Heavenly Sword started development on PC since 2003, with a view to moving onto next generation platforms such as the Xbox 360 and PlayStation 3. It had, at one time, been up and running on an early Xbox 360 prototype but this was abandoned in favour of the PlaySation 3 when the title was picked up by SCEE. – [info from Wikipedia]
Before LittleBigPlanet was called “LittleBigPlanet”, it was called “Craftworld”. It was a physics-based 2D side scrolling game and it’s main character was a little guy by the name of “Mr. Yellowhead” (he is an unlockable character in LBP). His arms were controllable with the right analogue stick and his legs were controllable with the left analogue stick. The main point of the prototype was to guide Mr. Yellowhead past a bunch of little and big obstacles by grabbing on to them and pushing and/or rolling them around, much like a puzzle game.
This was enough to make Sony interested in the game and after much work and a public beta, LittleBigPlanet was released worldwide by November 5, 2008.
As wrote on TheEscapist, it seems that Media Molecule had some plans to make the game a “full 3D” exploring platform:
Media Molecule co-founder Alex Evans told Joystiq at Gamescom that an early build of LittleBigPlanet had “free depth and completely moving cameras, and the gameplay engine wasn’t layered fundamentally.” Levels could “travel into the screen,” so Sackboys were able to move more than just left and right.
Evans admitted that this level of freedom was “really hard” and “creatively unconstrained.” He says: “We found our level designers wasted tons of time in 3D land, so we iteratively reduced it; first of all, we reduced the scope, then we added the layers, and with each restriction we did, it improved the quality.”
In the screenshots below, we can see some interesting concept art of the various stages of the game.
Endless Saga was a MMORPG being developed by Webzen for the PC and PlayStation 3 platforms. It has recently been announced that the project has been cancelled: “We have recently decided to cancel the Endless Saga project. Endless Saga was one of our ambitious development projects to enter into the next generation console market. However, after some rigorous development effort, we found the gameplay of Endless Saga to be short of innovation and creativity we seek to achieve in online gaming space.” – [wikipedia]
One of the strangest games ever created for the N.64, Cubivore was originally revealed (already ported on cartridge) at the Spaceworld 2000. It was without a doubt the most creative game of the show, not only because of the extreme stylized graphic, but also for the main objective of the game: became the forefront of the evolution chain. Unfortunately, it was first a victim of the failure of the 64DD, and then, when finally ported on a cartridge, of the forthcoming release of the Project Dolphin. It did come out however in 2002 on the Gamecube and, despite being graphically almost identical to the N.64 version, it was released even in the USA.
[spoiler /Clicca qui per la versione in Italiano/ /Nascondi la versione in Italiano/] Di tutti i giochi insoliti inizialmente previsti per il 64DD, Dobutsu Banchou (che vuol dire più o meno Animal Leader) era probabilmente il più bizzarro. Apparso per la prima volta allo spaceworld 2000, già peraltro convertito in cartuccia, il futuro Cubivore si era infatti subito distinto sia per il suo comparto tecnico, particolarmente stilizzato, quasi da esposizione cubista, che per l’obiettivo del gioco, divorare gli altri animali fino a diventare l’essere più in alto nella scala evolutiva.
Si trattava certamente di un concept interessante, ma che ha fatto purtroppo la fine di tanti altri giochi 64DD, venendo improvvisamente cancellato quando Nintendo aveva ormai capito che il suo add-on aveva poche possibilità di riuscita. Fortunatamente in seguito (2002) Dobutsu venne portato su Gamecube, e nonostante l’aspetto grafico pressochè identico alla versione Nintendo 64 non lo rendeva certamente un titolo appetibile a tutti, la solita, grande Atlus è riuscita comunque a fare avere questa piccola gemma a noi occidentali, ottenendo i diritti di distribuzione da Nintendo e rilasciandolo sotto il nome di Cubivore.[/spoiler]
Officially revealed at Space World 2000, Echo Delta was going to be one of the few real time strategy games available per the Nintendo 64, even through with some action-game features. The objective of the game was to recover a sunken ship with a little submarine, trying at the same time to obtain energy from the ocean’s bed. With this energy it was possible to upgrade our submarine, using some sort of factory called “Core”. However the Core was vulnerable to enemy attack, so we needed to protect it with some placeable weapons , like the defensive turrets. Even if essentially completed, Echo delta was quietly cancelled at the end of the year. On July 2006 a prototype copy of the game was sold on ebay, but the game was not leaked to the internet.
Update from NickNack: From the forums of FrankC’s Lost Levels, there has been some hubbub over the unreleased Echo Delta prototype, that was on sale on eBay”. The discussion points out that there was an IGN Preview Article about it back in 2000. Developed by the Marigul-funded design team, Clever Trick, the game was hard to categorize because of its RTS (Real Time Strategy) like game play and overall feel but it had lots of RPG (Role Playing Game) elements with a splash of Action. In the short 18 minutes you have in the Beta-demo you goal is to raise a sunken battle ship from the ocean abysses. To accomplish your goal you must scour the sea floor for resources to up grade your submarine vessel, scout.
There seems to be other copies of this unreleased beta floating around, no pun intended. There have also been reports of another copy on the ASSEMbler Forums back in 2004, which also arises the question “were there any other copies of the Space World 2000 Prototypes”? Apparently so because there have been reports of a seller who want an out standing sum of $1,520.00 for this 18 minute demo.
[spoiler /Clicca qui per la versione in Italiano/ /Nascondi la versione in Italiano/]Presentato ufficialmente allo Space World 2000, Echo Delta doveva essere uno dei pochi strategici disponibili per nintendo 64 (insieme al celebre Starcraft 64) pur contenendo caratteristiche più simili ad un action. Utilizzando un sottomarino, dovevamo infatti cercare di recuperare una nave affondata, tentando nel contempo di recuperare più energia possibile dal fondo oceanico, servendoci del nostro radar.
Con questa energia era possibile potenziare il nostro sottomarino, in una sorta di fabbrica centrale detta “core”, in modo da rendere più facile l’impresa di recupero. Sarebbe stato necessario anche stare attenti a difendere il nostro centro di potenziamento, utilizzando elementi tipici degli strategici, come le torrette difensive, che potevano essere settate a luogo o breve raggio.
Benchè sicuramente interessante dal punto di vista del gameplay, evidentemente Nintendo non deve averlo giudicato un prodotto degno della grande software house, complice forse anche un comparto tecnico tutt’altro che esaltante. Il prodotto venne rapidamente cancellato, nonostante fosse ormai completo.
Recentemente la beta ormai definitiva di Echo Delta è stata venduta su ebay, e probabilmente prima o poi ne vedremo una release pubblica su ROM, come tanti altri unseen per Nintendo 64.[/spoiler]
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