[Update: After this article was published, the final missing video appeared online; the text below has been changed to reflect that, including a link.]
One of our favorite things about the newly released Rare repetition video game anthology was that it contained some really cool archive footage and interviews about classic Rare games like Blast Corps and Battle Toads, along with a good chunk of canceled game concepts. Unfortunately one of ours least favorite things about the anthology was how heavily it locked all that footage behind some very, very difficult performance, particularly the canceled game footage.
Most of the achievements in the collection require close to 100 percent completion of certain games, so we wondered how long it would take for intrepid players to climb to achievement level 18 and above; trust us, those are high levels. The answer? Not even a day. At this point, all of the game’s locked, canceled game videos are on YouTube, detailing projects that all seem to have started after the company was acquired by Microsoft in 2002.
Our favorite of these canceled game designs is Black Widow, the images of which we have linked at the top. The open-world adventure game would have put players inside an eight-legged robot that could crawl on almost any wall and destroy many of the buildings it ran into, while firing missiles and dodging lasers. The Black Widow video contains more actual gameplay than the rest of the videos posted so far, and the narrator mentioned how the robo spider would have been given a new life through an appearance in cameo 2that one too Rare repetition canceled game reveal.
The remaining leaked videos consist mostly of concept art and the designers describing how the games could have played – and none of them included any explanation as to why they were cancelled. In cameo 2In his case, the video mostly described the design team’s hopes for a much darker experience than the original, complete with older characters brought back to life as meaner, darker versions; however, the only gameplay shown is a short clip of a hard-to-see creature flying over a sparsely populated landscape, and the actual difference in gameplay from the original isn’t explained very well. A brand new IP attempt, Sunsetalso didn’t get a clear gameplay explanation in its eerie, art-laden reveal video, other than brief prototype footage that showed off a Horde-esque survival mode where players defended a home base with turrets and other items.
The unveiling of the kart racer mascot The fast and the furriest perhaps the hardest to swallow, thanks to its many cool-sounding aspirations. An obvious spiritual successor to Diddy Kong Racing, F&F would have allowed players to magically influence racetracks (just like in 2010’s Fraction of a second) and customize their karts with weapons and power-ups (just like Mod Nation racers). “If Banjo Kazooie: Nuts & Bolts was then LEGO from Rare Fast and fur was his Duplo,” explained the video’s narrator, referring to the accessibility to build your own vehicle.
The reveal video for the remaining canceled concept, Tailwind, is heavy on gameplay footage, thanks to a very early-looking prototype from 2007, but highlights how the plane-focused action would have translated into a full game. The most we get is a shot of a helicopter picking up a house and dropping it elsewhere in the game world. That game’s reveal was teased earlier this year with its soundtrack leaked onto YouTube before a takedown took it offline.
A Stamper appears!
Other behind the scenes videos that are easier to unlock Rare repetition add a few brand new bits of Rare trivia, though not all of them have hit YouTube yet. Among those: Blast Corpsmech-suit option only had one arm – not to look cool, but because the game went over the polygon budget; Rare did not inform Nintendo about this Banjo Kazooie‘s Stop-n-Swop functionality up to after launched the original game and were then ordered to remove functionality from the sequel; and Killer InstinctThe game’s original arcade cabinet was set up so that certain sound effects would play at full volume even if an arcade operator turned down one of the internal volume settings, in order to attract the attention of other arcade goers.
The set’s most glaring omission – all the interviews with Rare founders Tim and Chris Stamper – was somewhat alleviated by Develop Magazine tracking down one of them for an interview published Monday to mark the Rare repetition launch. Unfortunately, Tim Stamper offered few new insights, development secrets or plans for the future in that interview; when confronted about his “secretive” nature, Stamper pushed back, saying “A day spent on an interview somewhere is a day not spent on development and design – and that really bothers me.”