developed as an Xbox 360 and Playstation 3 title – going so far as to say he played an Xbox 360 build of NiGHTS at one point. Upon witnessing the overnight success of the Wii, Sega of Japan apparently forced Sonic Team to retool the game for Nintendo’s lower-spec platform, something its producer (Takashi Iizuka) was not happy about. Despite the shift in platform, the game’s fast-approaching release date and limited development budget remained firmly unchanged, giving Sonic Team roughly one year to rebuild NiGHTS exclusively for the Wii (when most games typically take two years or more to develop).”

We’ll try to find screens from this version. We wonder how much far in development it was and if it was going to be different from the final game, apart from the obvius graphic differences.

Final Fight: Seven Sons [PS2 – Cancelled]

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FF: Seven Sons was a prototype for a new Final Fight game that was in development at Capcom Studio 8 before FF: Streetwise. In fact Streetwise was the second attempt for a Ps2 Final Fight. The original FF project for the PS2 was know as “Final Fight: Seven Sons”, but it was never released. The camera in Seven Sons was set on a cambox principle that roughly “imitated” a railcam system and the feel was similar to playing the old 2D games.  It felt very much like a traditional Final Fight incarnation that had leaped from 2D to 3D. The game had a cel shaded graphic, with toonish gritty backgrounds.

When told by corporate that, “The game while fun to play, was visually not suited for its core audience”. The message was misinterpreted by the team as saying, “We don’t like it at all, continue with the brawler aspect with a theme American gamers could appreciate”. The original gameplay core that was established with Seven Sons was swept away making way for “Streetwise”, (Mass urban thug appeal in an already over-saturated market) and it was all downhill from there. Even with a fun playable beta, Final Fight: Seven Sons was cancelled because of marketing decisions and the released FF: Streetwise was very different from what the team had originally in mind.

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Video:

Translation for the Chrono Trigger prerelease video

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In the 90s the SNES produced some of gaming’s finest RPGS.  Great classics such as Final Fantasy 4 and 6 kept American audiences entertained, while Japanese gamers had greats such as the original Star Ocean. Entertaining both audiences was the timeless classic Chrono Trigger. Now years later the rise of the internet has put fans together and given those interested the ability to search for in game beta. Notable finds have been made, such as the music from the fabled “Singing Mountain,” and the demo rom.  Now thanks to gamers/fans/translators Glitterberri and Gekkahiro we can read in good ole English a translation of this video  that has been floating around the web for some time now.

Play the vid and you can follow along with the following translation.

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