Others

Chocobo de Battle [Arcade? – Tech Demo / Unreleased]

Choboco is a chicken-like creature but taller than it, that apeared in many FF in the FF series, such as FFX or X-2. There was a game called Choboco De Battle, developed by official SquareSoft L.A. This was considered a first game that release for Arcade, and a best graphic ever with range of polygon from 8 million to 80 million per second. That because it was used a Sig Onyx 2 workstation. The last time we seen it, is was at Sig 1997, running on a Onyx 2c without a coin-slot, and with a computer CRT screen. The game was cancelled for unknown reason, some rumor said that because they want to focus to the future of home console rather than develop it on a arcade using other technology. Now we wait until someone leak the ROM!

Thanks to tchristian for the description!

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Vic Viper [Arcade – Cancelled]

ENG: This entry in the archive doesn’t have a description yet. If you want to add some info about the beta / cancelled stuff that you see in these images, just write a comment or send us an email! We’ll add your info in this page and your name in the contributors list. Thanks a lot for your help! :)

ITA: Questa pagina dell’archivio non ha ancora una descrizione. Se vuoi aggiungere delle informazioni riguardo le differenze della beta o la descrizione di un gioco cancellato, lasciaci un commento o mandaci una email! Inseriremo le tue informazioni nella pagina ed il tuo nome nella lista dei collaboratori. Grazie per il tuo aiuto! :)

[Thanks to ReyVGM for the contribute!]

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Castlevania: Symphony Of The Night [Game.com – Cancelled]

A portable version of Castlevania: Symphony Of The Night was in development for the Game.com, the ill-fated handled console created by Tiger Electronics in 1997, but soon the project vanished in the vaporware limbo and it’s unknown how much of the game was really completed before the cancellation. As other Game.com titles (see Resident Evil 2), this Castlevania should have been a “downgraded port” of the Playstation / Saturn Symphony Of The Night, with some evident differences for the limits of the hardware.

Only few screens remain from this project, preserved in the gallery below.

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Starcraft [PC – Prototype / Beta]

The pre-alpha version of StarCraft was still very similar to Warcraft II in terms of user interface and style. After receiving much criticism on the 1996 E3 for this lack of technological improvement, Blizzard started to rework the game engine. This included changing the interface from the distinctive Warcraft II-sidebar to the now common bottom bar. Further improvements included pre-rendered sprites and backgrounds using 3D Studio Max. An isometric view was used, unlike Warcraft II’s top down perspective. – [info from wikipedia]

Thanks to MicroChirp for the contribution!

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[images from www.sclegacy.com]

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Prospero [Cancelled Valve MMORPG]

Prospero is a cancelled PC game that was in development by Valve while they were working on Half Life / Quiver. Initially the game was meant to be an action adventure, with an “science fantasy epic” storyline, lots of exploration and a complex combat system with psionic powers, but after a while the project became a MMORPG in which Valve wanted to let users to create their own worlds to have an ever-expanding universe. Prospero was canned in 1997 when Valve decided to move their effort to Half Life. Key features that were planned for Prospero were later integrated in other Valve projects, as Steam and Portal 2.

 As we can read on Half Life Wikia:

In the Half-Life sound files folder (Steam version), the music files commonly known as “Dimensionless Deepness”, “Steam in the Pipes”, “Threatening (Short)”, “Traveling Through Limbo” and “Vague Voices” are named “prospero01” to “prospero05”, which could imply that the tracks were initially made for Prospero.

Thanks to an interview with Marc Laidlaw by François Aymes for Jeuxvideo.com, we can read some more details on the project:

The Prospero development was halted in 1998, was it because of Half-Life ?
It was halted because some of us went to game shows and saw things that looked like Prospero, and felt that we weren’t doing anything that was going to make us stand out in the crowd. The project was flailing, struggling for identity, and there wasn’t a sense of great confidence. It was a natural thing to move more of our attention to Half-Life. Prospero was dead in the water well before Half-Life 2 came along.

Was Prospero supposed to feature a single player adventure ? Can you give us an idea of the plot ?
It straddled the line between single player and MMO, which was not something we could have pulled off back then. There were all sorts of possible plots, but we never got far enough to have to decide which one would work for what we were building.

Thanks to Valve Time we are able to know more about this interesting project, check the video below!

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