Ghouls & Ghosts Online [Proto / Cancelled]


Ghouls & Ghosts Online was planned to be a MMO of CAPCOM’s cult classic Ghouls ‘N Goblins with platforming challenges and hordes of monsters to battle as well as community features like guilds. This project was announced at GDC in 2003 but the ambitious multiplatform MMO never saw the light of day.




Sim Mars [PC – Unreleased]

SimMars was a strategy game in development at Maxis around the same time as the release of the wildly popular Maxis game, The Sims. A trailer for the game was included on the SimCity 3000 CD. From the trailer, the premise of the game seemed to be a manned mission to the planet Mars, followed by a terraforming and colonization scenario, typical of the Maxis world-building game style. The game presumed to be an integration of previous Maxis titles presented in 3D, possibly including elements of SimEarth, SimLife, and SimCity.

In The Sims: Vacation, there was an arcade game titled SimMars and it had a detailed description about the game. This may or may not have been the real premise of the game:

“Direct mankind’s first mission to the red planet! Launch rockets and deploy robot probes! Deploy teams to search for alien resources! Establish and run a network of specialized colonies to create a self-sufficient civilization! Provide your colony with food, shelter, and power! Fast, furious, adrenaline-pumping action!”

As of May 12, 2000, Maxis has stated that “SimMars is on hold and we do not have staff at Maxis currently working on the game. With the phenomenal success of The Sims, we’ve decided to move resources to support that franchise as well as other titles that we haven’t even announced yet.”

Some elements of SimMars are used in the upcoming Maxis game Spore. – [Info from Wikipedia]

[Thanks to Solidshake for the contribute!]



Sims Ville [PC – Unreleased]

SimsVille was a cancelled computer game from Maxis that was to be a cross between The Sims and SimCity. It was announced before 2000, but cancelled in September 2001. The game was to offer the user control of a multitude of houses in a neighborhood in a fashion similar to The Sims. The cancellation came as Maxis decided to apply more of its staff to development of The Sims products. Many aspects of the game, such as a communal “downtown” area, were incorporated into the third expansion pack for The Sims, Hot Date. Also, several elements of Simsville, such as obtaining feedback from citizens, were used in Maxis’s next city simulation game, SimCity 4. Also, the fully 3D neighborhood view format was also used in The Sims 2.

The trailer can be seen on the SimCity 3000 Unlimited installation CD as well as The Sims: Livin’ Large expansion pack. – [Info from Wikipedia]

[Thanks to Solidshake for these images!]




Dragon Ball Z: Cell To Kogeki Da [3DO – Unreleased]

Thanks to Guillaume Pascal that has translated the text in this scan: “You have to know that bandaï just have signed there their second game for the 3DO. After supervised ULTRAMAN on it, they started to work on the port of the Dragon Ball Z arcade game, the goal is simple, you must hit Cell. It’s not your typical fighting game though, it’s a true simulation of Dragon Ball Z, armed with a glove you must hit some buzzers (two according to the picture a left one for the left hand and a right one for the right hand) directly connected on the 3DO.”

Thanks to  Gabriel Juan for the scan!


Apeshit [Atari Jaguar – Unreleased]

When the Mega Drive and SNES markets started to slow down, Ocean decided to commit to the Atari Jaguar with two titles – platformer Apeshit and comic book tie-in Lobo for the Atari Jaguar CD. Apeshit was only a working title, incidentally. The simian staring platformer was being put together by the team behind Pugsley’s Scavenger Hunt and was described by Ocean as “a mixture of Mario, Bomberman and Pang”. The colourful backdrops had been hand-drawn by artist Ged Cafferly while up to two players could play cooperatively.

As for Lobo, programmer Bobby Earl claimed to Edge Magazine – scan below – that it was to offer a “very new concept” and that the video sequences would run at 25fps. “We see new machines starting with the Jaguar as a creative challenge rather than a technical challenge,” he then went onto say.

Neither game made it to store shelves, with the mostly likely reason being that the Jaguar failed to perform on both critical and commercial levels.

[Contribute by Matt Gander]