New Cancelled Games & Their Lost Media Added to the Archive

Super Mario Sunshine [Beta / Test Room / Unused Stuff – GameCube]

Among the first Gamecube games revealed at Space World 2001, along with Zelda: Wind Waker, was a new Mario. In the presented video, Mario seems to stop to rest in the shade of a tree – that combined with the new sun/water HUD led many fans to believe the HUD was a thermometer that could detect real world temperature and report when the player should take a break. This was wild speculation. Now that we have all played the final game, it is clear that the HUD simply states the amount of liquid present in the “spray”.

After playing the final version of Mario Sunshine you may notice that this early beta shows a level that was not used in the final game. The city in the beta was probably just a test-level to try all the new elements: cables, swimming pools, spots to clean, balls (later become fruit), palms, new enemies and other objects that appeared in different areas throughout the game.

English translation by 8PM – Thanks to Jay for the english corrections!

The beta also reveals that humans were initially intended to be citizens of the plaza. FLUDD was going to be skinnier and Gooper Blooper was going to be dark blue and fought on top of the bridges of Ricco Harbor instead of in the market and helicopter area. There were some abandoned sprites as well, including Yoshi vomiting any water he may have swallowed.

There was also going to be a brown Pokey, and they were going to have white flowers. A test level is playable through an Action Replay. There the player can see Rock Blocks that were edited out, possibly in favor of Watermelons. Also, a small book can be found in an alcove of a cave in the bottom of the bottle in Noki Bay’s third episode. In one of the screens, Mario stands with Boos in the background, but their models are completely different. [Infos from Mariowiki]

In December 2009, Zeek from the X-Cult Forum posted some interesting models that are hidden the code, but unused in the final game, as a skull mask, the big beta enemy from the Space World video, called the Tramplin’ Stu, and a cardboard box with a “goal” text on it. As we can read at Rusted Logic Wiki, Super Mario Sunshine contains a test level which can be accessed with the Action Replay code JKGN-DDJZ-D58XJ FYUM-N4P3-QJUPC. A Tramplin’ Stu is in the test level, but it’s graphics are screwed up.

There is an enemy in the test level called “Hinokuri” that spawns, walks into a pit, then walks through a wall and disappears. You can kill it, and it drops a coin. This was probably a test enemy. This is the same enemy that was shown stomping around in early Super Mario Sunshine footage. One of the models in the game and its accompanying animations imply that some versions would have worn a large skull helmet.

Hinokuri spawns two types of enemies, dubbed “Swoopin’ Stu” and “Strollin’ Stu”, from a cone-like nozzle on its back end. One of these two enemies is spawned before the creature walks away. Swoopin’ Stus are spawned via a striped egg, while Strollin’ Stus simply appear.

Goomther noted that the model has a special property, which prevents the Tramplin’ Stu from displaying properly in both the test level and in model viewers.

italian_flag.jpg [spoiler /Clicca qui per la versione in Italiano/ /Nascondi la versione in Italiano/]Il primo video del gioco apparve insieme a quello di Wind Waker allo Space World del 2001, e indubbiamente lasciava presagire molte novità. Se il logo in basso a sinistra infatti stava a segnalare con ogni probabilità il numero di stelle (o chi per loro) raccolte, quello in alto destra era del tutto ignoto al pubblico. Il contorno con dei raggi di sole e l’acqua nel mezzo, unito al fatto che Mario durante il video sembrava fermarsi a riposare all’ombra di un albero, indusse molti a pensare che fosse una sorta di termometro capace di rilevare la temperatura dell’ambiente e segnalare conseguentemente all’idraulico il momento in cui si sarebbe dovuto riposare e rifocillare. Pura fantasia, poiché, visto il risultato finale, è evidente che quel logo indicava semplicemente la quantità di liquido presente nello ‘spruzzino’ di Mario.

Ora che è uscito il gioco non possiamo far altro che notare che questa demo non mostrava un livello vero e proprio, nemmeno la città di Delfinia, ma piuttosto un contenitore dove testare i nuovi elementi inseriti in Mario Sunshine: cavi, piscine (le fasi in acqua hanno un controllo molto diverso rispetto a quelle di Mario 64), macchie da pulire, indigeni, palloni (poi divenuti frutti – da segnalare che nel 2002 si disputarono i mondiali di calcio in Giappone), palme, nuovi nemici e altri oggetti apparsi poi in diverse zone nella versione definitiva.[/spoiler]

[Thanks to sba sb3002 for some of these images!]

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Super Mario Sunshine Spaceworld 2001 Trailer

Eternal Darkness [GC – Beta]

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This game developed by Silicon Knights was released in June 2002, only after a long and troubled development. Full of unseen like few other games, Eternal Darkness was first announced for the Nintendo 64 at E3 1999, then moved to the GameCube. The project was changed many times during its development: in addition to the transition from one console to another, at least a couple of chapters were removed and the story was distilled when Silicon Knights realized that it would not be possible to finish the game before the release date.

At that time, the developers announced that Eternal Darkness would have been a trilogy, so that it could have been possible to explore the complete story, mitigating the impact of cuts to the game’s plot. The game’s subtitle, “Sanity’s Requiem”, was added for this exact reason, to distinguish it from the (unreleased) sequels.

Karim was not in the early builds of the game. Silicon Knights had originally placed a Templar Knight fighting against Muslims in the scenario, but later changed this in 2001. The only remnants of this character in the finished game is a cutscene before Roberto’s story showing him being taken by Pious in disguise as the “foundation” for the Pillar of Flesh, since he is able to see Pious in his true form.

Silicon Knights stated in an interview with Nintendo Power (volume 164): “At one point, the story even included one of the other, stronger characters (note: presumably Michael) taking his own life in Edward’s presence rather than face the Ancients. This scene was eventually removed because it was considered far too grim.”

The game originally included a United States Special Ops commando who falls into the pit near the pillar of flesh. Presumably this chapter was an early version of the Michael one, whose finalized intro scenes and character model show him as a Canadian firefighter who was fighting an oil well fire in Iraq. His original equipment, such as the rifle and uniform, was placed a small ways off in the same chamber, on the body of a Marine. [Info from Wikipedia]

In a couple of screens from a cinematic removed from the final game, we can see an MC-130 cargo, a real-life plane that was developed in the early 1960s and was heavily used in “Operation Desert Storm”. This plane was probably used in the early version of the Gulf War chapter in the game – likely it was the airplane that the removed Special Ops commando would have used to land.

From a series of concept art we can even notice some unused ideas for different game endings, with a zombie apocalypse after the Ulyaoth god takes over the world, a flood of people that follow Chattur’gha’s orders and a city with trees under Xel’lotath influence.

Other smaller differences in the beta version are Alexa’s shirt color (red instead of black), the removed “real time shadows” and Maximillian Roivas had still his “hairs” in the cell cutscene.

For more info, check the Eternal Darkness beta analysis!

Thanks to Jay for the english corrections!

italian_flag.jpg [spoiler /Clicca qui per la versione in Italiano/ /Nascondi la versione in Italiano/]Il gioco Silicon Knights uscì nel Giugno del 2002 dopo uno sviluppo che definire travagliato sarebbe un eufemismo. Ricco di unseen come pochi altri, questo titolo venne annunciato su Nintendo 64 all’E3 del 1999, per poi essere spostato su GameCube. Il risultato fu buono, tanti lo odiano, altrettanti lo amano, certo è che il gioco venne modificato tante volte durante lo sviluppo: oltre al passaggio da una console all’altra vennero eliminati interi capitoli, la storia venne distillata, tutto faceva presagire che sarebbero arrivati dei seguiti a completare l’idea del progetto originario. Finora comunque non se ne sa nulla (escluse le vacue speculazioni), il tutto a favore degli appassionati degli beta.

Per maggiori informazioni: Seghe mentali su Eternal Darkness Beta [/spoiler]

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The Legend Of Zelda [GC – Space World 2000 Tech Demo]

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This video was shown at Space World of 2000, and exceeded every Zelda fan’s expectations. The same tech demo was shown in May, at E3 2001. Rumors say a playable demo was even introduced behind closed doors at the same event. By now you know that the graphics in this video were scrapped for a cell-shaded style. While Wind Waker (the GameCube Zelda title) did not display these detailed graphics, Twilight Princess had a more similar style.

Thanks to Jay for the english corrections!

italian_flag.jpg [spoiler /Clicca qui per la versione in Italiano/ /Nascondi la versione in Italiano/]Questo video venne mostrato per la prima volta allo Space World del 2000, e com’era prevedibile riuscì ad entusiasmare ogni appassionato della serie di Zelda. Lo stesso filmato venne riproposto a Maggio all’E32001, e a sentire alcuni addetti ai lavori sembra che una demo giocabile con questa grafica fu realmente presentata a porte chiuse durante la stessa fiera. Come ormai sappiamo questo filmato non portò a nulla di compiuto: il primo Zelda per GameCube fu Wind Waker, dallo stile completamente diverso, mentre Twilight Princess, seppur più simile a questo vecchio video, non ne è comunque una derivazione.[/spoiler]

[Original intro in italian by Bakke, english translation by Sba sb3002]

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Halo [Beta – Xbox PC]

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On July 21, 1999, during the Macworld Conference & Expo, Steve Jobs announced that Halo would be released for Mac OS and Windows simultaneously. Before this public announcement, game industry journalists under a non-disclosure agreement had previewed the game in a private showing during E3 1999, and were reportedly amazed. Bungie Studios later stated an even earlier development build of the game centered on real-time strategy and was “basically Myth in a sci-fi universe.”

At E3 2000, the first trailer of Halo was well-received. The version shown there differed greatly from the one exhibited previously, marking the first major overhaul in the game’s development. At this point, Halo was a third-person action game, in which a transport starship crashlands on a mysterious ring world that orbits a star. Early versions of Covenant aliens appear in great numbers and loot what they can, and war erupts between them and the humans. Unable to match the technologically advanced alien race, the humans on the ring world resort to guerrilla warfare. This version of the game featured Halo-specific fauna, which were later dropped because of design difficulties and the creatures’ “detract[ion] from the surprise, drama and impact of the Flood.”

In accordance with rumors, Microsoft announced on June 19, 2000 that it had acquired Bungie Studios. Halo became an exclusive game for Microsoft’s Xbox video game console, and Bungie Studios rewrote the game’s engine, heavily altering its presentation and turning it into a first-person shooter. Originally a key element, the game’s online multiplayer component was dropped because Xbox Live was unfinished at the time of Halo’s release. While a playable demonstration of the game at Gamestock 2001 was well-received, critics had mixed reactions to its exhibition at E3 2001. The game was released in North America simultaneously with the Xbox, on November 15, 2001. [info from Wikipedia]

In 2007 the studio recorded a play through of the game and reveled additional quips from its development and differences from the beta version. The Silent Cartographer was once about murdering a Prophet (who do not appear in this game) in order to prevent him from acquiring a map of the ring. The level went through many revisions and its codename was “B-30”. In the scene where the marines are listening to a song original music by Bungie is used, but this was not always the case. Paint it Black by the Rolling Stones was intended for that segment.

Cortana was written with a British accent in mind, hence why says words like “toady”. The trusty A.I. went rouge and attempted to take control of the Halo Array in a discarded script. The Seraph ship was an old concept for a Covenant tank, and the Scarab debutted in this game instead of the sequel.

[Thanks to Randy 355 for some of the images!]

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Halo 2 [Beta – XBOX]

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Halo 2 was officially announced in September 2002 with a cinematic trailer. The trailer was subsequently packaged with later Halo: Combat Evolved DVDs. A real-time gameplay beta video was shown at E3 2003, which was the first actual gameplay seen by the public; it showcased new features such as dual-wielding and improved graphics. Bungie informed the public on development with weekly Halo 2 development updates which started on January 16, 2004 and ended June 25, 2004; the weekly updates became standard on the Bungie website even after the release of Halo 2. With only a year to go until release, Bungie went into the “mother of all crunches” in order to finish the game. The cliffhanger ending of the game was not originally intended, and resulted from the frenzy to ship on time. [Info from Wikipedia]

Thanks to FullMetalMC, Randy 355 & Earthwormjim for the contributions!

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A beta enemy cut from the game called the Flood Juggernaut! Although it is still in the disc it does not have any spawn points and no dying animation. Some people think its a Hunter Flood form but the Hunter can not be turned into a Flood because it is made up a bunch of worms and have no central brain system. Personally, I think its a Flood version of an enemy that was also cut called the Sharquoi. [by FullMetalMC]

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This beta vehicle was called the Mongoose and although it didn’t make it to Halo 2 it has been officionally announced that it will come out in Halo 3. This vehicle’s advantage was its speed and was good at getting to places in a short time but did not have any weapons. [by FullMetalMC]

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Another cut enemy or the Drinol. It is based on an enemy from Bungie’s previous series, Marathon. Since the other Covenant have human nicknames such as Elite for the Sangheili I believe that the Sharqoui and the Drinol are in fact the same enemy. I have come to this conclusion because there are no other beta pictures that prove otherwise. [by FullMetalMC]

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A Jackal Carrier? Whatever it is, it was obviously cut from the game. Also still in the disk but unused. [by FullMetalMC]

From an article at EuroGamer we can read more info on the development of Halo 2:

“The graphics engine that we showed at E3 2003, driving around the Earth city… That entire graphics engine had to be thrown away, because you could never ship a game on the Xbox with it,” Butcher sighs. “Through putting ourselves through hell, we were able to do a five-minute demo of it, but after we came back from E3 we had to admit that this graphics engine was never going to work – it was never going to support the kind of environments that are really important for a Halo game. So we literally scrapped the entire graphics engine and started from scratch.”

“Even that whole environment, the Earth city, was way too big for the engine at the time,” adds Carney. “We ended up cutting out huge parts of geometry from that level, so you never actually saw that.” […]

“We were building stuff that just couldn’t be played, in any engine,” says Butcher. “We built, and detailed, and went a huge way down the path with a whole bunch of environments and levels for the game that just totally didn’t make it. If you look at the level with the Flood, inside the quarantine area – that is the remaining 20 per cent of a gargantuan, sprawling level that was meticulously built and hand-constructed, but that could never, ever have shipped in any engine.” […]

“It was too ambitious. We had a lot of ideas about other games we’d played, and things that we really wanted to try – but when we got in there, we realised that it was going to require a lot more effort to make it as good as our single-player and our standard Slayer and CTF experiences. We had to cut our losses and just ship with what we were all happy with.” […]

“The original plan had you returning to Earth at the end – which you did, at the end of Halo 2, for about three seconds before it abruptly ended,” says Griesemer. “I think if we’d been able to finish that last couple of missions and get you properly back on Earth, a lot of the reaction would have been placated.”

Another removed feature was a sort of “sea monkey fish tank“:

We should have a little fish tank like thing that had little flood tadpoles in it swimming around. We affectionately called them the “flood sea monkeys.” […]

I remember Harold clearly told us we were going to be locked out of the source depot at 6 am. Well Vic is trying to get these things to animate in a cool way keeps making tweak after tweak to them as we’re hurtling toward 6 am. At this point everyone’s slap happy because we’ve been crunching so hard and for so long. Somehow at the last minute that we’re checking in we notice that Vic’s last tweak to the sea monkeys totally breaks their animations and now they were floating around in their tank it a hilariously ridiculous way, but it’s 6 am and Vic is freaking out. […]

In the videos below you can see more about the game’s development and the removed weapons, levels and characters.

More light was shed on Halo 2’s hectic beta development by the extra content in the Halo 3 collector edition. The first iteration of the space station was expansive enough to drive vehicles around it. Master Chief was to tow the Covenants’ bomb using a Warthog and dispose of it. Following this he boarded a Covenant ship (in place of that deleted level is the cutscene where decimates with it an explosion). Miranda Keyes was introduced inside the ship, and the Chief was tasked with destroying it from the inside. He accomplished this by using a Wraith and shooting its power core.

Miranda had a different role in older plots. She distrusted the Master Chief because of her father’s death and did not comprehend the Spartan’s dire concern for the activation of the rings. Arriving from a mission, the Chief stumbled into her making a truce with the Prophets inside a Phantom. The unlikely allies conspired to plant an explosive on the Spartan’s back and detonate it to eliminate him and the Gravemind. The Gravemind appeared more frequently in older builds. Its tendrils emerged from fissures in the levels, occasional attacking and obstructing pathways. To reach the Flood mastermind the player had to go through some caverns.

On the topic of removed campaign segments, a map that went by the codename “Forreruner Tank” was abandoned. The Arbiter was to race the Master Chief to the Activation Index. Bungie’s original plan was to have the player play through three additional stages instead of ending the game with the Chief arriving in Earth’s orbit. The heretic faction was initially compromised of only Hunters. They were fought on a moon adjacent to one of the Halo Arrays.

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Various Concept Arts:

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Tech demo + Prototype UI & Live

Making Of and team’s comments:

Removed Scenes, Weapons Vehicles and Characters:

Multiplayer: