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.