Action Adventure

Mortimer in the Big City (Imagitec) [Cancelled – SNES, Mega Drive]

Mortimer in the Big City is a cancelled action adventure that was in early development by Imagitec Design for Super Nintendo and Sega Mega Drive / Genesis. The project is mostly forgotten today, but a short article about it was published in 1992 on Hobby Consolas magazine (issue 10), with a few details on it’s gameplay (translated with Google):

“Mortimer, who is the “protagonist”, must do everything possible to rescue his girlfriend Maria Mouse from the clutches of Rufus the Rat. There are six levels to explore in which you can find everything: from animals of all kinds to an infinite number of objects, platforms, some humans, puzzles, traps and, above all, bomb-proof action and exasperating gameplay.”

At the time Imagitec developed some fun games such as The Humans and Viking Child, so we can just wonder if Mortimer in the Big City could have been another interesting project. The only Mortimer image published in Hobby Consolas is a concept art, and we don’t know if they ever created a playable prototype before its cancellation.

 

Glove Pilot [NES – Cancelled]

Glove Pilot is a cancelled NES game that was in development since late ‘80s by Mattel for their classic Power Glove motion controller. Players would move their hand to use on-screen levers and buttons, flying a space fighter, fighting enemies and analyzing the environments of alien planets.

The game was originally listed alongside with other Power Glove titles (Super Glove Ball, The Terror of Tech Town) in a Mattel promotional booklet, then talked about in a few gaming magazines (such as Electronic Gaming Monthly issue 2), but later quietly vanished with no more information than a short description and a single screenshot:

“The instrument panel is displayed on the video screen. It is a complex cluster of dials, gauges and switches. And you are in control. Activate the Power Glove and you actually “reach” into the game screen to control your interplanetary fighter. Every motion of the Glove is transmitted directly to the control panel, as you are in command of a mission that will test your skill to the limit.

You will salvage wrecked fighters by accessing their control panels through your own. You will take soil and atmospheric samples, analyzing for hazardous material. You will scan rock formations for precious metals. And, of course, you will pilot your fighter into battle, with advanced weapons systems at your fingertips. Six exciting worlds await the pilot with speed and skill to meet the challenge of Glove Pilot.”

In the end only two games created specifically for the Power Glove were ever released by Mattel: Super Glove Ball and Bad Street Brawler. The other 3 games announced (Glove Pilot, Manipulator Glove Adventure and Tech Town) vanished forever after the company and the market lost faith in the accessory.

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Jack the Ripper (Cryptic Studios) [PC – Cancelled]

After launching Star Trek Online and some Champions Online expansions in 2011 Cryptic Studios worked for a few months on an unnamed adventure game based on the Jack the Ripper murders. A small team created an early prototype of the Whitechapel district in London, set in the 19th century. This would have been the main explorable area in the game, where players would investigate murders, talk with NPCs and resolve a series of related quests.

This project was never officially announced by Cryptic Studios and it was canned in just a few months. There’s not much information or media available: just a series of screenshots from the Whitechapel prototype, preserved below to remember the existence of this lost game.

Thanks to Crov for the contribution!

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Capucine (NoCulture) [Wii, PC – Prototype / Cancelled]

Capucine is a prototype for an action adventure that was created on PC (as a Far Cry mod) around 2007 by the NoCulture Team (composed of Supinfogame students), initially rumored to be released on Nintendo Wii. Players would have been able to use a ray of light to revive plants in a dead world, but when and object is lit up then a shadow enemy would appear behind it. This would create a gameplay loop in which your ability to generate life could also create enemies if you’re not careful.

As we can read in their old website:

“Capucine is an exploration / adventure game, formulated as a tale and based on shadow and light opposition. This game takes place in a fantastic universe where everything is dead. The player controls a child who holds a “capucine”. This flower enables her to survive in this desolated world. The little girl can hand on her own life to the surroundings thanks to a beam of light she can cast from her hand.

To maintain life, water will be vital. However, the player must be careful not to animate the shadows of the surrounding elements. Indeed, animated shadows will try to steal the flower in order to prevent the child from accomplishing her destiny: revive the World.

The main intention is to offer a quiet and disturbing gaming experience where the player explores the surroundings and solves riddles. During the adventure, we want the player to be fascinated by the world he discovers. We also want him to become attached to the main character. The gameplay and the interface must be easy to understand but not simplistic, in order to create an optimal immersion.”

Capucine was based on four fundamental principles:

  • Give life rather than take it.
  • A unique gameplay element: the beam of light.
  • Build your own path.
  • Players create their own enemies.

Some more details can be found in an old interview with Yohan Cazauk, lead designer of Capucine:

“My name is Yohan Cazaux and I’m 24. I’m a French student at Supinfogame ( a Game Design school). This is my last year of studies, and with 5 other classmates I’ve worked all year on Capucine, our final study project.

Capucine is an adventure game, but a quiet adventure. We favoured the exploration side rather than pure action. “Shadow and light” sum up the gameplay mechanics. Your only way to interact with the game is the lightbeam, and with it you’ve got to push back the shadow, but you also can create it : both notions are opposite but interdependent.

I was very inspired by the lyrics of a french song, “La fleur” for the original concept. It’s from this song that we came up with the flower concept; the “Capucine”. The team was also inspired by various movies, especially Pan’s Labyrinth by Guillermo Del Toro and all traditional tales. And as far as video games are concerned, we were inspired by Ico – by its poetry and its amazing graphics.”

“First, the flower is a part of the character – it’s her life. Without the flower, the child’s life starts to decrease. That’s why the shadows are trying to steal the flower. They can’t hurt the character directly.

Secondly, in order to preserve life in the game, the player has to make water circulate in the world. Without water, nature will die. The flower can serve as a substitute for water. If the player puts it down near a tree for example, the tree won’t die. But by putting down the flower, the child’s life starts to decrease… It’s a dilemma for the player, and it’s very interesting.”

“Well, the flower helps you to keep the world alive, until you “unblock” water to it. The light beam is the way for the girl to transmit her life to the environment. I say “transmit” because when she’s using it, her life decreases. But she can retrieve life by soaking the flower in water. The beam is the only way to interact with the world. Everything in the universe of Capucine revolves around light.

There are 3 ways to use the beam : continuous lighting, rhythm lighting and movement lighting. But if the player uses too much time of the light beam on an element, the shadow of this element will come alive and attack them.

We don’t know if a “final game” will exist one day. Capucine is just a prototype, and so it will stay on the PC with Wiimote/Nunchuk controls available. A few days after the (school) presentation, the game will be downloadable for free as a Far Cry mod on our website. For the moment, we don’t plan to make money with Capucine.”

As promised by Yohan, the Capucine prototype was released online at the time. Probably many gaming websites announced the project as a real Wii game because it was labeled as such on their “promotional” website, but as far as we know it was always meant to be just a school project. In any case, Capucine is still a fascinating prototype from the Wii generation, along with such cancelled games as Sadness and Project H.A.M.M.E.R.

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Cold Blooded / Shark Boy (7th Level) [PC – Cancelled]

Cold Blooded (AKA Shark Boy) is a cancelled action adventure game set in a half-mutilated universe threatened by a tug-of-war between warring gods, that was in development by 7th Level around 1996 and was planned to be released on PC. Its most notable features were it’s comic-book graphic style, different gameplay for each level and the main protagonist voiced by Bruce Campbell (the actor from such cult-classic movies as the “Evil Dead” trilogy and Bubba Ho-Tep).

Footage from the game can still be found in an old 7th Level Press Kit, but there are also rumors about a playable beta version leaked online many years ago: if you have a copy of this canned game, please let us know!

Featuring:

  • More than a dozen graphic adventure and top-down games, puzzles and action videos
  • Constantly changing gameplay
  • Immersive story like and second to none animation
  • A dark, ’90s comic book on CD-ROM

Thanks to Valerio and ItsFact for the contribution!

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