X-Women is a new one for me. I never saw it before. This is a great thread.
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X-Women is a new one for me. I never saw it before. This is a great thread.
I'm not sure if the games I listed like ssf2t were just names on a list, somewhat got started or had been canceled while in production, but none the less upcoming games were listed in EGM and Sega Visions and we didn't get most of them, so we got fucked as 32 x buyers in that regard. Anyway, Sonic Xtreme really didn't go into production (maybe design early development but read below) on 32 x (which I proved with link to interview) but people list that.
Edit. Here I'll post it again.
http://info.sonicretro.org/Mike_Wall...June_19,_2007)
"Sega-16: Do you think the 32X would have been able to handle Xtreme? Was the hardware powerful enough?
Mike Wallis: It's hard to say. During this stage of development, the game design was still very early on and hadn't been fully defined yet, so it's unclear if the design would have even required (in terms of technology) anything close to what Xtreme ultimately became. The team also hadn't spent much time with the 32X technology before we were directed to begin focusing on the secret V08 platform (mentioned in Peter Morawiec's interview) and then on the Saturn.
Sega-16: The Sonic spinoff Knuckles Chaotix was received with mixed reactions, as the gameplay was quite different from past titles, and it wasn't the true Sonic game fans wanted. Was there ever a chance of Xtreme coming out on the 32X? If it had been released on the infamous mushroom, do you think it could have saved or at least extended its life span?
Mike Wallis: Releasing Xtreme for the 32X wasn't even a consideration, to my knowledge. The 32X wasn't performing to Sega's expectations, and with that came a shift in software development, ultimately to the Saturn. Xtreme remained in limbo for a few months during that time as internal debates and technology assessments were done on the V08.
It was actually quite surprising to see just how quickly the 32X was abandoned by Sega as a whole. Once marketing failed to continue to support it, that house came tumbling down.
Sega-16: There's been great confusion over the origins of Sonic Xtreme. Artist Chris Senn recently told us that the game had its origins on the Genesis, where it was moved to the 32X before settling on the Saturn. Many people believe it was the evolution of a game outlined by designer Mike Kosaka entitled "Sonic on Mars." Moreover, Peter Morawiec told us that he and Adrian Stephens were convinced by Sega to open a satellite STI office in Burbank, CA to work on a Sonic game that wasn't Xtreme. Was this Sonic on Mars?
Mike Wallis: I don't know anything about Xtreme being on the Genesis. Perhaps it was originally conceived that way, but it was before my time at STI. When I joined STI in November of '94, Xtreme (not called this at that time, by the way) was slated for the 32X. I don't believe it was referred to as Sonic on Mars but rather Sonic Mars because internally the 32X platform was code named the "Mars." In essence, it was Sonic The Hedgehog for the Mars gaming platform, or for short, Sonic Mars.
I can't comment on how Peter & Adrian's conversations with Roger Hector went down, but I do know that the two of them were planning on leaving right after Comix Zone. Roger, along with the rest of us at STI, valued them both very much-they're talented developers and great guys. Roger did what he thought was best in order to keep them, which was to offer to them the opportunity to open an LA-based STI office. If memory serves, they did send up a pitch document or two about a non-Xtreme Sonic project for the Saturn, as well as one for a 3D version of Comix Zone, but I don't know if the office was opened specifically for them to work on a Sonic game, but if Peter says that was the case, then it's probably true.
Sega-16: Do you know if the game has any relation to an unreleased Sonic game by Peter Morawiec called Sonic-16, which was based on the forthcoming ABC cartoon?
Mike Wallis: That was before my time at Sega Technical Institute, so I don't even want to speculate."
So don't expect a proto or rom of this.
mario world proto the shots I've seen do look cool. The chrono trigger proto version shown on a japanese show in 1994 looks awesome too.
My Holy Grail:
Hi-Ten Bomberman (1993) - Hi-Ten Chara Bomb (1994)
This isn't technically a prototype, rather it was a completed game (two versions actually) but anyway, it wasn't released.
http://www.pcenginefx.com/PC-FX/asse...ors_htb_01.jpg
http://www.pcenginefx.com/PC-FX/asse...ors_htb_04.jpg
http://randomhoohaas.flyingomelette....scr/chara2.JPG
http://randomhoohaas.flyingomelette....maniax-104.JPG
Only widely seen at the summer Hudson Caravan events in Japan.
First ever Hi-Definition video game, but not for arcades, computers or consoles.
Ran on a mix of expensive & custom hardware:
-Plasma 1035i analog HDTV (Hi-Vision) - $40,000+
-Custom circuit board, most likely within a high-end NEC PC-XX or IBM workstation, to produce the graphics in the Hi-Vision 16:9 format and resolution.
This custom board became (or was?) the Hudson 32-Bit Tetsujin aka Iron Man board shown at trade shows in 1992, which was later changed in spec to become the basis for the PC-FX console of 1994.
-Some sort of HD converter
-Two PC-Engine CoreGrafx systems just for controller inputs
Only five units were ever made.
Part of Gamasutra's interview with Hudson's Takahashi-Meijin
http://www.gamasutra.com/view/featur...ns_.php?page=3Quote:
With the HD Bomberman [Hi-Ten Bomberman] that was playable in one of these Caravan events, it was really kind of groundbreaking, because there wasn't any real HD technology at that time, and also it was 10-player. Can you go a little bit into the origin of that?
TM: Back then in Japan, there was a national TV company called NHK. They were trying to push HDTV, so with that overall flow, Hudson was thinking, "Okay, if TV gets that good, the program itself needs to be that good as well."
Also, the screen ratio was going to be 16:9, so that's why 10-player was possible, because you have more characters lined up versus 4:3. They didn't have the graphic board to support that back then, so they had to manually put one together one.
And that became the Iron Man board, correct?
TM: Tetsujin, yeah. It was only used internally. How could you know all this? (laughter)
Just to clarify because some people have been confused, even though Hi-Ten Bomberman was created on the Tetsujin board, it was never intended for PC-FX, correct? Even though the PC-FX was based on the Tetsujin board.
TM: The PC-FX was based on the Tetsujin board but it wasn't quite the same. The graphics weren't in HD because we didn't use the HD graphics board. The FX was not in our vision when we first developed that game. We developed it simply for use in HD.
Tons of info:
http://randomhoohaas.flyingomelette.com/bomb/arc-hiten/
Footage
https://www.youtube.com/watch?v=2KVoPogwVts
https://www.youtube.com/watch?v=c5bZz5Xofi8
https://www.youtube.com/watch?v=8ryRP26QNtk
This is where Saturn Bomberman originated from. However, Hi-Ten Bomberman not only obviously had higher resolution than the 10-player mode of Saturn Bomberman, as well as a 16:9 format, but also seems to have nicer graphics. Although not better than the normal modes of the Saturn game.
It's too bad we will (99.999% chance) never, ever get to play Hi-Ten emulated at home.
An actual prototype came to mind -- Super Mario Sunshine on GameCube -- Originally shown running @ 60fps at both Space World 2001 and E3 2002 with a number of other differences.
Space World 2001: http://www.youtube.com/watch?v=r7Z9MzMg9vM
E3 2002: http://www.youtube.com/watch?v=6uzTeRvm1Uo (@ 26:05)
Two prototype trailers for what would become Legend of Zelda: Twilight Princess.
E3 2004: http://www.youtube.com/watch?v=sOdPC16zN80
GDC 2005: https://www.youtube.com/watch?v=OZhES9b5v8c
E3 2005 - First trailer as Twilight Princess: https://www.youtube.com/watch?v=vVR8uWyxGc0
All three together (first reveal is without fan reaction+different music)
https://www.youtube.com/watch?v=l2j2NdUFaJ8
Some choice proto/beta screens not even in any of the trailers:
http://web.archive.org/web/200510250...1098220300.jpg
http://www.unseen64.net/wp-content/g...4-beta-3-1.jpg
http://assets2.ignimgs.com/2004/05/1...066-827716.jpg
http://assets2.ignimgs.com/2004/05/1...010-828565.jpg
http://assets1.ignimgs.com/2004/11/2...96631_640w.jpg
http://www.unseen64.net/wp-content/g...betariver3.jpg
http://www.unseen64.net/wp-content/u...datpbeta17.jpg
I'd love to get my hands on playable protos versions of Twilight Princess, or even just unseen videos, especially from 2004-2005.
No Sonic Xtreme 32X? What's this then?
https://www.youtube.com/watch?v=hdFhXyRFJAM
and this?
https://www.youtube.com/watch?v=R_DQfU0qJWg
Next would be, Phantasy Star IV circa 1992.
http://i43.tinypic.com/2bvdk5.jpg
http://www.phantasy-star.net/art/compendium/3dps4.jpg
^ Yep, that and whatever was going to come out for Sega CD. Early shots look like Phantasy Star III.
After that, if they exist, Magician Lord 2 and Crystalis 2 for NEO-GEO CD.
Also, (again if it exists), Pulstar 2 aka Pulstar Blast, before it became Blazing Star.
Yeah, the reported yet unconfirmed Phantasy Star IV: The Return of Alis.
That would've been a completely different game than Phantasy Star: At the End of the Millennium released in Japan in December 1993 and not until February 1995 in the U.S., retitled Phantasy Star IV, on the box.
All versions have the title screen - Phantasy Star: The End of the Millennium.
Anyway the Sega CD game Return of Alis sounded way too ambitious
Secret of mana snes cd version.