[Update: After this article was published, the final missing video appeared online; the text below has been changed to reflect that, including a link.]

One of our favorite things about the newly released Rare Replay video game anthology was that it included some really cool archival footage and interviews about classic Rare games like Blast Corps and Battletoads, along with a meaty chunk of canceled game concepts. Unfortunately, one of our least favorite things about the anthology was how heavily it locked up all of that footage behind some very, very tough achievements—particularly the canceled-game footage.

Most of the collection's achievements require nearly 100 percent completion of particular games, so we wondered how long it would take intrepid players to climb up to achievement levels 18 and above; trust us, those are high levels. The answer? Not even a day. Right now, all of the game's locked-up, canceled-game videos reside at YouTube, detailing projects that all appear to have been started after the company was acquired by Microsoft in 2002.

Our favorite of these canceled game designs is Black Widow, whose footage we've linked at the top. The open-world adventure game would have put players in an eight-legged robot that could crawl on most any wall and destroy many of the buildings it ran into, all while blasting missiles and dodging lasers. The Black Widow video contains more actual gameplay than the rest of the posted videos thus far, and its narrator mentioned how the robo-spider would have gotten a new lease on life by way of an appearance in Kameo 2, which also received a Rare Replay canceled-game reveal.

The remaining leaked videos mostly consist of concept art and the designers describing how the games might have played—and none of them contained any explanations as to why they'd been canceled. In Kameo 2's case, its video mostly described the design team's hopes for a much darker experience than the original, complete with older characters coming back to life as nastier, darker versions; however, the only gameplay shown is a brief snippet of a hard-to-see creature flying over a sparsely populated landscape, and actual gameplay differentiation from the original isn't very well explained. A brand new IP attempt, Sundown, also didn't get a clear gameplay explanation in its creepy, art-loaded reveal video, other than brief prototype footage that showed off a Horde-like survival mode where players defended a home base with turrets and other items.

The reveal of mascot kart racer The Fast And The Furriest might be the hardest to swallow, however, thanks to its many cool-sounding aspirations. An obvious spiritual successor to Diddy Kong Racing, F&F would have allowed players to magically affect race tracks (much like 2010's Split/Second) and customize their karts with weapons and power-ups (much like Mod Nation Racers). "If Banjo Kazooie: Nuts & Bolts was Rare's LEGO, then Fast and Furriest was its Duplo," the video's narrator declared, referring to its build-your-own-vehicle accessibility.

The reveal video for the remaining canceled concept, Tailwind, is heavy on gameplay footage, thanks to a very early-looking 2007 prototype, but light on exactly how its airplane-focused action would have translated to a full game. The most we get is a shot of a helicopter picking a house up and dropping it elsewhere in the game world. That game's reveal was teased earlier this year by way of its soundtrack being leaked on YouTube before a takedown brought it offline.

A Stamper appears!

Other behind-the-scenes videos that are easier to unlock within Rare Replay include a few brand new bits of Rare trivia, though not all of those have made it to YouTube just yet. Among those: Blast Corps' mech-suit option only had one arm—not to look cool, but because the game was running over polygon budget; Rare didn't inform Nintendo about Banjo-Kazooie's Stop-n-Swop functionality until after the original game launched and were then ordered to remove the functionality from the sequel; and Killer Instinct's original arcade cabinet was set up so that certain sound effects would play at full volume, even if an arcade operator turned any of its internal volume settings down, so as to attract attention from other arcade-goers.

The set's most glaring omission—any interviews with Rare's founding brothers Tim and Chris Stamper—was alleviated somewhat by Develop Magazine tracking one of them down for an interview that published on Monday to coincide with the Rare Replay launch. Sadly, Tim Stamper offered very little in the way of brand new insights, development secrets, or future plans in that interview; when pressed about his "secretive" nature, Stamper pushed back, saying, "A day spent doing an interview somewhere is a day that’s not spent on development and design—and that really bothers me."