This is a list of cancelled Nintendo 64 video games. The Nintendo 64 is a video game console released by Nintendo in 1996. The console was a moderate success with its 32.93 millions units sold; it was three times as much as one competitor, the Sega Saturn, but only a third of the sales of its other competitor, the original PlayStation. Third party game developers cancelled multiple games for the system, with commonly-cited reasons including its lower sales numbers compared to the PlayStation, its unconventional controller, and Nintendo's decision to stick with the game cartridge format, which was more costly to produce and featured far less storage than the PlayStation's CD-ROMs. Additionally, the brief lifespan and commercial failure of the 64DD, a Japan-only Nintendo 64 add-on, led to many of its games being cancelled or reworked for release on the standard Nintendo 64. This list documents all known games that were announced for the Nintendo 64 at some point, but did not end up being released for it in any capacity. It also documents cancelled 64DD games, as well as unreleased 64DD-specific versions of other Nintendo 64 games.[1][2][3][4][5]
Shortly after the release of 1080° Snowboarding (1998), Nintendo announced that Left Field Productions was taking over development for a sequel title on the Nintendo 64. Pre-production planning was done on the game, but it was cancelled early on in favor of moving development to the then-upcoming GameCube platform. When Left Field later ended their exclusivity contract with Nintendo, their work was returned to Nintendo, and the game was reworked internally to release as 1080° Avalanche (2003) for the GameCube.[5][6]
A platformer in development for the Nintendo 64 and the PlayStation. The N64 version was far enough along to have review copies sent out to publications such as Nintendo Power, but just prior to the PlayStation version's 1999 release, financial troubles with the game's publisher, GT Interactive, and their subsequent buyout by Infogrames, led to the delay of the N64 version. That, combined with the PlayStation version's poor reviews, led to its cancellation. Twenty years later, Piko Interactive obtained the rights, raised money through a successful Kickstarter and released an unofficial, aftermarket N64 version of the game in 2019.[8][9][10][11]
An entry of Nintendo's Wars series announced for the Nintendo 64. Some game footage was briefly demonstrated at Nintendo Space World 1999, where it was shown to be developed by Hudson Soft instead of its usual developer Intelligent Systems, but little else was announced, and the game never materialized in any capacity.[12][13]
A real-time strategy game released for Windows in 1997, it was reported that Nintendo was to work with the game's developers to create a Nintendo 64 version of the game, but this version never materialized.[14]
A European-exclusive soccer game from Acclaim was announced early in the Nintendo 64's lifecycle, but was cancelled in 1999 after several delays, allegedly due to Acclaim's fears of strong competition from other soccer games on the system.[15][16]
IGN reported that multiple entries in the multiplatform Actua Golf series were scheduled to come to the Nintendo 64. Specifically, in 1999, they reported than an Actua Golf 4 was announced and in development for the N64. The title was planned on being the first to utilize the PGA European Tour license. However, later in the year, Gremlin Interactive was bought out by Infogrames and renamed to Infogrames Sheffield House, and no further Actua sports titles were released for any platforms. Infogrames Sheffield House would subsequently repurpose their work on Actua Golf 4 for use in PGA European Tour Golf (1999) on PlayStation and N64.[17][18][19]
A video game adaption of the Addams Family pinball machine was announced to be in development for the Nintendo 64, but was cancelled and never released in any capacity.[20]
IGN reported that a Nintendo 64 port of the game was scheduled to begin production after the Windows version was finished, but this never materialized.[21]
Originally planned for the Nintendo 64DD, the peripheral's failure led Animal Leader to shift its development to the Nintendo 64, for which it was presented at the Nintendo Space World 2000 trade show. The game eventually shifted development again to the GameCube, and was released in 2002. However, Nintendo chose not to localize the game for the North American market, with Atlus USA instead publishing it under the name Cubivore: Survival of the Fittest.[22][23][24]
Released for the PlayStation in December 1998, ASC Games announced shortly thereafter that a port of the game would be coming to Nintendo 64. However, this version was never released.[25]
IGN reported Automobili Lamborghini (1997) as one of multiple Titus Interactive games to receive a separate 64DD release with additional content added from its standard Nintendo 64 release, though the 64DD version never released. While no reason was given, the standard version only released in the West, while the 64DD never released out of Japan.[28]
A sequel to the original Beetle Adventure Racing (1999) was started shortly after the completion of the first title. During development, the team decided to drop the Volkswagen Beetle licensing and experiment with a number of other different non-licensed vehicles instead, leading to the name change of Adventure Racing 2. The game was eventually cancelled, as the original title was a critical success, but a commercial failure.[31]
The multiplayer helicopter combat game Blade & Barrel, to be released as Ultra Combat 64 in the United States, was announced in 1996. The game never released, though some members of the press speculated that elements of the game were carried over into Kemco's later aerial combat game Knife Edge: Nose Gunner (1998).[32][33]
As a result of a strong partnership with Nintendo early in the Nintendo 64's development, Angel Studios began collaborating with designer Shigeru Miyamoto on the vehicular combat gameBuggie Boogie. Miyamoto issued three-month contracts to the company, not retaining any documents and returning every three months to check on the game's progress. Angel Studios spent 45 days creating a "design bible" for its first meeting with Miyamoto, who rejected it and asked the studio to "find the fun" over the next three months. The game would have seen vehicles consume each other, absorbing their DNA to obtain their powers. After six to nine months, the title was canceled as Nintendo prioritized a prototype of Diddy Kong Racing (1997).[34][35][36][37]
A pet raising/breeding game in development by Nintendo employee Shigesato Itoi with Shigeru Miyamoto for the 64DD. The game featured a protracted development cycle between 1997 and 2000. The game was eventually cancelled without any footage ever being shown, but it was reported to have influenced the development and gameplay of future game series Animal Crossing and Nintendogs.[2][38]
Following their acquisition by Crave Entertainment in 1998, Lobotomy Software began work on a gambling adventure game set in the Caesars Palace casino. In 1999, internal restructuring at Crave resulted in the shutdown of Lobotomy Software, and the game's release was indefinitely postponed. While it was initially reported that the game would be finished by Crave's internal development, Caesars Palace 64 ultimately never released.[39][40][41]
A video game adaption of the 1999 animated film Carnivale in development for the Nintendo 64, the game was cancelled at about 50-60% complete after its developers suffered financial problems and layoffs that led them to be unable to complete the game. The game was demonstrated briefly at E3 1999, and in 2022, the E3 build leaked onto the internet.[42][43]
Appeared at E3 2000 at Nintendo's booth without even ever being previously announced. Even Nintendo of America reps at the event did not know any information beyond being instructed to show off the game at the event. Shigeru Miyamoto later gave a little background on the title — it was an N64 game in development from Marigul Management, a company Nintendo created and funded to help developers create more software for the N64. Footage shown depicted a Tom and Jerry or Itchy and Scratchy dynamic between a cat and mouse character. The game was never mentioned again after the event, and was cancelled, not being released in any capacity.[44][45][46]
A racing video game announced in the late 1990s for the Nintendo 64. Little else was revealed about the game, and it never materialized in any capacity.[47]
Japan System Supply
Japan System Supply
Centipede X
A 3D reinvention of Centipede (1981) was announced alongside several other similar arcade revivals by Midway Games, but was never shown or released in any capacity.[48]
A Nintendo 64 version of the 1999 PlayStation release was announced to be in development by Pacific Coast Power & Light, who was previous responsible for the PlayStation to N64 conversions of Nuclear Strike 64 and Road Rash 64, but the N64 release of Championship Motorcross never materialized.[49][50]
A 1-on-1 weapons-based fighting game featuring puppet characters was revealed in October 1999, but was never released.[51]
Bottom Up
Clan Wars
Clan Wars was a strategy game with players controlling either an attacking or defending force in each battle, spending resources to either build up their forces or fortify their position. While intended for a 1999 release, the game was subsequently cancelled.[52]
Konami announced that an entry in their Contra series would be developed for the Nintendo 64, but by 1999, they stated that plans had been cancelled due to poor hardware sales in Japan.[53][54]
Dead Ahead was an adventure game that featured battles with 3D fighting game combat and music by film composer David Newman. Originally planned to launch in December 1997, the game was never released.[59]
An action game featuring actor Steven Seagal announced for a late 1997 release for both the PlayStation and the Nintendo 64, the game was cancelled in its beta stages and never released in any capacity for either platform.[60][61]
In February 1999, IGN reported that Chunsoft was developing an RPG tentatively titled "Derby Day" for Nintendo 64, in addition to Fushigi no Dungeon: Fūrai no Shiren 2: Oni Shūrai! Shiren-jō!. However, this game was never fully revealed, and Fūrai no Shiren 2 was the company's only game released for the system.[62]
Desert Island / No Man's Island / Super Real Island
Super Real Island was intended to be a hybrid RPG/simulation game for 64DD, with players cultivating an island to grow food and stay alive while contending with dangerous wildlife that emerge as a result. After being cancelled, the project later restarted development under the name Desert Island, with Imagineer considering releasing it for N64 cartridge or Dreamcast; however, the game was ultimately not released for any system.[63][64][65]
IGN reported that Nintendo had struck a deal with Blizzard Entertainment to publish Diablo (1997) on the Nintendo 64. However, this version never materialized, and only an unrelated port to the PlayStation by Electronic Arts resulted the following year.[68]
A video game adaption of the Die Hard films was never officially announced, but was reported as being in development by multiple publications, including a 1999 incident where screenshots were leaked and published by magazines. Publications reported it was scheduled for a 2000 release and classified it as a 3D first person shooter. In early 2000, the N64 version was quietly cancelled and the project was restarted for the GameCube, PlayStation 2, and Xbox, eventually releasing in 2002 as Die Hard: Vendetta.[69][70][71]
Originally started as an original IP for the Nintendo 64 in 1997, the game featured a lengthy development process, which included a re-brand midway through, moving it into the Star Fox series of games. Eventually the Nintendo 64 version was cancelled in favor of a GameCube release, where it released as Star Fox Adventures (2002).[72]
After Doom 64 (1997) was completed, the development team began working on a sequel based around two-player deathmatches. In July 1997, Midway Games confirmed the project had been cancelled.[73]
Announced in 1997 as a The Legend of Zelda inspired game coming to the Nintendo 64 first, and Windows and the PlayStation sometime after, the game went through many changes over its multiple years of development, including a transition into a simpler, Golden Axe styled action game. The game was cancelled in 2000 due to its publisher pulling out, citing fears regarding its profitability. An early beta version leaked onto the internet in 2010. In 2019, Piko Interactive bought the rights to the game in hopes of selling an aftermarket unofficial version in the future, though this release has not materialized to-date.[74][75][76]
According to Spanish video game magazine Magazine 64, GT Interactive was conducting development tests to see if they could get the PlayStation version of Driver (1999) on the Nintendo 64, though no such release ever materialized.[77]
A game announced in relation to the formation of Marigul Management, a company co-founded by Nintendo to create more games for the Nintendo 64. It was a digital trading card game for the 64DD that would have allowed for the transfer of cards to and from a Game Boy using Marigul's unreleased 64 GB Cable accessory. It would have allowed for players to play the game on a television but hold their cards privately on their Game Boy screen. The game was cancelled due to the commercial failure of the 64DD, though its GBC counterpart, DT: Lords of Genomes, was released in 2001.[78][79][80]
The third entry in the Mother video game series had an extensive 12 year development history plagued by platform changes. Originally conceived for the SNES, development was moved to the Nintendo 64 after being inspired by the 3D graphics and movement of Super Mario 64 (1996), where it went by the name Earthbound 64. However, the game's large scope, and the development transition to and from the 64DD, caused slow progress with the game, and it was eventually cancelled in favor of moving Nintendo's software teams to working on the GameCube in late 2000. Development was later restarted on Game Boy Advance, where it was reworked for its hardware and finally released, exclusively in Japan, in 2006.[81]
Debuted and playable at Nintendo Space World 2000, the game was a real time strategy game with the premise centered around controlling a submarine to resurface sunken ships within a time limit. The game was reportedly 90% complete at the time, but was cancelled and never officially released. In 2006, a prototype reportedly leaked and was being sold on eBay.[82][83]
At the Shoshinkai 1996 trade show, Nintendo announced they were developing a video game adaptation of Osamu Tezuka's Jungle Emperor manga, scheduled for release in 1998. Shigeru Miyamoto was said to be heading the project in collaboration with Tezuka's son, Makoto Tezuka. However, the game experienced development difficulties, partly due to Tezuka's busy schedule and unfamiliarity with producing video games, and was ultimately never released.[84][85]
Originally starting development in the mid/late 1990s for the Nintendo 64, the game was almost complete, and playable at tradeshows, in 2000. A few months away from completion, Nintendo asked if developers Silicon Knights would move the project to the GameCube. Due to the request, the Nintendo 64 market starting to slow down by 2000, and the high cost of manufacturing cartridges, Silicon Knights agreed to cancel the N64 version in favor of releasing it on the GameCube in 2002. The developers described the N64 as more of a "rough draft" of the final version; the GameCube version required significant reworking, and in that process, aspects like graphics and mechanics were refined and improved.[86][87][88]
A combat flight simulation game originally announced for the Nintendo 64 in 1998 as Super Hornet F-18, the game only ended up releasing on Windows as F/A-18E Super Hornet in 2000.[89][90][91]
The earliest work on the game began on the SNES in 1994; a few months of pre-production and planning work was done, but was then dropped when much of the development staff was pulled away to finish Chrono Trigger (1995). When they returned to the project, they put together early plans on what the game could look like on the Nintendo 64 and its 64DD add-on, and did various technical tests with the N64 hardware, though no substantial work on it was finished, and the work was scrapped as they moved on to developing for the PlayStation again, where the game released in 1997.[92]
An entry in the Fire Emblem series was reported to be in development for the Nintendo 64 and the 64DD as early as in 1997. The game was in development for years, but was cancelled as a result of the commercial failure of the 64DD. Most of the game was scrapped, but a few elements were worked into the Japan-only release of Fire Emblem: The Binding Blade (2002) on the Game Boy Advance.[93][94][95]
A revival of First Samurai (1991) was announced in 1998. The game entered the planning stages of development, but was cancelled shortly after, and never released in any capacity.[96]
Originally announced at E3 1996 under the name "Stacker", Freak Boy was forced to undergo revisions and restart development multiple times due to management at Virgin Interactive believing the game would not appeal to the Nintendo 64 audience. The constant changes created development issues and left the game in an unstable state, forcing the project to be placed on "indefinite hold".[97][98]
The sequel to Frogger (1997) initially began development for the Nintendo 64 in 1998, and underwent a lengthy development period. By the time the game released in 2000, the N64 version had been cancelled due to the cost of manufacturing N64 game cartridges, and instead released on CD-ROM based platforms including the PlayStation, Dreamcast, and Windows.[100][101]
An entry in the Daisenryaku series of war simulation games was presented for the 64DD at Nintendo Space World 1999. Development switched to the standard Nintendo 64 platform the following year, and was again present at Nintendo Space World 2000, though the game was never finished and never released in any capacity.[102]
In late 1996, a journalist at Edge was privately allowed by Capcom to play some of their games scheduled for 1997, one of which was a 3D entry in the Ghosts 'n Goblins series that played similarly to Super Mario 64. Despite an early playable build being present, the game was cancelled without any gameplay ever being released publicly. IGN speculated that Capcom scrapped it in favor of developing other titles for the PlayStation, which was Capcom's preferred platform through the late 1990s. While Capcom did return to the Nintendo 64 late in its lifespan for some PS1 ports like Mega Man 64 and Resident Evil 2, rather than revisiting the initial idea, a new idea Ghosts 'n Goblins spinoff, Maximo was started, but was cancelled as well, in favor of a PlayStation 2 release.[103][104]
A sequel to Glover (1998) was announced in 1999 for a release within the following year for the Nintendo 64. The game was roughly 85% complete, but was cancelled after publisher Hasbro Interactive erroneously ordered far too many cartridges for the production of the original title, which almost bankrupted the company. A playable version of the game leaked onto the internet in 2011, and Piko Interactive, who acquired the Glover IP in 2018, have expressed interest in finishing and releasing the game.[5][105][106]
Shortly after the completion of Shining Force 3 (1998), Camelot Software Planning was recruited by Nintendo to develop games on the Nintendo 64. While the original request was to make another JRPG, Camelot wanted to create a simpler game while they learned how to develop for the N64's hardware, which led to the release of Mario Golf (1999). After its completion, the team returned to create a game design document for a new RPG for the N64. However, by then, they had heard about Nintendo's plan to succeed the N64 with what would be the GameCube in 2001, and knowing RPG's often have lengthy development periods, the company cancelled their plans to develop the game for N64. Instead, they developed another smaller project for the N64 with Mario Tennis (2000), and restarted their work on an RPG in what would become Golden Sun (2001) on the newly released Game Boy Advance.[107][108]
A video game adaption of the Golgo 13manga series was announced in 1997, and scheduled for release in 1998, but was cancelled prior to release and never materialized in any capacity.[109]
A Nintendo 64 port of Gradius IV (1999) was planned for release in late 1999, but was cancelled due to the console's waning popularity; the game would receive a home port the following year as part of the Gradius III and IV compilation for PlayStation 2.[5]
Originally announced as Flights of the U.N. at E3 1997, this flight combat game was delayed multiple times, changing its name twice to Harrier 2000 and Harrier 2001. Developer Paradigm Simulation placed the game on "indefinite hold" in November 1999, subsequently filing a lawsuit against publisher Video System alleging breach of contract in not providing sufficient support for the game's development.[111][112][113][114]
In 1999, Nintendo of America sought to obtain the exclusive rights to produce games based on the Harry Potter series. Two teams within Nintendo Software Technology began developing Nintendo 64 prototypes to pitch to the rights holders, with one prototype based on the main narrative of the books while the other was based around Quidditch. The pitch was unsuccessful, with Electronic Arts ultimately obtaining the license, and no Harry Potter games were released for the N64.[115]
Released on Windows in 1999, console versions were scheduled for release across 2000 and 2001 for Nintendo 64, Dreamcast, and PlayStation 2, though only the PlayStation 2 port ever materialized.[116][117]
Scheduled for release for the PlayStation, Dreamcast, Windows, and Nintendo 64, none of the console versions ever ended up releasing; only the Windows version released in 2001.[5]
The racing game Jeff Gordon XS Racing (1999) was initially planned for release on PlayStation, with versions for Nintendo 64, Windows, and Game Boy Color planned to follow. However, the PlayStation and N64 versions were cancelled, with only the Windows and GBC versions releasing.[119]
Jest was a 3D platformer starring a trainee jester named Jax in the bizarre world of Humorous. The game was announced in 1998 for release later that year, but was pushed to 1999 before being quietly cancelled.[120]
A 3D reinvention of the original Joust (1982) was announced as one of a number of arcade game revivals planned by Midway Games. However, the game was cancelled before any content was shown for the game, and it never released in any capacity.[56][121][122]
Details on Jungle Bots first emerged in March 1998, with the game described as a third person shooter set on a tropical island inhabited by mutated animal robots. In April 1999, it was announced that the game had been cancelled.[123][124]
Shortly after completion of Donkey Kong 64 (1999), Rare started early work on Kameo for the Nintendo 64. By the time it was publicly announced at E3 2001, development had already shifted to the GameCube. In 2002, when Microsoft bought Rare, the GameCube version was cancelled and development was shifted to the original Xbox. The game experienced a lengthy four year development period from there, leading to it being cancelled on Xbox in favor of releasing as a launch title for the Xbox 360 in 2005.[125][126][127][128]
Killer Instinct (1994) was initially planned as a launch title for the Nintendo 64 in 1995, with its arcade release advertising the "Nintendo Ultra 64" home port in its attract mode. However, due to the delay of the console's launch, the game was instead ported to the SNES. A port of Killer Instinct 2 (1996), titled Killer Instinct Gold, was ultimately released shortly after the system's launch in western territories.[129][130]
Developer Rare did early preliminary work on a third entry of their Killer Instinct series of fighting games for the Nintendo 64. Unlike prior entries, the game would have had fully 3D graphics, and would have been a prequel that focused on characters as children, similar to Virtua Fighter Kids (1996). However, the game was cancelled due to their belief that the popularity of fighting games was declining, and Rare instead focused on developing Diddy Kong Racing (1997). A third Killer Instinct game would not see release until 2013 as a launch title for Xbox One.[131]
Work on a sequel to Kirby's Dream Course (1994) began on the Nintendo 64 immediately after the original title's release, and was initially reported to be a launch title for the system. Early iterations of the game included controlling Kirby characters in snowboarding races and a battle mode in which player characters physically bump each other out of designated gameplay areas. Gameplay was shown at events like Nintendo Space World 1995 and E3 1996. By 1998, it was reported that the game was put on-hold while Nintendo concentrated on finishing up 1080° Snowboarding (1998). The concept was eventually reworked and released for the N64's successor, the GameCube, as Kirby Air Ride (2003).[132][133][134][135]
Lethal Encounter was an arcade-style shooting game in which players controlled a tank battling alien invaders. While the game was demonstrated for journalists at Edge in 1998, it was ultimately never released.[138]
Originally announced in 1998 as Looney Tunes Racing for the Nintendo 64 shortly after Infogrames obtained the Looney Tunes license for video game development, the game only ended up releasing for the Dreamcast and PlayStation 2 across 2000 and 2001.[139][140]
The earliest game planning and character design work was done for the Nintendo 64 late in its lifecycle, but development was moved to the GameCube very early on, where it released as a launch title.[141]
A game announced for the Nintendo 64 by Sunsoft. Little is known beyond the fact that it was an action game and that it was never released in any capacity.[142][143]
Outside of the Mario Artist series, Nintendo had three additional creation tools in development for the 64DD. These included Game Maker, Graphical Message Maker, and Video Jockey Maker. However, none of these three games were ever released.[58][144]
Mario Artist was a suite of creative tools for the 64DD, which could be used in conjunction with one another to create and share art, animations, and 3D models. Four entries in the series were released between 1999 and 2000: Paint Studio, Talent Studio, Polygon Studio, and Communication Kit. Certain features in Paint Studio were split out and intended to instead appear in a fifth entry in the series, Mario Artist: Sound Maker, which would allow users to create music tracks, but this was never released.[145][146]
While never officially announced, Marionette was accidentally published on a list of titles in development by Nintendo at E3 2001; the developers would later give a few details on the project years later. The game was designed to utilize the Nintendo 64 controller in unconventional ways to control an in-game marionette puppet. Many gameplay tests were created, but it hit roadblocks in making it into a full-fledged game. With it being tied to the N64 controller, the game was cancelled in the company's transition to GameCube development later in the year.[147][148][149]
Development for the game, a sub-series of the Ghosts 'n Goblins series, originally began for the Nintendo 64, but development spanned beyond its lifespan, and Capcom made the decision to move it to the PlayStation 2 instead, where it released exclusively in 2002.[104]
After Mega Man Legends (1998) was released on the Nintendo 64 as Mega Man 64 (2000), Capcom announced they would be doing the same with Mega Man Legends 2 (2000). However, the poor sales of Mega Man 64, coupled with the Nintendo 64 approaching the end of its lifespan by the time they would have even begun porting the game in late 2000, led to its cancellation.[5]
A version of Metal Gear Solid (1998) was reported to be in development for the Nintendo 64 in 2000, towards the end of its lifespan, by GameSpot. However, the poor hardware sales of the N64, coupled with the limited storage space of the N64 cartridges, led Konami to reconsider the plans, and nothing further on the N64 ever materialized; a remake, Metal Gear Solid: The Twin Snakes (2004), would later release on the N64's successor, the GameCube.[54][150]
A prequel to Metal Slader Glory (1991) was planned for release on 64DD, but was cancelled before being officially announced, with Metal Slader Glory: Director's Cut (2000) being released for the Super Famicom instead. The game's existence was not known about until 2013, when director Yoshimiru Hoshi released a booklet detailing the original plans for the sequel.[151][152]
Publications reported that a Metroid series game was in development for the Nintendo 64, but creator Yoshio Sakamoto's development tests for an entry in 3D were all deemed unsatisfactory, and a 3D entry would not come until much later on the GameCube with the Retro Studios developed Metroid Prime (2002).[5][29]
Originally announced as Rally Masters in 1999, the game saw a name change when original publisher Gremlin Interactive was bought out by Infogrames, to Test Drive Rally, and then again to its final name. Originally scheduled to release on Nintendo 64, Dreamcast, the PlayStation, and Windows, both the Nintendo 64 and Dreamcast versions were cancelled prior to the other versions' release in 2000, with Infogrames stating that those version were not meeting their internal standards, despite IGN previously previewing a playable build of the game and giving generally positive remarks.[153][154][155]
A car racing game in the vein of R.C. Pro-Am announced for the Nintendo 64. The game was reportedly complete and submitted to Nintendo to publish in 2000, but its release was cancelled after the closure of its developer Looking Glass Studios. While never officially released, it reportedly leaked sometime in the mid-2000s.[156]
At E3 1995, Mindscape announced Monster Dunk, a 2-on-2 basketball game in the vein of NBA Jam that featured famous monsters as the players. However, the game was never released.[161]
A Nintendo 64 version of the 1997 Windows release was announced and entered early development, which included a new four-player split screen multiplayer mode similar to GoldenEye (1997), but the N64 version never released.[162]
A 3D platformer prototype initially designed by the Pickford Brothers, alternately titled Moon Jelly and Space Jelly, was produced and self-funded by Software Creations, but the company struggled to find a publisher and ultimately cancelled the game, along with several other projects. Previously unseen footage of the prototype later surfaced in 2022.[163]
The Mortal Kombat spinoff Special Forces was initially announced for release on the Nintendo 64, PlayStation, and Dreamcast. However, following several departures from the game's development team, including Mortal Kombat co-creator John Tobias, the Nintendo 64 and Dreamcast versions were cancelled and the PlayStation version underwent a rushed development cycle, releasing in 2000 to significantly negative reception.[164][165]
A real-time strategy game in the vein of Starcraft. It featured up to four players battling for territory of land, and used the elements in that space to create magic spells for attacking others in battle. The game never released in any capacity.[20]
Developer Electronic Arts was planning on bringing an entry in its Need for Speed series to the Nintendo 64 in 1997, but wished to develop a different sort of entry that would help it stand out from the already crowded market for racing games on the platform. Their efforts to make something different, coupled with their recent partnership with Volkswagen to make a game featuring their Volkswagen New Beetle vehicle, led to scrapping the Need for Speed title in favor of creating Beetle Adventure Racing (1999).[166][167]
Originally announced for the Nintendo 64 and the PlayStation, the N64 version was dropped from Konami's release schedule and the game only released on PlayStation in 2000. The N64 version was far enough along to have a review copy sent to Game Informer, which panned the game for having performance issues even worse than the PlayStation version.[168][169]
The game was announced for release on the Nintendo 64, Dreamcast, and the PlayStation, but the N64 version was delayed and eventually cancelled outright. Reportedly, the poor sales of the original Nightmare Creatures (1997) on the N64 led to it being the sole version cancelled.[171]
Nintendo had originally started development on a first party developed golf game for the Nintendo 64 while recruiting Camelot Software Planning to create a role-playing video game. Camelot desired to create a simpler game to get used to the N64's new hardware first; they previously developed Everybody's Golf, and decided to create a new golf game. Nintendo was so impressed with their prototype that they cancelled their first party golf game and assigned Camelot to develop Mario Golf (1999) instead.[107]
O.D.T. was released for PlayStation and Windows in 1998, with a Nintendo 64 port meant to follow one year later. However, this version never materialized.[172]
Very early planning for the game started on the Nintendo 64, though development was later transitioned to the PlayStation 2, where it released in 2001, followed by the original Xbox the following year.[174]
A new entry in the Far East of Eden series was initially planned for release on the 64DD. However, due to development difficulties, the game was restarted and shifted to the Game Boy Advance, for which it released in 2003.[175]
A sequel to Panel de Pon (1995) (Tetris Attack in English regions) was in development for the Nintendo 64, but was cancelled late in development. Alternate versions were later released in different capacities. In North America and Europe, it was reworked into a Pokémon-themed puzzle game for the Nintendo 64 called Pokémon Puzzle League (2000). In Japan, the N64 version was revived, completed, and released years later as part of the Japan-only GameCube game Nintendo Puzzle Collection (2003).[176]
The original Pikmin game started its development on the Nintendo 64, but eventually shifted to become a GameCube launch title because its stronger hardware was better for processing the large volume of characters on screen at once. The early N64 version had flat characters, similar to the style seen in Paper Mario games, to help processing on the weaker hardware.[177][178][179]
A sequel to Pilotwings 64 (1996) was announced in 1997 by developer Paradigm Simulation, and scheduled for a 1998 release. However, in 1998, Paradigm announced that while their pitch was positive received by Nintendo, they were unable to offer development resources to the game like they had in the prior title, and the game was cancelled. While they noted that it was possible to revive the project, another entry in the series would not be released until Pilotwings Resort (2012) for the Nintendo 3DS.[180][181]
A modernized, 3D adaptation of the original Pitfall! (1982) was announced for the Nintendo 64, but never materialized. A game of a similar concept, Pitfall 3D (1998), was released for the PlayStation.[20]
A number of Pokemon entries were announced for the 64DD but never released for it. Pocket Monsters' Stadium (1998), Pokémon Stadium (1999) and Pokémon Snap (1999) were all planned for the device, but released on Nintendo 64 cartridges instead.[182]
After its 1998 Windows release, versions for the PlayStation, arcades, and Nintendo 64 were announced, though none of the other versions ever materialized.[183]
The tentatively-titled Project Cairo was an RPG that was said to utilize an unspecified major comic book license. While scheduled for a 1999 release on 64DD, the game never materialized.[184]
The game started development on the SNES as developer Rare's effort to use apply the faux-3D graphics implemented in their popular Donkey Kong Country series of platform games in a different genre. They prototyped a role-playing game, but its scope became too much for the SNES hardware to handle, and the game transitioned to the Nintendo 64. The game went through many changes with the added power of the new hardware, but ultimately, seeing Super Mario 64 (1996) made the team feel like their work would feel dated on the new platform, and they ended up cancelling the game. Some of its work would subsequently be used towards an attempt at a game more similar to Super Mario 64, which became Banjo-Kazooie (1998).[185]
Initially released for the PlayStation and Windows in 1999, N64 Magazine reported that the release of the Nintendo 64 version would be dependent on its performance other platforms. In the end, it never released on N64.[186][187]
A sequel to Quest 64 (1998) was announced in 1999. The story was set 100 years after the first game, following a new pair of heroes. However, the game was never released due to Imagineer's financial difficulties.[188]
A video game adaption of the 1998 animated film Quest for Camelot was announced for both the Nintendo 64 and the 64DD, but both versions were cancelled due to the film's poor commercial performance. Only a radically different version for the Game Boy Color ever released.[28][124]
Originally announced as Realms of Valor, Raze was a four-player 3D fighting game based in the Dungeons & DragonsForgotten Realms setting. By 2000, the game had shifted development to the PlayStation, but was ultimately never released in any capacity.[190][191]
A Nintendo 64 version of the 1990 Windows release was announced in 1995 as the first game for Nintendo platforms from developer Sierra Entertainment, but was cancelled the following year.[192][193][194]
Development for the game started on the Nintendo 64 late in its lifespan, but due to the development team being unable to fit the game's data within an N64 cartridge, development transitioned to the GameCube, for which it was released in 2002. The final game retained the cancelled N64 version's premise and story, but was completely redone otherwise.[195]
The automotive racing game Rev Limit was first shown to members of the press at the Shoshinkai 1996 trade show. The game was later shifted to the 64DD, along with a version for the Aleck 64 arcade board, but was cancelled as a result of SETA's financial difficulties.[196][197][198]
Riqa was a third-person action game starring a female secret agent named Riqa. The game was announced in April 1999 and publicly shown by Nintendo at E3 later that year, drawing comparisons to Tomb Raider and Perfect Dark. Following multiple delays, the game was cancelled in 2000, with the development team at Bits Studios instead shifting to development of Die Hard 64 and Thieves World, both of which would also be cancelled for Nintendo 64 and released for sixth-generation consoles as Die Hard: Vendetta (2002) and Rogue Ops (2003) respectively. In 2024, a member of the development team released several of the game's development prototypes, including the most recent build of the game prior to its cancellation.[199][200]
GameTek obtained the license for the Robotech anime series in 1995 and began development on a flight simulator game set between the show's major storylines. The game was originally planned for a December 1996 release before being delayed one year. However, Crystal Dreams was ultimately cancelled due to GameTek filing for bankruptcy and being unable to find a new publisher for the game.[201][202]
A soccer video game featuring the likeness and endorsement of famous player Ronaldo was announced for the PlayStation and Nintendo 64; however, only the PlayStation version ever released.[203][204]
A video game based on the 1999 animated series Roswell Conspiracies: Aliens, Myths and Legends began development for Nintendo 64, PlayStation, and Game Boy Color. However, the Nintendo 64 version was cancelled, likely as a result of publisher Red Storm Entertainment's acquisition by Ubi Soft. The PlayStation and GBC versions were released in 2001.[205][206]
A helicopter simulation game announced for the Nintendo 64 in 1997, with a release scheduled for the following year. It never released in any capacity.[29]
Early in the planning of Seaman, game designer Yoot Saito presented the concept to longtime friend Shigeru Miyamoto, leading the two to have several discussions about producing the game for the 64DD. Ultimately, the decision was made to develop the game for the Dreamcast instead, for which it was later released in 1999.[208]
Maxis announced a Nintendo 64 port of their Windows flight game SimCopter (1996) at E3 1997. While initially a largely unchanged port of the Windows version, market trends and the limitations of the Nintendo 64 hardware led Maxis to heavily rework SimCopter 64 as a story driven action game. Originally planned for a 1998 release, conflicting ideas about the game's direction and shifting priorities at Maxis led to SimCopter 64 ultimately being cancelled.[210]
In 1997, Infogrames announced that a 3D platformer based on The Smurfs was in development. The game was worked on for over two years, but never released. The game would have been separate from their concurrently developed 2.5D platformer developed for the PlayStation, which released in 1999.[211][212]
A 64DD port of Snow Speeder (1998), released as Big Mountain 2000 in North America, was announced in 1998 alongside two other 64DD games from Imagineer, but none of them were ultimately released.[63]
A sequel to South Park (1998) was announced around the time of the release of the first game, with a prospective 2000 release date. However, it was cancelled prior to release, with the publisher instead focusing on cheaper, simpler releases in the franchise like South Park: Chef's Luv Shack (1999) and South Park Rally (2000).[213][214]
Console versions of the 1998 Windows release were scheduled for the PlayStation and Nintendo 64, but never released, as the game was a serious commercial failure for its developers Ripcord Games, who were bought out by investors due to its poor performance. It was seen as a poor attempt to cash in on the popularity of the Tomb Raider franchise.[215][216]
The adventure game Spooky would have featured a human protagonist summoned to another world and granted the ability to transform into different creatures. The game was announced in October 1997, but no further mention of the game was made after that point.[217]
IGN reported that the 1997 arcade game was in development for the 64DD, but the only home version that ever materialized was for the Dreamcast in 1999.[218]
IGN reported Superman: The New Superman Adventures (1999) as one of multiple Titus Interactive Nintendo 64 games to receive an updated 64DD release with additional content, though the 64DD version never released. While no reason was given, it is assumed to have been cancelled due to the game's severely poor reception and its exclusivity to Western territories, whereas the 64DD never released out of Japan.[28]
A separate version of Super Mario 64 (1996) was announced and presented at Nintendo Space World 1996. However, the 64DD version was never released. Prototypes of the game leaked onto the internet years later, though they do not demonstrate any noteworthy differences from the original release.[221]
A proposed sequel for the original Super Mario 64 (1996) was mentioned by Nintendo as early on as 1997. Reports mentioned it being in development for either Nintendo 64 or the 64DD, and featuring more playable characters than just Mario, most notably Luigi. The game was never released, with Mario creator Shigeru Miyamoto stating that work done on the title was implemented into other games instead. Work on a follow-up continued until the title Super Mario 128, which also went unreleased, and a Super Mario 64 sequel would not arise until Super Mario Sunshine (2002) on the GameCube.[149][222][223]
Originally announced at Nintendo Space World 1997 as a follow-up to Super Mario RPG (1996) for the 64DD, the game went through a lengthy development period, and the 64DD version of the game was cancelled in favor of a regular Nintendo 64 version, which was released in 2000 under the name Paper Mario.[182][223][224]
Announced at E3 1998, Survivor: Day One was a third-person action game in which a humanoid experiment must find his missing female companion and escape a sinking alien ship. The game received mixed reception from the press due to its poor controls and performance. In December 1998, Konami confirmed that the game had been cancelled.[225]
Suul was an RPG for 64DD described as a "traditional Japanese adventure". It was announced in 1998, alongside two other 64DD games from Imagineer, but none of them were ultimately released.[63]
The original entry in the Tenchu series was initially planned for release on both the PlayStation and Nintendo 64, but developer Acquire decided to focus on only a single console in order to ensure the game's quality, leading the N64 version to be cancelled while the PlayStation version was released in 1998.[227]
Originally in development for Nintendo 64, the game would be heavily reworked and pushed to the next generation of consoles, eventually releasing for GameCube, PlayStation 2 and Xbox as Rogue Ops (2003).[200]
After regaining the rights to the ToeJam and Earl IP in 1995, creator Greg Johnson expressed interest in bringing the series to a non-Sega console. In November 1998, GT Interactive signed a deal with Johnson to publish a new entry for the Nintendo 64. However, in April 1999, the deal was reported to have fallen through due to the Nintendo 64's waning popularity and GT Interactive's belief that the game would not be commercially successful in Europe. Development was subsequently restarted by Sega subsidiary Visual Concepts for the Sega Dreamcast, then shifted to the Xbox, for which it was released in 2002.[230][231]
In 1997, Core Design opened negotiations with Nintendo to release a Nintendo 64 version of Tomb Raider (1996), and started work on the port in anticipation of the negotiations being successful. However, the team never received N64 development kits, and the port was scrapped when Sony finalized a deal to keep subsequent Tomb Raider games exclusive to PlayStation until the year 2000.[232][233][234]
At E3 1997, Ubi Soft announced that a 64DD expansion of Tonic Trouble (1999) would be released some time after the cartridge version. However, the company stated the following year that they were not focusing on a 64DD version due to Nintendo not announcing a release date for the peripheral.[236][237]
Toon Panic was a 3D fighting game in the vein of the Power Stone series. The game was not widely known about until 2007, when a prototype version appeared online.[238]
Prior to the Nintendo 64's American release, MicroProse announced an aerial combat game for the system based on the 1986 film Top Gun, but cancelled the game before beginning development, eventually developing Top Gun: Fire at Will (1996) for PlayStation instead. In 1999, Titus Interactive announced they had acquired the Top Gun license and were planning to release a new game for multiple consoles, including N64. However, this version was never released, with the final product, Top Gun: Combat Zones, releasing for PlayStation 2, GameCube, Windows, and Game Boy Advance between 2001 and 2004.[239]
In 1994, Takara announced the cancellation of a Transformers game being developed for SNES, and that the project would instead be released in 1995 on the next generation of consoles, including the Nintendo 64, then known as "Project Reality". However, these ports were also never released.[240][241]
The hoverboard racing game TrickStyle (1999) was announced for the Nintendo 64 under its early name of "Project Velocity", but only released on Dreamcast and Windows.[242]
A Nintendo 64 entry in the Turrican series was announced in 1997. By 1998, the game's name had been changed to Thornado. Around the year 2000, development transitioned to a GameCube release instead. Development progressed far enough along to have a short playable demo at Nintendo Space World 2000, but went silent in the years following. While a trademark was renewed in 2004, it never released in any capacity.[243][244][245][246]
After the Windows release of Descent (1995), a number of console versions were announced, including versions for the 32X, Sega Saturn, PlayStation, and Nintendo 64. The proposed N64 version went under the name Ultra Descent, an allusion to the platform's early name of "Ultra 64". Only the PlayStation version ever released; all other versions were cancelled due to development issues.[248][249][250][251]
A version of the 1998 Windows game was in development for the 64DD, with consideration towards a standard Nintendo 64 version as well, though they conceded it would be difficult with the limited storage space in its cartridges. The matter was further complicated by publisher GT Interactive's financial issues and the 64DD's lack of release outside of Japan, and neither version ever materialized.[252][253]
In 2015, Rare developer Gregg Mayles revealed that after the completion of Perfect Dark (2000) for the Nintendo 64, the company had started work on a spinoff game called Velvet Dark, starring the sister of Perfect Dark protagonist Joanna Dark. While Mayles stated that development was proposed for the Nintendo 64, the shared design documents proposed Game Boy Advance connectivity, something only its successor the GameCube had hardware compatibility for, leading publications to believe it was in development for GameCube as well. In a 2016 retrospective, designer Duncan Botwood elaborated that while some pre-production work was done on Velvet Dark, the game was never approved for full production. A Perfect Dark sequel would not be released until Perfect Dark Zero (2005) for the Xbox 360.[254][255][256]
A 3D sequel to the Neo Geo game Viewpoint (1992) was presented by Sammy Studios at Space World 1999, planned for release in November 2000. However, despite being close to completion, the game was ultimately cancelled due to undisclosed development issues. A near-final prototype of the game later surfaced in an online auction in 2015.[4][257][258]
A version of the 1998 Windows and PlayStation release was later planned for the Nintendo 64 as well. However, the port was cancelled prior to formal production due to the state of the market for the platform by the time they were looking to start work on in 2001.[42]
A racing video game that would have utilized the Nintendo 64's microphone add-on from Hey You Pikachu (1998) to give verbal commands as an input method in the game. Like many Marigul games, it was announced late in the console's lifespan, and never ended up releasing in any capacity.[259]
A stock market simulation game in development by Nintendo for the 64DD across 1999 and 2000. Little was revealed about the game other than it revolved around the buying and selling of stock, and it was never released in any capacity.[57][260]
Home console ports of the arcade game War: Final Assault (1999) were announced shortly before its release, including one for the Nintendo 64, but these console versions were all cancelled.[261]
The puzzle game Waterworks was announced to be coming to Windows, with a Nintendo 64 version to follow, but never released.[262]
Optimus
Wet Corpse
Announced for the Sega Saturn and Nintendo 64 and present at E3 1996, very little was known about the title other than it was a survival horror game in the vein of Resident Evil (1996). It was quietly cancelled in 1997 and never materialized in any capacity.[263][264][265]
The tank-based action game was originally announced for release on both Nintendo 64 and Windows, but only the latter version released in 1999, followed by a Dreamcast port in 2000.[266]
The racing game Wild Water World Championships was first revealed for Nintendo 64 in 1999. Shortly thereafter, this version was cancelled, alongside a prospective Dreamcast port, with the game eventually releasing on PlayStation and Windows as Renegade Racers (1999).[267][268]
WildWaters was a Kayak-based racing game first shown behind closed doors at E3 1999. Due to the closure of developer Looking Glass Studios in 2000, the game was never released.[269]
Following the release of X-Men: Mutant Academy (2000) on PlayStation, an expanded version was announced for the Nintendo 64, but was cancelled prior to release.[270][271]
In addition to X-Men: Mutant Academy, a second game related to the X-Men franchise was announced by publisher Activision for the Nintendo 64, though it never materialized in any capacity.[271]
A mission-based action game featuring characters from Greek mythology, it was later renamed Saffire and shifted to GameCube and PlayStation 2 once the N64 was nearing the end of its lifespan. The story was also set to be expanded through versions for Game Boy Color and Game Boy Advance and a comic miniseries from Image Comics. While the comics were released in April 2000, the game was cancelled early in both systems' console cycles, though some of the game's elements were later used in Barbarian (2002).[275][20][276][277][278]
Developed by DMA Design, Zenith was a competitive platformer featuring climbers racing to the top of a wall. However, due to the troubled production cycle of another DMA game, Body Harvest (1998), Zenith was cancelled and its team was moved to that project to assist in its completion.[279]
^"Steven Seagal Is Back... Kinda". Electronic Gaming Monthly. No. 96. Ziff Davis. July 1997. p. 26. Deadly Honor is the title of the forthcoming PlayStation and N64 title from TecMagik and is scheduled for release some time in the fourth quarter.
^"¡Lo que se cuece en la industria!". Magazine 64 (in Spanish) (23). MC Ediciones, S.A.: 10 November 30, 1999. En GT Interactive acarician la idea de traer el Driver de Playstation a la N64. De momento, se dedican a experimentar con los gráficos y la velocidad de animación.
^"Third Party Licensees Games". Electronic Gaming Monthly. No. 90. Ziff Davis. January 1997. pp. 128–130. Seta was one of the first of the third party licensees. Their new games include the racing game Rev Limit; Wild Choppers; St. Andrews Golf; Marita's Shogi 64; Like Thunder "Go" and a simulation game called Super Real Island.
^"『ルイージマンション』制作スタッフインタビュー". Nintendo Online Magazine. No. 38. Nintendo. September 2001. Archived from the original on February 4, 2003. Retrieved October 21, 2024.
^Casamassina, Matt; Devidas, Arun (February 4, 1999). "Interview: MK Special Forces". IGN. Archived from the original on December 21, 2021. Retrieved December 21, 2021.
^"シリーズ最新作のパワー 開発者インタビュー". Nintendo Online Magazine. No. 63. Nintendo. October 3, 2003. Archived from the original on February 20, 2009. Retrieved August 5, 2024.
^Fahs, Travis (January 15, 2009). "Funkotronics 101". IGN. Archived from the original on February 28, 2019. Retrieved February 4, 2018.
^Johnston, Chris (April 22, 1999). "Too Much Funk for GT". GameSpot. CBS Interactive. Archived from the original on May 1, 2022. Retrieved February 4, 2018.
^Rare Revealed: Five Things You Didn't Know About Perfect Dark(Video). Twycross, England: Rare. April 29, 2016. Event occurs at 8:53. Retrieved April 30, 2024. We had some stuff built, but we never got the vertical slice I think we were looking for, we never got the hook, and sadly the project never got the green light.