An archive with screens, info and videos for cancelled, beta and unseen videogames for the SEGA consoles. Check U64 to understand what it means to preserve lost games.
Quark is a cancelled action adventure game that was in development by Quantic Dream for the Dreamcastaround 2000-2001.
In this game, player would take the role of Waki and his sister Una, two supernatural beings who can travel from one universe to another, called Travelers. Una, a so-called orphan, lives in a half-modern, half-Victorian London, and Waki in Quark’s fantasy world. Both having to prevent Sir John B. Konrad, a former Traveler, and his army of Krolls, creatures from another dimension, from condemning the different universes to the Void, and thus allowing Konrad to become the sole god of all the universes. To do this, Waki and Una are helped by various animals with specific powers, allowing them to solve puzzles and fight enemies. Communicating only through their dreams, Waki’s actions will have an impact on the universe in which Una evolves, and vice versa.
The title was revealed in August 2000, in issue#11 of Dreamcast Monthly. Here is what we could read:
The two heroes will be helped in their voyage by a collection of animals with specific talents. You can control each one of these animals to execute specific actions. The really intriguing facet of the game is that neither the brother nor the sister know of each others true existence – only through drams about each others events – so the player will take on the role of both characters, interact and take on their role when appropriate. If you find you’re in a fix with one character you can change form which may change events of the other. Each will have their own set of tasks, which the animals will undertake. Una for instance has a bird, dog, and a monkey, while Waki has strange alien animals that are indigenous to Quark, all with their special powers. (…) The animals you work with have many powers and come in different forms, many of which give the game a really open look. Spells producing special effects and creatures of massive complexity give this game a broad technology focus for the developers to devise original and stunning events. Mixing fantasy with a fairytale world, along with RPG elements, makes for an exciting mix and complete freedom within the huge 3D worlds will be on offer. Other strong selling points for the game are its non-linear scenarios and the action, which means the player can move, fight and have endless moves, with real-time combat being one of the central ingredients.
Issue#69 from September 2000 of NextGen Magazine, for its part, added:
(…) The gameplay itself is best described as Zelda-esque. While puzzle-solving, action, and combat are standard, the most interesting new twist is how players must explore both worlds via both characters in order to solve puzzles. “The whole game is about cross-overs,” says David Cage. “The two worlds are linked. Some sets or characters look similar in both worlds.” For example, players may discover two similar-looking spots or characters in each of the different worlds. When you solve a puzzle in one world, you may be given the vital clue you needed to solve the similar puzzle in the other.
Players might also be surprised to discover some Banjo-Kazooie-style action sequences, as the characters are able to take control of a menagerie of animals that accompany them on their adventures. “These animals are not just tools or vehicles that can be used and left,” explains Cage. “They are living beings with their own skills and personalities. For us, finding the best controls for each one is the hardest part since they must be intuitive and as common as possible. We don’t want the player to learn different controls for six animals, but you can’t move Una’s bird in the same way as Waki’s giant rabbit.”
Unfortunately, after those presentations, Quark totally vanished without a trace, and was cancelled alongside numerous other projects from Quantic Dream, such as (b)Last and Omikron 2. In March 2023, Sega Dreamcast Info briefly revealed on Twitter/X that Quark was supposed to simply be a tech demo, according to their own researchs. Nearly a year later, in January 2024, they revealed that a making-of with lots of testimonials from Quantic Dream’s developers is on its way.
Promethean Designs wants to deliver on the carnal need of medieval warfare, but mixed generously with the frantic puzzle play. This new project called Fortris is an arcade-like battle game combining the action of games like Artillery or Worms, strategy and fabled setting of a Warcraft or Myth, and puzzle challenges of Tetris or Atari‘s Rampart.
The gameplay in Fortris seems straight-forward and potentially addictive beyond control. Each round of the game begins with a Building sequence where Towers, Parapets, Armaments, and other castle pieces drop from the sky. Magic Blocks will also appear, so make the best use of them to fit your strategy. A well-crafted design will not only help in play, but also reward the creator with bonuses if the blocks used create combo — you can earn yourself extra cannons and wizards if the castle is brilliantly fashioned. Players will have to work frantically to erect a proper fortress with a solid foundation and plenty of defense positions.
Only a limited amount of time is offered to build the fortifications, and suddenly the war explodes. Assailants will have access to magic spells as well as traditional attack units, and will also be able to send out soldiers (called Twerps) to storm the castle. Twerps come in several varieties — Grunts, Soldiers, Medics, Archers, ect. — and players will have to wisely deploy their forces for maximum attack power without losing their own base. As in any good combat situation, rebuilding and refortification is a big part of the strategy, as each side only has a limited crew to parse out. All the while, the gates are being bombarded, the outer walls are cascading down, the Twerps are dying off, and the foundation is caving.
Essentially an arcade strategy game, Fortris will thicken the strategy by shifting levels as players go along. Gameplay begins in the beginning of time, but as the game moves on and the Twerps evolve, the battles become more advanced, more challenging, and more harrowing. Beginning in the Ice Age World, the game eventually runs through to the Stone Age, Medieval Times, and Space Age. Each game level has new weapons, spells, and Twerps to control. Also, the fortresses you build in Fortris become increasingly complex, and with it comes new challenges in both the Building and Attack stages.
Promethean Designs is currently in negotiations with publishers regarding Fortris, and the game is only in demo stages right now (these shots are from PC versions of the game). The PlayStation version will feature the split-screen action seen in some of these shots, as well as comical sequences where the Twerps are being taught the finer points of the Art of War. (…) Either way, this game will be and addictive and seemingly deep puzzle experience, with plenty of warfare action, magical pizzaz, and tactical excitement to spice the brew.
However, in January 2001, it was announced that the development of Fortris was given to Majesco Entertainment, which quickly decided to make the game exclusively for the Game Boy Advance and rebranded it as Fortress. It was developed by internal’s Majesco development studio Pipedream Interactive and released in August 2001.
It is, to this day, unknown why Promethean Designs gave the development to Majesco. We can speculate that the company faced financial troubles during this period as their last game was Aqua GT, released a year prior, and that they decided to salvage this title, before shutting down.
Strangely enough, in May 2022, PC Wizard shared on Twitter/X a 3D map screenshot of what was claimed to be the second version of the game during its development. According to him, the 2D version that was eventually released on GBA was the first version developed by another unnamed game development company. It was then given to Promethean Designs, which decided to turn it into a full 3D game. It is still unclear how far this version went into development, nor who’s right between video game magazines of the time which claimed that the 2D version was developed by Promethean, or PC Wizard’s claimings.
First details for Gorkamorka was shared by IGN in April 2000:
Gorka Morka, whose name originates from a board game, is a vehicular combat game in development by Real Sports, the developer of Jeff Gordon XS Racing. The game features the popular Ork “Mobz” of the Warhammer 40K universe, and has you recruiting your own Ork Mob and arming your battle vehicle for combat. Then its off to the battle field for some fun weapons-based warfare against other Ork Mobz.
Actually, Gorka Morka‘s combat is like that Sega arcade game of old. Housed within your vehicle are two bodies, a driver and a gunner. The driver, of course, drives the vehicle, and the gunner operates a gun seated atop the vehicle, blasting any and every which thing that lay on your path around the track. In the game’s single player mode, you switch off between gunner and driver position constantly throughout the race, and the game’s artificial intelligence takes over the other position for you.
The game’s single player mode is actually centered around the notion of upgrading your driving buddy, as well as all other parts of your car. As you drive, you collect money by damaging opponents and getting to the finish line. You’ll be able to use this cash to upgrade your weapons, although some of it will also have to go to make repairs to the component damage that’s incurred along the way. The real cool thing is that one of your upgradable parts is your AI partner, and by coughing up a portion of the winnings, you can make your buddy study and become more adept both at gun fire and driving.
As you get better at the game and get a smarter driving partner, you can unload some of the dirty work on him. Even better is that Gorka Morka actually gives you a good deal of encouragement to actually drive better in a race, as you can actually build up a fan section amongst the spectators, with the size of the crowd being determined by how good a driver you are.
(…) It turns out that the developers are hoping that you’ll actively switch between driver and gunner positions based on the area of the course you’re currently in. If you’re in a part of the course that requires precision driving in order to get the best time, move into the driver’s seat. If you’re approaching a tough foe, and you really want to nail him, get into the gunner’s position and blast away while the AI guides you.
Of course, there are still some people out there who aren’t in on this AI thing at all, and that’s what multiplayer was made for. You and a friend can play the game simultaneously, with one player taking to the driving position while the other assumes gunner role. The real intriguing part is the Online play, though, which allows you to do the same thing with an owner of the Dreamcast or PC version somewhere else in America. You’ll actually be able to play multiplayer in this cooperative fashion, or you can join hands with your AI buddy and go at it competitive.
The game was shown at E3 2000 where more info about it was spread:
Basically the point of the game is to shoot up your opponents as much as you can on your way around the track. The races are run for a certain amount of time, so whether you are in the front of the pack or not doesn’t really make a difference to the overall standing. What does make a difference is how much you can damage all of your opponents vehicles. Each time that you damage an opponent you get the ork currency called “teef.” Yup, the orks trade their teeth as currency because they grow back so fast. It’s a matter of showing that you can kick the crap out of your fellow ork. All if this is accomplished through switching between the gunner and driver positions.
Ripcord was nice enough to come by the other day and show us an early version of the game and even gave us said version so that we could mess around with it. And I can say right now that it is looking pretty good. There still are some placeholder graphics and some of the features in the game haven’t yet been implemented, but it looks like it just might break the tradition of lackluster Warhammer 40,000 games.
One of the coolest things that will be implemented into the final version of the game is a crowd that reacts to the races and acts like any good English soccer fan would. They get rowdy. Like rowdy enough to start shooting at the opposing team. If you do well enough that you get the crowd behind you then they will start fighting for control of turrets around the track. Now that’s some crowd interactivity.
Not only will there be crowds to add to the fun, but there are also plenty of traps that you can trigger to hurt the other players in the race and the shortcuts that usually come with racing games nowadays. Of course, these things can only be accessed if you are in the right position. If you are operating the vehicle in the position of gunner, then you’ll be able to trigger the traps, but if the computer AI is in the gunner position, it won’t try to trigger the traps. Same goes for the shortcuts, AI won’t take them so if you want to go that route, you’ll need to be driving. Luckily enough, it’s very easy to switch between the two positions so you’ll be doing both with a little practice.
Probably the biggest draw to this game will be in the multiplayer however. As of this point, Ripcord is saying there will be max sixteen players and eight cars per race in multiplayer. So you can buddy up with a friend and get onto that course and take out the competition.
The game is still quite a ways off from being complete, but Ripcord is speculating a first or second quarter release next year.
(…) The circuits are gloomy, desolate arenas with metal walls and blood-red surroundings. The vehicles have the same industrial look, in the mold of those in the old Mad Max flicks. Overall, the vehicles and tracks are highly detailed. Although its colors are muted overall, the game has a crisp look, and it should make very good use of the Dreamcast’s high-resolution capabilities.
Adding to the gameplay, Ripcord is bringing GorkaMorka online through SegaNet as part of Sega’s multiplayer network kickoff. Online gamers can select and recruit their own gangs, and they can race against up to 15 other vehicles – a total of 32 people can play at once. In fact, Ripcord is looking at allowing PC and Dreamcast players of GorkaMorka to hook up online. According to a company representative, this feature is yet to be successfully tested at this point, but if at all possible, it will be available in the final version.
GorkaMorka will be released for the Dreamcast, with full online multiplayer support, in October 2001.
Unfortunately, in March 2001, Ripcord Games decided to cancel their whole Dreamcast line-up, following SEGA’s decision to discontinue the system. Alongside Gorkamorka, Legend of the Blade Masters and Shrapnel: Urban Warfare 2025 were put on-hold:
Lately, it’s been more of the ugly news of third parties canceling their Dreamcast games and now, Ripcord Games might join that list soon.
“We have put a hold on the further development of our Dreamcast games,” stated John Peterson, Executive Vice President of Ripcord Games. “While we believe the Dreamcast is a great system, SEGA’s new business direction [into the software business] has made us re-evaluate our current state.” Mr. Peterson wouldn’t go so far as to state the Ripcord Games for the Dreamcast – Legend of the Blade Masters, Gorka Morka, and Shrapnel: Urban Warfare 2025 – were cancelled, but are pending publisher’s decision.
Legend of the Blade Masters, also stylized Legend of the Blademasters and Legend of the BladeMasters, is a cancelled fantasy role-playing game developed by Ronin Entertainment and published by Ripcord Games, from 1997 to 2001, for the PC and the Dreamcast. In Legend of the BladeMasters, player took the control of a 17 years old boy named Erik Valdemar who, one day, stumbled across a cursed sword in the forest. It turns out that this sword is one of seven magic blades that are being sought out by five ruthless guardians. Erik must master the magic of the blades as he learns of their connection to the devastation of the kingdom. In his quest, he will be joined by four other characters: O’Lora Kita, a young elf who wants to bring peace to her city, August Winslow, an Elementalwizard and guardian spirit of Windor, who can talk to animals, Lucan, a mountain Orc raised to be chivalrous, serving as the squire of Knight Rudenstein and vowing to become more like his master, and, finally, the mysterious Knight Macon.
Erik Valdemar
O’Lora Kita
August Winslow
Lucan
Knight Macon
More information was shared in April 1999 with an interview of the core team by GA Source:
Very little information is known about Blade Masters, could you tell us something about the plot?
Leonard Robel: It all starts with a bold king who, by the aid of a young wizard, befriends the five dragons of the land. Unfortunately jealousy over a woman arises, and the wizard ends up hiding for his life in a deep, dark cave. His anger and loneliness slowly drives him insane, and his plots against the king begin to tear the kingdom apart. Then some things happen that even the wizard doesn’t understand. The hero is just a boy, named Erik Valdemar, who comes across a strange powerful blade in the forest, and finds he is now part of something much more incredible than he could have guessed.
How and when did the idea for Blade Masters first come up? How long have you been working on it? What would you rate as the major influences on the game in terms of both game and non-game influences?
Harrison Fong: My major influences for designing BladeMasters came from playing a lot of the good old fast action arcade games of Gauntlet and Dungeon & Dragons. In addition, I am a fan of the amazing Jet Li in his Chinese movies, such as Once Upon Time in China, and admire the astonishing visuals and story of director Hayao Miyazaki’s Nausicaa and Laputa. BladeMasters combines several of these influences into an interactive game.
What sort of unique features and capabilities will your proprietary engine have?
Juan Carlos Arévalo Baeza: In terms of gameplay, there are a few: first and foremost, the AI system, which is built using multi-threaded, layered state machines. This allows us to create behaviors that are as good as, if not better than, any we’ve seen before. And also, there’s the customizability. We already explored that concept in Armor Command, and expect to bring it to its fullest in BladeMasters.
Will you have any other new NPC’s to assist you in your missions?
Harrison: At the beginning of the game you only control Erik Valdemar. But as you journey the worlds, you’ll meet additional heroes who will join the party. You might be in the midst of saving them or sometimes they are saving you. You’ll be able to control up to three characters out of five. Each character will be different in their attitude and choice of weapons.
Tell us about some of the weapons we will be using
Leonard: Each player character has his own favorite weapon he sticks to until he upgrades to one of the legendary blades. They use short-swords, two-handed mallets, great-swords, spears and double maces. They can also choose a ranged weapon, such as a bow, crossbow, knives, darts, caltrops, ancient bombs and guns, and that sort of thing.
In November 1999, IGN explained a little bit more the gameplay:
The game’s battle system will also stray a bit from the norm associated with most other RPGs of this form. Like Infograme‘s upcoming Silver, battles will be fully realtime, with you taking control of the entire party. The main character will be the only guy receiving your full control, though, with the other members of your party being controlled through commands. We’ve actually heard that the PC version will be featuring a multiplayer mode allowing up to four players to adventure simultaneously together.
In January 2000, Computer Games Magazine wrote a preview, featuring explanations provided by Game DesignerTroy Dunniway:
Blademasters takes place over the course of about sixty levels, each a hand-built 3D area. Erik will be present through them all, but he will rarely be alone. This is a party game in which the player controls up to five characters at a time from a pool of a couple dozen NPCs that move in and out of the story, revealing plot elements as they come and go.
There are four main areas the player will visit. Alvante is the temperate forested area where the game begins. Kelta is a swampy jungle, Windor is a snowy mountainous area, and Vameria is a huge underground city. The story progresses linearly in one direction rather than moving outward in spurts from a central place. (…) There will be plenty of branching paths, mainly in the form of optional quests where you can help people in some fairly standard tasks: finding items or killing monsters threatening a town, for instance. “But we’ll also include some fairly elaborate quests that involve you figuring out who murdered someone or who is stealing things from someone else,” Dunniway says, “This will involve a bit of detective work. For some quests, you’ll have to use your brain, for some your sword.”
In one subplot, you’ll have to find a set of gears to repair the machinery in a millhouse that extends a bridge to a hidden area with bonus items. For one quest, you can release fish into a stream by breaking a dam down. This will distract a flock of ravenous birds nearby that were preventing you from reaching another area. Dunniway says that most of these quests are optional rather than obstacles in the way of the storyline. Most of them will simply yield new goodies to help you along the main plotline. (…)
(…) There are ten areas of magic (the four elements, of course, plus Lightning, Dark, Holiness, Mind, Plant, and Time) and each character can master five of these areas. Each area has two spells: a weak force and a strong force. “Most of these different forces are completely different spells,” says Dunniway, “not just stronger versions of the same spell. Some of the strong force spells might also do, say, an area of effect damage or attack multiple targets, where the weak force only attacks a single target.” (…)
(…) Most of the spells Ronin is showing off seem combat oriented, but they feature some pretty fancy animation. Summoning a rock man causes boulders to stack up into an animated character who fights for you before crumbling back into his component boulders. Enormous hands reached out of the earth for one spell, smashing the hapless victim between their palms in a huge giddy clap. When meteorites fell from the sky, the entire screen shakes with the force of their impact. And when the power of one of the blades is unleashed and a dragon guardian enters the fray, he rivals anything you’d summon in the Final Fantasy games.
Characters start off with some spells, but the rest will have to be “learned” in the form of spell gems. “The idea is that magic within the world will gather in certain spots,” explains Dunniway, “and when too much gathers, it coalesces into a small hard gem. Anyone who has the ability to cast magic, and has the ability to master that kind of magic, can pick up one of these gems and infuse the spell into themselves.” Dunniway explains that the gems aren’t sold like other items in the game, so you’ll have to find them in the game world rather than buying them or earning them through experience.
(…) Each character has a unique melee weapon, which can be enhanced in one of five magic areas (Water, Wind, Earth, Fire, and Lighting). These enhancements can also be cast on the secondary weapons that any character can use. Secondary weapons will generally be ranged weapons like bows, crossbows, molotov cocktails, and even flintlock pistols. Dunniway explains that Blademasters will introduce a queuing system to help you control the way secondary weapons are used. “They have a five slot queue. Your character uses whatever is in slot one and whenever that is used up, he cycles to slot two and so forth. A blank slot will pause the queue. You can put, say, ten arrows in slot one, two molotov cocktails in slot two, five bullets in slot three, nothing in slot four, and then 50 arrows in slot five. The character would then shoot the first ten arrows, then throw two cocktail, shoot five bullets and stop so the player could restart the queue if he wanted. It’s a very flexible and powerful system.”
Dunniway mentions another hugely successful game when he talks about Blademasters’ multiplayer support. “It will be similar to Gauntlet, where all the players are working cooperatively to get through the level and on the next.” You’ll start in a castle where you configure your character based on the powerups you grab. Then you pass through teleporters to clear out succeeding levels and solve puzzles, returning to the castle to restock as needed. “It’s designed to be playable in a very short period of time, from thirty minutes to several hours. We wanted a more casual multiplayer experience that you won’t have to play for days on end.” (…)
The world of Legend of the Blade Masters was once populated by an assortment of dragons. However, these dragons were constantly fighting amongst each other to become the sole possessors of the five elements – earth, wind, water, wood, and fire. A great war ensued, and after the dust settled, only five dragons remained. Incredibly tired from battle, the dragons decided to rest in five different caves scattered across the land. While the dragons slept for thousands of years, humans became the dominant force in the world, thanks to the peaceful, unifying efforts of a single king. However, the peace was shattered when a series of dark holes began to appear across the land.
Out of these holes climbed the most evil creatures to ever walk the land. Humans watched helplessly as the creatures destroyed all that the humans had built. The king, who knew of the five legendary dragons, searched the land for a wizard capable of summoning the dragons to destroy the creatures that sprang from the dark wells. After a lenghty search, the king finally discovered the only wizard who was capable of waking the sleeping dragons. Together, the king and the wizard, Aberhart, began the journey to find their winged saviors. Eventually, the king and the wizard came back from their quest with the five dragons, and together, they were able to push the dark creatures back into their wells.
However, after the victory against the dark creatures, the king and wizard became bitter enemies. The wizard had an affair with the king’s wife, and the jealous king ordered his wife and the wizard executed. The wizard managed to escape death, but the king’s wife was killed by an arrow through the heart.
Vowing vengeance, the wizard dedicated himself to black magic and summoned a demon ally to help him destroy the kingdom and imprison the king’s five dragons in five swords. The demon, however, betrayed the wizard and scattered the five swords across the land. As soon as the king learned of the dragons’ imprisonment, he summoned the last of his remaining knights to help him find the swords before the vengeful wizard could.
Legend of the Blade Masters starts immediately after the events illustrated above. As the intro movie comes to a close, you’re character, Erik Valdemar, joins the search for the five swords.
From a gameplay standpoint, Legend of the Blade Masters hopes to compound the standard adventure formula by adding RPG and strategy elements to its character and combat systems. The game’s 3D world is presented from an overhead perspective a la Zelda, and exploration takes place in a continuous world. When you control Erik and up to two of the four companions that will join him, the camera focuses on the character in the lead, with the other two characters following intelligently. Combat extends this AI system substantially. While you control the main hero directly, you can issue general commands to teammates, and the game will then do its best to have the characters carry out these orders. Enemy behavior changes under varying conditions, so adapting the party to each battle will be a strategic challenge.
In the same period, it was revealed that the second game, online only, named Quest of the Blade Masters was merged into Legend of the Blade Masters:
In addition to the 41 substages, Legend of the Blade Masters will contain an extensive multiplayer mode. Ripcord originally planned to release the single-player and multiplayer versions of Legend of the Blade Masters as two separate games with the multiplayer game titled Quest of the Blade Masters. The plan to merge both games was officially announced a few weeks ago, which should give you an indication of the depth of Legend of the Blade Masters’ multiplayer mode. Instead of just offering a multiplayer version of the single-player game, Blade Masters’ multiplayer mode significantly changes the pace of the game with gameplay weighted toward action rather than role-playing. The landscape is filled with many more enemies than in single-player, and your main objective will be to kill just about everything in sight.
There is a surprisingly high level of customization in the multiplayer mode as well. After selecting your character, you can decide whether you want to cooperate with other characters or compete against them, and then you can adjust details for each level such as the amount of items, enemies, and gold, as well as the character levels. You can even select the level in which you will be competing against or working with four other players.
According to Ripcord, this latest version will prominently feature the actual quest, with up to 8 players simultaneously online (…) Other online modes include multiplayer challenges like king of the hill, hidden key (like capture the flag), and last man standing.
During its whole period of coverage, Legend of the Blade Masters was constantly pushed back in terms of its release date: from August/September 1999 to the first quarter of 2000, then to November 2000 and finally to 2001.
Unfortunately, in March 2001, following the drastic restructuring of SEGA after the financial failure of the Dreamcast, Ripcord Games announced that some of their games were cancelled. Legend of the Blade Masters was one of them:
(…) Lately, it’s been more of the ugly news of third parties canceling their Dreamcast games and now, Ripcord Games might join that list soon.
“We have put a hold on the further development of our Dreamcast games,” stated John Peterson, Executive Vice President of Ripcord Games. “While we believe the Dreamcast is a great system, SEGA’s new business direction [into the software business] has made us re-evaluate our current state.” Mr. Peterson wouldn’t go so far as to state the Ripcord Games for the Dreamcast – Legend of the Blade Masters, GorkaMorka, and Shrapnel: Urban Warfare 2025 – were cancelled, but are pending publisher’s decision.
Shrapnel: Urban Warfare 2025, formerly known as M.O.U.T. 2025, is a cancelled futuristic squad-based First-Person Shooter developed around 1999 to 2001 by Zombie Studios and published by Ripcord Games, for the PC and the Dreamcast. As the title suggest, it was set in 2025 where player took the role of a member of the Military Operations on Urban Terrain, a special military team whose missions are related to counter-terrorism.
The game was first revealed in November 1999 by IGN, which, at that time, indicated that it was similar to Tribes:
We also learned last night at a Ripcord sponsored press event that Ripcord will be working closely with Zombie on future games based on the Spec Ops concept. Lou Viveros, President of Ripcord, told us about at least two Spec Ops-based projects in the works. (…) Shrapnel, will be a futuristic squad-based shooter similar to Tribes.
In Ripcord and Zombie’s Shrapnel: Urban Warfare 2025, you become a member of the elite M.O.U.T. Force, the swiftest and surest weapon in our nation’s growing arsenal against the terrorist threat. The title, which in some ways looks to resemble Red Storm‘s Rainbow Six is a first person shooter in which you carry out various missions against our largest foes.
As the 2025 of the title would suggest, Shrapnel takes place in the near future, although the developers seem keen on stressing the near part. What the game gets from this setting is a slightly sci-fi atmosphere, but the real area of interest is in weapons technology. Placing the game just a bit ahead of the times allows for players to be on the receiving end of a realistic arsenal of advanced weaponry. We’re talking stuff that hasn’t even seen the light of day outside of some loon’s weapon-testing ground, including some items that are best classified as “deceptively deadly.”
In speaking with the game’s producer, we learned of a few examples. Imagine if you will, a grenade, only smarter. These grenades can be programmed to travel a certain distance then spontaneously explode, without even striking the ground. So, say a young man named Mike is actively campaigning for an upcoming presidential election, and while touring through New York City, he smells something fishy in the air. He scans his surroundings inently, and spotting what he believes to be a grenade launcher, he leaps behind a car in order to take cover. But you, the gunman, came prepared with your smart grenades. You get a readout on the distance from the gun to the car – about 50 feet, program the following grenade to explode after sixty feet of travel, aim the grenade at the window, and let her rip. The grenade launches towards the car, breaks through both windows, and explodes in mid air right behind Mike (don’t worry – he was into some bad, bad things). The initial blast may not fully get him in full impact, but the shrapnel does the job.
You’re going to need them as you take to your various missions, all of which are set in realistic cities and feature realistic terrorist threats. The game’s design and AI are being handled by real life counter terrorism experts, the very same guys you design the anti-terrorism training grounds used to prep America’s finest, so we can probably expect a realistic, and therefore tough experience. Thankfully, in addition to the above mentioned futuristic weapons, the video we’ve included below of the game points to the inclusion of laser sighting and sniper modes available on call, and we’ve also learned that you’ll have equipment that can triangulate the location of you and your buddies based on sound.
Fighting terrorism is a team effort, you won’t be alone in Shrapnel. We don’t have much in the way of detail on the game’s team aspect, with Ripcord having only told that we can expect the game’s included online mode to allow for up to eight players simultaneous. That’s all we know at the moment, other than the game’s making use of the Lith-Tech FPS engine.
Further details could be read on Gamespot in December 2000:
Just as in Ripcord’s other Spec Ops games, MOUT’s focus is on realism. The game is uncompromisingly realistic when it comes to inflicting and taking damage. Enemies can be felled with one bullet to the head, and team members are just as easily killed. The game will make you exercise your whole team and take full advantage of your MOUT tactics.
The game will feature many futuristic weapons that, while based on current military prototypes and designs, are completely fictional. Still, the technology in the game sounds very cool. Each member of your team will be wearing a combat helmet fitted with a special HUD capable of triangulating enemy positions based on data from other team members’ helmets. A well-placed team member can alert you to activity behind walls and can even help spot immediate threats. Additionally, the game will feature upgradeable weapons, such as grenade launchers that can be refitted with prototype grenade rounds.
One of the more interesting aspects of MOUT 2025 is its online capabilities. In conjunction with Ripcord’s pledge to make games that take advantage of Sega’s gaming network, MOUT 2025 will be Internet multiplayer compatible, featuring up to eight-player cooperative and deathmatch play.
MOUT 2025 is scheduled for an October release.
Still on Gamespot, the following month, we could read this:
The game essentially has two modes of play: a single-player, mission-based mode and an online, “every man for himself” battle for up to eight players.
A very small section of one of the game’s levels, in a nighttime setting, was playable at the E3 show. This urban area was cluttered with trash cans, elevators, and alleys. In terms of weapons, there wasn’t much variety. Perhaps because the game was presented in a limited setting, the only weapons that were readily available were a straight machine gun and a short-range rocket launcher. Also, the only real power-up was an ammo recharge. According to a Ripcord representative, however, several new weapons and power-ups will be added to the finished product.
Sadly, in March 2001, Ripcord took the decision to cancel some Dreamcast titles, following the restructuration of SEGA after the console didn’t do well in terms of selling units:
Lately, it’s been more of the ugly news of third parties canceling their Dreamcast games and now, Ripcord Games might join that list soon.
“We have put a hold on the further development of our Dreamcast games,” stated John Peterson, Executive Vice President of Ripcord Games. “While we believe the Dreamcast is a great system, SEGA’s new business direction [into the software business] has made us re-evaluate our current state.” Mr. Peterson wouldn’t go so far as to state the Ripcord Games for the Dreamcast – Legend of the Blade Masters, Gorka Morka, and Shrapnel: Urban Warfare 2025 – were cancelled, but are pending publisher’s decision.
Future Zone is a cancelled action/adventure platformer game, developed for the Super Nintendo and the Genesis/MegaDrive, from 1993 until 1995, by Visual Concepts and published by Electro Brain.
The game was set in a distant future where players took the role of Jason Baker Kane, a soldier sent in an alien world named future zone, which serves as a prison. The player allied himself with a rebel group, trying to escape this fortress.
The game was briefly mentionned, for the first time, in March 1993 by the issue#46 of Nintendo Power after apparently being shown at the Winter CES. In the same period, GameProissue #45 said that the game showcased:
(…) an unbelievably huge environment, close to the size of Super Mario World.
It was then planned for the end of the year, also on the Genesis/MegaDrive. Then in August 1993, with the issue#51 from Nintendo Power again, the title has apparently been shown again, this time for the Summer CES. By the time, the project was re-scheduled for a release in mid-1994.
It wasn’t until May 1994 that Future Zone came back in the press. Still with Nintendo Power, issue#60, we learned that, apparently, the project changed in its direction, alongside the developer, without additional details. The Genesis/MegaDrive version was, from this point on, never mentionned again. More was shared in December 1994, with the issue#71 from Video Games Magazine, where we learned that the title was developed by Visual Concepts and was going to feature side-scrolling platform action, first-person 3d mazes and Mode 7 flying levels.
In February 1995, it was the issue#39 of french magazine Joypad which said that Future Zone was scheduled for June 1995, according to them, it was of the same caliber as Super Metroid. The Mexican version of Club Nintendo wrote a short preview, the same month, on the game, showing a screenshot of a Mode 7 level. Here is what we can read:
In a prison in the future, a soldier who should not be there has to escape in order to save a planet, this is the plot of the game Future Zone by Electro Brain; This title has 16 megabytes of memory and is basically developed in two types of game modes: Contra-style action and in a ship that flies over a surface with rotation and scale. This game is still very preliminary, we just hope that they are not going to leave it in mobility as we saw.
Unfortunately, it was the last time that Future Zone was covered in magazines. The game vanished with no trace, and to this day, it is still unclear why it was ultimately cancelled, although, by reading about it on various magazine issues, it looks like the development didn’t always go as planned, with numerous changes. To this day, no ROM leaked onto the internet, but a short trailer is available to remember its existence.
If you know someone who worked on Future Zone and could help us preserve more screenshots, footage or details, please let us know!
The license granted EA exclusive rights to develop a series of 2-D and 3-D action-adventure interactive entertainment software products based on the Gen13 comic book series for personal computers, Sony PlayStation, Sega Saturn, and other advanced entertainment platforms.
EA’s games will feature the comic book’s seemingly average teenagers – the Gen13 – who are actually missing subjects from a top-secret government experiment to create super-humans. Escaping from their keepers, the youths are labeled as fugitives who pose a national security threat to the United States. Their only hope for survival is to use their newly-found powers to battle their enemies and to learn the secrets of their past. The Gen13 are kids on their own just trying to have fun – when they’re not running from spies or saving the world.
High Score Entertainment, the studio responsible for Madden NFL 95 and NHL 95, were in charge of producing and designing the Gen13 game. The high level concept was that the Gen13 video game will deliver the detail, depth and play-control of Mario, the great platform/shooter dynamic of Earthworm Jim, the hard-core action of Street Fighter and an adrenalizing soundtrack of heart-thumping techno and contemporary modern rock- with all the mind-blowing artwork and spectacular characters that only the Gen 13 universe can offer!
Regarding its gameplay, Gen13 was going to be a mix of vertical shooter, beat ’em up and one-on-one fighting game, with a cooperative mode:
THE GAMEPLAY:
The normal gameplay engine will be similar to that of Earthworm Jim where the player controls at least one of the five different Gen13 characters. There are also “team-up” levels where the AI controls additional players on the screen. In the case of a two-player game, both characters will be actively controlled.
In addition to side scrolling fighting/shooting, the engine will be designed to be flexible, allowing for a variety of scenarios such as: vertical shooter, static screen action, zoomed in cinematic sequences, zoomed out view of gameplay, and forced scrolling action.
The boss combat engine will be a dynamic 3-D environment where the characters can cruise around in an arena. The closer the character is to the “boss,” the closer the camera will be. The camera will zoom out respectively when the characters are apart.
CHARACTER DESIGN:
All your favorite Gen13 characters are in the game, each with their own special moves and animation. WildStorm Productions sent EA visual character specifications in order to ensure that the characters are intricately and properly portrayed.
The Gen13 characters can’t get by on their good looks and sparkling personalities alone. Throughout the game will be various ways to help the player survive, in the form of traditional gameplay “power-ups.” Of course, Gen13 offers that extra twist: The Ultra Move. The most potent powerup in the game is the “Ultra Move.” Each character has only one “Ultra Move” hidden somewhere in the levels of the game. The “Ultra Move” is the ultimate manifestation of a character’s Gen Active power.
BOSS DESIGN:
The design team asked Jim Lee and J. Scott Campbell to create the bosses for each of the levels. They have also been commissioned to create the mother of all end bosses to climax the Gen13 game. The mother of all bosses will require true teamwork from all of the Gen13 characters in order to defeat. The game ending boss would be introduced in comic form in an upcoming Gen13 series. A possible marketing ploy would be to offer a secret code that is unlocked upon completion of the game that will allow the player to send away for a poster of the mighty end boss.
LEVEL DESIGN:
Levels will provide diverse physics and game mechanics to give a variety of challenging gameplay experiences. Levels on skates, on ice, driving vehicles, flying, swimming, or climbing will give the user several types of gameplay to master. The different areas of Gen13 will be truly living and breathing environments. Locations will be chosen not only for good gameplay and storyline, but for exciting and realistic visuals. 25 levels were designed conceptually, many of which were drawn out for the developer. Some of the levels include the Grunge and Freefall traveling to Las Vegas in “Viva Las Vegas”, Fairchild discovering an underground complex under the city in “Down In It”, Grunge saving Freefall from One-Eyed Jack in “No Tut In Common,” and Freefall loose in a shopping mall after hours in “Mall Maul.”
BONUS:
Arcade classic bonus games will be hidden throughout the Gen13 game. The games will be spoofs of famous arcade games that are recognized by all. The goal of the bonus games is to score points to earn extra lives.
Once the design documents finished, EA was looking for developers that could have achieved the vision they had for their Gen13 game. Three different game companies made tech demos to show to EA. Those studios were Evolutionary Publishing, Realtime Associates and Gray Matter Inc. Ultimately, Gray Matter was the developer retained by EA.
DEVELOPMENT HISTORY:
With the design documents completed, EA proceeded to entertain bids from possible developers. Potential developers included Evolutionary Publishing (Fox Hunt), Realtime Associates (Crusader: No Remorse, Iron Man & X-O Manowar in Heavy Metal), and Gray Matter Inc. (Perfect Weapon). Each developer submitted technical demos for review. It is important to understand that developers have concurrent projects in progress while technical demos are being created and some have more time and resources to dedicate on this than others. The technical demos are not to be taken as indication of how the resulting gameplay would be.
Evolutionary Publishing submitted two progressive interactive technical demos of Rainmaker and Qeelocke. Both demos allowed the user to move the character in a platform environment. The backdrop was from the “Viva Las Vegas” level. The more recent demo allowed Rainmaker to scale the wall of the pyramid in Las Vegas. Evolutionary Publishing decided to utilize 2D sprites for the characters whereas the following two competing developers used 3D models.
Realtime Associates submitted a playable demonstration of their progress in representing Freefall as a real-time rendered 3D model. This demo was put together in less than a week.
Gray Matter Inc. submitted a non-interactive art demo to illustrate the graphics style of the various Gen13 characters including an end boss as well as a fly through to the “Down In It” level. The graphics captured the essence of the design documents and ultimately Gray Matter was chosen as the developer.
But after some months of work, the game was cancelled for economical reasons. Gray Matter shutted down and EA decided to drop the licence.
CANCELLATION:
After just a few months of programming, Gray Matter developed two polished interactive levels, an arena mode, and FMV for both the PlayStation and PC. Three different characters were created for the two side-scrolling levels as well as enemies. Four characters and an enemy Boss were programmed for the Arena mode. Unfortunately the agreement between Gray Matter and Electronic Arts reached an impasse due to business politics. As a result Gray Matter closed down therefore ceasing all projects and all employees losing their jobs. Due to the amount of money spent and the popularity of Gen13 wavering, EA decided it was not financially feasible to engage another developer and instead decided to cut their losses.
Like many other games, over the years, the tech demo made by Realtime Associates and the prototype by Gray Matter leaked onto the internet.
On the forum The Ocean Experience, which was a forum founded by former Ocean Software’s developers, former artist Brian Flanagan wrote that the game was “99% done” but was cancelled because “the film bombed“.
The Super Nintendo whole source code leaked onto the internet years ago. The gameplay is similar to other Beat ’em up games such as Final Fight or Double Dragon. The player has two bars; one for the life and the other allowing the player to perform special attacks (invisibility, speed running, a dome shield that knocks out everyone who hits it). The regular beat ’em up levels also include a section for gun play, where the player is able to shoot enemies and a driving stage.
Despite being cancelled at the last minute, the SNES version got mixed reviews by many video games magazines back then. The Genesis version has still yet to be found.
Steven Seagal is The Final Option is a cancelled beat them up/brawler game developed from 1993 to 1995 for the SNES and the Genesis/MegaDrive by Riedel Software Productions, Inc., simply known as RSP, Inc. and today known as Running With Scissors, and published by TecMagik Entertainment. It features digitized graphics like the first Mortal Kombat games, alongside stealth mechanics, and was centered on the action movie star Steven Seagal.
The game was set in the future while Steven Seagal partnered with Trish Morgan in order to lead an ultimate assault on an evil corporation named Nanotech, which was responsible for the death of Steven’s former partner Jack Fremen:
Steven Seagal is a legendary runner, but commanders dislike his loose style and contempt for rules. His partner, Jack Fremen, was killer on their last mission. There is no evidence to support it, but many wonder if he might still be alive had Seagal followed orders.
Trish Morgan, another veteran runner, has been assigned as his new partner. She’s tough as any but has the attitude that commanders look for.
Now, the rebels will attempt the ultimate mission: an assault on Nanotech’s main campus.
High command nervous about Seagal – They know he’s out to avenge Fremen’s death. But he’s the best chance they have.
He’s the only choice…
The second main character, Trish Morgan, was also meant to be playable and would have different features than Steven Seagal. According to some source, she teamed up with Seagal in order to rescue her son, who was kidnapped by Nanotech.
It was officially announced by Jeff Tarr in an interview for The Hollywood Reporter in September 1993:
“There have been a lot of games based on movies, but not any that we know of based on a Hollywood celebrity.We have the rights to his name and his image, but we used a look-alike because the resolution of even digitized images on cartridges is not such that you can tell the difference.”
“Seagal still consulted extensively on the project and he received a [combination] of royalties and guarantees as his compensation.”
Daily Variety offered more of a look into the game’s motion-capture process.
“TecMagik shot much of the game at a Santa Monica studio using technology developed for compact disc platforms and a Hollywood-style production team that included a director/producer, actors, dancers, a choreographer and a costume designer. In four days of shooting, the company filmed more than 10,000 frames of Seagal’s aikido action.
Seagal’s involvement supposedly included “input into plot progression” and approval of the final product.
The Final Option’s release was slated for spring 1994. The game would appear on both the Super Nintendo and SEGA Genesis systems.
The following information comes from Nintendoplayer, who, over the years, managed to own a prototype of the game and explained how it works and plays:
The Final Option in its alpha form is essentially a bloodless beat-em-up brawler. The goal is simply to reach the exit and advance to the next level.
Decked out in his trademark leather jacket and blue jeans, Steven Seagal infiltrates the evil Nanotech’s laboratories and reactors in six dangerous missions, three stages per mission.
He can unleash Aikido chops and crotch kicks to anyone dumb enough to get in the way, or play really dirty by tossing an infinite supply of throwing knives or by pulling out a handgun when the action gets to be too much to handle. Seagal can also perform a combo move to throw thugs.
Health and more knives and ammunition can be picked up off the ground.
Seagal’s trademark fighting technique of standing in one place and waiting for punks to run into his fists has translated well into the gameplay. Lab technicians and crooked cops will dutifully form organized lines to receive their deserved beatings.
Enemy attacks range from kicks and punches that do minor amounts of damage (and can be blocked) to bullets that can take Seagal down with one hit. The player is given unlimited lives in the prototype, so difficulty is not an issue. (In fact, the only way that Seagal can lose is if he deliberately stays too long in one of the gas-filled rooms that have timers; that will result in a TIME UP.)
What is an issue, however, is Seagal’s inability to jump, as the big lug can only “crouch hop” short distances. Every stage has platforming or obstacles that need to be leapt over, but the best that Seagal can hope for in most cases is to let out a high-pitched yelp as he plummets down ditches, burns alive in fire pits, or disintegrates while drowning in pools of glowing-green acid.
Fortunately, to compensate, the player can navigate a cursor around to place Seagal back on safe ground after falling. During some especially dicey moving platform sections, the player will have to repeatedly resort to doomful diving in order to move forward. Seagal was never known for overly exerting himself in action sequences, and again, this game strives for realism.
Still on Nintendoplayer, an interview of former designer Steve Wik can be found. Many things that happened during the development was shared, and by the sound of it, looks like it was less than easy for the developers:
The game’s credits list you as an artist. What exactly were your duties?
Actually, I had more to do with the game design than the art. On the art end, I was the one who put together the animations from frames captured from laserdiscs of the actor footage. On the design end, I had key input into the whole concept of the game that would have involved optionally using stealth and distraction to sneak past enemies rather than just the standard walk-to-the-right-punching-endless-waves-of-guys kind of game.
Jeff Tarr, director of marketing for TecMagik, admitted to The Hollywood Reporter in 1993 that a Steven Seagal look-alike was used in the game instead of the actual actor because gamers would not be able to tell the difference. Tarr still insisted that the star “consulted extensively” on the project, having “input into plot progression” and final approval. How involved really was Seagal in the making of this game? Did you ever get to meet him or talk with him?
As far as I know, Seagal had no interest or involvement in this game. The real reason Seagal did not appear in the game was that TecMagik was too cheap to pay him! I never heard about him having any sort of approval on anything. As far as I was ever told, he sold his name and likeness, and that was the end of it. We certainly never had to pitch our design to him and never saw any feedback from him about it.
I understand that much of the game was shot at a Santa Monica studio. A director/producer, actors, dancers, a choreographer, and a costume designer were hired, and 10,000 frames of Seagal’s look-alike were filmed. Were you present during any of this? If so, could you describe the scene and what that whole process was like? It would also be interesting to know more about the actor who played Steven Seagal.
The actor who played Seagal was just some guy we found at the audition. He was tall enough and knew something about Aikido. But I’d need to see the prototype you’re looking at, because at first we were using footage of our art director Randy Briley, who used to compete in martial arts competitions and knew Aikido. I don’t know for sure when or if the final Seagal footage got implemented.
I helped design the character moves and actions, but I wasn’t at the shoot. The choreographer would have been Randy Briley. There were actually two shoots, and the explanation is kinda meandering and lengthy, but amusing:
When the project began, we were presented with a really terrible design that TecMagik had paid some other company to write up. It was based on a driving game engine that TecMagik happened to have access to. Yes, it began as a driving game! After some brutal jokes about how would you even know it’s Seagal–have his ponytail flapping out of the side window–we made short work of destroying that original design and convincing TecMagik to let us start our own from scratch.
The first producer TecMagik gave us was a woman who we were told got her job because she’d “graduated from Harvard School of Business” and “was formerly a bank manager.” Pretty much the first thing she made clear to us was that she’d never played a video game in her life. We foolishly thought that would work to our advantage and lead her to trust our knowledge and design instincts, but that wasn’t to be the case. In the end, she looked at our design with all the stealth mechanics and said, “Why are you doing all this? Why don’t you just make it like Streets of Rage 2? That game sold a million units, clearly it’s what the kids want!”
But we fought that battle and got to keep our “unnecessarily gameplay-filled” vision of the game. Relations with that producer got so heated that TecMagik switched her to a different project and gave us a new guy they’d just hired.
This new producer apparently got hired because he and some friends had developed some sort of strip poker game for PC. Anyway, this guy turned out to be even worse than the previous producer, and at one point he started criticizing the character designs in the footage, which we had already been using for months. He felt the characters needed to be more wild and freakish. Which is certainly true if you’re hand-drawing them, and we didn’t necessarily disagree with the idea of improving them, but doing the digitized Mortal Kombat thing is a different story, as he was soon to discover.
While the owner of TecMagik was out of town, this producer authorized, on his own, a new shoot for the enemy characters and supposedly paid his strip poker buddies and girlfriend a few grand in TecMagik money to do it.
First, the thing was clearly shot in someone’s garage. There was no green screen! The camera angle, distance to the character and lighting often changed per shot so nothing could possibly have been matched up. He had characters doing dive rolls and falls and jumps where they’d actually go partially out of frame! In some shots, lights and other items actually blocked the view of the characters. (…) It was a nightmare. Hilarious, though.
The prototype does not have Trish Morgan in it, but I assume that she was supposed to be controlled by the second player. Do you remember anything about this character, what she looked like, her special abilities, etc.?
Trish would have been very similar to Seagal in terms of abilities, weaker in hand-to-hand, but with more powerful weapons to compensate. We never got around to fleshing her out, I think the plan was to get beyond the prototype stage before putting effort into her. We were focused on getting Seagal himself playable.
The prototype is an early build, so all of the computer monitors say the same thing, many dead-ends block the way, and none of the levels can be completed. Could you go into some detail on how the final game would have played? For example, would Seagal have battled a boss at the end of each stage?
The idea was that there would be multiple paths for replayablilty. The level layouts would offer spots where the player could move into the background and sneak around in shadows as an option to combat. Blackthorne would eventually do something similar, though in our version you could still move right or left while hiding. We had ideas for situations like being able to kick one of those typical office chairs and make it roll past an enemy, which would distract him so you could get by or attack him from behind.
The boss events would have been more like Contra, with static emplacements launching projectile and beam attacks while enemies also came out to attack you and an occasional “super” version of an enemy type as a midboss. I don’t think we’d designed a final boss yet.
My prototype runs on the Super Nintendo, but apparently there were also plans to release Steven Seagal on the SEGA Genesis. Is that true? If so, was the game ever up and running on the Genesis?
Well, this calls for another lengthy and meandering answer… While we were developing the SNES version, another company was hired to develop the Genesis version semi-independently. The deal was we’d share the character footage with them, but beyond that, I think they were pretty free to diverge from our design at will.
Unlike RSP, which was in Arizona, the Genesis dev company was located literally across the street from TecMagik in San Francisco. As we discovered later, this provided them with lots of opportunity to play weird politics against us. The closest thing there ever was to a Genesis version up and running was the utterly bogus “prototype” they put together to show, I think, at CES. Basically, what they did was take the raw Seagal walking animation frames and put him on a black background. He was much larger than our working prototype version and had the benefit of all of the Genesis’ RAM and color palettes being applied to him. So, basically, he looked great, but anyone with the slightest clue knew there was no possible way he could look like that in a real game. The sample environments they showed were done the same way. They looked terrific, but that was because they were using all of the system’s resources to display a single screen image with no characters or anything else going on. It was totally fraudulent!
But this unscrupulous developer used it as a wedge to show how much “better” their team was. I think the guy was trying to get them to pull the project from us and give it to them. I have no idea how he would’ve eventually explained why the game ended up looking so much crappier than their “prototype.” We were never into playing that kind of bogus self-promotional game, we were totally focused on putting together functional gameplay.
The game was originally slated for a spring 1994 release until it was delayed to early 1995. Then it kind of disappeared. When was the game officially cancelled, and can you provide any insight into why development was finally shut down? Did you hear about or personally experience any problems related to the game’s development?
My understanding was that TecMagik simply ran out of money, but there may be a more interesting story about what was going on there. Publishers went out of business all the time, so we just kept rolling with our other projects.
Greg Goldsholl, who played Steven Seagal for the game told to Nintendoplayer that it shouldn’t have been made from the beginning:
(…) I told Steven Seagal I played him in the game. He said he hadn’t approved the game and they weren’t supposed to do it. (…)
Over the years, the source code of the prototype leaked on the internet.
Still according to Nintendoplayer, another game starring Seagal was planned by TecMagik, this time for the Playstation and the Nintendo 64 named Deadly Honor, although to this day, not much is known about this title, except a tidbit of information that we can read on the video game graveyard of Playstation Museum:
Deadly Honor
The Basics
Slap an action star’s name on a video game and people are bound to pay attention, at least at first. But the problem is that this game went through an SNES incarnation before it wandered into PlayStation and N64 development, and then it never came out for any of the systems. Deadly Honor was TecMagik’s upgrade from the SNES game, Steven Seagal is The Final Option, the company was working on. If Deadly Honor was to be somewhat along the lines of The Final Option, it would have placed you as Steven Seagal in a game loosely based on the star’s action films, such as Under Siege, Hard to Kill, Marked for Death, and so on. The game was to be an action game where you ran around doing a lot of damage. What’s notable about the game is that it was reportedly being created from digitized film footage and was to use AnimaTek’s Caviar technology – a surface pixel real-time rendering engine, to create realistic figure and object animations.
WHAT HAPPENED?
The game was in development for the SNES and supposedly had a couple of complete levels, however TecMagik announced Deadly Honor for the N64 and PlayStation, and you can guess where the SNES game went. Ironically, the N64 and PlayStation games never saw the light of day either.
Thanks to Nintendoplayer, Steve Wik and Greg Goldsholl!
The game used pre-rendered sprites for characters and background created with Silicon Graphics, similar to games such as Killer Instinct and Donkey Kong Country, and was mentionned in numerous previews from video game magazines, most of them were less than enthusiastic regarding the quality of the title. For instance, in issue #083 of Gamepro from June 1996, journalist Scary Larry wrote for the Genesis/MegaDrive version this:
As if we needed a reason to bury the Genesis, along comes Lobo, one of the most god-awful fighting games since Time Killers. Unless you’re a fan who has to own every single piece of Lobo merchandise available, steer clear of this game. You choose from six poorly illustrated warriors that fight with jerky, unpredictable special moves. Since Lobo is based on some of the best comic-book art of all time, this is a major disappointment. The sound isn’t bad, but it gets lost in the dismal gameplay. The battles resounds with smacks and groans aplenty but no trademark Lobo wisecracks. This badly executed game doesn’t deserve a place on the shelf with other comic-book games. Rent it, play it, return it. This one’s a LoBlow.
To this day, it was never made clear why Lobo was cancelled. Some could speculate that for a very late release for the now-dying 16-bits era, and with poor review like this one, Ocean deemed it wasn’t worth to release it, and decided to pull the plug. But it also seems that the project went through development hell: as we can read on SNESCentral, John Lomax, former artist at Ocean Software, indicated that the game initially began development in the main office of Ocean, based in Manchester, and not in the american office that was established in San José, California:
I worked on it for about a month before moving projects. It was originally going to be a Street Fighter-style beat ’em up, and I did work on background art for it, but the powers that be decided it would be better to give it to Ocean America to work on, so I don’t know if it ever came out, (…)
Another story, this time from Alexander Ehrath, who was High Performance Games’ sole programmer for the SNES version, explained in January 2022 that the game was initially coded by Park Place Productions before Ocean America took over the project internally as all the money given to Park Place was spent without finishing the game. This anecdote can be found here.
In 2009, a prototype of the Genesis/MegaDrive version was found by the SegaSaturno community and they released it with the help of Hidden Palace. The SNES one was found in 2014 with the source code available since 2016.
Games based on DC Comics‘ franchises seems to have a lot of trouble back in the 90’s. Alongside this title, another SNES game based on Green Lantern was in development at Ocean Software and was cancelled after numerous setbacks by DC higher-ups. We can also mentionned that around 2003, another Lobo game, this time made by Kemco USA for the Playstation 2, Xbox and GameCube systems was planned before being canceled with, to this day, still no information about how far the game went into development.