Leaked

Rainbow Six, XIII, Brothers in Arms, Ghost Recon 2 Beta Builds

A few old beta / pre-release versions of the following games were found by Steve in an old (original) Xbox Development Kit:

  • Rainbow Six (late 2004)
  • XIII (dec 2002)
  • Brothers in Arms (Nov 2004)
  • Ghost Recon 2 (aug 2004)

The full XDK dump was shared online ad it’s available to be saved. Please, upload it on mirrors if you can, to be sure to preserve all the files. If you find any interesting differences / unused models hidden in the code, feel free to share your finds with the video games preservation community at:

Thanks for your help!

Screenshots by MobCat99 

Colliderz (Sega Saturn) Prototype Found & Preserved

Colliderz is a cancelled sci-fi arcade sport game with hovercraft (think Rocket League but sci-fi hockey), planned to be released for Sega Saturn and Playstation. We had an old entry in our archive, posted in 2008. Recently a prototype of the Sega Saturn version was found and you can now download it from one of these mirrors. It should work with emulators such as Mednafen.

“just drag and drop the cue file into Mednafen and it works, loading the cue in other emulators might work too”

Please download it and share it with your friends: the more copies are around, the better we can preserve it!

Huge thanks to Hidden Palace for their help in making this playable on Emulators!

 

FGB [Game Boy Color – Cancelled]

FGB is a cancelled action RPG / hack ‘n slash in development between 1999 and 2001 by Plasma Works, planned to be published on the Game Boy Color. You could imagine it as a mix between Gauntlet, Robotron and Zelda, featuring coop multiplayer (using GB’s link cable), 128 Levels and 50 different Monsters to kill during your adventure.

In 2000 IGN wrote a preview of the game with their impressions:

“To add to the gameplay, you will be able to play through the game with different characters, each with their own abilities and attributes. Playing the game as one character will key different conversations than another character, so half the fun is discovering how each character handles the same situation.

The look of FGB is very old-school, but very appropriate. Instead of focusing on detail of characters, the artists instead made basic shapes to represent enemies and heroes. What’s more, the programmers have made an engine that can push an amazing number of sprites without flicker the Game Boy Color has a 10-sprite-per-line limitation, but through a bit of programming trickery Plasma Works was able to get around it. According to the company, up to 256 enemies, bullets and explosions can be on-screen at once in FGB. Not too shabby.

Plasma Works is currently looking for a publisher for the game”

In the end Plasma Works did not find a publisher interested in funding FGB’s development and the project was cancelled. A few years later, the team released their own prototype online, to be preserved by the community.

As we can read in the description file shared among the ROM:

“Hi there! You hold in your hard drive a great Game Boy Color game called FGB (the name doesn’t stand for anything). It is a weird and wonderful game that combines elements of an adventure/RPG like “Zelda” with those of an action/shooter like “Gauntlet“.

FGB was developed by Plasma Works over a period beginning December 17, 1999, and ending May 16, 2001. That’s about a year and a half, if you’re counting. Being a small, independent developer, we approached quite a few publishers over that time but were unable to come to an agreement. Game Boy Advance was just around the corner at this point and everyone was slobbering over it, so sadly we decided to terminate FGB and move on to other stuff.

So it was that the adventures of Captain Flour and his merry crew went unheard of and unplayed… until now. To ring in the New Year, we are releasing the final build of FGB to be freely distributed. The game is 100% complete in terms of programming and locations, and 50% complete in terms of quests, conversations, and upgrades – don’t worry, there’s still lots to do, and the game plays through to a definite ending that’s just shy of reaching the grand finale that was originally planned.”

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Black Death (Darkworks) [Cancelled – Xbox 360, PS3, PC]

Black Death is a cancelled FPS / Survival Horror game somehow similar to Condemned and Dead Island, in development by Darkworks around 2011. Darkworks was an independent French studio not widely known by the average gamer, but they released a couple of fan favorite games as Alone in the Dark: The New Nightmare (Playstation, Dreamcast and PC) and Cold Fear (PS2, PC and Xbox). Black Death was announced in June 2011, as the team tried to get attention from publishers to find money and resources to fully develop their idea. This was the last project they tried to pitch before closing down after a series of unfortunate failed projects, such as their Onechanbara reboot, State of Crisis and The Deep.

After Ubisoft took away I Am Alive from Darkworks in 2008 to complete it under Ubisoft Shanghai, the team worked on many different prototypes. We can assume at the time the team tough that shooters were the most marketable genre to be greenlighted by publishers, so they conceived a few ones (such as Black Death) with interesting / original features.

Some more details about Black Death were published in the (now removed) official website:

What is Black Death? Black Death is a new survival horror from Darkworks. Black Death is the personification of the fear generated by the recent pandemics and the mistrust which has been associated to their supposed origins (natural apocalypse, scientific, industrial, or military ones… or else… ).  Our goal with Black Death is to go one step further by focusing the game on three essential elements: speed, fluidity and freedom of action, to offer the player a sensation of freedom and the possibility to create his own arsenal.

Pitch: Today, The  American North East coast, a city is suddenly hit by a massive cloud of smoke. Mysterious swirls of this black smoke appear and infect everybody. This new disease is spreading all over the city making it a place full of sick people sunk into a comatose state. As they mutate into strange creatures with various powers and group behaviours, they start to become violent and invade the whole city. The player is a survivor who will try to stay alive and wipe out this scourge from the city.

Gameplay Experience: THE FOG PLAYS WITH YOU, PLAY WITH THE FOG
Survive in the fog
Be Creative: Create your own chemical weapons and test them on your enemies
Cure or kill infected you meet and choose your fighting strategy
Spectacular: Have fun discovering a unique bestiary, and experiment with multiple weapons and devices
Fight: Fast action, it’s difficult to kill, you must finish on contact
Control the fog
Discover the black death evolution

A playable demo / prototype for Black Death was also released in July 2011, but it failed to gain much interest from gamers and publishers. With no more money to keep working on their projects, in October 2011 the studio was placed into Compulsory liquidation and was closed. In about 15 years of activity, Darkworks were able to successfully complete and release only 2 games, while all their other projects were either cancelled or moved to different developers. There are already a good number of interesting lost Darkworks games in the Unseen64 archive, but many more still remain unseen and even if we tried multiple times to get in contact with people that worked at the studio, it seems almost impossible to know more about what happened to them or to their cancelled games.

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Videos:

 

Sacred Line Zero: Mega Drive Prototype Released

Sacred Line is a first person dark adventure / surreal thriller developed by Sasha Darko (a Russian music producer, game developer and writer), released for free in 2013 for PC. In 2015 an extended version of the original Sacred Line game was released for Mega Drive (phisically and digitaly), titled “Sacred Line Genesis“.

A prequel titled “Sacred Line Zero” was also in development for Mega Drive / Genesis, but in the end the project was canceled. In 2018 the Sacred Line Zero prototype was revised and released to public for free.

You can download the prototype ROM here. You can launch it via any emulator and it was tested with Fusion 3.64. It should work on real hardware via Everdrive.

Huge props to Sasha Darko for releasing the prototype!