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Developer: SEGA
Most Sega Codename Consoles were named after celestial bodies.

Project Mercury (also know as Sega Game Gear) was SEGA's first handheld to compete with Game Boy.

Project Venus (also know as Sega Nomad) was a handheld version of Sega Genesis.

Project Mars (also know as Sega 32X) was a add-on for Sega Genesis.

Project Jupiter was a 32-Bit Cartridge Base Standalone Console and it was also going to feature a CD Add-on like Sega Genesis and Sega CD. This early idea was scraped and SEGA moved on creating a standalone CD Base Console which is Sega Saturn due to CDs are cheaper and has more storage then Cartridges.

Project Saturn (also know as Sega Saturn) was a 5th Generation Console to compete with PlayStation and Nintendo 64.

Project Neptune was Sega 32X and Sega Genesis all-in-one Console. This Combo Console was never released.

Project Pluto was a second model of Sega Saturn with a NetLink Internet Modem accessory built in. Only two Prototypes was existed.

The only 2 planets that was not used by SEGA was Earth and Uranus.

Project Titan (also know as STV "Sega Titan Video") was an Arcade Board of Sega Saturn that used Cartridges instead of CDs. The STV was only used in Japan.

Project Janus (also know as Sega Picture Magic) was designed for Developers to edit pre-loaded pictures supplied on a smart media card.
Contributed by ABOhiccups
Developer: Virgin Games
Virgin Interactive made and showed off a game for the Nintendo 64 called "Freak Boy." The game was made using the same SGI systems that was used to make the Nintendo 64 possible. According to press coverage, players would've been able to modify their heroes bodies, thereby helping solve puzzles. The game was cancelled after developers were asked to remake the game from scratch 2 times.
Contributed by GamerBen144
There almost was a sequel to the game called Glover 2, and was planned to be released for the N64, PS1, and the Dreamcast. According to Jason Steele, a programmer for Interactive Studios, he revealed on his blog that someone overestimated the amount of cartridges needed for the N64 release, resulting in the sequel being cancelled. The game, according to Steele, was 80-85% complete when it was cancelled.

“…as far as we were told, Glover 2 had been canned because of Glover 1. Now this seems strange, because the first Glover has sold fairly well for a non-Nintendo N64 title. And it was on the back of those sales that Glover 2 had been given the go-ahead at Hasbro in the first place.

But Hasbro had messed up. They had screwed the pooch big time. You see, when ordering the carts for the first game, the standard production run was something like 150,000 units. And this is what the management at ISL had advised Hasbro to order – because the N64 wasn’t really fairing that well compared to the PS1 at the time and non Nintendo titles tended to sell poorly. They thought that Glover was a good game in its own right, and a moderate 3rd party success would sell around 150,000 units. And that is exactly what happened. Hence the go ahead for the sequel.

So Glover was a money maker for Hasbro, right? Right? Nuh-uh. As it happened, Nintendo had a special on N64 carts at the time the game was being schedule for production. Some bright spark at Hasbro thought it would just be absolutely SUPER to order double the normal amount – so they put in an order 300,000 units at a slightly reduced cost.

The problem was that none of the retailers wanted to take that stock off Hasbro’s hands. The game had been moderately successful, but the demand just wasn’t there. And thus Hasbro was left with 150,000 or so copies of Glover for the N64 that nobody wanted. That’s something like half-a-million dollars worth of stock that they can’t shift. And with Hasbro Interactive not being in the best of financial shape Glover became a dirty word around the company, as it became apparent over the course of Glover 2 development that they were stuck with all those carts.

Of course, the blame was put on the game and brand itself rather than the idiot who ordered the extra 150,000 carts from Nintendo. And that ladies and gentlemen, is why Glover 2 had been cancelled.”

Before Jason Steele made his statement on his blog, someone leaked the ROM for the game on October 2011.
Contributed by GamerBen144
Nier: Automata
The original plan was to make the game for mobile platforms or Play Station Vita. Yoko claims that they intended for it to be similar to farming simulator Farmville. But it was soon decided to develop the game for PS4 instead.
Contributed by DrakeVagabond
The game was originally planned for the Nintendo 64 and its Disk Drive add-on when it was shown at SpaceWorld in 2000. Unfortunately, the Disk Drive was a commercial failure, resulting in the game being released on the GameCube.
Contributed by GamerBen144
The game was almost made for the failed Nintendo 64 Disk Drive add-on. The game would've allowed players to import their cities from the original SimCity (also on the 64DD), and fly around it. It was shown off at Tokyo Game Show, according to UnSeen64. Unfortunately, the add-on was never released outside Japan, and sold poorly in said country, resulting the game being cancelled entirely.
Contributed by GamerBen144
A version that combined elements from both versions, as well as new elements, was in development for PlayStation Vita. But it was canceled due to the development of Dragon Quest X taking precedence.
Contributed by DrakeVagabond
The game was planned to be released on the Nintendo 64 Disk Drive add-on. The add-on was never released outside of Japan, and the game was later made into a standard cartridge. The 64DD version would've had additional race tracks.
Contributed by GamerBen144
Series: Fire Emblem
According to IGN, there was almost a Fire Emblem game planned to be made for the 64DD add-on. The add-on sold poorly in Japan, and internal structure changes at Intelligent Systems resulted in the game being cancelled.
Contributed by GamerBen144
There was almost a Nintendo 64/64DD release. However, Nintendo had no information regarding which console, at the time, would have the game.
Contributed by GamerBen144
The Legend of Zelda: The Wind Waker
After development of the first game, Nintendo was considering developing a sequel with the working title 'Wind Waker 2'. According to producer Eiji Aonuma, the demand for a more Ocarina like game with Zelda made them reconsider the idea. Artist Satoru Takizawa stated The game would've been set on land rather than at sea.

"To tell you the truth, we had begun the initial steps towards creating Wind Waker 2 around that time. However, demand for a more Ocarina-like game was growing by the day. We did our very best with Wind Waker, and put everything we had into it…
However, Wind Waker 2 would have taken place in a more land-based setting, rather than on the sea, so that we could have Link gallop across the land on a horse.

But Link’s proportions in Wind Waker weren’t very well suited for riding on horseback, he was too short, and an adult version of Toon Link did not seem appropriate either. So, while we were stuck on those problems, we became aware of the greater demand for a more realistic, taller Link. High-budget live-action fantasy movies were also huge at the time, so with all things considered, we decided to have at it. I was on board with the project as art director, and started off by bringing [Yusuke] Nakano on to do the design for Link."
Contributed by CLXcool
Sonic the Hedgehog 4
In March 2012, producer "Takashi Iizuka" was asked on a interview, if there's going to a "Episode III"? And he said:

"We are looking forward to hearing the feedback from the users for Episode 2, but we are currently not planning to release another episode. We just want to see how the users accept this episode."

In January 2015, Ken Balough said on Facebook that they're planned for "Episode III", but for reasons “that can’t be discussed” it was scrapped.
Contributed by ProtoSnake
Shin - Den Ai [Nani ga Hoshii no?] ~ Eri Kitami ~
The game was planned for release on iOS, however it had been refused.

The game's star, Eri Kitami, said on Twitter "While approval [for Shin Den Ai] was turned down for iOS, I’d never imagined it would get released on the Switch."
Contributed by KnowledgeBase
Developer: Bits Studios
In 1999, Bits Studios developed a Die Hard game for the Nintendo 64 called Die Hard 64. It was going to be published by Fox Interactive, but the game was never actually shown to the press or the public, only being documented in magazine articles of the era until gameplay footage was shown by a former employee of Bits Studios on February 27th, 2017.

According to said former employee, the release was cancelled because it was late within the N64 life cycle.
Contributed by ZpaceJ0ck0
Mickey Mania: The Timeless Adventures of Mickey Mouse
In 1994, after the success of the first game, Travellers Tales was beginning development of a sequel to the game titled "Mickey Mania 2".

The game was quietly scrapped, as the team decided to focus more on developing a video game based off of the then upcoming Pixar movie Toy Story.

Only one prototype of the game exists, and it only has one level.
Contributed by CLXcool
Console: SNES
Nintendo planned to create the CD Add-on for the SNES. Nintendo partnered with Sony and Philips to create the CD Add-on, but it was ultimately cancelled. This agreement allowed Philips to use Nintendo's IP on their own Gaming Console, the "Phillips CD-i.

Sony's own gaming ventures appear to have been influenced by this as the canceled reader was dubbed "The Play Station", akin to the PlayStation.
Contributed by ABOhiccups
In 2002, Pseudo Interactive created an early prototype for a sequel to Cel Damage, entitled "Cel Damaged 2". Pseudo was aiming to fix what was considered wrong with the first game as well as introduce new elements to the game. A character line-up with some of the characters that appeared in the first game was made as well. The game would've featured new characters(their names were not mentioned in the documents). The new characters in order were a caveman, a robot, an Egyptian queen, and a king sheep.

The game was pitched to EA Games, Sega, Ubisoft, and lastly Midway Games. All of which were rejected due to the game's poor performance in sales.
Contributed by CLXcool
Console: PlayStation
A Memory Card peripheral called PocketStation was released in 1999 which featured a monochrome LCD display, infrared communication capability, a real-time clock, built-in flash memory, and sound capability.

The PocketStation was originally going to have a western release, however it was cancelled due to problems meeting the Japanese demand for it.
Contributed by ZpaceJ0ck0
In 2017, Dinosaur Games created a proof of concept demo for a new Jet Set Radio game called Jet Set Radio Evolution after Sony showed an interest in it at GDC 2017. Sega ultimately turned down the concept.
Contributed by retrolinkx
American McGee's Alice
A console port of the game was planned but never came out. This is most likely due to the closure of Rogue Entertainment in 2001.

The game wouldn't see a console release until 11 years after it's release, when it was released for Playstation 3 and Xbox 360 as a extra included in the sequel, Alice: Madness Returns.
Contributed by Takahashi2212
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