An Italian gamer with not enough free time to play as much as he would like to or to write about cancelled and beta games that he will never play for sure. Founder of Unseen64 in 2001, he'd like to sleep more than 5 hours a day.
Seisho 1999 (Bible 1999) is a cancelled action adventure that was in development by Imagineer / Wavejack for the Famicom / NES. There are not many info about this game, but a scan and a couple of screens uploaded in a japanese website. The characters and the scenario seem inspired by the Fist of the North Star manga / anime series, with a post-apocalyptic world and powerful fighters. Something went wrong during the development and Seisho 1999 / Bible 1999 was never released.
INCorporated is a cancelled multiplayer FPS set in a gritty, Orwellian future, that was in development by Galahan Games for PC and (maybe?) Xbox 360. The game was created with Artificial Studios’ Reality Engine and a single-level tech demo was released in 2005, but today we cannot find any info on the team, their official website is vanished and after all these years of we can assume that INCorporated will never be released. Did anyone still have that tech demo saved somewhere?
Monster Truck Wars is a cancelled racing game that was in development for the Super Nintendo and it would have been published by Acclaim. A GameBoy and Game Gear versions of the game were released in 1994 and 1995, but they were different from the SNES version, that used “Mode 7″ graphic similar to F-Zero. While the graphic of the game looked good for a 16 bit console, the project was never released for unknown reasons.
Some screens of the game were found by Celine in Banzzai magazine issue #23 and Super Power issue #22.
The Scorpion King is a prototype for a fighting game / beat ‘em up that was created by Osiris Studios, based on the 2002 film with the same name (featuring Dwayne Johnson). It seems that the studio tried to pitch this demo to publishers that had the Scorpion King license (probably VU Games in North American and Universal Interactive in Europe), to get to develope it into a full game, but without luck.
In the end the publishers chose Point of View to work on their Scorpion King videogame, released in 2002 as The Scorpion King: Rise of the Akkadian for the Playstation 2 and GameCube.
The Scorpion King demo by Osiris remained just a prototype and the studio closed sometime later (or did they evolved into an audio restoration agency?).
Ace Squadron is a cancelled flying shooter that was in development by Atomic Planet for the Playstation 2, GameCube and Xbox. The game was set in World War II and offered various arcade air-combat missions to play and as we can read from the official press release “gamers will be given the opportunity to shout ‘Tally Ho!’ and dive their trusty Spitfire into a dogfight with swarms of Nazi aircraft. There are scores of missions to play, from the heady days of the Battle of Britain to dangerous raids on secret weapons factories in the last days of the war, and dozens of different and powerful warplanes to fly, such as the majestic Spitfire, the nimble Mosquito and the sturdy Lancaster”. The project was never released for unknown reasons and we don’t even know if the game was finished or not as the few screenshots available look like target renders and not actual gameplay.
Philosoma is scrolling shoot ‘em up developed by G Artist and published by Sony for the PlayStation in 1995 / 1996. The story of the game is about an alien planet named Planet 220 (know as ORA-194-220 in the Japanese version) that is attacked by an unknown force and requires assistance. Celine found an old article about Philosoma in Console Plus magazine #34, in which they shown a target render from the early development of the game.
Ordinary Joe is a cancelled prototype for a new survival horror game, that was in early development for Xbox 360 at Rare LTD, designed by Chris Seavor. There are basically no info about this project, apart from a short interview with Chris at Rare FanDaBase:
As for projects finished or otherwise, well first there was Killer Instinct (called Brute Force for a time).. then Killer 2, Killer Gold, Twelve Tales, Bad Fur Day, Other Bad Day, Arc Angel, Getting Medieval, Urchin (really regret not pushing harder on this one), PD Core, and a small team prototype my last job as a designer called Ordinary Joe which despite the innocuous name was my take on the survival horror genre (nothing to do with Jo Dark) .
Chris Seavor: Yeah. We did some tech for it. It was all right. It was okay. But I knew at that point I was never going to get a team to finish this, so it was just a matter of time. I only worked on it for three or four months, and there were three of us in a corner with a big sign saying, keep out. I really enjoyed that period because we were just being really creative. Even though no-one else could give a s**t, we were being really creative and doing some really good stuff. It’s a pity no-one really seemed that bothered, certainly Microsoft, who were only interested in Banjo. That was fair enough I guess.
We hope that in the future someone that worked on this Ordinary Joe prototype could share some images or videos, to preserve the existence of the project.
Iratan Supremacy is a cancelled 3D fighting game that was in development for the Atari Jaguar by Level 7. The project was meant to be a mix between Killer Instinct and Virtua Fighter, but soon it was canned because of the failure of the console. Celine was able to find a target render of one of the Iratan Supremacy’s characters in CD Consoles magazine #13, while some more artworks were found by the JagWare community.
Croc was born as a prototype for a new 3D Mario game with Yoshi as the protagonist:
“The end came when we pitched to do a 3D platform game, the likes of which had never been done before. We mocked up a prototype using Yoshi. It was essentially the world’s first 3D platform game and was obviously a big risk – Nintendo had never let an outside company use their characters before, and weren’t about to, either. This is the moment the deal fell apart. We later made that game into Croc: Legend of the Gobbos for the PlayStation, Saturn and PC, which became our biggest ever game in terms of sales and also in royalties, since we owned the IP.”
Retribuition is an early XBOX 360 & PC first person / third person shooter, that was in development in 2005 / 2006 by U-235 Studios. It was planned for the “XBOX 2″ even before the final spechs of the console and it would have been created thanks to the “Reality Engine” developed by Artificial Studios. The player would have been able to hire a crew to help in battles, and they would had learned to fight depending on the action they saw, or the training they have been placed in. Also, it would have been possible to buy, hijack, steal or ransack boats, to go aroung the sea or to sell them for cash. Sadly U-235 Studios never found a publisher interested in the project and Retribution was then cancelled.
Retribution uses Artificial Studio’s advanced game engine – Reality. It is a FPS or 3rd person shooter (your choice) with a movie like script. A large variety of photo realistic scenes to explore as you work your way through the game ensure that you never feel the game is repetitive. Featuring open play which enables you to hire and improve your crew members and their abilities, build an arsenal of weapons, acquire a range of equipment, and complete numerous mercenary tasks for cash. Attempt the main storyline missions at your leisure.
Primary Objective- Take retribution on your parents’ murderer.
Sounds – Simple
Difficulty – Hard
Problem – Finding him
Problem – Women…well…one woman
Problem – Your target commands a navy vessel and has a trained army at his disposal
Intense action, coupled with the most intelligent team management seen to date, artistic diversity rarely seen in a computer game, and a script that reads like a movie. Plus the advanced features of the Reality engine which utilises the latest in artistic techniques. At U-235 Studios just having the ability to do something isn’t enough, we set out to fully utilise and exploit every new technique. It’s not good enough to have an advanced physics system, but each object in Retribution is carefully modelled to our ‘game standard’ so interactivity is realistic.
Couple this with a multiplayer element across 11 unique scenes, each very different and so well crafted you’ll forget you’re playing the same game.
Scenery: 11 unique land-based scenes, ranging from your tropical beach hideout, a marine corps camp, a drug lords compound, the port area of Miami and more.
Ocean: Realistic water techniques never achieved before in real time in a computer game.
AI: Elaborate and intelligent AI which makes you re-think the way you play computer games – without taking away the joy of beating impossible odds.
Damage System: A unique damage system devised in conjunction with gamers to enable enjoyable game play, visual effects, and a realism level that doesn’t detract from the fun.
Crew Advancement: Once you hire your crew members they begin to advance depending on the action they see, or the training they have been placed in.
Crew Battle Management: Unique battle management techniques to interact with your crew that are sure to become standards once other companies see what we’ve come up with.
Interaction: A detailed level of interaction between characters including realistic cause and effect. The days of ’3 phrase characters’ are officially over.
Transport: Buy, hijack, steal or ransack boats in the Caribbean. Clean them up and sell them for cash. All attacks on vessels are done in FPS/3rdPS mode, use your brain as well as brawn to make your attacks as clean as possible.
FPS or 3rdPS: Play in first person or 3rd person modes (switch at any time) throughout the game.
Hostages: Take hostages from a battle, be it an attack on a vessel in the Caribbean you have coordinated, or a mercenary task. Manage your hostage negotiations and build up your cash, but be careful not to attract too much attention.
Environment: Realistic day/night cycles and advanced world time system which ties into various elements such as crew advancement, financial management etc.
Time warp: Retribution is played over a large geographical area, however, a unique time warp system ensures you won’t waste time waiting while travelling.
Multi-Player: Death match, team death match, cooperative and team cooperative modes.