Showing posts with label Prototypes. Show all posts
Showing posts with label Prototypes. Show all posts

Mariner's Run: A Sea Dog Sighting

You know what I always like discussing? Well, yes, Trouble Shooter. Oh, and Gravity Rush too. And don’t get me started about Angel Cop. I could go on for days. 

However, I also enjoy talking about canceled stuff: games and movies and other creations that never saw the light of day. And it’s especially fascinating when those projects are effectively finished and qualify as lost media. That’d be actual lost media, the sort that is possibly gone forever, and not just something that you can’t find on YouTube or the Internet Archive after an intense eleven-second search. 

Mariner’s Run, or Sea Dog in Japan, might be one of these. It’s a rare sort of genre-hybrid video game, mixing an RPG with oceanic explorations. Vic Tokai announced it for the Nintendo Entertainment System and the Famicom in 1991, and screenshots appeared in a few publications. It was to follow The Krion Conquest (Magical Doropie in Japan) on release schedules, but Vic Tokai decided to join those companies pulling out of the Famicom/NES market once it was clear that the Super Nintendo and Sega Genesis were taking over. Cowards, all of them. 

So Mariner’s Run was canceled everywhere, leaving behind some vague descriptions, a few images, and speculation about whether or not it was even finished. Games from the NES era had short development times, remember, so it wasn’t out of the question that a completed and market-ready title would get the axe.

 


Well, Mariner’s Run at least existed as a working game. Here’s some very brief footage of it running at what was probably an exhibition in Japan, as the game has the title of Sea Dog. We get short glimpses of a ship navigating ocean depths, plus artwork of a half-cute mecha-submarine with arms, a missile-launching mouth, and a helmet that Metroid’s Samus Aran might have worn. 

I’ve mentioned Mariner’s Run before, and I still think it’s among the most interesting unreleased and as-yet-undiscovered NES games, right up there with Bandai’s Ultimate Journey. For one thing, it has few direct relatives. The blend of submarine expeditions and RPG features sounds unique; the aquatic dives were apparently side-view action, while the other half of the game involved wandering towns with an overhead view. There are other games with similar mixes, including Deep Sea Adventure on the PlayStation, but there was nothing like this on the NES back in 1991. 

I wish I could credit whoever shared that video on Twitter back in 2022, but the account no longer exists. I saved it at the time and uploaded it to YouTube just this month, so let me know if you’re the one who originally posted this video…or the person who shot the footage in the first place.


At least I can properly credit this clearer scan of a Mariner’s Run screenshot. It was posted by Frank Cifaldi of The Video Game History Foundation, and it shows one of the few known images of the game in welcome detail. We can see the layout of a town that the player would visit to…um… 

Wait. Is that shopkeeper a dog?

 

Perhaps it’s just a trick of the pixels, but that looks like an apron-clad merchant with the head of a dog or possibly a cat. Yes, an actual sea dog in Sea Dog. While it might just be a typical white-bearded vendor (as implied by another, blurry town screenshot I discussed before), the figure has a wide grin and an actual nose that none of the other human townspeople possess. One of the neater elements of Mariner’s Run is the implication that it takes place in some futuristic world of rising ocean levels and lost technologies, and perhaps mutant animal-people were part of that mix. 

Even if I’m wrong and Mariner’s Run possessed a more mundane setting, I’d keep calling it a standout among unreleased video games. Vic Tokai has a very intriguing catalog, from Clash at Demonhead to those Trouble Shooter games I always bring up, and a submarine RPG would fit right in there. So I hope we’ll one day find Mariner’s Run or Sea Dog or whatever else it might have been called. It would show the world a promising, perhaps unfairly canceled game. Or at least it would solve the mystery of that shopkeeper.

Bounty Arms: The Hermie Hopperhead Connection

So what's new with Bounty Arms? Nothing major, as you might expect when it comes to a PlayStation action game canceled back in 1995. However, I made a Twitter post about how Data West’s Bounty Arms is chief among my video-game white whales, edging out Mega Man Legends 3 and Ultimate Journey and even Super Dog Booby. 

 

It received a decent number of likes for a game that never got noticed much when it was viable and in development, and I'm grateful for all of the responses—even the one from somebody who wants to see Bounty Arms heroines Chris and Rei as muscular circus clowns. Sometimes the best way to keep an obscure video game alive is through equally obscure predilections.  

So it's a good time to discuss Bounty Arms. In the absence of real news, I'll just speculate about the connection between Bounty Arms and Yuke's.   

Yuke’s is best known these days for their extensive lineup of wrestling games, but they’ve tried all sorts of genres since Yukinori Taniguchi founded the company in 1993. Taniguchi figures tangentially into Bounty Arms’ history, as he worked on a number of Data West titles, including Rayxanber III and the LaserActive shooter Vajra.  

The first Yuke’s game unrelated to wrestling was an early Japan-exclusive PlayStation action-platformer called Hermie Hopperhead. While perhaps not a genre trailblazer in its depictions of a red-haired kid jumping on enemies and hatching allies from eggs, Hermie charmed GameFan founder Dave Halverson so thoroughly that he vowed to put it in every issue of his magazine until a publisher brought it to North America.   

This did not come to pass, but before giving up, GameFan ran an extensive interview with Taniguchi and Sony’s Tetsuji Yamamoto. They discuss a lot about the company’s history, and there’s one interesting detail for the Bounty Arms files.  

Yamamoto mentions that Taniguchi was working on “some boring project” before they developed Hermie Hopperhead. Might this refer to Bounty Arms?  

I doubt that for two reasons. One: the timeline doesn’t quite add up, as Taniguchi had founded Yuke’s and apparently stopped working with Data West in 1993, years before Bounty Arms was announced or canceled. Two: I refuse to believe that anyone would find Bounty Arms boring, even in jest.   

Yet there’s another connection. I’ve previously speculated about a former Data West staffer named Kenji Nakamura—and how he may be the same as Kazuhide Nakamura, who directed the first Vajra and designed or directed the three Rayxanbers. Even when sticking to separate credits, Kazuhide Nakamura directed Vajra 2, the last game Data West released before starting up Bounty Arms, and I suspect his departure was either a result of or the reason for Data West canceling it.   After leaving Data West, Nakamura joined Yuke’s. And what was his first game contribution there? 

 

Yep. Nakamura was a designer on Hermie Hopperhead. And that brings more speculation from me. Did he leave Data West to work on a new game at Yuke’s? Was he lured away by the opportunity to make a side-scroller about a street-savvy tentacle-haired boy and his battle against garbage enemies? Did Hermie Hopperhead kill Bounty Arms?  

Probably not, but it’s still interesting to play Hermie Hopperhead and other Yuke’s games that involved Nakamura, looking for any common ground or residual influences of Bounty Arms. I’m particularly curious about EOE: Eve of Extinction, a PlayStation action game with Nakamura as scenario creator and lead designer. It’s fallen into such obscurity that I can’t even remember if I ever played it, but I’m still driven to investigate for the sake of the Bounty Arms Preservation Society. And because the English version has a nice lineup of then-ubiquitous voice talent. Cam Clarke! Kim Mai Guest! Jennifer Hale!  

A few notes for those just learning about Bounty Arms: You can download the only known playable demo of the game here. And if you want to trick it into playing the entire first stage, check out these directions. And then you can devise nonsensical theories of your own!  

Little Things: Quarter Back Scramble

Lately I've grown interested in football games of the NES era, specifically those developed in Japan. At that point football (that'd be American football) hadn't proven nearly as popular in Japan as baseball or soccer or possibly even badminton, so I'm intrigued by what Japanese developers of the 1980s envisioned when crafting a sports game primarily for Americans.

Quarter Back Scramble: American Football Game is a great example. Aside from the capitalization of “Quarterback” in its delightfully blunt title, it's mostly on point in its gridiron depictions, and it was scheduled to come out here as Mike Ditka's Big Play Football. It's also the work of Natsume, and its graphics and soundtrack even recall the slick appearances and punchy sounds of action titles like Shadow of the Ninja and S.C.A.T. 

Yet Natsume made one very strange decision with Quarter Back Scramble, and you'll see it as soon as you press start. 

A woman in full Playboy bunny attire inexplicably poses next to the game's initial menu. She'd be right at home in a casino game of this era, but I have no idea what she's doing in a football title. There's a lot written about the sexist depictions of NFL cheerleaders, but I can find no record whatsoever of possible connections between Playboy costumes and football. Even the risque sights of the XFL cheer squads and the Lingerie Bowl were years away from Quarter Back Scramble's 1989 release.  

Natsume evidently wanted some sex appeal to accompany those staid gameplay options, but why not just show a cheerleader? Perhaps some confused programmer thought the rabbit-eared cocktail waitress regalia actually was the sort of thing football cheerleaders wore, but I doubt that, considering that a conventionally garbed cheerleader shows up in the game’s intro. Or perhaps Natsume just had leftover graphics from a canceled anthology of blackjack and poker games, and damned if they were going to waste them.

There are other amusing details in Quarter Back Scramble. I like the Pony Canyon logo in the middle of the field, as though the music publisher (and purveyor of many a crappy Famicom game) bought an entire football stadium. And like many sports games without official team licenses, Quarter Back Scramble had to make up its roster. You’ll pick from the Denver Miles, the Los Angeles Arks, the Chicago Forces, the San Francisco 50s, the New York Subways, and, my personal favorite, the Washington DC Hogs. With the real-world Washington team just about to announce a new name, I can only hope they’ll dig deep and reference a 1989 video game. 

I also appreciate Natsume’s rendition of the referee. Instead of a detached face or a stiff single image, he’s a squat little goblin in the super-deformed tradition of many an anime gag. And his expression relays that he’s not about to tolerate any guff from the more evenly proportioned football players.  

And then we have the game’s curtailed journey overseas. Accolade planned to release it on the NES as Mike Dikta’s Big Play Football but quietly canceled it. Footage of the American version shows only a few changes: the teams now have their official names, and the NFL logo replaces the Pony Canyon motif in the stadium—as well as the bunny-girl on the menu screen.  

However, Hidden Palace and the Video Game History Foundation recently released a prototype of the American version before Ditka and the NFL license were attached. It’s almost identical to the Japanese release, complete with rabbit-eared women inviting fans to Pony Canyon Stadium to watch the Denver Miles play the Washington Hogs. Accuracy aside, that would’ve been much more memorable for American NES owners than just another realistic football game.  

 

The Return of Clockwork Aquario

When it came to unreleased video games, Clockwork Aquario was a relentless, blatant, and downright sadistic tease. It went through arcade location tests back in 1993, but developer Westone deemed it unsuitable for the market. So it drifted into the same ether that absorbs most canceled games.

Yet Clockwork Aquario survived. Composer Shinichi Sakamoto and EGG released the soundtrack in 2006, and stories from those who played the game tantalized like UFO sightings. Then company co-founder Ryuichi Nishizawa uncovered the source code, sprites, and design documents, hinting that it might well be possible to restore the entire thing. Clockwork Aquario seemed just on the edge of coming back to life.  

That’s exactly what happened, according to Strictly Limited Games. After a year or two of hints, the German publisher announced Switch and PlayStation 4 releases of a fully restored Clockwork Aquario. It’s due out  next year, and they have screenshots, a website, and some gameplay footage to prove it. I usually don’t embed videos that aren’t mine, but I’m breaking that rule for Clockwork Aquario.  

 

 

What’s that? It’s just twenty seconds of standard side-scroller gameplay? Yes, it is. But there’s more to the game than that. And there’s more to its appeal than a long shadow of makeshift nostalgia.  

 



Clockwork Aquario is the last arcade project from Westone, creators of the immensely charming Wonder Boy and Monster series (which I refuse to even attempt to explain here). Aquario theoretically found the company at its height, landing in between the excellent Wonder Boy in Monster World and Westone’s crowning achievement, Monster World IV.  

 


Even our limited peek at Clockwork Aquario reveals many familiar hooks. It offers three adventurers: Huck Londo, Elle Moon, and a rotund robot named Gush. Their standard hop-and-hit attacks are enhanced when they throw around stunned enemies—and even each other in the two-player mode. It wasn’t the first game to try out such a concept even in 1993, but it opens up all sorts of techniques. And it possibly led to the pet-tossing play mechanics of Monster World IV.  

The little details have already won me over. I like the way the characters take damage by subtly changing appearance (as Elle does in the video) and the way they turn into strangely calm angels upon defeat. I even like the little character portraits in the background of the player-select screen. Just look at them.

Trouble Shooter's Third Strike

It’s a good time to be a fan of Trouble Shooter. Or Battle Mania. Or whatever you might call the two comedic Sega Genesis shooters that put heavily armed heroines named Madison and Crystal in a blend of Forgotten Worlds and Dirty Pair. I am a fan, because I know of no other game that drops you into a giant claw machine so you can fight a farting pig robot.


Hardcore Gaming 101 recently put up an entry on the series, and it covers the first game, which we knew here as Trouble Shooter, and the second game, which we never saw here and thus knew only by its Japanese title, Battle Mania Daiginjou. The article also mentions Madison and Crystal’s cameo in Segagaga. Of course, they would go by their Japanese names, Mania Ohtorii and Maria Haneda, respectively. I would be annoyed at having to explain that every time I talk about Trouble Shooter, but I like talking about Trouble Shooter too much.

The big attraction in the article is a set of design documents for the never-made third game in the series, Battle Mania N.Y. Gankutsujou. The scans come from the fourth volume of Nazo no Game Makyou, which printed them small and in black-and-white. I bought this very issue about a month ago, but I dragged my feet on scanning it, restrained by that new-purchase aura that congeals when you spend twenty bucks on a little book about old video games. Fortunately, Hardcore Gaming 101 stepped up and scanned them as nicely as possible, considering that the original images were only slightly larger than Wheat Thins.

Those design documents show what could’ve been an amazing game. You can check out the entire set at Hardcore Gaming 101, but I picked out my favorite things from this game that never was.


Fun with Mariner's Run and Loppy

Many canceled NES games exist only on paper, whether it’s a sheaf of old design documents, a press release, a magazine’s rumors section, or a bar napkin with DONKEY KONG FIGHTS GUNDAM scrawled on it. In some cases, having only a title makes a game all the more enticing, as we’re free to imagine what Vic Tokai’s Baby Gangster, LJN’s World War III, or Activision’s The Abyss might have been like had they shown up behind the glass at Kay-Bee. 

Yes, some unreleased NES games left behind only their titles and vague descriptions. Until last month, I thought Mariner’s Run was among them.

Mariner’s Run is the work of Vic Tokai, a company that’s fascinated me for a while—and not just because of my unabiding fondness for Trouble Shooter. Vic Tokai crafted intriguing games throughout the NES era, whether it was the early (and unreleased in the U.S.) action-RPG Chester Field, the complex adventure of Clash at Demonhead, the charming The Krion Conquest, or the Golgo 13 games, which might not be great but remain marvels of sneaking gruesome violence and bleak spy-pulp stories onto a game system where alcohol and crucifixes were verboten.

We find little information about Mariner’s Run, known as Sea Dog in Japan. It appeared in magazines early in 1991, and the manual for Magical Kids Doropie (aka The Krion Conquest) describes it as a "battle RPG" with a March 1991 release date. 

That was all I knew about the game, and it was all I needed to imagine the best possible NES treatment. I pictured a naval warfare epic in a post-apocalyptic or high-tech future, where you might roam the seas from an overhead perspective and fight intense battles from a first-person viewpoint. Kinda like SubRoc 3D crossed with a fun version of Silent Service.

I somehow neglected to notice that Mariner’s Run survived online in at least three screenshots, plus a Game Players blurb that describes it as “a game in the style of Ultima or Dragon Warrior” that “takes place in a land of seafaring towns.” And that’s enough to destroy my vision of the game.


Yet Mariner’s Run is more interesting now that I’ve seen it. The first screenshot shows the overhead RPG portion, and it's downright primitive for an NES game from 1991. Still, it’s enough to speculate as to which sprite is the main character (my bet is the blue-gray one) and what time period it wants to evoke.

Nintendo Power's Greatest Gossip Gremlins

Nintendo Power had a fascinating look in its early years. It was, of course, a promotional sheaf for all things Nintendo, but the magazine’s staff enjoyed an unprecedented relationship with Japanese publishers. With that came artwork and layouts rarely spotted in America.

Within Nintendo Power you’d see spindly Clash at Demonhead heroes, plastic Blaster Master and Metal Storm models, Mega Man robots somewhere between an American cartoon and a Japanese comic, and lavish art for the lesser-known likes of Astyanax, Code Name: Viper, and Legacy of the Wizard. And you’d see the detailed illustrations of the now-respected Katsuya Terada adorning features for Final Fantasy, Dragon Warrior, and Ultima. Even the comic-strip adventures of Howard and Nester, the former based on Howard Phillips and the latter a bratty little mascot, had distinct manga styling courtesy of artist Shuji Imai. Nintendo Power wasn’t just a bundle of previews and tips and news about video games that would define an embarrassing volume of childhoods. It was a kaleidoscope gaze into another realm.


The Gossip Gremlins had a small but memorable role in this. No doubt borrowed from Japanese publications, the Gremlins were fanciful critters who popped up at the bottom of Nintendo Power’s Pak Watch previews section. They spouted tidbits about games too early to have plentiful screenshots or solid details, giving the magazine a cute package for random information.

The Gremlins also offered some of the most creative art in Nintendo Power, as they weren't based on actual games. Unburdened by commercial demands, the artists cut loose and drew marvelously odd creatures from the heart of Japan’s late-1980 pop culture. And I picked out my favorites.
 
THE EYE KNIGHT 
January/February 1989 
If the Gossip Gremlins rarely came from real NES games, many were cut from the same aesthetics. The Eye Knight is a perfect example, familiar enough to make young readers wonder if they'd encountered such a creature in The Legend of Zelda, Dr. Chaos, or the inner reaches of Deadly Towers that few had the patience to reach.


An armored warrior with a huge Technodrome iris where his face should be? That’s almost too good of a design to waste on a blurb about Defender of the Crown—a blurb that’s half inaccurate, since the game isn't really about Robin Hood.


In fact, Nintendo Power liked the Eye Knight enough to use him (her?) twice. The creature shows up again in the March/April issue to mention some news about Hi-Tech. Too bad, Eye Knight. You deserved to be skewered by Link in Zelda II, not reduced to bandying Chessmaster rumors.

Cry On Over

No video game ever made me cry. Nope, not one. Many games get to me in some way, because I’m a big, sappy, hopeless mark when it comes to full-bore blasts of melodrama. Yet I have a hard time remembering any game, book, movie, song, comic, painting, sculpture, water ballet, or 15th-century Italian woodcut that’s brought me to tears. I suspect I’m just not built to sob over fiction and art. That part of me prefers that I just sulk around stunned and despondent.

I don’t think I would’ve wept over Cry On, but I wish I could’ve found out.

Making us weep was, believe it or not, the goal of Cry On. Final Fantasy creator Hironobu Sakaguchi hoped that the game would make players cry, both in joy and sorrow, and so great was his ambition that he put it right there in the title. Cry On wasn’t a weird side project, either. Sakaguchi’s Mistwalker studio announced it for the Xbox 360 late in 2005, with publisher AQ Interactive and developer Cavia on board. Final Fantasy composer Nobuo Uematsu signed up for the soundtrack, the illustrations came from Drakengard artist Kimihiko Fujisaka, and the budget hovered around $8.5 million.


Cry On promised more than wailing and rending of garments, of course. Described as an action-RPG, it showed a world not that different from a rudimentary Final Fantasy spread of medieval mythic scenery speckled with airships and other machine anachronisms. Here humans live alongside Bogles, glazed golems that transform from small totemic statues to fearsome giants. A particularly intelligent Bogle partners with the game’s heroine, a young woman named Sally.

Players were to control Sally, but the Bogle may have been the real star. According to interviews, the little ceramic gremlin would ride on Sally’s shoulder as she explores and solves those environmental puzzles that every action game demands somehow. Yet the Bogle would transform into its larger incarnation, changing its general form each time, and it could accessorize itself with rubble and other debris. The Bogle would handle much of the fighting, though Sally does have that knife on her.

Guilty Gear's Jam Session

You know what’s a good website? The Cutting Room Floor. It’s all about stuff hidden in video games: unused characters, deleted scenes, altered graphics, and even messages from irate programmers. I mentioned the site a few entries back, and it’s worth recommending again as the sort of place where you can lose an entire afternoon and not feel all that bad about it. You were going to waste that afternoon playing Paladin’s Quest or Skitchin' or Bullet Witch or Digger T. Rock: Legend of the Lost City anyway.

I’m dismayed that I don’t have anything to contribute to The Cutting Room Floor. The best I can do is to dig up something that’s easily noticed by the handful of people who played and remembered Guilty Gear: Dust Strikers.


Like Guilty Gear Isuka and Guilty Gear: Judgment, Dust Strikers is a small, irrelevant, and seldom-praised corner of the Guilty Gear landscape. It drops most of the franchise’s nutty heavy-metal anime warriors into chaotic, multi-tiered battlegrounds much like Super Smash Bros. Melee, and it attempts all of this on the DS. It’s cramped and unsatisfying, and I suspect the developers knew this. They tried to make it up to us with a bunch of really simple mini-games.


One of these bonus attractions finds Jam Kuradoberi, shrieky martial artist and restaurateur, balancing food and some unsanitary cats that fall from above. The retail version of the game uses a cheerful, pint-sized version of Jam, but this wasn’t always the case.


As shown in early screenshots of Dust Strikers, Jam’s mini-game featured her with more conventional proportions, plus an expression indicating either confusion or RealDoll-like placidity. It’s pretty clear why this was changed: full-size Jam takes up too much space that would otherwise fit more falling objects. I have no doubt that the original sprites for mini-game Jam are hidden in the Dust Strikers ROM, but I also have no technical aptitude for finding them.

That’s my contribution to the detective work exemplified by The Cutting Room Floor. Yes, you can read much more interesting things there now. Go ahead. I’ll be over here with Digger T. Rock.

The Really, Really Lost Street Fighter

One good thing about liking Street Fighter is the knowledge that you can ignore just about every movie and TV series it inspires. After all, the games themselves don’t acknowledge any of them; not the hysterically awful live-action Street Fighter: The Movie nor the hysterically awful USA Network cartoon it spawned. The only exception is 1994’s Street Fighter II: The Animated Movie. It’s quite stupid, but it was Capcom’s own project. They had money to spend on it, the experienced Gisaburo Sugi (Night on the Galactic Railroad, Touch) to direct it, and the advantage of video-game nonsense always going down easier as animation. And it paid off. Sort of. Street Fighter II: The Animated Movie is still the best anime inspired by a fighting game, even if that means next to nothing.

Street Fighter II: The Animated Movie was also close to Capcom’s vision for the games, and so pieces of it turned up in later Street Fighter titles, particularly the Alpha series. Ken, Ryu, Cammy, and several other characters had their looks tweaked in accordance with the movie, and Alpha 2 recreates some of the film’s battles. One character from the film even crossed over: Senoh, M. Bison’s bald scientist crony, pops up in one or two Alpha endings.

There’s another piece of obscurity attacked to Street Fighter II: The Animated Movie. One character, also an agent of Bison’s Shadaloo syndicate, was on the drawing boards but never made it into the film. Her absence was noted in an old issue of Anime UK, and the magazine ran a sketch of her with this description: “In the outline, she worked for SHADOWLAW [Shadaloo] and appeared on the stage in Las Vegas wearing what one Japanese source describes as ‘radical bondage gear.’” Presumably, she was inspired by the showgirls that mill about in the background of Balrog’s stage in the original Street Fighter II.


Had she actually made it into the film, the unnamed dancer might’ve also slipped into the Street Fighter games and their loosely structured canon, which Capcom makes up only when circumstances and lawsuits demand.

Or maybe the dancer and her radical bondage getup aren’t so lost. With her Bison-like hat, she bears a certain resemblance to Poison, the Final Fight regular who was changed into a guy for the Super NES version of the game. Poison’s backstory has described her as both a cross-dressing man and a fully transgendered character, and the inconsistency has started far more fan debate than it probably should have. And now Poison’s in Street Fighter X Tekken, which will stir up even more debate. Of course, Poison is a non-existent video-game character and is therefore without any gender, but pointing that out makes you a jerk.


Was the dancer a Poison cameo that Manga UK didn’t notice? Or was she just some background filler that the story didn’t want or need? Whatever the answer, she’s still the most obscure of all unused Street Fighter characters, even more so than those early drawings of Dhalsim with six arms and an elephant’s head.

The Lunar II That Almost Was

I prefer Lunar II: Eternal Blue to the original Lunar: The Silver Star. I could attribute this to playing Eternal Blue first, which made The Silver Star seem repetitive. Yet Eternal Blue is also a shade less cliché, with better character development and an ending that cruelly toys with the player. It’s the more interesting of the two RPGs, and the same goes for its unused ideas.

Lunar II was originally going to carry over the cast of The Silver Star, and its preliminary designs reflect that. Game Arts changed plans, however, and Lunar II got a mostly new lineup of characters. Some of those characters, including standard-issue protagonist Hiro and gallivanting monk Ronfar, didn’t change all that much from their initial concepts. Other characters did.


One of the biggest alterations: royal knight Leo and his priestess sister Mauri are beast-people in the final game, but they were first designed as centaurs. I suspect this was changed for two reasons. One: Leo would be harder to animate during battles if he were a horse from the waist down. Two: the romance between centaur Mauri and the fully human Ronfar would’ve raised all sorts of questions.


Leo still went through more redesigns, growing less bestial in each phase. That’s his near-final look on the right. Character designer Toshiyuki Kubooka abandoned a more leonine face in favor of a snout and horn.

Vice: Project Slimeball

There’s a lot that I like about Vice: Project Doom, a late NES action-platformer from Aicom and American Sammy. I like that it mixes its side-scrolling gameplay with driving stages straight out of Spy Hunter and shooting galleries straight out of Operation Wolf. I like the tight controls, which let you laser-whip enemies behind you, grab ladders in mid-air, sprint while ducking, and do a lot of things that many other NES games still overlooked back in 1991. I like how the backgrounds are grimy and impressively varied. And I like how Sammy’s translators had enough presence of mind to play up the cheeseball action-hero tone of the game’s hero, Quinn Hart.



Yet the translation apparently proved a little too profane when it came to an early scene in which Hart, after barking out orders to his girlfriend/partner Christy, notices that a masked superhero is spying on him.



That screen comes from a review in the June 1991 issue of GamePro, and the dialogue differs slightly from the final version.



Yes, Hart’s line was rewritten to keep him from saying “slimeball.” Did Nintendo really object to an insult that the Teenage Mutant Ninja Turtles could freely spout on TV? Or did the translators think that “slimeball” gave away the game’s later (and entirely predictable) plot twists about alien-manufactured green gel? Perhaps someone felt that Hart already came across as too hard-edged. After all, the game’s first level has his Spy Hunter car tearing down a city highway and destroying harmless blue sedans that, for all the player knows, are filled with innocent and terrified families.

A little research suggests that prototypes of Vice: Project Doom are out there. In fact, this guy found a cartridge at a game store in 2006. Nobody's shared one online yet, so we can't see if any other mild epithets were trimmed from Hart's vocabulary. Maybe he called someone a scuzzbucket.

Conquest of the Bio Force Apes

Is Bio Force Ape the most popular NES game never released? I'd say so. It drifted into obscurity after Seta canceled it in 1991, yet this past decade gave rise to a geek subculture that hunts down canceled games, and Bio Force Ape was always pursued. At first it was only one of several sought-after lost games, squabbling for space with Bandai’s Ultimate Journey, Capcom’s Black Tiger, and such planning-stage pipe dreams as New Kids on the Block and Hellraiser. Yet one amazing prank and its buttery residue shot Bio Force Ape to the top of the list, so much so that fans started making their own version of the game.



Then the real Bio Force Ape showed up. It appeared in a Yahoo Japan auction, and the game quickly made its way to 1up.com’s Game Night, where the public saw it played for the first time in 19 years.

And it’s amazing. Well, it’s no rediscovered masterpiece, but it’s great fun in that absurd, clumsy way that middle-grade NES games often stumbled into. There’s no question that Bio Force Ape makes the most of a game about a monkey who grows into a pro-wrestler ape and bodyslams bee-men, monstrous sumo wrestlers, and mutants with crocodile jaws for legs. It’s also technically impressive for an NES game, with a well-animated simian hero and some dizzyingly fast rides on moving platforms and mine carts. In another world, perhaps Seta released Bio Force Ape and built it into their Battletoads, with its own toy line and terrible cartoon special.



Then again, Seta would’ve needed to actually finish the game. This version of Bio Force Ape is as far as things got, but it lasts only three levels, and they’re noticeably incomplete when it comes to the enemies and overall design. It’s believed that this game was built as a demo, but someone went through the trouble of giving it a grueling final stage and a shocking twist ending that we ask the audience not to reveal.

Despite the rampantly bizarre scenes in the game, my favorite thing is the ape’s rolling move: he can drop to the ground at any point and just tumble forward at insanely high speed. It doesn’t damage enemies, it doesn’t get him past many obstacles, and it doesn’t really serve much of a purpose. It’s just fun to screw around with it. And that’s the legacy of Bio Force Ape.

Bounty Arms: The Demo

Bounty Arms shouldn’t be anything special. It’s a PlayStation action title from Data West, an obscure software publisher that rarely made actual games. This particular game also revolves around an awkward idea: anime heroines using telescoping cybernetic arms as whips, grappling hooks, and flamethrowers. Besides, Bounty Arms was canceled, and that strongly implies something was wrong with it, that it wouldn't stand out at all.

But it does.
 
For those aware of it, Bounty Arms seemed unlikely to ever show itself. Unreleased Japanese games are hard to lay hand on, and Bounty Arms is quite low-profile. Yet part of it saw an official release. In 1995, a brief demo of the game appeared on the fifth volume of Demo Demo PlayStation, Sony’s early line of discs made for Japanese store kiosks. The demo is incomplete and barely lasts for two minutes of the game’s first stage (five minutes if you take it slow), but it might be all of Bounty Arms we’ll ever play. And it’s better than I ever thought it'd be.

Data West planned to ship Bounty Arms in April 1995, the same month it appeared in Demo Demo PlayStation. Yet the demo included here isn’t finished. That much is apparent even on the title screen, which mentions a lack of “game balance." One can’t help but catch a whiff of desperation in it, as though Data West itself is confessing that their game isn’t ready and asking you to please patiently enjoy this fine product sample.


The character-select screen presents two playable leads: the dissatisfied, red-haired, red-eyed Rei Misazaki and the blonde, ponytailed, coquettishly grinning Chris Prenacaluto (which is how I’m spelling her mess of a last name until this contest is over). While the artwork recalls a low-rung (and possibly adults-only) 1990s Japanese PC game, it’s an improvement on the washed-out illustration that Data West used in a Bounty Arms ad, and the portraits come close to giving Chris and Rei trace amounts of personality, however stereotyped. They’re identical in gameplay except for one thing: Chris wears her Relic Arm on the right, Rei on the left. It’s a seemingly pointless distinction, but it has subtle effects in battle.

The first level of Bounty Arms is a jungle raid, just like Ikari Warriors and Mercs and every other top-down arcade shooter that might’ve inspired Bounty Arms. Once Chris and Rei get going, their Relic Arms show off the game’s novel approach. Press the one and only attack button, and Chris or Rei whips her Relic Arm like a Castlevania lead, lashing out and retracting the pointy, tentacle-like appendage. The Relic Arm does heavy damage, and any bullets it strikes are bounced back at enemies. Holding down the button charges a meter at the bottom of the screen, and releasing it makes our heroines whirl their Relic Arms in huge circles of flame.

Important Bounty Arms Update

What's this?


















Fuck yes. More soon.

Bounty Arms: Visual Conversation

I recently rewrote my Bounty Arms article, partly to clear up errors and partly because I can’t forget about the game. There are scores of unreleased titles to obsess over, but Data West’s Bounty Arms draws my interest like nothing else. After all, I can’t think of another game that combines overhead perspectives, cybernetic grappling arms, flamethrowers, manga-eyed heroines, and strangely substandard production art.


For years my article meandered under the mistaken impression that Bounty Arms is a shooter like Ikari Warriors when the game’s really more like an overhead Bionic Commando with huge explosions. The new article is functional and curt, but it gets the point across. The point being that I want to find Bounty Arms. I’ve posted about it at Lost Levels, I edited Giant Bomb’s entry, and I even worked the game into a list of amazing unreleased things.

Perhaps a contest is the best way to drum up interest in Bounty Arms. See, I can’t translate the last name of Chris, one of the two Bounty Arms characters. Here’s the katakana for it.



The first word is, of course, “Chris,” but I’m mystified by the second one, separated from the first by a dot. The katakana comes out as “Purenakaruto,” which could turn into all sorts of bizarre phrases. None of them seems to be a typical surname, and someone suggested that the word is, in fact, just a bunch of gibberish that wasn’t supposed to be any familiar name.

So that’s the contest: come up with some interpretations of Chris’ last name and post it below. I’ll pick the one that makes the most sense (or, alternatively, amuses me the most). The winner gets a box full of crap, including games, anime DVDs, game-and-anime trinkets, and maybe some magazines. Here's a katakana chart for reference.

A Norse God’s Own Prototype

Prototypes might be my favorite video game subculture. In this edifying realm, fans with too much free time root through early builds and pore over advance screenshots in search of things that were changed before games were released. Most of this archeology focuses on older titles, but I’m not going to wait when it comes to Valkyrie Profile: Covenant of the Plume, a game I absolutely love. I’m going to turn up speculative trivia while it’s still fresh and pointless.



This screen made the rounds when Covenant of the Plume was announced, and Wikipedia still has it on the game’s page. The curious part of it lies with the characters. The shadowed figure at the center is Wylfred, the one in orange-red armor is Ancel, the mage in the gray hood is Lockswell, the purple-clad girl is Cheripha, and the blue-haired soldier is a generic warrior. The portrait shows Ailyth, Wylfred’s infernally supplied assistant, chattering about the Norse underworld or feathers.

I’ve played through all three branches of Covenant of the Plume’s main quest, and there’s no point where all of these characters appear on the same map. At the risk of spoiling a plot twist, Ancel leaves Wylfred’s company before Ailyth, Cheripha, and Lockswell come along. I’m also fairly certain that the scenery here is from a courtyard that isn’t shown until the third or fourth chapter, when Ancel’s not around. The Seraphic Gate brings together all of the game’s major characters in a frivolous bonus dungeon, but its architecture looks nothing like that paved garden area.

So there’s one entry for the records of divergent early screenshots. And one for proving that I think too much about Valkyrie Profile.

The Lunar II That Wasn't

Ah, the Lunar games. Perhaps they're now archaic, but the first and best two introduced many a sheltered American kid to the ways of Japanese RPGs, including that honored convention of setting a sequel hundreds of years after the first game. Lunar II did exactly that, and it abandoned most of the original Lunar's characters in the process.


That wasn't always the plan. GameArts' original ideas for Lunar II: Eternal Blue called for the main cast from Lunar: The Silver Star to return, older and perhaps as supporting characters. That's what some early concept illustrations from Softbank's Lunar I and II artbook show, anyway. I've never seen these online anywhere, so I decided to scan them and finally get some use out of the book. I bought it in Japan during the height of my RPG obsession, after giving up on finding the Xenogears art collection.




Alex, the hero, was a kid with a harp and a fur hat in the first game. For the second, he became a lumberjack and grew one hell of a mullet, while his passive love interest, Luna, started wearing makeup.


Prototypical Treasure

I recently found not one, but two things that combine my overbearing fondness for Treasure games with my love of stupidly obscure trivia. From the September 1995 issue of EGM comes this preview of "Guardian Warriors," which all good Treasure nerds (and anyone who reads the lower caption) will recognize as an early version of Guardian Heroes.




What's different? Well, the game's story mode apparently has only two playable main characters, as opposed to the five available in the final game. One of those leads is Serena Corsair, while the other is, strangely enough, a white-clad version of Valgar Reinhart. He isn't playable in the final version's story mode, though he has a prominent role as the standard semi-honorable bad guy who turns halfway good once the real villains are unmasked.

And now, an early version of Alien Soldier, Treasure's blisteringly hard Mega Drive action-shooter. These shots come from the May 1994 Gamefan, back when the title had a Slab Bulkhead human hero (or possibly a cyclops alien) instead of the bird-headed cyborg seen in the final.



For comparison, here's a shot of the released game's main character and one of the bosses seen above.



And here are huge scans of those Alien Soldier and Guardian Heroes previews. The shots of Alien Soldier are lumped in with early Light Crusader screens, when the game was called Relayer. I didn't spot any obvious differences there, but I admit that I never played the final game that thoroughly. I should fix that, as I find that even lesser Treasure titles are still something to be...uh, valued.

The Red Star: A History in Covers

It was actually the Xbox version I played, but OH FUCKING WELL


I'm playing The Red Star demo. I still live in Ohio. And Acclaim is still in business.

It impresses me. I'm aware of the nicely illustrated and unsubtly allegorical comic on which it was based, but the game really sells me by marrying two old-fashioned gaming staples: shooting enemy soldiers and beating the crap out of legions of street punks. Except instead of palette-swapped thugs, I'm pounding on the fur-hatted minions of an evil URRS dictator named Troika. Yeah, the URRS. I guess calling the end boss “Joseph Stallen” would’ve been too obvious.

The cover art looks like a lazy mock-up, but hey, it’s a fun action game set in a Soviet Russia full of sorcery and high technology, and I'm going to pick up The Red Star when it hits.

A few weeks later, Acclaim goes under, and amid all the gloating of now-grown ‘80s children still bitter over Total Recall for the NES, some choose to mourn the fact that the company's gone to the grave with what might have been its best game in years.

2005



The Brothers Karamazov: The Game.

What? XS Games is publishing The Red Star for the PS2? For only twenty bucks? Sure, they haven’t set a firm date for it, but the important thing is that it’s coming and that the new cover art’s better. I bet it’ll be out soon, because the game was pretty much finished by the time Acclaim sank, right?

Right?

2006



Boris Badenov confirmed as a hidden character.

I'm checking ebgames.com every month to see when The Red Star is coming out. And it’s always the next month. Always. But the new cover suggests that someone's doing something somewhere with regard to the game. Even if Makita's going to catch her death of cold.

But it’ll be out soon. XS Games wouldn’t screw with us. Surely we can rely on the company that published Superstar Dance Club #1 Hits and gave The Castle of Shikigami II the worst translation ever.

2007



OH GOD A TWO PLAYER MODE

OH GOD AWESOME LASERS

OH GOD A BOSS battle thats not all that interesting I guess

Wow. They’re bringing it out. They even have a website and a press release. And they say it’s “available now.” So I’ll just head over to ebgames.com and…

IN SOVIET RUSSIA man that shit is old

Aw fuck. But I'm sure this will be the last delay. I just know it.