32X / Mega CD

Hardcore [Mega Drive / Genesis & Mega CD – Cancelled]

This little-known game appears as a ‘work-in-progress’ in the September 1994 issue of Sega Power, it was developed by DICE (originally for the Amiga) but it doesn’t have a decent description. According to the article, Hardcore was a typical run-and-gun platformer, similar to the Turrican series or Super Star Wars, with many different enemies to destroy. The press release for the game boasted that ‘you are able to shoot almost everything, even if it’s not necessary’. There was also a Mega-CD version to be released, which was to include a driving segment at the end of each level, similar to Batman Returns. Although planned for a November 1994 release, both versions of the game were seemingly cancelled.

Little else is said about the game in the article, which is a common trend for previews in Sega Power… They seem to have spent far more time writing the amusing captions, which you can see in the article scan.

It seems that the original Amiga version of Hardcore only got half-finished. Then they decided to do it on Megadrive instead; the MD cartridge version was 99% finished (just a bug or two in the game logic, and highscores aren’t saved) when Psygnosis decided not to publish it. The MD-CD version did not get very far in development.

Thanks a lot to Repi for the contribution! Thanks to DarkFalzX for the video!

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Thanks to Grzegorz here are some screenshots from when Hardcore was developed for Amiga by Digital Illusion:

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Phantasy Star IV [MD/G – Beta / Unused Stuff]

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Originally, Phantasy Star IV was to have been designed for the Sega CD system, and would have been vastly different from its final incarnation. Features like 3-D dungeons (such as those featured in the first Phantasy Star), full motion video cutscenes, voice acting, and much more were planned. Unfortunately, poor sales and lack of support for the Sega CD platform caused a change of plans midway through development. Most of these features were scrapped from the final design, and the end result was a cartridge game that bore little resemblance to the original plans. [info from Wikipedia]

Some unused items and techniques can still be found in the game’s code: we can read more info about these at PS Algo!

Feeve was used during the debugging or the making of Phantasy Star IV, as a test to see if techniques worked properly. There is really no evidence to support this, save that the technique cannot be gained by playing the game normally.

The Blood Axe, the Spiral Slasher are strange items that were made inaccessible as part of normal game play, but never actually removed.

Two planet maps, one for Motavia and one for Dezoris, are coded into the game, and can be viewed using an edited saved game. Sega simply chose to not allow players to have access to the maps.

Thanks to Klinger Bea Arthur and Robert Seddon for the contributions!

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Sonic Crackers [MD/G – Proto]

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Sonic Crackers, also known by the name in the ROM header, Sonic Studium, is an early Sonic the Hedgehog prototype game for the Sega Mega Drive/Genesis. It is believed to have been an engine test, containing essentially multiple different game engines, swapped out in realtime using code written into RAM. The game has Sonic and Tails joined together by a band of rings. This would later become the idea for Knuckles’ Chaotix for the Sega 32X.

The ROM has two “adventure” levels, one of which appears multiple times with a different palette each time, and two “field” levels. One is highly reminiscent of the Techno Tower Zone level in Knuckles’ Chaotix, the objective being to make it to the top of the screen; if this is done or three full minutes elapses on the clock, the Sonic 1 “game over” music plays and the player is brought to the first field level, featuring a clouded background and a waterfall.

The “field” levels are only half-complete; there is no collision set, and Sonic can walk anywhere on the field with impunity. If the player pauses and hits a button, the game goes to a carnival-like level reminiscent of Chaotix’ Speed Slider Zone that goes around in an infinite loop. After one minute has elapsed, the circus level ends and another “field” level begins. After the player pauses and hits another button, he or she is brought back to the Techno Tower Zone level with a different palette, four in all. – [info from Wikipedia]

Thanks to Shockingace for the video!

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Virtua Hamster [Sega 32X – Cancelled]

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Virtua Hamster is an unreleased racing game that was in development for Sega’s 32x, designed and produced by Eric Quakenbush. The player would have controlled a series of rodents on wheels, to race in 3D mazes, trying to avoid an huge Mechanical Snake. The project was cancelled when Sega discontinued the 32X before production could be completed. Some playable prototypes of the game still exist and they were sold in various auctions on ebay. An early alpha of Virtua Hamster was finally released in August 2009 by SEGASaturno.

The game was  later ported to Saturn but cancelled again when the game was almost complete. Sega still owed payments to the developer of Virtua Hamster, David A. Palmer Productions. David A. Palmer revealed to Unseen64 that “the entire intellectual property of this game and code” was signed over to his company as part of a legal settlement.

As we can read from the original pre-production design document:

High Concept: A maze game in which the player assumes the role of a rocket-powered hamster test pilot who must navigate a gigantic habitrail from hell in order to thwart the plans of an evil scientist and regain his rodent freedom.

Hook: The look and fast paced action of Virtua Racing and Virtua Fighter combined with an amusing puzzle strategy game and an unlikely group of heroes and enemies.

Setting: The majority of the game takes place in a mad scientists lab facility. The scientist has assembled a truly humongus habitrail-type maze in order to test his rocket powered rodent experiments.

Characters: Player One is a test pilot hamster from a rival lab and was stolen by the mad scientist. Player One’s goal is to retrieve all of the stolen blue-print pieces and escape from the lab. The hamster pilot has to navigate the complicated maze as well as fend off evil rocket riding rodents, a mechanical snake, and the scientists voracious cat.

Thanks to Ryan Jacques and David A. Palmer for the contribution!

You can read more info on Virtual Hamster at Sega 16.

Disclaimer: We are not responsible for any content of any website we have linked to.

Images:

Scan from SEGA Visions - May 1995

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