New Cancelled Games & Their Lost Media Added to the Archive

IGN talks about Sonic X-treme

About a week ago, IGN has published a nice article about the development and the cancellation of Sonic Xtreme: “Under names like Super Sonic, Sonic Blast, Sonic Bluestreak, and half-dozen others, SEGA toiled away on countless concepts and prototypes on at least four different platforms. Up until the bitter end, SEGA had two teams working separately on completely different concepts, each competing to be the “real” Sonic X-Treme.”

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“The project began, predictably enough, after the completion of Sonic & Knuckles in late 1994. The fourth game in the flagship Genesis series was a success, but SEGA was looking to push their mascot in a new direction — it just wasn’t sure what that direction was. Like a good fisherman, SEGA kept several lines in the water. There was the experimental multiplayer Sonic Crackers, eventually to become Knuckles Chaotix; there was the nebulous next-gen reimagining that was X-Treme; and eventually, there was their backup plan, the outsourced Sonic 3D Blast.”

“The public didn’t get to see much of the project’s earliest days. SEGA Technical Institute, the US-based team behind most of Sonic’s Genesis games, was assigned the weighty task. Everyone knew that the next Sonic would have to be a step in a different direction, but there was a lot of uncertainty about what that direction would be. The title was first pitched as another Genesis side-scroller, but was soon moved to the 32X, under the codename “Sonic Mars.”

We are happy when “traditional” gaming websites decide to talk about lost games, so props to them! You can read the full article in here: Sonic X-Treme Revisited @ IGN

RS Links: Grim Fandango Missing Content

In this link from the long list of beta-related websites that Robert Seddon sent to us, we can find some informations, sounds and images about unused stuff hidden in the memory of Grim Fandango: “Grim Fandango came with a considerable amount of content which was included with the game, but not made available without delving into the game’s resource files and extracting them.”

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 Calavera Bar Alternate Angle

You can read the original story @ Grim Fandango Network 

Carmageddon 64 (N64) Prototype Video

N64scener has added in his Youtube channel a video from and old version of Carmageddon 64: “prototype built May 4 1999 (23:05). The build is quite early, the game freaks out if an expansion pak is inserted and the car is completely uncontrolable”. The final game was released in 2000, but i never played it so i’m not sure if there are any major differences in this video, but maybe you’ll find it interesting, check it out!

Paper Mario [N64 – Debug Rooms / Unused Stuff]

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FullMetalMC has sent to us a mail with some interesting images and infos: “These are debug rooms from the original Paper Mario, taken by me using various codes found by others. You can see different rooms:

but dont save or your stuck there
– a strange forest debug that seems to have been used to test the camera: moving around will make the camera move around.
– a mirror debug room.
– a really weird room: when you first enter, theres a bunch of Koopas in a line, but when you talk to them they change into your helpers while a circular wave continues to form around Mario.
– a pipe debug room: none of them work.
– a room with a big purple circle in the back that was originally used to test Goombarios out of battle skill but the message was later changed to the mini game thing. Goombario tells you information about places and enemies but he has no info on all debug rooms except this one.
– the strangest one out of all of them, has a MARIO RPG text on the floor, that might be an extremely early logo. For some reason the screen kept flickering while i was here, only stopping at certain times. If you have a helper out, instead of following you he begins to fly around the room. Theres some numbered exits that use a font that reminds me of Super Mario 64 and i dont think that font was used anywhere else in Paper Mario. These exits (well at least the ones that work) will take you to different periods in the story.”

Thanks to Jose Felipe Riveros Navarro that has sent to us even more images from the debug rooms, we can see a “Pow Block” unused in the final game, another debug room with some strange wooden platform, an hidden star-piece in the Forest debug room and the Koopa Tropas queue!

Hackers also managed to find two enemy names that went unused, D. Paratroopa and Albino Dino. D. Paratroopas moved to the game’s sequel, Paper Mario: The Thousand Year Door, and while Albino Dinos did appear in one room of Paper Mario, you never actually fight them. Even more weird, Goombario even has Tattles for these unused enemies:

Dark Paratroopa
– This is a D. Paratroopa.
D. Paratroopas are Para-
troopas who live in the
Toad Town Tunnels.

Max HP: 8, Attack Power: 3,
Defense Power: 2

Hammer attacks won’t work
because they’re airborne.

They’ll lose their wings if
you jump on ’em.

They’ll become Dark Koopas
when they fall, but be careful!
They’ll do a dizzy attack
once they’re grounded.

Albino Dino
– This is an Albino Dino.

Albino Dinos are the guards
of this frosty place.

Max HP: 8, Attack Power: 4,
Defense Power: 4

Fire attacks won’t work.

Their defense power is huge,
so let’s reduce their HP
steadily using our strongest
damage-dealing attacks.

Goomther managed to find their battle data using a battle modifier code, and the enemies seem to be fully functional! Check the video below to see them.

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Videos: