New Cancelled Games & Their Lost Media Added to the Archive

Super Shadow of the Beast (IGS/ Psychnosis) – [SNES – Cancelled]

Super Shadow of the Beast would have been the Super Nintendo port of an old Amiga side-scrolling action game which was originally developed in 1989  by Reflections Interactive and published by Psygnosis. The game since then has been ported to almost every known platform at that time, so why not a Super Nintendo version?

The SNES version was developed by a company called IGS (Information Global Service) and was first reported seen at the summer edition of the 1992 Consumer Electronics Show (CES): in an article on Nintendo Power it was mentioned as a promising upcoming title for the SNES.

The original Shadow of the Beast game and most of its ports to other systems contain many grim, dark looking and bloody details such as bloody spikes, bouncing bloody eyeballs, flying skulls and decapitated enemies. To get approval from Nintendo and thus a license to publish the game on the SNES platform this port of the game had to undergo some serious censoring, mostly graphical adaptions like removal of blood,  redesigned levels and removing or redrawing of enemies.

Some screenshots of this censored SNES port were found at a site called Schnittberichte.com: they did an excellent job in showing the differences between the SNES version VS the Mega Drive one. Apparently all the efforts from IGS to change the game weren’t good enough for Nintendo USA and thus Super Shadow of the Beast was not approved.

Other rumors however state that the mature content cannot have been the only reason why Nintendo dropped the game. It’s possible that Super Shadow of the Beast was just not good enough to be released, with its poor graphics and colorful style it became something too much different from the original game and its dark atmosphere.

However  the SNES version of the game is not entirely lost: a rom of the game was leaked a while ago and it appears to be fully playable (segameplay videos below). I even came across some reproductions of actual SNES cartridges of the game if you prefer to play it directly with your original Super Nintendo console (if you still own one in working condition of course)

Censored SNES version vs SEGA Mega Drive version (Thanks to Schnittberichte.com):

Youtube gameplay video, end sequence & credits & music:

Gameplay

End Sequence & Credits

Soundtrack

 

 

 

 

 

 

Screenshots various:

Nintendo Power August 1992

 

Avenida dos Aliados [Demo / Cancelled – PS2, PC, Xbox]

Avenida Dos Aliados (named after a famous avenue in Portugal) is a small demo developed by Portuguese team Gamelords (later renamed Seed Studios), created as a pitch to potential investors for the development of a full open-world adventure game in the style of Grand Theft Auto, using the UEFA Euro 2004 football competition license.

Since Gamelords formed in 2000 they always tried to impress publishers with their tech demos (Survivors, Room), to show off their skills and have a chance to develop their first, full game. Thanks to their efforts and great demos, in 2002 they managed to schedule three business meetings with different publishers, although only one of them (with Linha de Terra Studios) was successful.

As in 2004 the UEFA Euro 2004 football competition was to be held in Portugal, Linha de Terra Studios commissioned them this Avenida Dos Aliados demo to show it to different investors, trying to secure the Euro 2004 license with something more original than a classic football / soccer game.

Thanks to Linha de Terra Studios’ investment Gamelords worked on the demo for three months, improving their 3D engine, adding better animations, physics for vehicles and a new lighting system, among others details.

As the final version of this demo they had a faithful reproduction of Avenida dos Aliados (in Oporto, Portugal) in 3D, and just like in GTA it was possible to explore the avenue, get inside a car and drive around. This demo was quite good for its time, with several details adding to the realism such as pigeons that flew away when player passed by.

Unfortunately (and unsurprisingly) the Euro 2004 license was later bought by Electronic Arts to create one of their football / soccer games and as such, without the investment needed to keep on the development of a full game, the team had to cancel this project.

After the Avenida Dos Aliados demo Gamelords started working on “Holy War”, another lost game which story has already been told in this website. Below you can see some screenshots from the Avenida Dos Aliados demo, kindly provided by one of the developers, Filipe Pina.

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

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Kyskrew (Call Of Destiny) [Dreamcast, PC – Cancelled]

Kyskrew (also known as “Call Of Destiny“) is a cancelled RPG for Dreamcast and PC, originally meant to be released sometime in fall / winter of 2001. Even if the game seems to have been mostly a fan-project in early concept stage, it’s quite interesting to learn about it because before this article there were not many evidences about its existence online: for sure it’s one of the most forgotten unseen games planned for Sega Dreamcast.

The graphic shown in these early screenshots (published in various French magazines such as “Gameplay RPG” #31 in july/august 2001, “Dreamzone” #25 in June/July 2001 and “Joypad” #113 in November 2001) was good for its time, but most of the models and environments were  pre-rendered and it’s currently unknown how much of the game was really in a playable state.

Kyskrew was in development by Dragonhydre (later renamed Crystal Dream), a small independent French team that was disbanded just after the cancellation of their project in mid 2002. It seems that Dragonhydre was composed of 12 members (with age ranging from 16 to 23 years-old) who meet in various French gaming forums and decided to organize a development team to create their own game.

In an interview published on Dream-Emu a former member of Dragonhydre said that their plan was to release the game for free on their website, to let people to download the ISO and play it on their Dreamcast and PC.

The plot of Kyskrew involved the Goddess of Love and Creation – Eloina – who imprisoned her arch-enemy, the God of Hate – Gainer. Unfortunately a fragment of Gainer’s tainted soul would escape from his prison and reincarnate in a human being to take revenge and destroy the world.

It seems Kyskrew would have featured different combat mechanics, they wanted to use real-time combat system to fight normal enemies through levels but then combat would became turn-based during boss fights. Several character classes were planned to play the game with, including knights, magicians, and thieves. There was also an internal clock system that alternated the game time between night and day, a feature that have since become a standard in many modern RPGs including Elder Scrolls and Fable.

The world of Kyskrew also appears to have been particularly large, with 5 continents that included a good number of cities and dungeons. It was reported by the project’s director that the game would have had over 40 hours of gameplay.

As the Dreamcast was near the end of its life-cycle, in late 2001 Dragonhydre decided to move the game to Playstation 2, plus adding a GBA version too. It’s hard to say how much work was really put into these consoles, as the team was soon disbanded.

In 2004 another former member of Dragonhydre wrote a few pots on the Yaronet forums, revealing that they had many internal problems: work done on the game was not very good, team members keep changing during development and even early deadlines continued to be postponed, until the cancellation of the project.

A few tech-demo videos were once available on their official website, but unfortunately it seems Archive.org doesn’t have the files anymore. If you know someone who worked on this game who could still have some footage saved, please let us know!

Article by Blake Lynch & monokoma, thanks to Isatis_Angel for the scans and contribution!

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Indy the Magical Kid (Shounen Majutsushi) [NES – Cancelled]

Indy the Magical Kid (Shounen Majutsushi Indy – 「少年魔術師インディ」) is a cancelled Famicom (NES) turn-based RPG that was meant to be published by IGS Corp. Somehow it looks like a mix between Dragon Quest and Mother / Earthbound. Previews and screenshots from Indy the Magical Kid were published in many japanese gaming magazines at the time and some scans of those were gathered by Video Games Densetsu on their blog. Character designer for the heroes of the game was Hiroshi Fuji (mostly known for Valkyrie no Densetsu and Valkyrie no Bōken), while enemy design was by Yūichirō Shinozaki (mostly known for The Tower of Druaga and Baraduke)

Indy the Magical Kid was based on a short series of “choose your own adventure books” with the same title, published in Japan by Futabasha / Recca-Sha. By searching for more details about these gamebooks, it seems Indy the Magical Kid was written by the same author as the Final Fantasy 2 gamebook and fans feel the two interactive novels are quite similar.

These japanese adventure books were more complex than the average “choose your own adventure books”: other than choosing different choices at the end of each chapter to change the story accordingly, readers were also able to use dices and gather money, items and experience, that would be used to resolve combats and other key events.

As in most gamebooks Indy the Magical Kid had multiple endings depending on your choices, so we can assume that the Famicom game could also have offered many different endings and multiple storylines. The plot of the game would have probably followed the one seen in the books:

“During the absence of his master, Indy – an apprentice magician – has unlocked the seal of the “Magical Inferno” for curiosity. In order to escape from this world he will have to exterminate demons with the help of master’s cat Miau and another magical girl, using weapons, rods, magic-letters, and spirits’ protection.”

As noted by GDRI a short video of Indy the Magical Kid was shown during a Japanese TV Show titled “The TV Power” and it could have been developed by Graphic Research. Looking at this footage (re-uploaded on Youtube by Dosunceste) it seems that by using magic portals players were able to jump into different parallel dimensions of the same world in which NPCs, cities and dungeons were slightly different from each other.

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Videos:

Holy War [PC – Cancelled]

Holy War is a cancelled game that was in development between 2003 and 2005 by Gamelords, a portuguese team that would later become Seed Studios. The game was produced with an in-house 3D engine and financed by Linha de Terra Studios and Norhold Investimentos.

Holy War was set in the conflict between Israel and Palestine, reproducing real world locations, weapons and people. A multiplayer mode was also planned, allowing players to choose which faction to fight for.

An early demo developed in 2005 was shown for the first time during the event “Games 2006” bearing only the minimum features necessary to get publishers’ attention – four maps (including the wall built by Israel and the Gaza Strip), part of the tutorial, some weapons and some computer-controlled characters for single player.

Filipe Pina is a developer who worked on Holy War at the time and in an e-mail interview he was able to explain some more details about its development:

“While developing the game, we were in constant contact with a Palestinian and an Israeli that helped us make everything as real as possible. The guns of the Israeli, combat equipment and everything else was faithfully recreated. The Palestinians used guns from the Russians among other things.”

The demo also provided some interesting features:

“(…) the demo used “normal maps”, real-time shadows and a day/night system. It was one of the first FPS to allow gameplay in both 1st and 3rd person. It was also possible to drive vehicles.”

The team received very good feedback from publishers praising the game’s graphics and gameplay, but the controversial theme  – even if it had brought them free advertisement – provoked some fear on investors.

To quote an interview with Bruno Ribeiro (another developer who worked on the game), about a meeting with members from Take Two Interactive:

“We managed to show the game to some members of a very famous publisher. Initially they were very excited by our work, but that changed once they noticed that the theme wasn’t a generic one. They started to see characteristic elements of Israel and asked “will there be any suicide bombers?”. As soon as we said yes, they immediately said “That is going to be a problem”.”

The team was pressured to change the theme to a more generic setting – “maybe some American soldiers killing terrorists” – but publishers refused to support a videogame that represented a more realistic and delicate situation.

Gamelords considered having a digital release on PC for Holy War but without any support from publishers and having to totally finance the project themselves, they were not able to continue working on it. Despite the cancellation of their Holy War project, Gamelords learned a lot during its development and allowed them to gain a valuable work experience for their future as Seed Studios.

It’s also important to mention that the tools and technology developed by the company for Holy Wars were later reused for other projects, even outside the area of videogames.

In the gallery below you can see some sketches, renders and screenshots from the Holy Wars demo, gently provided by Filipe Pina.

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

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