New Cancelled Games & Their Lost Media Added to the Archive

Sonic The Hedghog 2: Beta Analysis

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Sonic 2, like the other installments of the series for the Genesis ,doesn’t need any presentation. Released in November 1992, after the great success of the first episode, the new Sega title become promptly the best selling game for the 16 bit console. More interesting for our site, the beta of Sonic 2 is currently the most important beta document of the series, and one of the most intriguing ever.

The prototype was initially rediscovered in December 1998, when Simon Wai released on a newsgroup a beta version of Sonic 2 previously found on a Chinese website. We say rediscovered because the existence of the proto was already known, and Simon Wai himself played it in 1992. Yuji Naka said in a interview that it is probably the same prototype stolen in New York in 1992. The beta was then illegally released in the Asian videogame market.

Anyway, the prototype was finally in the hands of the Sonic community and it immediately revealed all its wonders, notably two levels not included in the final version and many beta leftovers.

[Article by Yota]

Green Hill zone

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As you can seen from the screenshots, this is the first level of the final game, Emerald Hill. It is the most finished zone of the beta, and the only one with a boss, even if with some differences (there is no sound from the paddles when Robotnik enters, and no explosion when it is defeated) . The badnick in the screenshot was removed from the final game. The music is the same as the released version.

Wood zone

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This is the first zone removed from the final game. Already well known from magazines pics, the Wood zone was a level set in a forest. Not much work was done on this stage, and it is fully playable only with the debug mode. The music is the same as the metropolis zone.

Metropolis zone

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Metropolis Zone it is the only level in Sonic 2 with three acts, and the same can be said about this beta, even through they are all still incomplete and without enemies and rings. Early in the development, the third act was supposed to be a completely different stage. The most interesting beta feature of this zone is a strange lift (pictured in the screenshot) that is was totally removed from the released game. The music is slightly different from the final version.

 Hidden Palace Zone

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Those who played Sonic & Knuckles will certainly remember a level called Hidden Palace Zone. The zone from Sonic 2 is however a completely different stage, set in an underground cave. The Hidden palace was never completed, although his presence in an even early version of Sonic 2 suggest that it was one of the first level developed. Anyway, it is one of the most interesting zones of the beta due to the presence of the big green emerald , similar (but not connected) to the master emeralds, of  the Tails 1-up (which it was really just a ten-ring monitor)  and of the badnicks removed from the final game. The Hidden Palace is still accessible in the released version of Sonic 2 with the action replay, but the graphic is completely messed-up.

 Hill Top Zone

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It is one of the most completed zone, and the main differences, aside from the layout, are the lack of the sound effect of the earthquakes and the absence of the rolling animations in the tunnels. The music is the same as the released version.

Oil Ocean Zone

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Not much to say about this zone. The most interesting beta feature is a strange ball that is activated by a button. The music is still the same as the casino zone.

Dust hill Zone

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This stage is just the mystic cave zone with a different name. The zone is still in the testing phases, and it is fully playable only with the debug.

Casino night Zone

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The Casino Night zone was still early in development, and because of the lack of the slot machines and the springs the level is fully playable only with the debug. The background of the act 2 is different from the original. The music is slightly different from the released version.

Chemical Plant Zone

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Aside from the first level, this is the most complete zone of the beta. Even the general layout of the stage is very similar to the final version. There are however still some interesting changes, like the different conformation of the circular structures (pictured in the screenshot) and the strange sound effects of the blue fluids from the tubes. The music is  the same as the final version.

Genocide city

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This zone it is empy, and maybe its development was never really began, because all that exist from this zone it is an early black & white concept art (that later inspired a stage from Sonic Spinball) .   The music is the same as the Chemical Zone.

Neo Green hill Zone

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This zone is just the Acquatic Ruin Zone with a different name. The layout is similar to the original, but the level is still incomplete and without enemies. The music is already the same as the final version.

Death Egg Zone

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This is the final level of Sonic 2, but it is still empy. More interesting, in this beta the zone has two acts. It is the only level in this beta without music.

Sonic The Betahog

Aside from the layouts of the levels, some animations were also  different from the released version, like the spin-dash.After eight years of the original release of Simon Wai, in December 2006 a new prototype was found with  even earlier  version of Emerald Hill, Hill Top, Hidden Palace and Chemical Plant. This beta featured the Green Zone and other leftovers from Sonic 1. But the story doesn’t end there. In fact, in February 2008 many betas from various Sonic games, including Sonic 2, were leaked and released to the community.

You can find more informations about the beta of Sonic 2 on Sonic Retro.

Thanks for MariosegaFreak for the corrections.

[Article by Yota]

If you have some more info, comments o question, you can send us an email or join our forum

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Metal Gear Solid 2 [Beta – PS2]

“According to Hideo Kojima in the documentary Metal Gear Saga Vol. 1, the original plot of the game revolved around nuclear weapon inspections in Iraq and Iran and had Solid Snake trying to stop the Metal Gear while it was located on an aircraft carrier, in a certain time limit, while trying to stop Liquid Snake and his group. However about six months into the project the Middle East began to heat up again and they decided that they couldn’t make a game with such a plot. The tanker in the released game is based on this original beta plot.

Significant changes to the game’s ending were made late in development following the September 11 attacks in New York, where the finale occurs. A sequence depicting Arsenal Gear’s displacement of the Statue of Liberty and crashing through half of Manhattan was removed, as was a short coda to appear after the credits, a breaking newscast showing the Statue of Liberty’s new resting place, Ellis Island. At the point where Solidus dies, Raiden was supposed to have cut the rope on Federal Hall’s flagpole, causing an American flag to fall over Solidus’ body, and American flags which were supposed to be on all the flagpoles in New York were removed from the title.

Some pictures of Snake in an early prototype for MGS2, showed a Cell Shaded graphic. It originally was going to have a radically different art style, more on tune with the style of the concept art. This may have been from the proposed idea of the middle east storyline.” – wikipedia

Removed stuff: inondation into the tanker, the player must get away from the tanker, but Mr. kojima take off this idea because it was not funny to play. Chinaman, first design of Solidus snake and Vamp in woman version, were old concept art of character, later changed or removed. In another scene, Snake was attacked by the harrier in the city, on the big bridge, but this never happen in the final version (Raiden kills the harrier on the Plant). Probably this scene was cut because of the 9 / 11.

The model of the FAMAS not used in MGS2 was reused for MGS: The Twin Snakes for Nintendo Gamecube. Thanks to Grahamx227 for the contribution!

In 2006 Jesse Johnson & Marc Laidlaw from the MetalGearSolid.org community, shared and translated the original MGS2 Design Document that was written by Kojima / Konami as a guide to develope the final project. In this document (that you can download in here as a backup copy) there are a lot of interesting informations about removed scenes, unused gameplay elements and other stuff that was not revealed directly in the game. Here are some of the most interesting parts:

MGS2 was meant to be called Metal Gear Solid III: Instead of proceeding on to MGS2, as one might expect, we are making MGS3. The question in peoples’ minds, ‘Why is it 3 and not 2?’

In the previous game, only 4 to 5 enemies could be shown on-screen at a time. Now we will be able to display a maximum of around 300 enemies on-screen at a time.

We will create ways for the player to be able to control the brightness of their environment, making ‘light’ another strategy element that can be used in the game. All rooms have light switches that can be turned on and off. If you destroy a light, the area around it goes dark. If you equip the cigarette item while in the dark, it will emit a faint light

After an injured soldier has received treatment (lasting a set period of time) in a medical room, they will return to the game field. The area of the body where they were injured will be covered in a bandage texture. If you attack a medical facility, you can prevent this from happening again.

After Arsenal becomes active, the area with the hostages is cut loose. The bodies of the hostages (50 to 60) can be seen floating in the water, crimson from all the blood, and have attracted sharks. Raiden and Snake must proceed through the area.

A battle that takes place on Wall Street (at Federal Hall) – Snake versus Ocelot (controlled by Liquid’s right arm), and Raiden versus Solidus. Surrounding them are spectators and police officers, including mounted police.

It will be possible to deliver a type of attack with the hands while crouching or crawling whereby you grab an enemy’s legs and knock them over

In certain parts of the game, the game screen will be split up either horizontally or vertically, with one side of the screen showing a normal cut-scene. The other side will be the player’s game screen, so they will be able to continue playing while being able to see what is going on in the other screen. By doing this, we can display simultaneous sequences in real-time, showing what else is happening while a particular event is occurring. Split-screen scenes:  The bomb disposal scenes where Raiden, Snake and the bomb disposal consultant are all
working together.  Emma’s rescue (the sniping scene)

A type of hidden mode. By equipping an item called ‘Mantis’s Mask’, obtainable in the main game, you will be able to read peoples’ (enemies’) minds. [This was somehow used as an easter egg if you press the R1 or R2 button while Snake or Raiden is listening to someone,  you can hear their thoughts]

This will be a mode for split-screen two player battles in certain areas from the game. It will be compatible with system link-up as well. Players can either fight each other or play a hide-and-seek type game.

In addition, the player will be able to virtually explore the ocean floor through a remote-controlled minisub, and can also save pictures taken with its camera.

Member of Dead Cell. A soldier over 100 years old. A legendary hero from the Second World War, he taught Big Boss and the world’s mercenaries everything they know about combat. As a Nazi, he was feared as the ‘Old Boy’, or the ‘devil’. He fights with weapons and equipment used during the war, such as the Panzerfaust.

Removed Bosses: The President’s security team, the Great white sharks [probably used in the scene where the bodies of the hostages  floating in the water would had attract sharks]

The May 10th 2012, RushSnake and WhiteSnoop (two of the founders of Red Code Interactive‘s team) has found some interrestings stuff on Metal Gear Solid 2. A weapon named SPP1M on the trial version of Metal Gear Solid 2 has been discovered, along a lot of strange items and others weapons.

Thanks to Solidshake for some of these infos and images! Thanks to Jonathan and A.Kyanbel for the contribution!

Images:

Videos:

You can see a demostration of all items and weapons found in this video

Title Defence [PS2 – Cancelled]

Title Defense is a cancelled boxing game that quietly cancelled in early 2001 for unknown reasons by Climax Studios. Once underway, players can match their abilities against a CPU or human opponent in an Exhibition Match, practice their face-thumping skills in Sparring, replay an already-fought two-player game in Shadow Mode, or fight for the championship belt in over an entire Career. An advanced AI system offers different boxing styles and the ability to adapt to user reactions, while their trainers offer legitimate real-time tips and hints on how to defeat their opponents. Other features include a realistic broadcast-style presentation, a full-on facial damage system, and motion-captured boxing animations that are supported by 5000-polygon models.

Thanks to News for the description!

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Pocky & Rocky / Kikikaikai 2 [PS2/Wii – Proto]

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Pocky & Rocky is a scrolling shooter video game with action elements licensed by Taito to Natsume, who developed and published the game for release in Japan in 1992 and the rest of the world in 1993. It is the sequel to the 1986 arcade game KiKi KaiKai (unofficiallly released in North America as Knight Boy) and follows the continued adventures of a young Shinto shrine maiden named Pocky (called “Sayo-chan” in the Japanese version) and her new companion, Rocky the Raccoon (“Manuke” in the original). Pocky & Rocky became popular enough to spawn two official sequels and one spiritual successor, though none are well recognized.

Heavenly Guardian is the successor to the cult favorite Kiki KaiKai. It is not precisely the Kiki KaiKai 2 sequel that had previously been announced and canceled – however it is developed by the same company, Starfish SD, and has been described as a “spiritual successor” and is allegedly “very similar” to the cancelled game according to Kiki Kai World’s publisher, UFO Entertainment.

When UFO Interactive Games Inc. released Kiki Kai World / Kiki Kai Kai 2, it was renamed to Heavenly Guardian. So, they had a Pocky & Rocky sequel, know as Kiki Kai World / Kiki Kai Kai 2 (that could have been a remake of the SNES version), in developement for PS2, but then they had some problems (probably copyright problems), so they just “cancelled” Kiki Kai World / Kiki Kai Kai 2, but they changed the main character of the game, changed the name, and released it for PS2 & Wii under the name of Heavenly Guardian. Did this make any sense to you? We are not sure.

[Info from Wikipedia]

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007 Racing [PS2 – Unreleased]

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! :)

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