third person shooter

Mission Impossible [N64 – Beta / Tech Demo]

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Mission: Impossible is an action game / third-person shooter for the Nintendo 64, based on the 1996 film Mission: Impossible. It was developed by Ocean Software and distributed by Infogrames Entertainment. It later received a PlayStation port, with minor additions such as voice acting, but reduced graphics.

The N64 version was released in 1998, after it was postponed for many years. The game was originally announced in March 1996 as one of the first titles in development for the new 64-bit console. Ocean even confirmed that the game would had some special features for the Nintendo 64DD, but obviously there is no such option in the final game.

The very first images released looked like an High-Definition version of the game, with a cleaner graphic that was unthinkable for the real N64 hardware. Today these screens can make us to smile, but in 1996 these target renders were the most beautiful graphic ever. The final version of the game had no such graphic detail, with blurred out polygons and textures.

Unfortunately none of the U64 staff has played Mission Impossible 64, so we don’t know if the scenes in these beta screens were ported somehow in the final version. If you played Mission Impossible 64 and notice any differences, please let us know!

Thanks to RagingD and John Doom we found out some more details about the differences in these early screens:

This level only ends up being a cutscene in the final version.

The wet suit is not in the final version

This suit is changed from white to red in the final version

Screen 1: It’s the exit from the KGB HQ

Screen 2: This stage it’s not in the game

Screen 3: She (should be) Candice Parker in the prison of the KGB HQ. However, in the game she has a different hair cut.

Screen 4: A room in the KGB HQ where it should be a missing agent (but in the screen he isn’t there)

Screen 5: KGB HQ’s closet (But in the game you can’t drag enemies’s corpses).

Screen 6: The stage is not in the game (and who is that guy? o.o)

Screen 7: Same as above

Screen 8: Another missing level

Screen 9: Missing level (And the hud is VERY different)

Screen 10: Missing level

Screen 11: A cutscene (as RagingD said)

Screen 12: ??? maybe it’s the first level (but I’m not so sure…)

Screen 13: Head Security Officer’s room (but in the game there is a Communist flag instead of an american flag. The situation in the screen it’s totally different from the game too)

Screen 14: The second level (but in the game Ethan wears a different suit)

Screen 15: ??? Maybe it’s the hallway to exit from the KGB

Screen 16: The embassy (but the Lenin’s statue is missing)

Screen 17: Head Security Officer’s room as in the game (but the suit is different, just as RagingD said, and Ethan looks more Tom Cruise than in the game)

Screen 18: It seems a beta embassy’s room because the door and the plants are the same of the game). Or it could be a totally different level missing in th game.

Screen 19: The secret room in the KGB as in the game

Screen 20: it seems the entry to that beta-embassy. (the hud is totally different)

Screen 22: It’s probably a beta first level

Screen 23: First level

Screen 24: It could be a beta version of the escaping level from the KGB HQ

Screen 25: A beta version of the Head Security Officer’s room

Screen 26: Maybe is a beta version of the escaping level from the KGB HQ (but the enemy is totally different from the one in the game)

Screen 29: The bathroom in the embassy and the Deputy Ambassador (but the mirrors don’t reflect in the n64 version)

Screen 30: ???

Screen 32: VR sequence?

Mission Impossible 64 remains without doubt one of the most fascinating beta games to look at, to have an idea of what were the expectations of the gamers about the new Nintendo hardware. We dreamed for months to play with this high level of graphic with the Nintendo 64, but only with the release of the Dreamcast we were able to have something that looked as clean as the original Mission Impossible 64 target renders.

A sequel, Mission Impossible 2, was announced in 1999, but it was soon cancelled for the N64. MI2 was going to be developed for the Dreamcast, but when Infogrames lost the Mission Impossible license, the game became “La Femme Nikita” for the Playstation 2, cancelled after 2 years of development.

Thanks to Robert Seddon for some of these screens and to RagingD and John Doom for the contributions!

italian_flag.jpg [spoiler /Clicca qui per la versione in Italiano/ /Nascondi la versione in Italiano/]Uscito solo nella metà del 1998, Mission Impossible per Nintendo 64 ha dovuto aspettare alcuni anni, prima di essere completato. Il gioco fu infatti annunciato nel marzo del 1996, come uno dei primi titoli in sviluppo per la nuova console a 64 bit. Ocean confermò addirittura la presenza di alcune caratteristiche speciali, che sarebbero state sbloccate grazie ad un espansione per 64DD. Ovviamente nessuna opzione per 64DD è presente nel gioco finale.

Le primissime immagini diffuse erano una versione esagerata delle capacità 3D del N64: visuali ad alta definizione (almeno per l’epoca) ed una pulizia grafica impensabile per l’hardware Nintendo. Oggi queste foto possono farci sorridere, ma nel 1996 la grafica sembrava davvero realistica. Come già successo per altri giochi, presentati durante le fasi iniziali dell’Ultra 64, gli screenshot si riferivano probabilmente ad una serie di tech demo, creati per avere un’idea di come sarebbe stato Mission Impossible su di una console a 64 bit. Le specifiche tecniche del Nintendo 64 si rivelarono però meno potenti del previsto, ed il gioco completo è in realtà più sfocato e poco definito, rispetto a quanto volevano farci credere inizialmente.

Purtroppo nessuno dello staff ha mai giocato a Mission Impossible 64 e non possiamo quindi riconoscere se le situazioni qui mostrate siano presenti nella versione completa, oppure erano semplicemente degli scenari provvisori. Se avete finito M:I 64 e notate qualche differenza nei livelli, saremmo felici di ricevere una vostra e-mail con queste informazioni!

Gli Unseen di Mission Impossible 64 rimangono senza dubbio fra i più affascinanti da osservare, per avere un idea di quali erano le aspettative delle software house, rispetto al nuovo hardware Nintendo. Milioni di videogiocatori hanno sognato per mesi di poter avere una simile qualità grafica nei propri videogames, ma solamente con l’uscita del Dreamcast hanno potuto avvicinarsi all’aspetto che mostrava questo Tech Demo di M:I.

Un seguito del gioco era stato annunciato, ma presto cancellato senza lasciare nessuna traccia.[/spoiler]

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Survivor Day One [N64 – Cancelled]

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Announced officially at E3 1998, Survivor Day One is an interesting action game that was in development by Konami. As in Fade To Black, the protagonist had to escape from a spaceship infested with mysterious aliens, but unlike Delphine’s game, Survivor Day One’s hero is much more athletic and we would have been able to perform various actions to explore the levels, as in the various Tomb Raider. In the screenshots released we can see the protagonist while jumping, climbing, swimming and so on. The gameplay would even had some puzzle elements, as usual with this kind of action adventures.

From what Konami had promised, the enemies would have react realistically, according to the context and to the player moves. The Original music from the only trailer ever released was composed by Mark Lindsey.

Unfortunately the graphic was pretty bland for a 1998 game and while the game was still in early beta, some management problems slowed down the development team: in the end the project would have not be able to be released before the death of the Nintendo 64 and so they decided to just cancell it all togheter.

italian_flag.jpg [spoiler /Clicca qui per la versione in Italiano/ /Nascondi la versione in Italiano/]Mostrato ufficialmente all’e3 98, Survivor Day One era interessante action game tridimensionale sviluppato da Konami. Come in Fade To Black il protagonista si ritrova a dover scappare da una nave spaziale infestata da misteriosi alieni. Fortunatamente a differenza del titolo delphine il nostro eroe è nettamente più atletico e ci si ritrovare ad effettuare azioni non troppo dissimili dai vari tomb raider, come saltare, arrampicarci, aggrapparci al volo a piccoli appigli, nuotare e via dicendo, sebbene non mancassero gli enigmi e le parti esplorative tipiche degli adventure.

Inoltre particolare enfasi doveva essere posta nell’AI dei nemici, che dovevano reagire realisticamente secondo il contesto. Sfortunatamente il titolo era piuttosto blando tecnicamente per un gioco di seconda generazione, e diversi problemi di organizzazione fecero rallentare il team di sviluppo:  Konami non sarebbe riuscita a finire il gioco prima della morte del Nintendo 64 e decise quindi di cancellare del tutto il gioco per evitare ulteriori perdite di denaro.[/spoiler]

Thanks to Hey Hey & Mark for the contributions!

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Blade & Barrel (Ultra Combat) [N64 – Cancelled]

Blade & Barrel, also known as “Ultra Combat” in the U.S., was going to be one of the launch titles for the new Nintendo 64 console, but sadly it was cancelled. Developed by Software Creations and Kemko, the game was an arcade third-person shooter, focused on battles between flying vehicles that looked a bit like helicopters. An important aspect of Ultra Combat was meant to be the multiplayer mode up to 4 players.

Looking at the beta screenshots and videos below, the environments of the game were just simple 3D arenas, with some empty buildings and roads, but when it was announced, the graphic looked really spectacular for its time. The weapons available were able to create huge explosions, that completely filled the screen with a truly impressive fire effect. Probably the single player mode was similar to the multiplayer deathmatch, with the only difference being that we had to fight against bots, rather than challenge friends.

Unfortunately Blade & Barrel 64 was postponed for too long, perhaps because of low quality gameplay achieved in the beta, and in the end the project was canned altogether. Some concepts of Ultra Combat could have been re-used to develop another game by Kemko, Knife Edge, released for the N64 in 1998.

The two games are somewhat similar: Knife Edge is a shooter with flying machines, but the main difference is that KE is played in first person view as a on-rail shooter, while Blade & Barrel was meant to be a free flying shooter… at least in its original concept: from the  Pickford Brothers’s website we can read that:

Blade & Barrel (Nintendo 64): A game originally designed to be simple, 3D update of the old Atari console classic Combat, but which changed to an on-rails shooter once it was signed to a Japanese publisher after John left Software Creations to form Zed Two. In the end the game either abandoned or ‘canned’ by publisher.

Thanks to fiatbravodriver for the contribution!

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Jet Force Gemini [N64 – Beta / Unused Stuff / Debug]

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Jet Force Gemini is a sci-fi action adventure / third-person shooter developed by Rare that was released in 1999 for the Nintendo 64.  The main characters, Juno and Vela, were originally designed as younger in the beta version and their 3D models were more cartoon-like with large heads. They were later changed to their more mature versions before the release of the game. However, a similar set of childish models can still be played with via an in-game cheat.

Jet Force Gemini does not support the 4MB Expansion Pak, although Rare had considered the possibility. This led to some confusion as the box cover for the original release stated that it did support the Expansion Pak. Nintendo provided a quick-fix to the mislabeled covers by providing stickers declaring its rumble pak compatibility and fixed later printings of the boxes. [Info from Wikipedia]

Also, some debug rooms and beta maps were found still hidden in the game thanks to ps3punk7890, Luigi 316 and SubDrag. An interesting note, one of these unused maps is a racing track from Diddy Kong Racing: it’s possible that they used this to test the racing missions in Jet Force Gemini in its early stages.

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Jet Force Gemini Beta

 

Body Harvest [N64 – Beta / Unused Stuff]

The owners of a Nintendo 64 had to wait several years before being able to get their hands on this title developed by DMA Design. Body Harvest was announced as one of the first launch titles for the N64, but it was released only in October 1998 and it ended up clashing with Zelda: Ocarina of Time.

Body Harvest is one of the most interesting projects for the Nintendo console, but due to the clamor for the release of the first three-dimensional Zelda, Body Harvest was missed by many gamers, as they were already too busy to play with an ocarina.

Body Harvest’s levels are huge, probably some of the bigger areas available on the 64-bit console: players can use many vehicles from small cars to powerful alien ships, to move and kill all the enemies in their path. Sadly a lot of the beta vehicles (shown in the gallery below) never made it into the final game. BH’s development team is the same one that a few years later created one of the most popular games of the last generation: GTA 3.

Perhaps if Body Harvest would have been released in a different time, it would have had a better success in sales. All the images in the gallery below are from the beta version, with different HUD, incomplete graphic and target renders. In the early version, the energy bars were oval and the radar was circled by a red line. Also, there are some unused logos created before the final one!

Missions in Japan, Hawaii and Antarctica were removed from the game or changed into the Alien Cometh, Java and Siberia. As was noticed by SilverStingray on the GameSpot Forum:

It’s interesting to note that there was originally a Japan 2010 level which looks a little bit like the comet. I guess Japan morphed into the comet when the game was struck by a speeding deadline. Also America looks a lot greener, I guess it felt too similar to Greece so the devs killed the grass.

Many interesting info on Body Harvest’s development can be found on this article by Edge:

The Body Harvest story begins a long time ago, in a small development house just outside Dundee. In 1995, Nintendo saw great potential in a game design document drawn up by DMA Design. […]

After two years of hard slog DMA eventually presented an action game to Nintendo. Unsurprisingly, it was not what Nintendo had seen in the design document and more importantly, it was not to its taste. A crack team of Nintendo experts, including a producer from the Zelda series, flew over to sort out the mess. It was suggested that the game be reincarnated as an RPG – not what DMA wanted to hear. […]

On its return home, DMA noticed a distinct pattern emerging – more bad news. Body Harvest was being developed alongside another game called Zenith – an original mix of platform and racing action. Zenith was to be canned and several people were given the unpleasantly singular option of joining the Body Harvest project. […]

If you can notice more differences in the beta images, please let us known!

Some screens from: www.flickr.com/photos/mikedailly/sets/

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