Maximum Surge is a cancelled game by Digital Pictures. Planned for release in 1996 for the 3DO, MAC, PC and Sega Saturn. It featured full-motion video in the same way that many of Digital Pictures’ releases of the time did. The game featured Walter Koenig, Yasmine Bleeth, and Michael Champion. The game was directed by William Mesa, and written by J. Garrett Glover & Charlie Ogden. The game stars you as an unnamed soldier, as you join forces with Jo (Yasmine Bleeth) against Drexel (Walter Koenig), who is trying to replace humanity with evil cyborg beings which transfer information by means of umbilical data cords. It is up to you to destroy his bases and ultimately face him in the final battle. Many internet sources disagree on the existence of this game. Flash Film Works, the people responsible for the special effects used in the game, claim that it was unreleased; however, the ESRB lists it as having been released on different game consoles, and even gives it a rating. [Info from Wikipedia]
ENG: This entry in the archive doesn’t have a description yet. If you want to add some info about the beta / cancelled stuff that you see in these images, just write a comment or send us an email! We’ll add your info in this page and your name in the contributors list. Thanks a lot for your help! :)
ITA: Questa pagina dell’archivio non ha ancora una descrizione. Se vuoi aggiungere delle informazioni riguardo le differenze della beta o la descrizione di un gioco cancellato, lasciaci un commento o mandaci una email! Inseriremo le tue informazioni nella pagina ed il tuo nome nella lista dei collaboratori. Grazie per il tuo aiuto! :)
Lobos Sekei was an early title for Zero Divide, a mech fighting game released for the Playstation and Saturn in 1995, developed by Zoom and published by Time Warner Interactive. Initially we though that Lobos Sekei was a cancelled game, but thanks to Celine that found the same screenshot with the “new name” we are able to tell that this image is just a beta version of Zero Divide: the HUD is different from the final one. Can you notice more differences?
ENG: This entry in the archive doesn’t have a description yet. If you want to add some info about the beta / cancelled stuff that you see in these images, just write a comment or send us an email! We’ll add your info in this page and your name in the contributors list. Thanks a lot for your help! :)
ITA: Questa pagina dell’archivio non ha ancora una descrizione. Se vuoi aggiungere delle informazioni riguardo le differenze della beta o la descrizione di un gioco cancellato, lasciaci un commento o mandaci una email! Inseriremo le tue informazioni nella pagina ed il tuo nome nella lista dei collaboratori. Grazie per il tuo aiuto! :)
Incredible Idiots in Space is a cancelled comedy action adventure that was in development by Magnet Interactive Studios around 1995 / 1996, planned to be released on Playstation, Sega Saturn and PC. The game was going to be published by ASC Games / American Softworks Corporation, based on an original cartoon series conceived by David Burke who had a number of artists develop a few cartoon properties to pitch them to TV networks, animation studios and the game industry. As recalled by David:
“I pitched my cartoon properties to game publishers, selling them on the notion that by licensing and co-developing my original properties, they would have a significant interest in the TV and merchandising rights, instead of none if they continued spending millions on licensing existing franchises. Sold a few: Psycho Mice, X-Duck 2000. X-Duck-2000 had lots of promise (hilarious script and great graphics), but mid-project, the developer / publisher (R. Greenberg Associates Interactive – a well-known NY special effect house), abandoned the “interactive” part of business.”
Later David licensed the game rights to “Incredible Idiots in Space” (a property created as a TV cartoon) to ASC, collaborating with cartoon artist Lane Reichart (“Reboot” and other toons) to finalize their character design. David wrote the script and sketched the basic character designs, and Lane fleshed out the world, and supplied the finished artwork. Magnet Interactive’s 3D artists rendered backgrounds and characters well, but development immediately proved to be problematic.
Incredible Idiots in Space would have featured some ambitious gameplay for its time, with 3D exploration through a large universe and multiple dialogue interactions between more than 30 unique aliens (requiring a complex script following each branching path). Story would have been told using pre-rendered cutscenes and voice overs, with gameplay also offering an alien version of Kung Fu combat, and all sorts of original puzzle-solving. Designs for the entire game world, the many alien characters, the ships, and the props, were all completed, and all the elaborate interactive game scripts were written. Unfortunately coding proved challenging. After waiting too long for playable prototypes ASC just pulled the plug.
Thanks to Pachuka & Celine for the contributions. Huge thanks to David for sharing with us some memories of his canned project.
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