U64!Leaks? — Mythri was a Japanese-style RPG developed by Team...

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See, that’s what the app is perfect for.

Sounds perfect Wahhhh, I don’t wanna

Mythri was a Japanese-style RPG developed by Team XKalibur for the Game Boy Color, later cancelled and re-developed for GBA, but even this version was soon canned. Tomm Hulett, one of the former developers of the project, decided to release the game’s playable prototypes, arts and music, you can download the files from here.

The GBC version plays better on the KIGB emu: http://kigb.emuunlim.com/downloads.htm

Thanks to MrElephant for the contribution!

Some more info from the Read-Me file:

This document will go over the contents of the Mythri files, as well as provide some brief background information on Team XKalibur.

MYTHRI ART
- Various art assets from GBC development
CHARACTER ART
- original key art of several characters
PROMO ART
- Several cool sketches, including some SD skits planned for our website
SKETCHES
- Concept sketches for spell effects, along with the end resultBUILDS
Game ROMs you can play
- Mythri.gb: our publisher demo, vertical slice For some reason this will only play on the no$gmb emulator, which doesn’t work on recent versions of Windows. We can’t seem to figure out why (the cartridge I have still plays on any GBC or GBA, so this is odd)If you get it running, you can press “B” on the title screen to cycle through the entire soundtrack - proving it works on-device!
- Mythri.gba: our GBA demo
MANGA STILLS
- Our huge detailed story illustrations. Includes Full screen, half screen, and dialogue portrait. This is pretty much all of them covering the whole game. These are all based on drawings by Carolyn Carter and colored pixel-by-pixel by a variety of people, including Steve Robinson who did most of that insane sunset.
MUSIC
- A sampling of music. You can actually hear the full soundtrack here: https://www.youtube.com/watch?v=PUXNk7IGWL4 or here: https://soundcloud.com/magicaltimebean/mythri-gbc-original-soundtrackxtra

GBA VERSION
- Includes new key art, GBA demo screenshots, and graphic comparisons with original version. Also includes a press release.
SKETCHES
- various sketches created for GBA version, drawn by Carolyn Carter, Carsten Bradley, and Hethe Srodawa

BRIEF HISTORY: Tomm Hulett got into the game industry super young, when his neighbor Stephen Clarke-Willson let him visit (and later become a QA tester at) Virgin Games. After testing for a few summers, Tomm did level and boss design for a game Stephen was creating after going indie. From there, Tomm was determined to join a video game company as soon as possible (this was long before just being indie was a reasonable thing to do).
Fast forward to the internet and AOL, where Tomm met some enterprising folks who were trying to become a game publisher / developer. He trusted these strangers for some reason and went through the application process along with his friend Keith Martineau. Tomm was hired (whatever that means) and Keith wasn’t. This didn’t seem tenable to either of them, so they jokingly named a potential company and then decided to make it a real thing instead.  (XK are the first letters of each person’s screenname. Tomm really liked how old localizations invented words to fit into character limits, like “XCalbur” in old Final Fantasies.)
Team XK’s first game was slated to be Shattered Worlds, based around an interactive story Tomm had previously run in an AOL forum, “Final Fantasy: Shattered Worlds”. An artist named Vanessa Adams agreed to do the character designs. We’d also slated a second “more fantasy” game called Mythri, after Tomm fell in love with a track off Composer Ian Stocker’s demo CD. Tomm started piecing together different random ideas as the song inspired him.
Carolyn Carter joined the team as Lead Artist, replacing VA (who had professional work and didn’t really need to work for free), and resumed SW’s character designs. Team XK got permission from other writers to use their characters, and had them sign off on the art. This went smoothly for the most part, but a few of the writers objected loudly to the idea that Team XK was being this lazy to not create their own game. So after ignoring that for a few months, Tomm and Keith decided to not risk any future weirdness and sidelined Shattered Worlds to focus on Mythri. They also stopped dreaming of creating a viable PS1 game and aimed squarely at the upcoming GameBoy Color portable.
In Fall of 1998, Team XK became a licensed Nintendo Developer, wrote the script for Mythri, created character designs, and started the Game Design Document (GDD). They also expanded their ranks, tracking down willing programmers and artists from across the internet (who may or may not want to be known so I won’t use last names). Josh and Dayton on code, Patrick and Andrea on sprite and tile art.
Things proceeded in earnest, with everyone figuring out game development as they went. Eventually there was a staff change in code and Kyle and Mahmud joined Dayton. To drum up awareness of the game, the team launched a petition so that anyone who wanted a traditional jRPG on GBC could officially state their interest. Over 4,000 people signed the petition, and sure enough a handful of publishers took notice. Team XK created a small demo to send to publishers (those as well as others), showing off the story, overworld, town, and combat areas of the game. Basically what would be called a vertical slice, though the team didn’t know that at the time.
As the years without any type of pay or publisher deals wore on, the grind took its toll on the team and progress slowed. They also pitched various other port/revival projects to different publishers. The GBC itself wound down, with the GBA taking its place.
A new startup publisher, Variant Interactive, contacted Team XK to ask if a Mythri demo was possible on GBA, as they’d love to publish it and needed to secure funds to do so. That sounded great! Team XK quickly restaffed with 3 new artists: Carsten Bradley, who Tomm knew in grade school, Hethe, and Wenchin. They created a ton of new art, updated the game design and script for the new platform, and created a simple demo.
Unfortunately, Variant’s funding never materialized, and after grinding away for 5 years, no further work could be completed on Mythri GBA. Tomm was hired full time at Atlus doing Localization, and needed to focus on that, while the rest of the Team moved on in their own ways.

IS TEAM XKALIBUR STILL IN GAMES?
Tomm Hulett spent the final years of Team XKalibur on staff at Atlus USA, where he moved from QA into Localization. He then jumped to Konami as an Associate Producer, where he worked on Contra 4 and the Silent Hill series. After six years, he joined WayForward as a Director, where he is currently. Overall, he’s worked on almost every franchise that Team XKalibur pitched or talked about pitching to various publishers in some capacity, including Shining Force, River City Ransom, and Rocket Knight.
Tomm also localized Atelier Iris: Eternal Mana and Makai Kingdom for NIS America, credited as “Team XKalibur”
Ian Stocker went to Griptonite Games, Amaze Entertainment, and others, creating music for a wide variety of titles before eventually going indie under the name Magical Time Bean. You should check out his games! Look for the Soulcaster series and the Escape Goat series (both on Steam now!)
Various others are still in games but Tomm doesn’t talk to them frequently isn’t aren’t sure if they want to be called out specifically. Artists have worked for Rockstar and Respawn, and programmers have been all over the place, Griptonite, ArenaNet, EA, etc. etc.

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