Unseen News

We are ready for another year of unseen games, thank you!

While we keep working on the Unseen64 website as much as we can, plus taking extra time to write articles and organize interviews for the Unseen64 book (that we hope to be able to release in mid / late 2016), another year passed. 2015 was an important year for U64 as we were able to remain an independent website by getting enough support from Patreon to fully pay the server for a couple of years and also rise enough donations to create a Preservation Fund to be able to save enough money for future needs.

This means that we can work on the site without having to sell ads space to spammy or useless advertisers that want to buy links or banners from us, we can have resources to be sure that the Unseen64 book will be as good as we want it to be and if there could be some technical problems with the site in the future, we should have enough funds to fix everything! This is why we are really happy :)

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As we wrote in the past big gaming networks such as IGN or Kotaku have the resources to own powerful servers and to pay a team to work full-time on their websites, keeping their sites online and publishing daily updates. We don’t have their resources, but we think we have something better: we have you, a community of gamers that know why it’s important to remember beta and cancelled games, even those little, unfinished and bad-looking lost games that no one else would ever care to commemorate. For us, every unseen game should have a chance to be archived.

In 2016 we will keep to add new games to the archive every week, while publishing daily updates in our Twitter account. There are many ways to help Unseen64 and thanks to all the other gamers, youtubers and websites that also work to preserve beta, unreleased and unused gaming documents, we can save as many unseen games as possible.

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Unseen64 is still online thanks to all those awesome people that shared one-off donations and pledges on Patreon: together, we can do it!

We’d like to thank all of you (in random order) that are helping U64 with your donations and support:

Daan Koopman, joef0x, Louis Noguera, Mark J. Lang, Thomas Whitehead, allan paxton, David Galindo, Frans Aymes, robert Smith, Emiliano Rosales, alejandro muñoz, Kristian Binder, Paul Benson, Faisal AlKubaisi, Aarón Moleón Acosta, Quade Zaban, Julian Lord, Paul Cunningham, Rav, Justin Moor, Daniel Gulyas, Shane Gill, Ash the dragon, Ryan Jessee, Conrad A Fursa, Lukas Steinman, Christopher J Canberg, Chris Rosenthal, Edd Hannay, Reuben M, Shaun Moore, Anders Moberg, Will Richardson, HellaSkella-X, Corentin, Andrew Eleneski, KiddoCabbusses, Nick Greene, Alex MacIntyre, Thomas, Liam Robertson, Henry Branch, Matthew, Coldi, Otto Nordling, Pug Hoof Gaming, Joe Brookes, Austin Murphy, James Jackson, Andrew Crawford, Aaron Sharratt, James Champane, Dan Berends, Jonathan Pena, Eduardo Raposo, Tiago Pereira dos Santos, Jacob Walker, Jonathan Cooper, Paul Stedman, Viraj, Jrg McJrg, Noru-Da T, David Seijas, Toadsanime, Mhee123, Brice Onken, Aaron Morley, Dylan Durmeier, Alex Stutzman, Guilherme Killingsworth, Pablo Bueno Navarro, Paul Robinson, Levi Wyatt, Josh Mann, Brice Dirden, Rhys, Kerry-Lee Copsey, Dan Thomas, Daniel Hannen, Adrian, Ben Cowling, Alex Wawro, Niels Thomassen, netsabes, Lou, Matthew Gyure, PtoPOnline, Jesus Tovar, Jacob, Brandon, Lisa, Akspa, Martin, Elmo Bluegeek, Irvin, Raphael Pinheiro, James Steel, Tony, Alex Kupse, Anders Captain N Iversen, No Reward, Tommy Wimmer, Goffredo and everyone else! (did we forget someone?)

 We <3 you

unseen64 thank you 

The Untold History of Japanese Game Developers Volume 2

review untold history japanese game developers volume 2The first volume of the untold history of Japanese game developers, released about one year ago, was basically unique: a large collection of interviews that finally documented some of the most obscure aspects of the history of Japanese games, from the humble beginnings on the first personal computers to the more recent doujin titles.

Now that the second volume is finally out, we can safely claim that the author had made a worthy follow up of the original, both in regards of the content and, especially, of the editing: the original conversations were re-translated by a professional, with the result that the flow of the interviews feels now more natural.

The first article of the book is a collective discussion, taken in a japanese game bar called Area 51, with some game developers that preferred to remain anonymous. It’s without a doubt the most controversial section of this work, because the interviewees sincerely talk about the dark role of the Yakuza in the early japanese videogames industry.

Another fascinating chapter of this second volume is dedicated to Zainsoft, a little software house that in the 80s created sidescrollers with dark atmospheres and eccentric stories such as DIOS for PC-88. The president of the company, Takahiro Miyamoto, was a really odd character: obsessed by money, he was later arrested for fraud and disappeared forever.

But the largest part of the book is rightly devoted to Human Entertainment, which not only made revolutionary titles  like Clock Tower and Mizzurna Falls, but also pioneered game development teaching with their Human Creative School; for example, highly original productions such as SOS and The Fireman for SNES actually started as graduation projects.

The author was also been able to interview a few women that were / are in the japanese videogames industry, and while almost everyone of them answered that it wasn’t particularly hard to work in gaming studios,  Rica Matsumura, veteran programmer and Agatsuma‘s general manager,  talks rather honestly about the discrimination she suffered not just in japanese companies but also in America.

Other important highlights of this Volume 2 include: extensive discussions with Masaya (mainly known in the west for Cybernator) former employers;  an in-depth look to Hudson games and their virtually unknown, yet just as innovative, hardware;  an interview with the man behind the seminal Hydlide saga. Oh, and don’t forget the full transcript of our interview with Yukiharu Sambe, R&D manager of the unreleased Taito WOWOW.

Moreover, Mr. Szczepaniak is an huge fan of beta and unreleased titles. These are just some of the cancelled games discussed in the book:

  • An hi-res 2d remake of Golden Axe done in a similar style to Vanillaware titles for Ps3 / Xbox 360.
  • An unnamed Space Harrier clone for Virtual Boy made by Hudson.
  • Notorious, a shooter developed by Gearbox where some american marines somehow ended up in 16th or 17th century Japan. It was supposed to be published by Square-enix.
  • Satellite Man, a SNES side-scrolling beat-’em-up created by t&e soft.
  • Geo Catastrophe, a SNES isometric RPG with an ecology theme. It was in development at Hudson in the middle of the 1990s.
  • Tiger house, a third person shooter made by Tri-Ace, cancelled due to its low quality by publisher Square-enix.
  • An unreleased PS1 RTS co-funded by Nintendo, via the Marigul company.

If you love reading about obscure, curious and strange stories from old-school Japanese gaming studios, The Untold History of Japanese Game Developers Volume 2 is a must-have book (especially as a Christmas present!), that shows how it’s still possible for western journalists to preserve information on the history of japanese videogames, before it could be forgot forever.

You can buy “The Untold History of Japanese Game Developers Volume 2” from

Video review from Youtube by StopDrop&Retro:

 

Frog Dude [Genesis / MegaDrive – Cancelled]

Frog Dude is a cancelled platformer that was in development by Twilight for Genesis / Mega Drive in 1993. The game was never officially announced but, in 2014, Gamesthatwerent contacted Andy Swann, the lead programmer of Frog Dude, which shared a short playable demo of the game.

The main character was a strange man who used a mace to attack and could transform himself into a long-tongued frog. There is nothing to interact with, no enemies to fight, and no sound effects or music. However, at least a nice cutscene welcomes players at the beginning of the prototype.

According to Gamesthatwerent, the project was shelved before it could even be touted at publishers:

Andy’s agent, John Cook, had come in and said that the Frog Dude title was “workman-like” and suggested they didn’t bother with finishing it.

Read more about this game and download the proto on Gamesthatwerent.

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A playable proto of the cancelled Freak Boy N64 has been found at a carboot sale

If you had a Nintendo 64 in the late ’90 you probably remember one of the most interesting games announced but never released for the console: Freak Boy.

Here’s a short snippet from the original press release:

IRVINE, CALIF., May 16, 1996 — Enter the world of FREAK BOY in Virgin Interactive Entertainment’s (VIE) first NINTENDO 64 (N64) game. Three-dimensional graphics, addicting play mechanics and cutting-edge technology that uses morphing special effects define the world in which FREAK BOY lives – an alien world N64 players won’t ever want to leave. Created by Burst, VIE’s in-house development team, FREAK BOY is scheduled to be in stores in early 1997.

Unfortunately the game never seen the light of day, cancelled after its publisher decided to made the team to rework the project multiple times because of marketing decisions. While many cancelled games risk to be lost forever, deleted by the same developers or forgotten in some dusty archives, we could have more luck with Freak Boy.

In september 2015 a reader of Unseen64 randomly found a working early prototype of Freak Boy at a carboot sale in Guildford, UK. It seems that the seller at this flea market did not know much about the historical importance of the strange cart that he was selling, along with other old games, probably in a dusty cardbox. Luckily our friend recognized the title written with a marker on the dev-cart and quickly bought it before other retrogamers. It seems that along with Freak Boy the same seller had 2 other prototype carts, one had written “casinò” and the second one “mario 2“. Unfortunately a the moment we don’t know what was the content of the other 2 carts (if the new owners of those protos are reading this article, please send us an email!).

The Unseen64 reader that found this Freak Boy prototype would like to remain anonymous, but if you are interested you can contact him at [email protected]

Untill now the only available video from Freak Boy was an ugly, pixellated footage from E3 1996, finally we are able to see more from the project, even if in its incomplete alpha. Take a look at the short playlist below with the all the new Freak Boy videos, we hope to be able to have some longer ones soon. Enjoy!

 

Witchwood [Cancelled – Playstation, Saturn, PC, Jaguar, Amiga]

Witchwood is a cancelled action adventure game that was in development from 1994 to 1996 by Team 17, the studio best known for the Worms series. The game would have been published by Ocean for Amiga and PC, but in 1995 moved to PC, Playstation, Saturn, and Jaguar. As noted by Hallfiry of the Betaarchive Forum, while working on Witchwood, Team 17 was also developing Speris Legacy; another action adventure similar to the Legend of Zelda games that was released on Amiga in 1996.

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The reason for the project’s termination is as of yet unknown. One possibility is that Team 17’s publishing partner, Ocean, elected to drop the game’s funding in light of Speris’ apparently lacklustre sales; rather than risk making another loss.

Despite the game’s cancellation, its soundtrack was released by Team17 composer, Bjørn Lynne, in 1996, and a playable demo of Witchwood was leaked online some years ago: you can download it from Kult Game.

Thanks to Tom Barker for the contribution!

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