Biggest Gaming Discoveries of 2023

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We made a ton of new discoveries in 2023 --  through a combination of talking to developers,   translating foreign interviews into English  for the first time, and working with data   miners and archivists to dig up buried info  on lost and forgotten games -- including three   unknown Retro Studios projects that died on the  vine. And with so much trivia being unearthed,   we wanted to highlight some of our favorite  findings of the year in a more concise video.   After all, a lot of folks don’t have  time to watch every video we put out,   and some might miss the occasional episode. So  without further delay, and in no particular order,   let’s jump into Did You Know Gaming’s biggest and  best discoveries of 2023, starting with some love   for Majora’s Mask. For half of its development,  Majora's Mask was gonna have an Adult Mask. The   Hyrule Historia shows concept art of Adult Link,  noting: "Only Child Link appears in Majora's Mask,   but for some reason, there are illustrations for  Adult Link." Hyrule Historia’s writers didn't   know its purpose, but we found it after  translating some old Japanese magazines.   According to co-director Yoshiaki Koizumi, the  mask was planned as a bonus feature. "...Adult   Link would've just been a bonus feature. But [art  director] Imamura pointed out that just turning   into an adult wasn’t very interesting, and it  didn’t make Link stronger or anything... [so]   we decided not to include [Adult Link] this  time." The Hyrule Historia theorized these   sketches were prototypes for Fierce Deity Link,  but that’s not the case -- the true origin of   the Fierce Deity Mask is a mask that turned Link  into a Gigantic Fierce Deity. But it was too OP,   so the devs split up its abilities and made two  less powerful masks from it - the Giant's Mask and   the Fierce Deity Mask. In the final game, you  can only use the Fierce Deity against bosses,   and the Giant's Mask is only usable in Twinmold's  boss chamber. But this wasn’t always so. Co-director Eiji Aonuma thought the masks should  be wearable anywhere, since all the others are.   But then they’d have to add things like extra  animations so Fierce Deity Link could duck   under doorways he’s too tall for, which would  take time, and Miyamoto only gave them a year   to make the game. These stories come from Japan’s  Nintendo Dream magazine -- more specifically, the   extra mini-mags included with the July, August,  and September 2000 issues. They hold about a dozen   pages of behind-the-scenes secrets and stories  - details even Hyrule Historia’s writers didn't   know. So we had ‘em all translated, and that's  where most of this info comes from. In one issue,   programmer Kenzo Hayakawa says: "...The position  of most of the stars is determined by the player’s   name. When night falls, look for your own unique  constellation." You could say every playthrough   of Majora's Mask is personalized by what you name  your save file. We did a test with two saves --   one named Link and one named Zelda. Then we stood  in the same spot looking at the same patch of sky   in both, and saw that Link's sky has about twice  as many stars as Zelda's. This detail wasn't known   in the West until 2021 when a modder named Zel  found it in the game's code. Now we all know. In another magazine, Miyamoto comments on the  game’s crunch, saying "...this was one tough year,   I assure you... As long as it was finished,  anything was acceptable. [laughs] I made it clear   that's what was most important. At the start, the  staff seemed pretty stressed out. They were like,   'There's no way we can make it in a year!'" Near  the end of development, Miyamoto tried to ease   the tension with small talk and what he calls  "naughty stories," but the Zelda team found him   unbearable. Aonuma says he had to pull at least  one all-nighter, and didn't even have time to   play the game start-to-finish before it released.  Majora's writers revealed that some of the NPCs   are actually speaking for the developers. Script  writer Mitsuhiro Takano said: "We put our feelings   into the mouths of Termina's residents. Like when  work was getting backed up, we wrote one carpenter   to say 'Damn! I’ll have to stay up again… I wonder  if I'll finish this' and 'Damn! Guess I'm staying   up again tonight… I wonder if it will be ready in  time.' [...] And after we completed development,   I wrote the Mask Salesman to say: 'You’ve  met with a terrible fate.'" In other words,   the team felt they'd met with a terrible fate  having to make a Zelda game under such crunch. Majora's Mask’s story and tone are pretty  different to past Zeldas. But one earlier   Zelda game was also pretty unique - Link's  Awakening. That game's weirdness was mostly   thanks to Yoshiaki Koizumi, who’s always kinda  clashed with Miyamoto when it comes to story-   telling. In one magazine he says: "I worked on the  plot of Link’s Awakening - I did the main story,   and Kensuke Tanabe wrote the side plots. I made  quite a strange story, and afterwards Miyamoto   told me he'd 'never let me do it again.' But I  consider that a compliment. I had wanted to do   something that wasn’t at all Miyamoto-esque."  For Ocarina of Time, Miyamoto only let him work   on a few side quests -- like the ones focused  on Skull Kid and the Mask Shop. After Ocarina,   Koizumi started working on a non-Zelda game he  said used ‘certain systems to replay something   over and over.’ "The plan I had was a game that  had a fixed time period of 3 days or a week or so,   and the townspeople having fixed schedules  they followed. [...] It was while doing   that that I went together with Miyamoto to  America. The whole time he was complaining   about how things weren't going well with  [Majora's development], and I was just like,   'aw yeah that's too bad.' [laughs]. [...]  I was busy planning [that other] game. I   was incredibly motivated, but then Miyamoto…  [his] little whispers started calling to me,   'Zelda… Zelda… Zelda...' And before I knew it,  my game was cancelled! [...] Once we got back to   Japan, I had the entire situation explained to  me, and I [said] I would join the Majora team,   but only if I was allowed to do things my way."  Koizumi would add many concepts from his canned   game to Majora's Mask - a fixed three day loop,  townspeople living on a schedule, and so on. Besides Koizumi, another guy who greatly  impacted Majora was Takaya Imamura,   probably best known as the creator of  characters like Star Fox, Captain Falcon,   and Tingle. Just like Koizumi, Imamura was  brought in mid-development when the team were   really struggling. Throughout these magazine  interviews, Koizumi and Imamura make it clear   they were pretty much forced to work on Zelda.  Imamura was offered the job of art director - he   tried to refuse but didn't have a choice.  Which turned out to be a blessing in disguise,   because the game wouldn't be the same without him.  If you'd gone to the 1999 Space World trade show,   you'd see the moon didn't have a face -- not in  the playable demo or even in the promotional art.   That's because Imamura added the moon's face  about two months before the game was finished,   and the Moon's Tear and most of the other  moon-related content was created soon after.   The moon's face was originally something  he drew as a sketch, but Koizumi loved it,   and told him to give the moon a face that looked  like Majora’s Mask. But Imamura ignored him and   used his own judgment. Imamura says he originally  drew the face of one of their superiors,   but later changed it to the moon we know today.  The inside of the moon was once more like a   graveyard. It became a grassy hill, an idea they  got from Space Battleship Yamato, a 1970's anime   generally considered the granddaddy of Gundam and  the entire space opera genre. Koizumi explained:   "With the world of Majora being so strange,  the inside of the moon being like the planet   [Iscandar] provides contrast by being ordinary.  In a fairy tale world, it’s a realistic world - or   maybe I should say a picturesque world - that  makes you feel the greatest sense of unease." In 2023 we also covered every cancelled Pokemon  game -- well, at least the ones we could find,   as well as a few lost games and failed pitches  to boot. We got new info on pretty much every   game we covered, but there were two projects  we had a noteworthy role in bringing to light.   The first of which is Pokemon Pinball DS. Pokemon  Pinball for Game Boy was one of the earliest and   most beloved spin-offs in the franchise, and  its GBA sequel got review scores on par with   the mainline games. But then the series just  kinda died off. Unknown to the public though,   a playable demo for a new entry on Nintendo DS  was developed in secret. The Pokemon Company said   the game had the best graphics they'd ever seen  outside Japan, but sadly, it was never finished.   Fans became aware of the project thanks to a  leak in 2021, where a spreadsheet saying Pokemon   Pinball DS was planned to release around the same  time as Diamond & Pearl. And that it was being   developed by Fuse Games -- the guys who made Mario  Pinball Land and Metroid Prime Pinball. No other   info was available, and Fuse shut down almost  15 years ago, but we managed to get in contact   with artist Matthew Nightingale, one of nine guys  who worked on Pokemon Pinball DS. He told us it   would've been more of an adventure game, similar  to their take on Metroid. He believed the quality   of Metroid Prime Pinball is what led Nintendo and  The Pokemon Company to visit Fuse's UK offices and   fund development of a playable demo with three  stages. To help illustrate Matthew's description   of the game, we commissioned artwork for all three  stages. The first stage was Sinnoh's countryside   -- a board where player’s journey from one city  to the next. Pokemon appear as you traverse the   route, like Diglett bumpers or Pikachu up a tree.  You hit Pokemon with the pinball to stun it,   then tap it with your finger to catch it. If you  didn't click fast enough, it runs away. After a   while the city gates open so you can shoot the  pinball through and reach the next table, the   city stage. Catching Pokemon is simpler and faster  than past games, so by the time you're through the   countryside and city, you've collected enough  Pokemon to form a team. Then it's time for the   demo's final board where you fight a Gym Leader.  The Gym stage is double-ended -- on one end you   have your flippers with a Pokemon between them,  and on the other end is the Gym Leader's Pokemon. You power up attacks by hitting the ball to  specific areas, then with enough power you   can fire your ball into a hole, making your  Pokemon attack. The table only has one ball,   so if you lose control of it, the Gym  Leader can nab it to charge their own   attacks. Pokemon Pinball DS also would've  had Wi-Fi multiplayer battles that played   out just like Gym battles. Matthew says the  game also would've had an evolution mechanic,   and probably would've come bundled with a GBA-slot  rumble pack. Nintendo and The Pokemon Company were   really impressed with the demo, but for some  reason they never greenlit full production,   so nothing got made beyond the playable demo.  Matthew wasn't invited to any high-level meetings,   but he suspects it came down to contract disputes.  Pokemon Pinball games didn't exactly print money   like the core series, so there wouldn't  have been as much to go around for all   parties involved. Fuse ended up going bankrupt  in 2009, partly because Pokemon Pinball didn't   go to market. As for where that demo is now... We  asked Matthew if it was lost to time after Fuse   went belly up, but he said no; Nintendo paid  to develop it, so they must still have it in   their possession. The second game we had a hand  in unearthing was Pokemon 2000 Adventure -- a   browser game that was Lost Media for decades,  but we helped restore it and make it available   online. More on that later -- first let's look  at the game itself. Pokemon 2000 Adventure was   an officially-licensed title that ended up  being better than Nintendo expected it'd be   when they signed the contract -- so they shut it  down... but by then, a million people had already   played it. This one’s history is pretty unique.  Pokemon’s second movie, Pokemon the Movie 2000,   was distributed by Warner Brothers in America.  Along with the movie, Nintendo fully licensed   and gave permission for WB to make promotional  materials to sell more tickets. Nintendo probably   expected posters, art, trailers, and maybe  cheap web games like Pikachu Tic-Tac-Toe.   But they weren't expecting Warner Brothers to  spend millions producing a 3D Pokemon game. But that's exactly what WB did -- they  contracted a studio called Cyberworld,   who’d made things like virtual shopping malls and  a Harry Potter game. Think of ‘em like DOOM -- 3D   spaces full of 2D sprites, but running in a  browser -- kinda impressive for the 90's. So   WB wanted to use this 'cutting edge' tech to  promote the new Pokemon movie. We talked to   Eddie Ruminski, one of Cyberworld's developers  who told us it was their most popular game to   date -- and that's when Nintendo freaked out and  sent them a cease and desist. Nintendo thought   Warner Brothers exceeded the contract's allowable  scope, and didn't expect WB’s promotion to include   something that was legitimately a video game. Back  then, the only 3D Pokemon games were Pokemon Snap   and Stadium. So Nintendo thought fans would see  this first-person adventure and think it was the   series’ new direction. They saw it as a threat,  and feared it'd cause brand confusion. Eddie was   sort of a junior programmer at the time, but  he was the only guy at Cyberworld familiar   with Pokemon. The company got a pre-release VHS of  Pokemon The Movie 2000, sat Eddie in front of it,   and asked "how the hell do we turn this into a  video game?" After they bounced some ideas back   and forth with Warner Brothers, here's what they  came up with. Right now you're watching one of   our playthroughs of Pokemon 2000 Adventure  and you're hearing the game's soundtrack. The game opens with Professor Oak giving you the  lowdown. Then you pick one of three Pokemon teams   and a difficulty, and explore three islands in  any order you want. Sometimes your path’s blocked   by environmental obstacles that require Pokemon's  special abilities to get past. Like these volcanic   lava plumes -- we used Poliwhirl's Water Gun to  extinguish the flames, then he got XP and evolved   into Poliwrath. Eventually we found Moltres -- it  asked us a trivia question about Lavender Town,   and after we got it right, Moltres gave us the  Red Ancient Sphere. Then on the next island,   we used Lapras to freeze a lake and cross  it, melted an ice barrier with Vulpix,   and answered Articuno's trivia question to get  another sphere. On the final island, we cleared   some electric barriers and evolved a couple more  Pokemon, and got the final sphere from Zapdos.   Then Oak thanked us for saving the world and gave  us a certificate for beating the game. The game's   only about 10 minutes, but there's replayability  thanks to the three Pokemon teams and difficulty   settings. By the time Nintendo struck down the  game, the devs had been paid, they got to see the   movie before it hit theaters, and they got to say  they'd worked on a massively successful Pokemon   game. [Eddie: "It was the greatest compliment  via cease and desist, saying, 'sorry, what you   made was too much like a good video game.' At the  end of the day when it was pulled, it was like,   we've already been paid. That was a $2 million  dollar deal to make that game. Once it was pulled,   it was like, we did the work. It was really  popular. We hit the million downloads that   we like, didn't even dream of to begin with.  So when it was pulled, we were all happy."] Warner Brothers was happy too -- a million  downloads got them more promotion than expected,   and Pokemon 2000 went on to become the  second-highest grossing Japanese movie to   ever hit American theaters. So everyone was  happy except Nintendo. Eddie held onto the   raw files for 23 years, then after he saw  our video about restoring Pokemon Garden,   he reached out and sent us the files.  One of the Garden archivists, Rufus10,   and his friend DoomTay did some wizardry to get  it working again -- which was a lot harder than   it sounds. All credit goes to those guys. And  for preservation's sake, we also archived the   game's concept art, storyboards, soundtrack,  and all the raw files. If you wanna play   the game yourself or check out those files,  there’s a link in the description. Moving on. Last year we documented a few scrapped games  that’d never been seen before, and uncovered   new details on cancelled games we barely knew  anything about. And we were fortunate enough   to be able to do that again this year. For this  next segment we’re gonna highlight a few scrapped   games we uncovered from Retro Studios. First up  we’re looking at a prototype game described by its   developers as “Portal with combat”. Just after  they’d finished Metroid Prime 3, Retro created   a prototype for a Portal-like game called Adept  that’d never been seen or even heard of publicly   until we unearthed it. The footage you’re seeing  is an early proof of concept running in the Prime   3 engine, and that’s why you aren’t seeing tons of  polish. Its purpose was to illustrate mechanics,   and was more of a playable pitch that Nintendo  said no to than a fully fledged big budget   game. This was late 2007 into early ‘08 when  Retro was putting together the Prime Trilogy   collection for Wii, and trying to figure out  what their next big project would be. Portal had   just come out -- and Adept was gonna take Portal’s  general premise and evolve it. Instead of portals,   Adept used cylinders. There’s Teleportation  cylinders, but instead of just two like in Portal,   you can make as many as you want. Another type  is Force cylinders, which push anything that   goes inside upwards. They're mostly used for  jumping, but you can attach them to ceilings   to push downward, or on walls to push sideways.  This is an Attraction cylinder; in this clip you   magnetize yourself to attract a healing item, and  here an enemy's about to throw projectiles at you,   but you hit him with an Attract so all the  projectiles are sucked back and kill him. There’s   also Fire cylinders that melt ice or light things  on fire -- enemies included. Careful though,   'cause they can do the same to you. Ice cylinders  are pretty similar; useful for freezing objects,   putting out flames, and killing enemies.  Enemies can't see your cylinders,   but you can make an infinite number to  kill them, solve puzzles, and so on. Adept’s prototype was made by one guy -- Prime  2 and 3 programmer Paul Tozour -- who got enough   excitement internally at Retro to present it  to the whole company, and eventually Nintendo's   higher-ups. This footage was presented to the  Nintendo producer who oversaw Retro's projects,   Kensuke Tanabe, but it didn't click with him.  Retro's handlers at Nintendo didn't seem to know   what Portal was, and didn't really play games made  outside Nintendo. Here's Paul: [Paul: "Nintendo   Japan is very insular, and there is very much  a 'not invented here' syndrome. And I think a   lot of that comes from the fact that they  do have these extraordinary design skills,   they've all trained under Miyamoto-san... At  one point I bought a copy of Portal, tried to   give it to Kensuke Tanabe, tried to explain to  them, 'I'm gonna pitch you this game concept,   but could you please take a look at this,  because it's amazing, and it'll help you   understand what I'm going to pitch.' And  they said 'sorry, we can't accept gifts,   company policy'... It was not intended as a gift,  it was intended as 'I'm letting you borrow this,   so you can see a game that has really incredible  design.'"] Paul blamed himself for Adept's failure   to launch -- as the designer, it was his  responsibility to sell the concept. The   pitch version also had an overly-complicated UI  that Paul later wished he removed for simplicity.   After Tanabe said no, Retro management told Paul  he could keep working on Adept, but only if it   became a Nintendo DS game. But Paul didn't think  it’d work on DS, so the whole thing fizzled out. After Prime 3, a few devs started working on the  Trilogy Collection for Wii. Meanwhile, three other   games were being prototyped in a playable form  including Adept, and our next unearthed game,   The Blob Game. This was an unfinished DS project,  but unfortunately we don’t have any footage of it,   so we'll show other games that seem similar. The  Blob Game was a physics-based 2D puzzler where   you play as a sticky blob you'd use the touch  screen to stretch the blob in one direction,   then let go and it'd fling in the opposite  direction. We talked to three ex-devs,   with one saying, quote: "The project was  pretty far along when it was shelved,   including tooling being in place and a pitch to  attach [Boos from the Mario] IP." Some concept   art leaked back in 2020 for a game with Boos  from Mario, but till now fans didn't know what   the gameplay would've been or if it was ever  playable. According to Retro artist Sammy Hall,   the game would've taken us to, quote:  "very very unfamiliar territory. Deep in   debt at Haunt University… Powers & abilities...  Broomies... Possession powers... [And a] spider   boss..." Oftentimes the way development works is  gameplay's cooked up first, then an existing IP's   attached to it later. From what we were told, it  seems the Blob gameplay existed as the prototype,   and all the Mario-related was only in the  artwork and pitch documents. Everyone at   Retro really liked The Blob Game and thought  it had potential, but Nintendo's response to   the pitch was that there were, quote: "a lot  of teams who could build that title." And they   didn't want Retro spending their valuable time  on that kinda project. The game was killed off,   but the tooling from its development eventually  made its way into Donkey Kong Country Returns. In 2013, an internal pitch at Retro Studios  proposed that after Donkey Kong Country   Tropical Freeze, their next project should be  Star Fox. Unfortunately it was shot down by   Retro's leadership -- and the project was never  known publicly until we made a video on it. The   game would’ve been called Star Fox Armada, and  was dreamt up by Eric Kozlowsky, a former Retro   artist who worked on games like Uncharted and Mass  Effect. Eric gave us a full 12 page pitch document   on the game and told us all about it. The game was  aimed at Wii U with an art style that emulated the   puppet aesthetic from the series' early promo  images. Retro sorta had a knack for rebooting   Nintendo franchises -- like Metroid and DK -- and  Eric wanted the studio to take a crack at Star Fox   too. Star Fox has taken a lot of forms over the  years -- but the series peaked both critically   and commercially with Star Fox 64. So Armada was  gonna pick up where 64 left off both in terms of   story and gameplay. According to the pitch, Armada  would essentially reboot the series as if no games   had been made since 64. After Andross’ defeat,  General Pepper realizes that Corneria and the   Lylat System need to be rebuilt. But the war left  the Cornerian government lacking the resources it   needed to rebuild its military and civilian  sectors. So the remaining forces stay back to   defend the Lylat System, and Star Fox is hired to  search nearby systems for allies and resources.   But along the way, Fox and co will discover  a threat far greater than Andross ever was. As far as gameplay’s concerned, Armada would’ve  combined the gameplay of Star Fox 64 -- i.e. Fox   would keep his butt in a vehicle at all times --  with new open world and multiplayer mechanics.   In single player, players accept missions  aboard the Great Fox and travel to planets,   sectors, installations, and asteroid belts to  complete them. And the mission’s spoils -- both   cash and resources -- can either be sent back to  Corneria or used to upgrade your ships or buy new   ones like the Land Master tank and Blue Marine  submarine. Armada was also gonna have optional   side quests that leaned more into the mercenary  angle -- Star Fox have always been mercenaries,   but past games didn't really focus on that  detail. Overall, Armada would've had less   of a linear structure like the old games,  and expanded into more of a mission-based   structure. Fox never gets out of his ship in  missions, but he could walk about the Great   Fox. Eric compared it to how the Normandy works  in Mass Effect where you can select missions,   interact with the crew, and purchase upgrades.  The main gameplay would take place on a TV,   while the Wii U Gamepad acted as a ship's control  panel showing data about the current mission,   and which parts of your ship had taken damage.  If a wing or something's taken too many hits,   the player needs to tap icons on  the Gamepad to repair it in real   time -- so you wouldn't have to constantly  look down to aim like in Star Fox Zero. If you wanna play co-op, player 1 would use a  Wii Remote and Nunchuk, and player 2 would use   the Gamepad, serving as the ship's gunner with  a 360 degree view. They'd handle repairs and   control the ship's shields -- if a bunch of  enemies fly in from the left, player 2 could   move the shields to that side and gun in that  direction. But if this wasn’t up your alley,   you could play online with one friend or a group  to complete missions in multiple ships. There also   would've been a mode where you can have dogfights  with friends like in Star Fox 64’s Versus mode,   but online instead of just split-screen.  The reason the game was called "Armada" is   because it encourages you to build up your own  squadron. You and your friends can make your own   team and call it Star Hawk, Star Snakes,  Star Dogs - whatever you want - and even   design your own anthropomorphic characters if  you didn't wanna be Fox and co. In Star Fox 64,   sometimes Star Wolf would show up and attack  in the middle of a mission. That would also   happen in Armada, but it’d be other online  players dropping down on you. Folks who just   want a single-player experience could turn this  off, but for everyone else, enemy mercenaries   pouncing on you is something that'd happen from  time to time. Eric hoped that players could use   the Wii U’s Miiverse to put bounties on other  teams, like if a team called Star Llama messed   you up mid-mission, you could hop on Miiverse  and put a 500 credit bounty on their heads. Star Fox games haven't sold well since N64, so  this pitch had to sell management on. All the   online features were a main selling point to keep  fans playing after the main campaign. The pitch   doc calls it an "evergreen title" and mentions  DLC intended to bring fans back for more by   adding new ships, missions, and planets over time.  Nintendo didn't have any evergreen titles in 2013,   but Splatoon sort of filled that niche a couple  years later -- and it's been incredibly successful   ever since. So why didn't Star Fox Armada ever get  made? Eric pitched the doc to Retro leadership in   January 2013. They basically said "oh cool" then  passed on it, and it doesn't appear it ever made   its way up the chain to Nintendo. Eric ended up  resigning from Retro a year and a half later,   partly because of the studio's top-down nature.  Other studios he's worked at had cultures that   were more open, where pitches stood a chance of  being turned into actual games. When we talked   to Eric, he emphasized this was a skeleton of a  document, which would've needed fleshing out from   all the brilliant people at Retro. Unfortunately  though, internal pitches just never got approved   at the studio -- and other former Retro employees  told us the same. As of this video's publication,   Retro Studios hasn't released a single game since  Donkey Kong Tropical Freeze back in 2014. So after   rejecting the Star Fox Armada pitch, what did they  work on instead? Eric wouldn’t say. After Tropical   Freeze, Eric spent a year and a half working on  a game that was never released, and that's all   he was willing to say. Whatever Retro was making,  it's still considered top secret. As for Star Fox   -- Nintendo later teamed up with Platinum Games  to make Star Fox Zero, which unfortunately ended   up as the worst-selling game in the entire  franchise, and there hasn't been another   Star Fox game since. Fans are still waiting  for the day Fox'll make his return -- whether   it's a reboot from Retro or maybe in-house at  Nintendo, hopefully that day isn't too far off... Now we’re gonna talk about two scrapped Sonic  games we got new info on: Sister Sonic and Sonic   Chronicles 2. Well, our Sister Sonic coverage  is more like us setting the record straight and   debunking rumors, but it’s a pretty interesting  scrapped project. Back in 1991, Japanese studio   Nihon Falcom released a side-scrolling Action RPG  starring a female bounty hunter called Popful Mail   for the PC-88. A few years later, rumors spread  that Sega wanted to localize a Sega CD version   for America, and replace Mail with Sonic's  long-lost sister. But not a single screenshot   has ever been seen, and if you go looking  for proof that Sister Sonic ever existed,   the only citations are from Electronic Gaming  Monthly’s rumor section. The rumor was that   Sister Sonic would be at an upcoming Toy Fair...  but that never happened. In fact, it was never   shown anywhere at all. EGM's gossip was uncited,  with no reference to press releases, dev quotes,   or even anonymous sources. To make sure the game  was even real, we poured through old Japanese   magazines, and eventually found sources proving  Sister Sonic did exist... but the rumors were only   half-true. In Beep Mega Drive magazine’s November  1992 issue, the director of Sega Falcom announced   five games in development. One of them was Sister  Sonic. And it wasn’t just a reskin - Sister Sonic   would be a full-on remake. Before we go on, keep  in mind Popful Mail was originally developed by   Nihon Falcom, and Sega Falcom was a joint venture  to bring Nihon's PC games to Sega consoles. So,   in the magazine, director Kazutaka Yano says  that Sega Falcom doesn’t just port Nihon Falcom   titles -- they reinterpret them in their own  way. And this is where he mentions that Sister   Sonic is a remake, and that the character is  ‘like a female relative of the Sonic family’. He also says the game’s Sonic rebrand was just  because Sonic’s already popular around the   world. Further down the page, it says: "[Sister  Sonic is] an action RPG based on Popful Mail,   starring the first female Sonic character, Sister  Sonic, as the main character. The protagonist   being a bounty hunter hasn't changed, but Sister  Sonic isn't a cute character like Mail -- she's a   more mature girl. Expect her to have a flirtatious  and sexy charm! [...] It'll release in Japan and   overseas at nearly the same time with Japanese  subtitles." So let's clear up some misinformation   that spread from EGM. First off, Sister Sonic  wasn't an American localization of Popful Mail. It   was a remake releasing worldwide, including Japan.  Second, Sister Sonic wasn't Sonic's sister - she   was a sexy relative. And third, Sega never  tried passing the game off as an original work,   and never hid its Popful Mail origins. Actually,  if they tried to pass it off as an original game,   it might not have been canned. We bought this  book from Japan - it says when Popful Mail fans   heard their favorite game was being turned into  Sonic, they started a mail-in campaign asking   Sega to faithfully port Popful Mail to Sega CD.  They must've sent a ton of letters, because Sega   rolled over and did exactly that. Popful Mail  for Sega CD released in Japan in 1994, and in   America a year later. But even without Sonic, it  was still a remake; look at the PC-88 original   next to the Sega CD version... it's almost  unrecognizable. And with Sister Sonic canned,   only one Sonic RPG ever released in the series’  30 year history. And there might've been a whole   series of RPGs if it wasn't for one man. Sonic  Chronicles: The Dark Brotherhood was a Nintendo   DS game developed by Bioware, the same studio  behind KotoR and Mass Effect. Sonic Chronicles   ended on a cliffhanger, and Bioware said they had  "a precise idea" for what’d happen in the sequel,   but unfortunately a sequel never got made. For 15  years Sonic fans wondered what’d happen next, so   we reached out to Chronicles’ lead  designer Miles Holmes to get some answers. And for context, here's the first game’s plot,  heavily summarized. Thousands of years ago, there   were two warring echidna kingdoms: the Knuckles  Clan and the Nocturnus Clan. These bitter rivals   all went extinct -- except for one last echidna  called Knuckles. As the last of his bloodline, he   lives in solitude guarding the Master Emerald. At  the start of Chronicles 1, Knuckles is kidnapped   by some unknown warriors. Sonic and friends rescue  him and discover the warriors were part of the   Nocturnus tribe, including a female called Shade.  Knuckles is shocked 'cause he thought he was the   last surviving echidna. But apparently no --  the remaining Nocturnus have been imprisoned   in another dimension called the Twilight Cage  for thousands of years. The mysterious god Argus   locked them in there, along with a bunch of alien  races from other planets, though no one knows why.   Shade's squad came to Earth to steal the Master  Emerald, and use its power to free the rest of   their tribe. But later it turns out the Nocturnus'  chief, a guy called Ix, has a secret evil plan.   After the whole tribe's freed and back on Earth,  Ix is gonna wage war to conquer the planet. This   surprises Shade, who wants no part in a war of  aggression, so she joins up with Team Sonic.   Ix takes the Master Emerald and warps back to  the Twilight Cage. Our heroes chase after him,   yada yada yada, Super Sonic defeats Ix, and  the rest of the Nocturnus are left to rot   in the Twilight Cage. Team Sonic heads home  victorious, but realize time had been flowing   slower in the Twilight dimension while they  were gone. It was just a few hours to them,   but several years passed back on  Earth. And with no one to stop him,   Eggman took over the world. And the  game ends there -- on a cliffhanger. And here's how it would've continued in the  sequel, straight from Sonic Chronicles' lead   designer Miles Holmes: [Miles: "Picking it up  from the cliffhanger, they come back and it's   now Eggman's world, right? So that's a little of  a Back to the Future 2 kinda vibe. We talked about   Skynet in Terminator 2, when you get to see the  future, when you get to see [where] Kyle Reece   is from, but now it's all Eggman's stuff. So in  this case, Eggman unchecked by Sonic has been   able to do what he's always wanted to do and  remake the world in his image. So a lot of the   population's been rounded up and they're prisoners  or they're slaves or whatever. You've got Eggman's   machines, in a very dystopic Terminator future.  Part of that would've been the fun of getting   to go to famous world landmarks and seeing  them remade in this Eggman style, so going   to Paris and seeing Eggman's gear all over the  Eiffel Tower, sort of watching down with a big   eye or something like that. So those would've  been some of the locations."] When Sonic and co   return to Eggman's Earth, their ship crashes,  and everyone's scattered to the winds. So the   player's following multiple parties and populating  them in different locations -- always on the run,   always fighting to see another day. Eventually  they’re able to free some populations and start   to build a multinational army to storm Eggman's  base and restore world order. Just as they're   about to do exactly that, Argus shows up --  the mega- god alluded to in the first game,   but even Super Sonic's not strong enough  to beat Argus. So in spite of everything,   Sonic and Eggman join forces to take  him down. Eggman uses his mega death   laser to fire Super Sonic out like a bullet  to break through Argus' defenses -- ending   the first boss phase. With Argus weakened,  the Twilight Cage opens -- and everyone who   was trapped inside is set free and joins in a  massive climactic battle to finish off Argus. So Knuckles has freed his fellow echidnas and  everyone else in the cage, and with Shade he   can potentially continue his bloodline. Eggman  runs off, yelling "until next time Sonic!" And so   the status quo returns... The End… Well, except  for the final teaser. The first game says the   Twilight Cage is a pocket dimension where the  Nocturnus and other alien races are imprisoned,   but you never know why. The truth would've  been revealed in the sequel -- long ago,   an oracle told Argus that someday he'd die at the  hands of a mortal. So to prevent his own death,   Argus swept the universe imprisoning any race that  may be a threat. But the final teaser would reveal   the oracle's prediction was actually a trick.  By gathering all these powerful races, Argus   was unknowingly building a super team that  could destroy him. And beyond that -- with   the oracle being able to take down something  as powerful as Argus, even if indirectly,   they’re dangerous. And a dangerous, mysterious  being like that is something any writer could   work with if they wanted to continue the series  -- at least that’s what Bioware seemed to be   going for. Bioware would've considered  their work finished with this duology,   but hoped another studio or Sega themselves  would continue Chronicles as a series. So... why didn't Chronicles 2 get made? The  first game sold well, and reviews weren’t too   bad. Chronicles was basically free money and  brand exposure for Sega, and Sonic Team even   told Bioware they wanted to use Shade and Argus  in their own games, and the Bioware guys were   thrilled to hear it. Well, long story short, tons  of Sonic comics from 1994 to 2006 were authored   by a man named Ken Penders. And in Ken's view,  the comic characters he created belonged to him,   not Sega. And Chronicles’ characters took  inspiration from them, like how Shade is similar   to Knuckle's girlfriend Julie-Su. Two months after  Chronicles launched, Ken started copyrighting all   his creations, then a series of lawsuits kicked  off between Ken, Sega, Bioware, and the comic   publisher. If you want the full explanation  go watch our video on lost Sonic games, but   yea - a whole mess of legal issues triggered by  Ken Penders is why Chronicles’ 2 never got maid. Don’t forget to check out our  new game -- pre-orders are   available right now. And If you want more  DidYouKnowGaming videos like this one,   make sure you subscribe. Thanks  for watching -- see ya next time.
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Channel: DidYouKnowGaming
Views: 449,320
Rating: undefined out of 5
Keywords: biggest discoveries, 2023, zelda, legend of zelda, the legend of zelda, link, majora's mask, majoras mask, majora, retro studios, nintendo, metroid, metroid prime, cancelled nintendo games, cancelled retro studios games, cancelled games, cancelled pokemon games, pokemon, pokemon game, pokemon games, pokemon pinball, pokemon 2000 adventure, cancelled sonic games, sister sonic, sonic chronicles 2, did you know gaming, didyouknowgaming, dykgaming, dykg, gaming, sonic, sonic the hedgehog
Id: v9Rg6JMJAEI
Channel Id: undefined
Length: 36min 11sec (2171 seconds)
Published: Sat Jan 06 2024
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