Mr. Nutz: Hoppin’ Mad is a side scrolling, 2D platformer game published by Ocean Software for the Amiga and first released in 1994. The game started out as Timet: the Flying Squirrel by a company named Kaiko but was sold before being released. The player character sprite was a slimmer flying squirrel, which was changed to a fluffier red squirrel but some of the level and enemy design remained. [Infos from Wikipedia]
FX Tanks was a real time strategy game that was in development at FX Interactive, but it seems that it was never released for some reasons. It could have been just an internal prototype, to test the new 3D engine and various gameplay ideas.
Highlander Online (The Gathering) was a MMORPG that was in development by Kalisto Entertainment in 2001 / 2002, before the company was closed down. It was based on the series of films with the same name, but the project was probably cancelled in early development. A new Highlander game is coming out in 2010 for the PS3 and XBOX 360, but it’s not related to this unreleased MMORPG.
Thanks to Fishinsoup and Pierre-Mony for the contributions!
Foo was an action / stealth game that was in development in 2002 by Idol FX and was going to be published by Singularity Software . As we can read in the original press release:
Set in ancient China, Foo will challenge players to enter palaces and temples in the dead of night, loot them, and escape before the sun rises. Before each game, players will be able to choose a selection of traps to take in with them for hindering the progress of rivals, although every trap component carried will make movement slower and mean less room for hauling treasure. There will be five different characters in the game including a dragon, a tiger, an ape, a panda, and a rat–each with its own unique set of skills and characteristics. The game will also boast a random level generator, ensuring that no two games ever have to be the same.
The game was never finished and it vanished with its developer team.
The development of Doom began in 1992 as a tie-in of Aliens, but the first concept of the game, “Evil Unleashed“, was finished only in febraury 1993. As we can see from the ToastyTech website, this demo had only a room and three enemies: an imp, a demon, and a baron of hell. The hud was very different and with more status informations, even if still not functional. They were still testing the engine , so it was possible to change the textures and the lighting system using the keyboard.
The next build of Doom that we have, the alpha 4-22 (dated april 1993), included, instead, early versions of many levels (Spawning Vats, Containment Area,Refinery, Computer Station, Central Processing, Command Control, Nuclear Plant, Pandemonium) and a test map that was discarded. Some areas (like a room where marines are playing cards, that was supposed to be the beginning of the game, or the showers and the lockers) and objects (like the office chairs) of the stages were completely removed, in part probably because the story of the game was at the beginning much more complex and there were five playable characters (Lorelei Chen, John Pietrovich, Dimitri Paramo, Thi Barrett,Buddy Dacote). Items couldn’t be collected, and their design was still unfinished. The chainsaw was already there, though. Also, there were some removed pickups, like a strange circle of skulls, and you could use a bayonet for melee attacks. Enemies didn’t have any AI and they still couldn’t be killed, but the developers had already created the graphics for a first version of the Lost Souls, even if they weren’t accessible in the game yet.
A subsequent alpha, the 5-22 (dated may 1993), showed a game much more similar to the Doom we know. Familiar elements like toxic pools, keycards, explosive barrels, medikits, the overworld map, were added, enemies could now be killed (but they just disappeared), items could be picked up, switches and elevators worked, the Cacodemon and the Zombieman were created but still not inserted in the game. A press release beta demo made shortly before the final version had still a few strange items and some differences in the layouts of the three levels included. Interestingly, the game still keep the score like in the alpha 5-22, even if it wasn’t in the hud anymore.
the design document sketches an outline of a game that’s closer to Left 4 Dead than the actual Doom – a co-op romp through a realistic military base filled with undead and devoid of lava traps or acid pits. There was even a proper story too; one set to span six episodes
A cut area called The Officer’s Club, for example, is described in the design document as a private bar where players could find “a neat collector’s pistol (if we can have weapon quality)”. There was no other purpose for the area – the Club was an optional stopping off point for those who wanted to explore and who’d collected a dismembered hand that could fool the biometric locks.
Doom had been intended to start in the hangar where the heroes played cards, a short cut-scene ending with players standing around the card table and even holding in their inventory the sandwiches they had been eating.
Some of the pre-release alpha and beta versions are available in the idgames archive. You can find them on Doomworld, or do a search for “/idgames/historic/”.
Thanks a lot to Nathan for the contribution, to Deepcut and Joe Martin for the links and to SquarePulse for some of the videos!
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