New Cancelled Games & Their Lost Media Added to the Archive

Crash Tag Team Racing DS [Cancelled]

Crash Tag Team Racing is a kart-racer developed by Radical Entertainment and published in 2005 by Sierra Entertainment for GameCube, PS2, Xbox and PSP. A Nintendo DS version was also announced, but later cancelled. This unreleased DS version was in development by Sensory Sweep and in 2014 a few images from the prototype were found by Crashmania’s user Bitmap.

As we can read on Wikipedia:

“The main hook of Crash Tag Team Racing is the “clashing” feature found during the racing sections of the game. The player can “clash” with another vehicle by pressing a certain button depending on the gaming platform. The player’s vehicle will merge with a nearby opponent’s vehicle, and the player will then take control of a powerful turret weapon to shoot at other vehicles.”

Crash Tag Team Racing DS would have been a fun multiplayer title for Nintendo’s dual-screen console, but unfortunately it seems Sierra though the game would have bombed because of the competition with Mario Kart DS. Other rumors say the real reason for its cancellation were internal issues between Sierra and Sensory Sweep, but we don’t have any official statement.

Thanks to Andrea for the contribution

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Cho Hamaru Golf (Net de Golf ) [Dreamcast – Beta]

Update: thanks to Mark we found out that this game is an early version of the released Net de Golf! Some details such as the HUD look a bit different in Cho Hamaru Golf, but the rest is identical.

Cho Hamaru Golf is a cancelled arcade sport game that was in development by Sega for their Dreamcast since 1998, as it was listed during their second “New Challenge Conference” in october 98 – with a planned release date of March 1999. A couple of tiny screenshots were published online by IGN, but thanks to Isatis_Angel we were able to save better images, found in “Playmag” magazine issue 30 (novembre 1998).

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.

Thanks to Isatis_Angel for the contribution!

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Fate of the Dragon 2 [PC – Cancelled]

Three Kingdoms: Fate of the Dragon (or simply Fate of the Dragon for short in the U.S. version) is a RTS developed by Overmax Studios, (Now known as Object Software) and published in 2001 for PC. It is based on the historical background of the epic Romance of the Three Kingdoms.

In 2002, the game originally saw an expansion pack/sequel in the form of Dragon Throne: Battle of Red Cliffs, and was set to get a true successor the following year titled, “Fate of the Dragon II“. While a number of screenshots were released, very little about the game was known outside of China, and little to no official announcement or press coverage was given.

According to recent research, and a post on Chinese forum hupu.com, the sequel never saw the light of day, and was indeed cancelled around 80% development. In 2004, the game’s engine and graphics were reused for the still ongoing Chinese exclusive MMO: Fate Online, also known as Fate of the Dragon Online, and Dragon Throne Online. Currently the game has no localization outside of mainland China.

Thanks to Liam Scott for the contribution!

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Shining Star [GBA – Cancelled]

Shining Star is a cancelled strategy game once in development for Game Boy Advance by Eworks Studios, conceived from an original idea by British producer Faraz Ansari, former leader of the now-closed studio Storm Entertainment.

In this military shooter players would  control “Kool Shen”, a silent “one man army” with a dry sense of humor. Eworks Studios started working on Shining Star in 2005, planning to build a “proof of concept” to be presented to investors. Concept art was initially created by Bruno Covachã and Marco Vale, but later Tiago Pimentel became the main character designer for the project. Marco Leal was hired for a month to create sprites, while Vale was responsible for their animations.

A playable prototype was developed by Eworks, a short demo in which you start in a deserted village in a south American jungle, and have to fight against your enemies using a shotgun, a pistol and some grenades. A few areas were available and in each level players would face different challenges in some sort of a maze, using obstacles in their favor to defeat enemy soldiers.

Two support characters would help players in their missions and explain the main goals. One of them was named “Shurk’n”, a war hero colonel with a very aggressive personality who would frequently lose control. The second character was named “Dragon Ash”, a woman commander who would give positive reinforcement and more confidence to players in a way that would be the opposite of the colonel’s.

According to the design document they wanted to develop an original and complex artificial intelligence to control the game’s enemies. An interesting concept of “action-reaction” was fully implemented in Shining Star’s prototype to make enemies to react to players’ movement and strategies. These enemies would following a “playbook”, a kind of database of different reactions (like throwing a grenade, moving, covering and so on) specific to each map that would be activated in a way that would simulate a tactical action against the player.

Artworks for the game were heavily inspired by Metal Slug, while Riviera was quoted as a reference for menus and graphics interface. Advance Wars was also a strong inspiration for the team, mainly for how dialogs and characters would have been shown.

Development of the prototype was filled with communication problems between the producer and the team. If this was not enough, the GBA was already at the end of its life-cycle, the Nintendo DS was already released but they were not able to get a dev-kit for the new console. Eworks Studios were able to complete their playable prototype, and to deliver it to the game’s producer.

Unfortunately they never found a publisher interested in their game and in the end the project was canned. Later Eworks Studios thought to rework Shining Star into a 3D game to be released on digital download, but it never happened.

In the gallery below you can see some concept art by Tiago Pimentel, concepts and pixel art by Marco Vale and also a few screenshots of a very early prototype also provided by Vale. Thanks to their time and help we were able to preserve these details, to remember the existence of this game that will never be.

If you know someone who knows what happened to Faraz Ansari, Storm Entertainment or the whereabouts of the playable Shining Star prototype please let us know!

Article by Jump/Error, original version in Portuguese on the Videogame PT Blog!

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Dark Matter: The Baryon Project [PC, Xbox 360, PS3 – Cancelled]

Dark Matter: The Baryon Project is a cancelled sci-fi shooter RPG that was in development by Pixelcage, planned to be released for PC, Xbox 360 and PS3. The project was quite ambitious for a rather small and obscure team, promising to offer both on-foot first-person shooting and third person spacecraft combat.

The development of the game started around summer 2003. The game was planned to be released in 2007.

In their old – now closed – website, we can read they wanted to create a vast universe in which to freely fly around, inspired by such games as “TIE-Fighter” and “Freespace”. You would fight in space against huge spacecrafts planned to be up to 100 km (62 miles) in size – something that would be considered a massive open-world even by today’s standards (SKYRIM’s world is about 5 km wide), gigantic spaceships-worlds in which you could also break-in to continue attacking your enemies on foot.

“When playing such games in the past, I always wondered how it would be to just ram one of that bigger vessels and just “clear the bridge manually”. With today’s hardware capabilities, we now do a swing on it. – Marco Sobol, former Pixelcage developer”

If this was not enough to hype up the project, they also wrote about “graphic details up to a grade of millimeters!”, “experience speeds of up to 3000 km/h!”, “have a million polygons on your screen – in realtime!” and “can you handle hundreds of enemies?”. For sure the team had big dreams for their first project.

For this objective the studio created it’s own ambitious 3D engine, during 3 years of development. Their expectation for the game’s graphic was quite high.

Thanks to an old interview with Pixelcage by Gengamers, we can read that work for the game began in 2003 with a core team of only 7 people, with plans to expand the studio to more than 40 people when they would finally find a publisher.

The game also didn’t want to limit itself to a “pure space shooter”, planning more ambitious features such as directing a vessel and fighting against other space ships. Marco Sobol (former developer of the game), described Dark Matter’s gameplay as follows:

“Dark Matter is a first person shooter/ space shooter with some RPG elements, such as an inventory and improving skills, but without the flaws of pondering about tables and character sheets. It will feel much like a common FPS when it comes to game controls and speed, but comes with hours of dynamic scripted scenes, a non-linear storyline and state-of-the-art sound effects and music.”

Not only gameplay and huge environments would have been quite ambitious for its time, Dark Matter: The Baryon Project was also planned to have a open-ended storyline with different endings. Pixelcage wanted to have several playable characters appearing in the game and time travelling would have played an important role, featuring morphing aliens and fierce “time warriors”.

Its settings were heavily inspired by such movies and agems as The Matrix, Ghost in the Shell, TIE-Fighter and Freespace. Aliens, humanoids and shape-shifters would have been some of many characters and enemies players had to face. Plenty of NPC‘s would have behaved depending on players’ action, whether being friendly or evil towards them.

If such an immense game like this was not complex enough to develop, the team also wanted to add online multiplayer:

“We will put much efforts in the multiplayer part. There will be several deathmatch and teamplay modes, we even plan to include a mode in which you can play the single player campaign together with your friends. This is generally possible because there is more than one prime character in the game.”

They also wanted to publish a playable demo but we don’t know if they ever got something playable to release to the public.

It’s easy to see how Pixelcage were a passionate team with many ambitious ideas for their project, but unfortunately it seems they never found a publisher interested in funding it. In the end they had to abandon Dark Matter: The Baryon Project to work on other, simpler games such as Switchfire (published in 2006) and Jekyll & Hyde (2010), before to close down the studio.

If you know someone who worked on this game and could help us to preserve more screens, videos and details, please let us know!

Thanks to Vipaah for the contribution!

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