Buciyo 5 is an unreleased game which would’ve had the player choose between 5 different robots, each with a different peculiarity: voice, eyes, nose, ears, and brain, each of which would have allowed different gameplay mechanics and approaches to the game’s levels
Initially announced for the Gamecube in early 2003, the game was cancelled in December 2004. Inability to meet its ambition and scope within a realistic timeframe was cited as a reason by developer Peter Molyneux.
Developed as a follow up to the Japan-only Mario Artist: Talent Studio for the Nintendo 64DD, it involved taking a picture of the player with a Game Boy Advance, transferring it to the Gamecube, and having it mapped over a cartoonish character model's face. The game was never released, but some aspects were reworked into concepts used for the Wii's Mii and Wii Sports years later.
The game mostly consisted of concept artwork, design documents, and a mock up engine for a third-person game that was reworked into a first-person game due to pressure from Nintendo and Retro executives. This game was eventually cancelled, but apparently inspired Shigeru Miyamoto to hand Retro the Metroid license, thereby moving the development team to produce Metroid Prime instead.
The game designers initially wanted to make a Mario Football game, but Nintendo settled on a realistic simulator with the NFL license due to Retro's purpose of creating mature games. The game was canceled in February 2001.
A game announced announced by Zoonami, a company started by ex-Rare employee Martin Hollis, but never released in any capacity, and the company went out of business in the late 2000s.
Announced as a vehicular combat game in the vein of Twisted Metal, the game was one of a few game at the time cancelled during a massive corporate structuring that found much of the company instead focusing on the original Metroid Prime game.
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The game was originally a GameCube exclusive and was at one point considered for release on both the GameCube and the Wii. Ultimately, it was made a Wii exclusive, leaving the GameCube version mostly lost. Some articles from around E3 2006 mention various differences that the GameCube beta had, such as character names and how various features of the game would be activated differently. There is an N-Sider article from this period of time written by someone who played the GameCube build before release, said article features several differences from the final version.
A Donkey Kong racing game that would have used the DK Bongos. Was reworked for the Wii as Donkey Kong Barrel Blast, replacing the bongo controls with motion controls.