YoYo [PSX – Cancelled]

YoYo [PSX – Cancelled]

YoYo was a platform game that was in development at Magic Art studio for the original Playstation. It was going to be similar to Crash Bandicoot, but with a monkey as the main protagonist. The project was cancelled for unknow reasons.

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monokoma

monokoma

Editor in Chief, UX & SE Optimization at Unseen64
I'm an Italian gamer with not enough free time to play as much as i'd like to and sadly not enough time to write about cancelled and beta games. Founder of Unseen64 in 2001, i'd like to sleep more than 5 hours a day, but i have to pay the bills. I'm currently working for various italian & international websites for a better User Experience & Search Engine Optimization, you can add me on Twitter, Last FM or contact me by email.
monokoma




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7 thoughts on “YoYo [PSX – Cancelled]

  1. William Powell

    Nikki,
    The second sentences states that “it was going to be similar to Crash Bandicoot, but with a monkey as the main protagonist. So you would be correct in saying that YoYo is like Crash Bandicoot.

  2. Adorable Rocket

    This was a full 3D game more like Banjo Kazooie or Spyro, so yeah the engine at the time was really pushing what the PSX could do.

    I was told it was cancelled because ‘headquarters’ told SCEA to cancel all PSX titles in development and focus on the just announced PS2.

    1. Keith Goreham

      “I was told it was cancelled because ‘headquarters’ told SCEA to cancel all PSX titles in development and focus on the just announced PS2.”

      We were told that the game was being canceled because SCEA didn’t think we could compete with Spiro II, which was released the day before we were shut down.

  3. Keith Goeham

    Hi, I was the Lead Environment Artist at MagicArts when Yoyo was canceled.

    Yoyo was intended to be a direct competitor to Spiro the Dragon. It was canceled the day after Spiro II was released, because the Sony executive in charge of our project didn’t think that we could compete with that game.

    Unfortunately, she didn’t bother to look all of the work that we’d pumped out after an internal re-org. Art-wise, we’d done more in 2 weeks than in the 8-9 months prior. She was basing her opinion on the state of the game that she’d seen 2-3 months before I’d even been hired.

    The game was a lot of fun to play, and although I worked on 4 other games that were released, the unfinished Yoyo is still my favorite.

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