“The Chopper Game” was a working title for upcoming 3D flight sim from DiD. They planned it as a next big game after success of TFX and Inferno. For “Chopper” DiD planned using updated version of 3D engine that was used for above mentioned TFX and Inferno. This time the game was planned as more story driven and focused on complex plot that was still in a storyboard phase at that time.
According to article in PC Games 12/1994 game was still in very early development phase, but was looking very good and movement was very smooth. Because of the engine modifications landscape was more complex and fully textured.
Developers promised many missions as a test pilot in environments ranging from valleys, dense tree lines of forests, ice planes. Promises were made about 3D engine that is nearly 3 times better than engine used in TFX.
Also models of aircrafts was planned to be on next level of details especially due to the near future setting of the game.
“Although it’s set in future,it’s still going to have and accurate helicopter model.”
Quote from Ian Boardman, head of 3D graphics department at DiD.
Game missions was planned differently as in TFX, where player for doing missions for UN. In “Chopper” player was going to fly mission and not knowing for long time what is going on or what is the background, because the squad that player will be flying for is known as Black Force.
Another difference was that in times between missions player can climb out of its machine and wander across base and talk to people. Also characters was planned as fully 3d modelled with realistic (for it’s time) face textures. This was essential part of game where player put pieces of story together. Developers wanted also to avoid pre-rendered cutscenes and everything was planned to be in-engine.
DiD in time of preview of “Chopper” game was putting most of its effort and time into “TFX 2” (later known as EF 2000). According to info from mentioned article in PC Games magazine after TFX 2 all resources will go into “Chopper” game. It was scheduled for release in May 1995, but no other mention of this game could be found and it, I think vanished or was later tranformed into Iron Angel.
Initially, the game was supposed to be a port of the infamous Nintendo 64 game. However, over the years, it is known that the development of Superman 64 was plagued by constraints between Titus Interactive and the game’s licensors DC Comics and Warner Bros. For those unfamiliar with this story, you can read everything here.
Thus, BlueSky Software made the decision to recreate the game from scratch for the Playstation version, ultimately making a totally different game instead of adaptating the work done by Titus.
After about a year of development, Superman was again re-designed. In April of 1999, the Columbine shooting happened and was a big blow to the industry as the media were using video games as a contributing factor for the shootings. Scuttlebutt has it that Titus suddenly changed the game from fighting Lex Luthor’s henchman to fighting robots. Supposedly the developer was not allowed to have shootings of human beings anymore or realistic looking weapons in the game. This changed a lot of what the gameplay was going to be into a more switch pulling, puzzle based game which was very different from the animated show and the N64 version.
Set to be released for June 2000, the title was ultimately canceled when the licence had expired preventing Titus to secure it again:
Unfortunately the license from Warner Brothers had expired. Essentially, Superman continued to be developed with no assistance from DC comics or Warner Brothers. The plan was to surprise everybody with a finished product. After almost 2 years of development, Superman reached a milestone: it received approval for release from Sony (…) but by the time the game was completed, Titus was unable to secure the license. Superman for the PlayStation was officially laid to rest.
For its part, Eric Caen, founder and CEO of Titus Interactive, simply explained for Playboy Magazine:
“Sales were large, so we didn’t lose money on Nintendo 64 or Game Boy,” Caen said. “But Warner Bros. and Sony blocked the PSX version, and that was a heartbreaker. It was 90% completed and we had a half million units in back order.”
The game used pre-rendered sprites for characters and background created with Silicon Graphics, similar to games such as Killer Instinct and Donkey Kong Country, and was mentionned in numerous previews from video game magazines, most of them were less than enthusiastic regarding the quality of the title. For instance, in issue #083 of Gamepro from June 1996, journalist Scary Larry wrote for the Genesis/MegaDrive version this:
As if we needed a reason to bury the Genesis, along comes Lobo, one of the most god-awful fighting games since Time Killers. Unless you’re a fan who has to own every single piece of Lobo merchandise available, steer clear of this game. You choose from six poorly illustrated warriors that fight with jerky, unpredictable special moves. Since Lobo is based on some of the best comic-book art of all time, this is a major disappointment. The sound isn’t bad, but it gets lost in the dismal gameplay. The battles resounds with smacks and groans aplenty but no trademark Lobo wisecracks. This badly executed game doesn’t deserve a place on the shelf with other comic-book games. Rent it, play it, return it. This one’s a LoBlow.
To this day, it was never made clear why Lobo was cancelled. Some could speculate that for a very late release for the now-dying 16-bits era, and with poor review like this one, Ocean deemed it wasn’t worth to release it, and decided to pull the plug. But it also seems that the project went through development hell: as we can read on SNESCentral, John Lomax, former artist at Ocean Software, indicated that the game initially began development in the main office of Ocean, based in Manchester, and not in the american office that was established in San José, California:
I worked on it for about a month before moving projects. It was originally going to be a Street Fighter-style beat ’em up, and I did work on background art for it, but the powers that be decided it would be better to give it to Ocean America to work on, so I don’t know if it ever came out, (…)
Another story, this time from Alexander Ehrath, who was High Performance Games’ sole programmer for the SNES version, explained in January 2022 that the game was initially coded by Park Place Productions before Ocean America took over the project internally as all the money given to Park Place was spent without finishing the game. This anecdote can be found here.
In 2009, a prototype of the Genesis/MegaDrive version was found by the SegaSaturno community and they released it with the help of Hidden Palace. The SNES one was found in 2014 with the source code available since 2016.
Games based on DC Comics‘ franchises seems to have a lot of trouble back in the 90’s. Alongside this title, another SNES game based on Green Lantern was in development at Ocean Software and was cancelled after numerous setbacks by DC higher-ups. We can also mentionned that around 2003, another Lobo game, this time made by Kemco USA for the Playstation 2, Xbox and GameCube systems was planned before being canceled with, to this day, still no information about how far the game went into development.
Cybernauts: The Next Breed, formerly know as DNAction: The NewBreed, Matrix Prime and Juggernauts: The New Breed, is a cancelled futuristic fighting game that was in development exclusively for theGenesis / Mega Drive that would have been published and developed by Accolade, Inc. around 1993-1994. Accolade made its name in the late 80’s and early 90s with franchise’s such as Test Drive, HardBall!, and Bubsy but started losing steam around the mid 90’s which caused the company to want to shift focus and reinvent itself. It is possible that this change of direction in the mid 90’s was the cause for some games to be cancelled in development such as Cybernauts. Accolade was also purchased by Infogrames in 1999 so any hope of the game being revisited seems to have ended there.
Although the game was never released, some info about the project and various character renders were found in old gaming magazines as Games World #1 and GamePro #56, plus some in-game screens from an early prototype found in Player One #43. Cybernauts/DNAction used pre-rendered sprites for characters and backgrounds, created with Silicon Graphics in the same way as Killer Instinct.
The game was to be placed in a future setting with scientists being able to genetically enhance humans to create their own superheroes. Some, however decide to use their powers for evil thus pitting a rivalry between those who received super powers. There were at least four planned playable characters: Pitbull and Hotshot who were members of Matrix Alpha, the superheroes trying to help society. Then the two members of the evil organization Overlord: Ground Zero and Tracer. Four additional characters were shown, Shockwave and Banzai, from Overlord, then Recoil and IronClad, from Matrix Alpha.
In May 2019, Eli Galindo, founder and CEO of Piko Interactive managed to retrieve an alpha prototype of the title. As it wasn’t complete enough to make a full game, the idea was first to launch a comic book centered around the background and characters from the game with a crowdfunding campaign on Kickstarter headed by a company named Virtual Comics in the summer of 2021. There was also the opportunity for the backers to play the unfinished prototype if the campaign was successful. As it turns out, it didn’t manage to reach its goal with 951$ gained on a total of 3,500$ required. Following this, Virtual Comics wrote:
Thank you to all of our backers!
We really appreciate you put time to review and pledge to our campaign!
We will go in another direction than kickstarter and release the comic book on our upcoming website and outlets like comixology.
We are in talks with publishers for physical version. In regards of the OST and the roms. We may re-use an OST in the future if we decide to fund a new game ourselves, and the roms we will try to partner with someone to make a video and a release!
Thanks again!
The Virtual Comics Team.
Since then, it seems that no further attempts regarding Cybernauts have been made, with the Virtual Comics website appearing to be down.
Fireteam Rogue is a canceled sci-fi action-adventure game published and developed by Accolade Inc.from 1993 to 1995 for the Super NES and the Genesis/Megadrive. The project was very ambitious for its time, as Accolade planned to launch alongside the game a comic book serie, with also discussion for action figure toys and a TV show.
Next information that will follow are from SNESCentral which was one of the first website to share many details as possible about this title. With a budget of 2,000,000 US $, this project was plagued by mismanagement that ultimately led to its cancellation:
Fireteam Rogue’s cancellation is probably due to having too much ambition. The people marketing the game claimed it would have 100 hours of gameplay, and that the characters would be larger than in most other action games. Personality conflicts and poor management due to this goal seem to have taken their toll, as stated by Russell Borogove (Bornschlegel):
“The project had a lot of problems in development. We spent a lot more time developing ridiculous data compression schemes to fit all the levels into the game, when we should have cut a couple of enemies and a handful of levels in order to get it done. There were also some personality conflicts that culminated with the producer of the project quitting when we were at beta. Shortly after that, the head of product development at Accolade asked us if we thought we should continue the project or not. It was unclear to me how much more work it was going to take to finish it and if the game was going to be good enough to compete in the market by the time we actually got it out, and I advised that we should shut it down. I don’t remember what the others said.”
The late Betty Cunningham on her website claims the game was complete. And it may well have been close to being finished. By the sounds of things, as development dragged on, it was increasingly clear it would not have been released. As artist Scott Ruggels recalls:
“Both of the game projects (Fireteam Rogue and the unreleased Genesis game, Cybernauts: The Next Breed) were helmed by John Skeel. I don’t know what happened to him after Accolade, but after the 2 million dollar budget for the game was spent, with about 750,000 spent on promotional materials, including a 6 foot tall roll of plastic with a life sized image of the main character computer generated within, and the prototype, that was, in all honesty, not very much fun to play, the game was cancelled, along with a lot of others soon after the new management took over, (…)”
The media give differing times for the ultimate cancellation. Gamepro, in its April 1995 issue states it was cancelled, coinciding with Warner Music Group buying a share in the company. Nintendo Power kept it in its upcoming releases section until the August 1995issue. Ultimately, a long development cycle can never be good for a game.
Two different prototypes exist and their source codes are both available on the web. The first prototype is apparently in early alpha and might be dated from 1994. It was leaked somewhere around 2006-2007 and is pretty incomplete and glitchy. A much later prototype was acquired in 2010 by Evan G., founder and owner of SNESCentral and is dated from 1995, although it is not clear from which month:
This later prototype of Fireteam Rogue was acquired by me in June 2010. The seller worked at a company called IMN Control. They were looking into publishing games to package with their controllers, and I guess by April 1995 (the letter that came with the prototype was dated April 6, 1995), Accolade was hoping to get another company to publish the game. The seller said that he did not feel the game would be complete in a reasonable amount of time to bother investing.
In addition to the prototype, there were some marketing materials and a three page FAQ. The FAQ explains the different levels, characters and goal of the game. There is a date of December 12, 1994 on the header of the FAQ. The package included a poster/information sheet that probably was used at the 1995 Winter CES. The poster has an expected March 1995 release date. The prototype itself came on four chips, with a date of “1/16” on it, which I assume means January 16, 1995. I guess that despite the fact that the prototype was sent in April 1995, either development had ceased, or they did not feel like burning a newer copy.
This prototype appeared to be more complete and less glitchy with the addition of Mode 7 levels and a password feature.
On his own article, Evan G. concluded:
Fireteam Rogue is definitely a game that had promise. It had an intriguing plot, excellent character artwork and a promising gameplay system. The Shadowblade level in particular shows the scope of what the levels may have entailed. The shooter levels play quite well and compare favourably with many similarly styled shooters for the SNES.
That being said, the two alpha ROM images available show a game that is not close to completion. Though I was told development may have extended all the way to 1996, the evidence seems to indicate that it was leading towards demise in early 1995. In particular, the statement in Gamepro in April 1995 and the fact that they were trying to find another company to publish the game show that its fate was decided by then. If the later alpha that I have is what was shown at the 1995 Winter CES (which I assume, considering the date on the prototype, and the included CES-style advertisement sheet), it would have had an underwhelming response. For instance, despite the impressive size and animation frames of the character sprites, the animation was not smooth, and led to unresponsive controls. The level designs are poor, and lack the key items to proceed through the stages. The graphics themselves don’t look bad, though they have a limited palette. The promised linking of the levels into a single story was not finished in the game.
The lesson of Fireteam Rogue is that focusing on hype and story before the creation of solid level design and gameplay can sink a game. The back-story of Fireteam Rogue rivals most contemporary RPGs, and the initial gameplay ideas could have rivalled Super Metroid. Instead, a development cycle mired by poor management and delays made this just another footnote in the history of the 16-bit era.
In October 1996, Accolade Inc. released a DOS game called Eradicator in which three different characters are playable. Those characters shares many similarities with the 4 main characters of Fireteam Rogue.
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