“The main hook of Crash Tag Team Racing is the “clashing” feature found during the racing sections of the game. The player can “clash” with another vehicle by pressing a certain button depending on the gaming platform. The player’s vehicle will merge with a nearby opponent’s vehicle, and the player will then take control of a powerful turret weapon to shoot at other vehicles.”
Crash Tag Team Racing DS would have been a fun multiplayer title for Nintendo’s dual-screen console, but unfortunately it seems Sierra though the game would have bombed because of the competition with Mario Kart DS. Other rumors say the real reason for its cancellation were internal issues between Sierra and Sensory Sweep, but we don’t have any official statement.
Shining Star is a cancelled strategy game once in development for Game Boy Advance by Eworks Studios, conceived from an original idea by British producer Faraz Ansari, former leader of the now-closed studio Storm Entertainment.
In this military shooter players would control “Kool Shen”, a silent “one man army” with a dry sense of humor. Eworks Studios started working on Shining Star in 2005, planning to build a “proof of concept” to be presented to investors. Concept art was initially created by Bruno Covachã and Marco Vale, but later Tiago Pimentel became the main character designer for the project. Marco Leal was hired for a month to create sprites, while Vale was responsible for their animations.
A playable prototype was developed by Eworks, a short demo in which you start in a deserted village in a south American jungle, and have to fight against your enemies using a shotgun, a pistol and some grenades. A few areas were available and in each level players would face different challenges in some sort of a maze, using obstacles in their favor to defeat enemy soldiers.
Two support characters would help players in their missions and explain the main goals. One of them was named “Shurk’n”, a war hero colonel with a very aggressive personality who would frequently lose control. The second character was named “Dragon Ash”, a woman commander who would give positive reinforcement and more confidence to players in a way that would be the opposite of the colonel’s.
According to the design document they wanted to develop an original and complex artificial intelligence to control the game’s enemies. An interesting concept of “action-reaction” was fully implemented in Shining Star’s prototype to make enemies to react to players’ movement and strategies. These enemies would following a “playbook”, a kind of database of different reactions (like throwing a grenade, moving, covering and so on) specific to each map that would be activated in a way that would simulate a tactical action against the player.
Artworks for the game were heavily inspired by Metal Slug, while Riviera was quoted as a reference for menus and graphics interface. Advance Wars was also a strong inspiration for the team, mainly for how dialogs and characters would have been shown.
Development of the prototype was filled with communication problems between the producer and the team. If this was not enough, the GBA was already at the end of its life-cycle, the Nintendo DS was already released but they were not able to get a dev-kit for the new console. Eworks Studios were able to complete their playable prototype, and to deliver it to the game’s producer.
Unfortunately they never found a publisher interested in their game and in the end the project was canned. Later Eworks Studios thought to rework Shining Star into a 3D game to be released on digital download, but it never happened.
In the gallery below you can see some concept art by Tiago Pimentel, concepts and pixel art by Marco Vale and also a few screenshots of a very early prototype also provided by Vale. Thanks to their time and help we were able to preserve these details, to remember the existence of this game that will never be.
If you know someone who knows what happened to Faraz Ansari, Storm Entertainment or the whereabouts of the playable Shining Star prototype please let us know!
Deadline is a cancelled game that was in development by Kando Games, initially for Playstation 2 as an action game inspired by Metal Gear Solid and later for Wii as a FPS inspired by Half Life 2. The team was founded in 2003 by former Darkworks developers, and in about 5 years of existence they released Rebel Raiders: Operation Nighthawk (Wii, PS2, PC) and Touch Mechanic (DS).
Deadline was one of the first projects they ever pitched to publishers in 2003 / 2004, by looking at the few screenshots available you can see how it was heavily inspired by MGS. It’s unclear if they ever found a publisher interested in the game (translated from French using Google Translator):
“Kando Games, a small french developer founded notably by former figures Darkworks (Alone in the Dark – The New Nightmare), simultaneously produces two titles for PlayStation 2. Deadline, which its authors hope to make one of the big surprises of E3 2004, is the largest project under construction. What’s wrong tunes Metal Gear Solid do not cheat, Deadline will be a very different kind. Based on the staging increasingly cinematic games today Kando Games hopes to offer players a relatively unique experience in organizing the handling of the title with a script and a set of modular cameras, which would not yet not threaten maneuverability, through a process they jealously kept secret for the moment. Basically, the game is truly a film (by virtue of its scenes and framing) playable. Hopefully they will take their goals and to come back in that capacity in a few months for a more successful and practical concept so special.”
As far as we know Deadline for PS2 was never shown at E3 2004 and was later cancelled. Kando Game’s first released game was then Rebel Raiders in 2006 and only in late 2007 Deadline reappeared again, this time as a first person shooter announced for Wii.
Unfortunately Kando Games only released a few tiny screenshots for the Wii version of Deadline, but by looking at those gamers noticed it was quite similar to Half Life 2. Deadline Wii also vanished soon after its initial announcement and was never shown again before its cancellation.
As of November 2017 Kando Games’ website is still online, listing Deadline, another cancelled Wii project titled “Symphonic Orchestra” and an unreleased flying combat sim for PS2 and PC titled “Les Chevaliers du Ciel”. Their latest game was published almost 9 years ago, so we can assume the studio doesn’t exist anymore or they only work as support for other companies. We tried to get in contact with former Kando Games developers but without luck.
If you know someone who worked on Deadline and could help to preserve more screenshots or videos, please let us know!
Conker’s Bad Fur Day was one of the most fun and original games ever released on the Nintendo 64, a funny and “mature” game featuring cute characters survived from the cancelled Conker: Twelve Tales. After the first game was published in early 2001 the team started working on a sequel, at the time probably still planned to be released on the Nintendo Gamecube.
Image from “Conker’s Big Reunion”, a Project Spark DLC
Conker’s creator Chris Seavor and other former members of the Conker Team revealed the existence of their Conker sequel in many interviews, as in this old article from Mundo Rare:
“So we asked Chris Seavor what ever happened with Other Bad Day and why the hell is that we are not playing that game if everybody seems to want it. He answered that not only did they start working on a sequel with that title, they also had a full storyline ready to be depicted on the screen and many new movie references in mind: “We actually started on a direct sequel which was going to be called ‘Conker’s Other Bad Day‘ which dealt with Conker’s somewhat unsuccessful tenure as King. He spends all the treasury money on beer, parties and hookers. Thrown into prison, Conker is faced with the prospect of execution and the game starts with his escape, ball and chain attached, from the Castle’s highest tower.”
Thanks to an interview by Gamer Québec with Chris Seavor we know some more details about the planned story and characters in Conker’s Bad Fur Day 2:
“GQ: People want to know more about The Other Day, rightfully so. Rare had trademarked the name, but the sequel never happened. More than 10 years later, can you spoil what we were going to see as far as the story goes? Did it ever make it to a prototype?
CS: It had some graphics and concepts done for sure, but didn’t really get much further than that. As for what happened to Conker in OBD, well he became Emperor of the Known Universe, got a new girlfriend, and lost an old one (again). There was also a massive space poo: The Cthulpoo, the main baddie. Lots of other stuff happened, with some new characters appeared and old favourites returned. We got to find out about Greg’s childhood and why he hated cats, there were tons and tons of parodies of the more contemporary movies, and an evil doppleganger version of Conker that you got to play for a while. And Beardy (Birdy) died. That kinda stuff…
As with the original, it ended on a bittersweet note. I did actually do an act by act summary for you and the fans, but it was twice as big as the rest of the interview so i took it out… sorry. As consolation here’s a piccy of some early designs for the first level, just to prove we actually did do some work on the bugger.”
We also know that some unused scenarios planned for Conker’s Bad Fur Day were meant to be re-used in Conker 2:
“As for features, I don’t think anything we really wanted to do didn’t end up in the game. There were a few levels that only existed on paper, for example one where Conker had to inflate a giant, fetish themed female pig by sticking a bellows up her arse. She then became a floating dirigible which you used to fly around the level dropping anvils on Cows to make them shit in the trough which then weighed down a lever and opened a door. This would have eventually leaded to the Bull Fight sequence. It got cut to save some time.
There were a few of these “linker” levels. Some eventually ended up in the design for Other Bad Day, but that’s never gonna happen so i guess you’ll never know…”
Unfortunately it seems that Microsoft was not interested in a Conker Sequel and soon the team dropped Other Bad Day, to work instead on a remake of the first Conkerwith major focus on its online multiplayer mode. We can assume Microsoft though the Xbox market would have been more interested in another multiplayer game, and a bonus remake of Bad Fur Day would have been less expensive to create than a full sequel.
In June 2005 finally Conker: Live & Reloaded was published but it seems that since late 2004 the team was already trying to return to work on Conker’s Other Bad Day, without success. In November 2005 Microsoft would release their second console, the Xbox 360 and they asked Rare to move their projects to the new console, as it happened with Kameo. As we can read on another interview by Eurogamer with Chris:
“Chris Seavor: I started designing it [Conker 2] and we were going to do it. They just wanted it quickly. It was coming to the end of the life cycle of the Xbox, and there was talk of them going, look, can we just shift this over to the 360, which was a year away? I was really against that because I just couldn’t face spending another two years on a game we’d already spent a year and a half on. So I guess it was probably my fault.
Now, I would have gone, absolutely. Let’s take a step back and make the graphics look as good as we can. It would have done all right I think. From the amount of messages I get every day saying please make Conker 2 I’d say it would have been a better move, but hey. There you go.”
At the same time Rare started working on another multiplayer focused Conker titled “Gettin’ Medieval” as a sequel to “Live & Reloaded”, re-using some of the art and assets from the cancelled Conker’s BFD 2. Chris revealed during an interview with Rarefandabase:
“CS:Erm, well it was pretty much designed in outline…. The story, the levels, some of the gameplay (loosely) which movies were ripe for parody, and general tests for the graphics. A ton of artwork was done, which spilled over into the multiplayer only game called Getting Medieval, based in the Conker universe with Gregg the Grim Reaper as the principal protagonist rather than Conker.. It all got a bit messy and tbh I couldn’t face another 3 years of the squirrel and gang. Summat like that…. Not really sure when it stopped exactly, we just kinda moved onto something else. Looking back, probably should have stuck with Other Bad Day, but hey ho, we live and learn. What would I have expected? Erm… it would have been fucking brilliant and JK Rowling would definitely have sued… :)”
In the end even Conker: Gettin’ Medieval was cancelled, along with many other canned projects designed by Chris Seavor, such as Arc Angel, Quest, Urchin, Perfect Dark Core, and Ordinary Joe. After so many failed attempts to create new and original games, Chris left Rare in January 2011 when the company did not renew his contract. Later in 2012, Seavor finally opened his own indie studio called Gory Detail.
Fans of Conker the squirrel got a bit excited when Microsoft announced a DLC campaign titled “Conker’s Big Reunion” for their game-tool Project Spark. Even if Chris reprise his voice for Conker, only the first chapter of Big Reunion was ever released, as Project Spark was soon discontinued and the whole campaign failed to be completed.
Desolate World is a cancelled side-scrolling action game that was in development since late ‘90s by a small Czech independent team (Magic Birds?), to be published by Vulcan Software. The game was initially planned to be published on Amiga computers, it was previewed in Polish “Amiga Magazyn” in 1997 (issue 12) and 1998 (issue 10), and also in some old websites:
“The game is a platformer similar to the all-time great, Gods. However, As well as being all about killing nasties, the game will also have a heavy puzzle element. It is also planned for it to contain certain missions that you have to complete.
Having played an early demo of the game I am quite impressed. Although the main character seemed to move a little showly (this may have been changed), the GFX were very nice and main basis of a good game seemed to be there.
The game will require any Amiga with an 68020, 2Mb Chip RAM and 4Mb Fast RAM. A 4x speed CD-ROM will also be required.”
In September 2017 user “Solaris104” from the “English Amiga Board” found a demo from the Amiga version:
“Demo version Desolate World is public in czech magazine Amiga Review 28 on coverdisk. Authors are brothers Cizek. Vladimir Cizek is coder, Pavel Cizek is graphician and Petr Klimunda is musician. The game should be published by Vulcan. All levels done, but never published and lost on Amiga harddisk. I played some levels in 1997. ExiE made rendered intro for this game.”
This demo has just one playable – but very large – level. Gameplay is indeed very similar to Bitmap Brothers’ Gods: you search for switches, keys, sometimes you have to use terminals, operate lifts or small robots that can act like a lift. From time to time you fight mini-bosses and solve puzzles. A full walkthrough of the Amiga demo can be found on YouTube:
After some time the Amiga version of Desolate World was cancelled and the team tried to port it to the Game Boy Advance, at the time the major console where 2D “retro” games could still be sold with success. A video from an early prototype of the GBA version was uploaded on Youtube in May 2013 and we can notice how the graphic was way less impressive than the original Amiga version, but still nice for a portable console.
Unfortunately even the GBA version of Desolate World was never released and no demo from this version is leaked yet. It remains one of the most obscure GBA games we’ll never play.