Screwballs Superleague is a cancelled brawler / action game that was in development in 1990 by Rare. The game had two modes of play, battle mode and cooperative play: players would each start a level in their own “spin engine”, which would spin-up the character from their normal state into a spinning top. Players could exit the “spin engine” at any time, but it took time to spin the character up to full speed: the faster they were spinning, the more energy they had to throw either another player out of the battle arena (in battle mode) or an enemy monster (in coop mode).
As they player bashed into things, and over time, their spin energy would decrease making them more vulnerable to attack, so they would need to periodically head back into their own spin engine to spin-up to full power again.
Sadly Screwballs Superleague was canceled when the lead programmer left Rare. The game was pretty fun, but was months away from being completed and at the time they did not have a publisher for it yet.
Thanks a lot to Simon for his help in preserving some info on this lost project!
Banjo-Pilot is a handheld racer developed by Rare Ltd. and published by THQ in 2005. Originally, Nintendo announced it as Diddy Kong Pilot in 2001. When they sold their share of Rare Ltd. to Microsoft (2002), they opted out of their publishing contract. As the Donkey Kong IP is a property of Nintendo, they could no longer release the game in this state.
In late 2003, THQ decided to publish the four Rare GBA titles, including Diddy Kong Pilot – now reskinned with Banjo characters. By this time, most members of the original team had either left the company or been moved onto Xbox titles. Reskinning Diddy Kong Pilot was now the task for the remaining members of the handheld team who thought it would be easier to make a game from scratch. A voxel based racing title was developed, which can be seen in our gallery. After five months (mid 2004), however, the team was asked to stop working on this version. Instead, they were meant to revive and finish the previous team’s Mode 7 game for Q3 2004, but without the tilt sensor which was announced for Diddy Kong Plot. In 2005, Banjo-Pilot finally saw a release.
Special thanks for the information and videos to transparentjinjo!
Unseen64 has recently been given the opportunity to interview the legendary audio designer Grant Kirkhope, most notable for his work with Rare (GoldenEye 007, Banjo-Kazooie, Grabbed by the Ghoulies, Viva Piñata and more), he is currently Audio Director for Big Huge Games. As we can read on Wikipedia, before joining Rare in October 1995, he played for two bands called Syar and Maineeaxe where he played guitar, and already knew Robin Beanland, another Rare composer. Read the full interview with Grant Kirkhope to know more about his memories about the development of the Banjo series and other unseen Rare tales!
Unseen64 has recently been given the opportunity to interview the legendary audio designer Grant Kirkhope, most notable for his work with Rare (GoldenEye 007, Banjo-Kazooie, Grabbed by the Ghoulies, Viva Piñata and more), he is currently Audio Director for Big Huge Games. As we can read on Wikipedia, before joining Rare in October 1995, he played for two bands called Syar and Maineeaxe where he played guitar, and already knew Robin Beanland, another Rare composer. Continue to read below to know more about his memories on the development of the Banjo series and other Rare tales!
U64: Thanks for your time Grant! Would you like to introduce yourself to our readers?
Grant: Hello, I’m the Audio Director at Big Huge Games in Baltimore, prior to this I worked at Rare in the UK and was lucky to work on many of Rare’s big titles over my 12 years there.
U64: In your time in the games industry what were some games you’ve worked on that were never released, or that changed drastically throughout there development?
As we can read on Wikipedia, Conker’s Bad Fur Day for the Nintendo 64 was originally going to be titled Conker’s Quest and was later titled Twelve Tales: Conker 64. Early beta screenshots suggested the game would feature cute characters and colorful settings. Rare had a long history of making games of this sort, such as Banjo-Kazooie and Diddy Kong Racing, and at first Conker did not appear to be any different. However, Rare started to fear that the game would simply get lost in the platforming crowd, and critical mockery of “yet another cute platformer” caused the original game to be drastically overhauled.
The promotional videos and pictures from Electronic Entertainment Expo (at the time when the game was still called Twelve Tales) revealed objects and characters which have influenced the released game. Objects such as the flower and mushroom sprites were seen in the promotional video and a character closely resembling Buga the Knut was seen chasing Conker (who was wearing a knight’s helmet) in a promotional picture. Conker’s Bad Fur Day is considerably a far different game from the original plans despite the small influences it had on the release game.
Even if the differences with Conker’s Quest / Twelve Tales beta are more obvious, Cubivore10 noticed some little beta differences in the early Conker Bad Fur Day too.
Here we can see that with the exception of Conker the whole screenshot has different textures, maybe be even reused from Twelve tales. The barn (pink roof) looks like it might even be shaped differently. (beta at the top, final at the bottom)
This one’s a bit odd. The only time the fire imps appear in any cutscenes are during the Bat’s Tower chapter. From what little I can see of the background its the boiler room still, but I NEVER recall the fire imps acting like this (I play that chapter on a regular basis FYI) It seems like something has shot off smoking and a fire imp is freaking out. Whatever is on fire by him appears to be burnt. The imps do become grey when Conker urinates on them, however, they don’t shoot off like that.
At about 4:36 in the video below, there is the scene with the fire imps : it seems to be catching something in his mouth, whatever the smoking thing was.
This beta / unused cutscene was found still hidden in the final game by Goomther and ConkerGuru:
As wrote by Cubivore10:
This short scene was in an earlier trailer. I’m assuming, judging by the way it grows, you would have fought a giant Fire Imp as opposed to the Boiler at some point during development.
As wrote by Fuzzy, it’s quite short but in Goomther’s video it looks like the imp is eating another imp, but in the original it seems the imp is eating something like a burned rat.
Nothing much here, but unless he’s over more to the right than I recall, Birdy the scarecrow isn’t outside the bar.
Another minor detail, but in the final version of the game Gregg’s voice bubble is a dark gray color
The gray squirrel that Conker talks to is holding a walkie-talkie in the beta version (also the changed “tedizs” to “tediz”).
In the video below, at about 1:25 when Conker has to use his slingshot to open the vault, it doesn’t seem to be moving.
Also, Goomther found a weird / unfinished level in the game’s code, that could be an half-removed debug room! Check the video below for a look at this strange area. More unused models and development stuff were found by ConkerGuru in the game’s code (check his website for more!):
The tail of an very popular mouse pokémon. This tail was, according to an post on Chris Seavor’s twitter page, used for an cutscene they were forced to cut on nintendo’s request. When the cutscene played, the tail, obviously, would be placed on the back of the Pikachu model. Whatmore, Conker was also to interact with it during the scene, as there’s some unused animations remaining in the game of Conker sitting on his knees, and petting some creature.
Thanks to Cubivore10 and Goomther for the contributions!
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