As far as we know from the short previews and news available at the time, Cho Hamaru Golf was planned to be a fun arcade experience like Everybody’s Golf and Mario Golf. Sega also wanted to let players to trade special golf clubs (and custom characters?) using their VMUs.
By looking at the only screenshots available, we can imagine this would have been a great multiplayer game for our beloved Dreamcast, so it’s really a shame it was never released.
Kyskrew (also known as “Call Of Destiny“) is a cancelled RPG for Dreamcast and PC, originally meant to be released sometime in fall / winter of 2001. Even if the game seems to have been mostly a fan-project in early concept stage, it’s quite interesting to learn about it because before this article there were not many evidences about its existence online: for sure it’s one of the most forgotten unseen games planned for Sega Dreamcast.
The graphic shown in these early screenshots (published in various French magazines such as “Gameplay RPG” #31 in july/august 2001, “Dreamzone” #25 in June/July 2001 and “Joypad” #113 in November 2001) was good for its time, but most of the models and environments were pre-rendered and it’s currently unknown how much of the game was really in a playable state.
Kyskrew was in development by Dragonhydre (later renamed Crystal Dream), a small independent French team that was disbanded just after the cancellation of their project in mid 2002. It seems that Dragonhydre was composed of 12 members (with age ranging from 16 to 23 years-old) who meet in various French gaming forums and decided to organize a development team to create their own game.
In an interview published on Dream-Emu a former member of Dragonhydre said that their plan was to release the game for free on their website, to let people to download the ISO and play it on their Dreamcast and PC.
The plot of Kyskrew involved the Goddess of Love and Creation – Eloina – who imprisoned her arch-enemy, the God of Hate – Gainer. Unfortunately a fragment of Gainer’s tainted soul would escape from his prison and reincarnate in a human being to take revenge and destroy the world.
It seems Kyskrew would have featured different combat mechanics, they wanted to use real-time combat system to fight normal enemies through levels but then combat would became turn-based during boss fights. Several character classes were planned to play the game with, including knights, magicians, and thieves. There was also an internal clock system that alternated the game time between night and day, a feature that have since become a standard in many modern RPGs including Elder Scrolls and Fable.
The world of Kyskrew also appears to have been particularly large, with 5 continents that included a good number of cities and dungeons. It was reported by the project’s director that the game would have had over 40 hours of gameplay.
As the Dreamcast was near the end of its life-cycle, in late 2001 Dragonhydre decided to move the game to Playstation 2, plus adding a GBA version too. It’s hard to say how much work was really put into these consoles, as the team was soon disbanded.
In 2004 another former member of Dragonhydre wrote a few pots on the Yaronet forums, revealing that they had many internal problems: work done on the game was not very good, team members keep changing during development and even early deadlines continued to be postponed, until the cancellation of the project.
A few tech-demo videos were once available on their official website, but unfortunately it seems Archive.org doesn’t have the files anymore. If you know someone who worked on this game who could still have some footage saved, please let us know!
Article by Blake Lynch & monokoma, thanks to Isatis_Angel for the scans and contribution!
As reported by IGN in late 1999 Dutch publisher Project 2 Interactive gained the license to publish new Dreamcast games, announcing the never released Knights and another project under the name “Big Bang”, later released as Bang! Gunship Elite in December 2000. In another interesting article by Control Online (in Dutch) we can read that in March 2000 issue of PC Zone magazine (No. 30, Dutch version) they published a good preview of Knights, revealing more details about the game’s humorous backstory:
“In the magical kingdom of Whyrule the king is too old to keep ruling the country. To find a new king they decide to organize a big tournament among knights and the winner will then rule the kingdom. You’re ready for a career change, so put on your best mail-coat out of the closet and departure towards the castle.”
Initially Knights was started as a classic 3D platform adventure similar to Mario 64 and Spyro the Dragon, but soon the team had to switch plans when it became clear they would not have enough time, experience and resources to develop such kind of game. Digital Infinity were still a young team, with inexperienced developers and designers, who had to create their own 3D engine and assets without having a proper design doc to follow. After the platform game concept was tossed away they were able to create an early multiplayer demo, taking inspiration from the online capabilities of the Dreamcast and the increasing popularity of online gaming on PC.
This version of Knights was meant to be some kind of team-based multiplayer brawler with many interesting mechanics: levels were composed of different flying islands interconnected by slides, where players could move around and fight against the opposite team using different knights with different abilities, while also playing with the environment to their advantages, for example by riding a water-scooter in a small lake in one of the islands. By looking at the few screenshots we were able to gather, it seems that Knights could have been a fun multiplayer experience on the Dreamcast, with many interesting ideas.
IGN were able to see more of the game at ECTS 1999:
“Their first title, Knights (so close..) is an online deathmatch title of sorts, with an interesting twist. It is more of an interactive game of “kill the man with the ball,” and will also allow players to build their own DM levels. Project 2 plans on launching the title some time next year, and including online components a plenty.”
Unfortunately development was proceeding slowly and in the meantime Project 2 Interactiveclosed down for bankruptcy: even if the first couple of milestones were delivered, without Project 2 Digital Infinity regain the Knights rights and tried to find a new publisher.
With some luck they were able to gather Swing! Entertainment’s interest, a new publisher that doubled the studio budget and wanted to release Knights on more platforms, such as the Playstation 2. Meanwhile Digital Infinity also became part of Lost Boys Games, the studio grown with more developers, designers and artists. After the Dreamcast failed to sell enough units and with Sega discontinuing the console on March 2001, the team decided to finally cancel the Dreamcast version of Knights, focusing on the PS2 version and reworking the game again to make it the 3D platform-adventure they initially wanted to do. In the end the Playstation 2 version of Knights was also canned when Lost Boys Games were sold to Media Republic and renamed Guerrilla Games, starting to work on their Killzone series for Sony and Shellshock: Nam ’67 for PS2, Xbox, and PC. A Game Boy Color version of Knights was also under development by Formula Games / Lost Boys, but as it happened for the 3D version the game was never released.
We tried to get in contact with former former Digital Infinity / Lost Boys developers, in an attempt to unearth more on Knights, but unfortunately, they were not available for comment. If you know someone that worked on Knights, please let us know!
Tonic Adventure is the cancelled sequel to Tonic Trouble, a 3D platform game developed by Ubisoft Montreal and Ubisoft Montpellier, released in mid 1999 for N64 and PC. Tonic Adventure was being made from 1999 to 2000 (perhaps for Dreamcast or the soon-to-be-released PS2) by the same team that worked on the original game and Rayman 2, but it seems that the project was canned in early development, maybe because of low sales and mixed reviews of the first TONICT. Only a few concept arts were found in the portfolio of a former Ubisoft artist, preserved in the gallery below to remember this lost game. We can speculate that after Ubisoft found out that Tonic Trouble would have not been a popular IP as they planned, they switched resources from Tonic Adventure to more marketable games as Rayman M and Rayman 3.
If you know someone that worked on Tonic Trouble 2 and can help to preserve more info about this cancelled project, please let us know!
Gutherman Project was the working title of Toy Commander, a Dreamcastaction game developed by No Clichè and published by Sega, released in North America on September 1999.
Several magazines and online publications mentioned Gutherman as one of the launching titles (along with Agartha) for the Dreamcast. According to futuregamez.net:
No Cliché have released some details about 2 Dreamcast projects on their site. Firstly, they have an action game called Gutherman where “aim of the game is to drive vehicles through several breathtaking missions“. The second title is an horror-adventure game called Agartha which apparently will use “a new innovative character control”. Both titles will be launched with the Dreamcast in August.
The magazine Computer And Videogames (issue 212)mentioned (with the title Gutherman: Toy Commander) “some kind of Mario-style kids platforming game“:
Mercredi 30 Septembre 1998: La photo mystere du projet Gutherman Lundi 1 Mars : Les beta-tests du Projet Gutherman ont commencé Mardi 27 Avril : Le “Projet Gutherman” sortira sous le nom de “TOY COMMANDER” Mercredi 12 Mai : “TOY COMMANDER” sera présent à l’Electronic Entertainment Expo (E3) sur le stand de Sega.
If you know where we can find the mysterious screenshot of Project Gutherman drop us an e-mail!.
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