The sequel to the first Mario In Mushroom Rix Land game. The story follows after the first Mushroom Rix Land game, Bowser has just escaped with his Clown Cart from Rix Land. He took all resources, from his Rix Land castle. And took them to make his very own island called Gimmicky! And build all the death traps, spikes and more! Mario must stop him! Before the Gimmicky island gets more bigger and bigger and destroy the world!!
Daymaker: Release from Doomsday places you in the shoes of Daymaker, a fictional, friendly AI created by Nintendo during the development of Super Mario Bros. 3 to aid in level creation endeavors. After a routine day of aiding the development team, Daymaker takes a trip through the electrical cords to the residence of a close friend- and finds that her life is in great danger.
Super Mario Kart began development as a straight-forward go-kart racing game before switching directions and adding elements from the Mushroom Kingdom. Super Go-Kart Racing aims to “recreate” what the original intention of the game was. There are no weapons, coins or jumps. It’s just no-frills racing across 20 brand-new tracks set in realistic go-kart race locations. All of the music and many of the sounds have been changed to create a different experience.
Robosaurus is a cancelled action game that was in development around 1992 by Adrenalin Entertainment and THQ (at the time known as “Toy Headquarters”) for Super Nintendo.
Radio Flyer is a cancelled flying game that was in development by Ocean in 1992 for the Super Nintendo. It seems that the project was based on the film with the same name from Columbia Pictures, in which 2 young brothers escape their chaotic family life with dreams of flying. Inspired by a local legend, they attempt to build a working airplane from their ordinary red wagon.
Joe VS. The Wall is a cancelled side scrolling action adventure in development / to be published by Ocean Software for the Super Nintendo, around 1992. It was listed by Nintendo Power (issue 34, March 1992) as one of the games shown by Ocean at the ‘92 Winter CES.
Written by Jonathan Smith (known programmer for his Spectrum works) when he was first hired at Rage Software, the game was a shoot ’em up scheduled for Super Nintendo around 1993. Sadly Cluster Buster never found a publisher.
Sensible Software is a studio embedded in gaming history for many reasons outside of the admittedly immortal Sensible Soccer. Along with the Canon Fodder games – the destructive sibling of Sensible's popular football sim – the company's commitment to the 16-bit Amiga proved that, sometimes, you can achieve impossibly addictive gaming perfection even with the most cartoon-like of visuals. Make a game addictive, and if it's being played by enough people, you've succeeded – and the fame of Sensible's output during the '90s suggests that it was something of a triumph.
Venom Spirit is a cancelled action adventure that was in development for Super Nintendo around 1994 by the Pickford Bros, while they were working at Software Creations and after publishing their cult-classic Plok. The game was planned to use pre-rendered 3D graphics on the 16-Bit console, somehow similar to what Rare also did with their Donkey Kong Country series. While Venom Spirit was never officially announced by the company, many details about the project were shared online by John and Ste Pickford.
Les trois Mousquetaires (The Three Musketeers) is an action game that was in development by Loriciel for the Super Nintendo, but it seems that the project was later cancelled as we cant find any evidence of its release.
Airborne Ranger is a cancelled action game / third person shooter that was in development by Microprose for the Super Nintendo. The game was a sequel / remake of the original Airborne Ranger released in 1987 / 1988 for Amiga and various PCs. As the original version, we would have play as a sole airborne military to infiltrate enemy territory to complete various objectives. It’s currently unknown if the SNES version was going to use the same level system as the original game, that created maps and objective locations randomly so missions were never the same.