Three Tribes was announced in November of 2004 in a press release by its Dutch developer Two Tribes as an action puzzle game in an overhead perspective designed for all ages. I could only retrieve the Dutch version of the announcement, archive.org unfortunately didn’t cache a page of the English version. The game was designed for the Gameboy Advance and possibly the Nintendo DS; no release date is given for the game and the company had no publishing partner for the game at the moment of the announcement.
Three Tribes sets the player in control of a shaman whose purpose is to help out the natives he meets with their problems. Interaction between the characters, animals, objects and tools found in the game and with the environment itself would be a central part of solving the various puzzles. The game would be set in the same visual perspective as the 2D Zelda games but with a lot more freedom allowing the player to climb, swim and fly anywhere they wanted to. The game also promised a wide variety of mission objectives. The NDS version would differ from the GBA version in having a multiplayer game editor. The editor would allow players to design their own multiplayer levels and create their own objectives and later share them with friends.
Unfortunately Three Tribes was quietly cancelled; the company never found a publisher for the game. The main cause could have been the declining GBA market but I also cannot retrieve how far development of both versions was. I could find only a couple of GBA screenshots and two promotional videos (see below) and absolutely no information on the Nintendo DS version. On the current site of Two Tribes the game is briefly mentioned:
„In the meantime, we’d spent two years developing a physics puzzle adventure game called Three Tribes for Game Boy Advance, though it turned out to be impossible to find a publisher for such an ambitious concept.
The game was stated way into 2010 on the Two Tribes website as a Gameboy Advance title “In development”. After a refreshment of the website later that year the game vanished of the radar and was no longer mentioned. The game still hasn’t vanished completely as its promotional website is still (partly) online. But I think we can consider it cancelled.
As you probably already know, the Unseen 64 Staff is not the only group of beta geeks that loves to talk about the cuts and changes in the gaming development: online we can find some other great sites dedicated to the beta-researches. Often these groups of gaming archeologist are hidden under the fame of the traditional gaming websites. It’s not always easy to find places with informations about the lost games, but if we can linking togheter all these resourches, we can have a better look at the beta world. The cooperation between the different websites related to the unseen games can help us to better archive, retain, filter and protect those gaming informations and documents that could be forgotten. With this series of interviews we would like to try to introduce the various beta-websites that exist out there, to know a bit more the staff behind them and their thoughs about the gaming unseen. In this first interview we have interviewed Frank Cifaldi, also know as RedEye, the editor in chief of Lost Levels Online. Read the rest of this entry »
Secret of Mana, known in Japan as Seiken Densetsu 2, is an action RPG for the Super Nintendo developed and published by Square. Secret of Mana is the sequel to Final Fantasy Adventure for the Game Boy and the second installment in the Mana video game series. The game was originally going to be a launch title for the SNES CD add-on. After the project was dropped, the game had to be altered to fit onto a standard game cartridge. [Infos from Wikipedia]
Robert Seddon has made us to notice that according to this article, Square was intending to port the game to the Wonderswan. Given that their Romancing SaGa port featured material cut from the original, it’s a shame the Seiken Densetsu 2 port didn’t happen. You can also read more about he beta differences of Secret of Mana on ManaRedux!
In the gallery below you can see various beta screenshots from that Luis has shared with us: there’s an early version of Potos and Pandora Village, different World Map, many unknown locations, the characters that walk in a river (that is not accessible in the final game), an unused character with pink hair, different HUD, beta Gaia Navel (if you have more infos on the differences in these screens, please let us know!), the hero in a weird place in Water Palace and much more! Also, as you can read in the scan the original title for the english version of the game was going to be Final Fantasy Adventure 2.
In the video below the gallery, recored by Shernoubi, we can notice various unused sprites and a debug room!
Thanks a lot to Luis & pantalytron for the contribution!
ENG: This entry in the archive doesn’t have a description yet. If you want to add some info about the beta / cancelled stuff that you see in these images, just write a comment or send us an email! We’ll add your info in this page and your name in the contributors list. Thanks a lot for your help! :)
ITA: Questa pagina dell’archivio non ha ancora una descrizione. Se vuoi aggiungere delle informazioni riguardo le differenze della beta o la descrizione di un gioco cancellato, lasciaci un commento o mandaci una email! Inseriremo le tue informazioni nella pagina ed il tuo nome nella lista dei collaboratori. Grazie per il tuo aiuto! :)
As you probably already know, the Unseen 64 Staff is not the only group of beta geeks that loves to talk about the cuts and changes in the gaming development: online we can find some other great sites dedicated to the beta-researches. Often these groups of gaming archeologist are hidden under the fame of the traditional gaming websites. It’s not always easy to find places with informations about the lost games, but if we can linking togheter all these resourches, we can have a better look at the beta world. The cooperation between the different websites related to the unseen games can help us to better archive, retain, filter and protect those gaming informations and documents that could be forgotten. With this series of interviews we would like to try to introduce the various beta-websites that exist out there, to know a bit more the staff behind them and their thoughs about the gaming unseen. In this first interview we have interviewed Frank Cifaldi, also know as RedEye, the editor in chief of Lost Levels Online.
Unseen64: Hi RedEye! Thanks a lot for this interview, we know that you probably have better things to do than reply to our questions, but we’ll try to be fast :) Would you like to introduce yourself and your site to our readers?
RedEye: My name is Frank Cifaldi, I’m the creator and Editor-In-Chief of LostLevels.org, a site dedicated to games that never made it to market. I am also the Editorial Manager of GameTap.com, Turner Broadcasting’s games-on-demand service, the former features editor of the Webby award-winning game development and business resource Gamasutra.com, a card-carrying member of the IGDA Game Preservation SIG, and an occasional freelance journalist and game dialogue writer.
Unseen64: When did you decide to open Lost Levels and what is the purpose of the site?
RedEye: Lost Levels started life as a natural extension of TheRedEye.net, a strange site I ran from about 1998 to 2001 or so. I enjoyed discovering unique old games, and one of the ones I discovered and uploaded to the site, Hero Quest, happened to be unreleased. To my delight, the game’s programmer, Chris Shrigley, was delighted to be able to play his game in an emulator and share it with anyone else who might be interested. Based on that, I decided that a site dedicated exclusively to unreleased games might be interesting to a certain section of the classic gaming community, so I got the troops together and launched Lost Levels in the summer of 2003, just in time for the Classic Gaming Expo in my hometown of Las Vegas.
Another reason for creating Lost Levels was because I liked writing about games, and thought it might be a good job. A lot of editors ended up liking the site, it was good resume material
Unseen64: How coordinated is the Lost Levels staff? It’s hard to be the “boss” of the site?
RedEye: I honestly don’t even know how we define “staff” anymore. None of us, myself included, dedicate much time to the website these days. The initial list of “staff” members was a tight-knit group of the friends I made online, both through TheRedEye.net and the message board on my friend Danny’s site, The Sardius Experience, that all shared the same passion for unearthing and preserving video game history. You’ll notice that Lost Levels is heavily skewed toward the Nintendo Entertainment System; this is not necessarily intentional, it just happens to be the system that brought us all together in the first place.
I don’t know if I’d consider being the boss difficult, considering how very little we actually manage to get done. It’s hard leading by example, as I’ve become an extraordinarily lazy person since I started getting paid to write about games. Coming home after 8 hours and doing it for free is not something I want to do very often, and my main staff writers – Danny Cowan and Chris Collette – probably feel similarly, as they’ve both become journalists since the site’s launch. That said, I’m extremely pleased with the amount of activity we get on our forums, which has kept Lost Levels alive well past its shelf life.
Unseen64: Which is your favorite “lost game” and why?
RedEye: My favorite unreleased game would have to be Penn & Teller’s Smoke and Mirrors for the SEGA CD. I thought the concept behind Desert Bus was absolutely brilliant when I read about it in an article in EGM way back in the mid-90s, and hadn’t realized the game didn’t come out until recently. Now that it’s on the internet, I’ve seen some amazing stuff, including a nod from Penn Jillette on his podcast, coverage in major print magazines, and a charity run that raised $22,805 for Child’s Play, an organization I support 100%.
Unseen64: Why is it often so hard to find information about lost games?
RedEye: Most publishers can’t officially disclose information about games that they have cancelled or otherwise chosen not to release. These reasons vary from the professional to the legal to the forgetful; people move on, and the remains of the project are buried, lost or worse, destroyed for legal reasons. This is all part of a larger epidemic, what we really need is a funded organization dedicated to preserving video game history. Archives are growing at Stanford and at the University of Texas Center for American History, and I’m starting to see some real headway into preserving history before it’s too late.
Unseen64: Games can be art or at least an important piece of gaming-history, and it’s sad that sometimes we can not have information about their changes or cancellations: how can we convince developers to share their beta stuff, at least after some years from the final game release?
RedEye: I think getting stories and assets safely documented and preserved requires a much larger, sanctioned, organized effort than either of our sites are capable of, something like the ASIFA Animation Archive but for games. I dream of a world where underground efforts like Unseen64 and Lost Levels are no longer necessary. Truthfully, I’d take my site offline and never look back if I became part of a larger, concentrated video game preservation effort (hell, I’ll leave my job behind too if you can keep a roof over my head, anyone listening?).
Unseen64: What are some of your favorite released games?
RedEye: Ten years later, my favorite game is still Grim Fandango, I have never been so completely immersed and in love with a game before or since. The writing was absolutely impeccable, and the art style took me back to my complete adoration for Batman: The Animated Series as a kid. Similar to that, my favorite games are a series of experiences that have never been replicated: Ico was the only game to make me feel true longing and emptiness, the Ouendan series made me understand why people like to dance, Wario Ware made me feel like knowing how to play video games was as much of a cultural institution as knowing the lyrics to Beatles songs, The Secret of Monkey Island was an atom bomb that made me realize that games could be cleverly written pieces of fiction (and singlehandedly revived my interest in them and made me who I am today), and Pac-Man 2: The New Adventures is by far the most overlooked and underappreciated experiment in what an interactive story can be, a statement that I’m sure will sound just as crazy when I’m saying it on my deathbed.
Other games I like that I’m not as poetic about (aka, I just think they’re cool): Deus Ex, the Grand Theft Auto series, the first Katamari Damacy (once was enough, sorry Konami), most of the Lucasarts adventures not mentioned above (Monkey Island 2 and Full Throttle chief among them), Sonic 3 (especially with the add-on), Rock Band (with a group) and Shenmue come to mind at the moment, I’m sure I’m forgetting tons though.
Unseen64: How do you see the “beta culture” that lives in the gaming underground (collectors, beta-nerds, etc)?
RedEye: This is a bit of a loaded and vague question, but I’ll do my best to answer it. I think the “beta culture” is similar to (if not exactly described as, which is the case with me) the person who listens to the commentary track and watches all the bonus features on every DVD that comes through his or her house, even if the movie wasn’t particularly good. I think we’re all completely enamored by the kinds of feelings and experiences video games have given us, and we want to know everything we can about them, how they were made, what strange experiments developers have tried, the absolutely real human drama that happens behind the studio doors, etc. I think humans are naturally curious and voyeuristic creatures, and I think that being interested in information we’re not meant to have is a natural extension of that. I won’t necessarily comment on the tact used by some to get this information, or the strange behavior of those who wish to keep it to themselves, but I think in general we all share this common trait.
Unseen64: We know that the major “traditional” gaming websites are often in competition, but in our opinion beta websites should be different, because they need to search for something that could be lost forever: do you think that they could work together to research the beta stuff, maybe sorting their work in different specific parts (articles, video/screens archive, hack research, etc), or are they destined to be lost in our human egoism?
RedEye: If there is any competition among “beta sites,” it’s news to me! As rare as this information tends to be, multiple sites are an absolute blessing. If there is any kind of friendly competition, it is ultimately an advantage for games preservation in general, as we’re all going to find and expose different stories and assets to the world. Lord knows how very little this scene would accomplish if Lost Levels was the only site that cared about unreleased games, or how much would be lost if the owner of the one singular beta/unreleased site got hit by a bus and his web hosting lapsed.
On a similar note, the one thing that “competition” tends to produce that I absolutely can not tolerate is watermarking unique assets and images. If you’re in this for the web hits and the recognition, your heart is in the wrong place. I’d hate to think that fifty years from now, the only surviving footage from a game that people consider historically important is overshadowed by an advertisement for a website that is no longer relevant. Or, worse, the only surviving playable build of a game has had its code tampered with by someone who had absolutely nothing to do with its development. If anyone who partakes in these sorts of practices is reading this, I urge you to please get over yourself, and if you’re unable to do that, please find a hobby that doesn’t involve destroying history.
Unseen64: Did you ever receive any beta information that could not be shared with the public?
RedEye: I suppose I have, yes. I have a lot of friends in the industry, and I just live under the assumption that any casual conversation about game development is considered off-the-record. I’m not holding on to any kind of earth-shattering information that many people would care about, and I’ve probably forgotten more than I remember.
Unseen64: Your favorite food?
RedEye: Good sushi, big bottle of sake, and whatever beer is on draft. Especially if it’s in one of those fancy places with mood lighting and fish tanks, and I’m with the right company.
Unseen64: What do you think about U64. Be honest :)
RedEye: I think U64 is doing the world a service by capturing and hosting information that might otherwise be lost forever. It is not (and neither is Lost Levels) the ultimate, organized, academic effort that I dream about, but I don’t think it’s meant to be. You guys have much more energy than I do, and I’m incredibly thankful for it.
Unseen64: That was the last question, thanks a lot for your time! :) Do you want to add something about beta stuff?
RedEye: I can’t think of much else to say, but I’m completely open to further questions if you have them!
Unseen64: Naa, we have bothered you enough for today ;)
This website uses cookies to improve your experience, by continuing to browse the site you are agreeing to the use of cookies. Find out more about cookies.Hide
Privacy & Cookies Policy
Privacy Overview
This website uses cookies to improve your experience while you navigate through the website. Out of these, the cookies that are categorized as necessary are stored on your browser as they are essential for the working of basic functionalities of the website. We also use third-party cookies that help us analyze and understand how you use this website. These cookies will be stored in your browser only with your consent. You also have the option to opt-out of these cookies. But opting out of some of these cookies may affect your browsing experience.
Necessary cookies are absolutely essential for the website to function properly. This category only includes cookies that ensures basic functionalities and security features of the website. These cookies do not store any personal information.
Any cookies that may not be particularly necessary for the website to function and is used specifically to collect user personal data via analytics, ads, other embedded contents are termed as non-necessary cookies. It is mandatory to procure user consent prior to running these cookies on your website.