New Cancelled Games & Their Lost Media Added to the Archive

Video Games You Will Never Play: the Unseen64 Book is now available!

It’s finally here, after almost two years of work: our book about lost videogames! In this volume you can read about more than 200 cancelled games, starting from early ‘90s computers, to 8-bit games and all the way through to the 7th generation of consoles with Playstation 3, Xbox 360 and Wii. In this book you can find the most interesting cancelled games from the Unseen64 archive plus a few previously unknown lost games, new screenshots and details. For example, in this book you’ll find the full story about the mysterious game cancelled by Bungie because of Halo, concept art from the unseen version of Maximo for Nintendo 64, what happened to Jade Empire 2, the truth about Halo DS, the ambitious action RPG in development by Junction Point Studios before they were acquired by Disney to develop Epic Mickey, the story behind the unreleased Virtual Reality console by Hasbro and a few more surprises. To celebrate this release we also published a huge list with our favorite video games books, check it for more interesting reads!

Here you can download the table of content for our book: Index PDF (400 kb)

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Also included are essays about the preservation of unreleased games, articles about how we do researches for Unseen64 and 20 interviews with museums and developers who worked on lost games. This is a crowdsourced book by the whole Unseen64 collective: more than 45 contributors from all over the world worked on the project. The book is almost 500 pages long and the physical cost to print the full-color version is quite high even if we kept the price as low as possible, but we also released a much cheaper black and white version. The black and white version of the book is identical to the color one, the only differences are the cover and the interior color: this black and white version is less than half the price of the full color book (we also earn more on the b/w version!).

You can buy our book on Amazon worldwide:

USA, Full Color Book
USA, Black / White book
United Kingdom, Full Color Book
United Kingdom, Black/White Book
– Brazil, Full Color Book: coming soon?
Brazil, Black/White Book
Canada, Full Color Book
Canada, Black/White Book
Germany, Full Color Book
Germany, Black/White Book
France, Full Color Book
France, Black/White Book
Italy, Full Color Book
Italy, Black/White Book
Spain, Full Color Book
Spain, Black/White Book
– Search your local Amazon website to see if it’s available! You can search for “Video Games You Will Never Play” or “Video Games You Will Never Play Color” for the full-color version.

eBook | Digital Version (PDF)

Patrons who support Unseen64 on Patreon for 5 $ can download the full-color, full-version of our book in PDF! For sure to own the physical version of the book is nicer, but with a PDF more people will be able to read it and this is also a way to thank you for your help on Patreon. It really means a lot, without support on Patreon we would not be able to keep this site online.

New Low Price Edition!

In September 2017 we also started to release a new low-price edition of the book, divided into different volumes, so you can choose your favorite consoles. At the moment the first volume is available, dedicated to cancelled 8 bit and 16 bit games (NES, Master System, Game Boy, Turbografx 16, Super Nintendo and Sega Mega Drive). The content of this edition is the same of the original book (we just fixed some errors), but divided into short books. You can find this new budget edition on Amazon and Createspace:

+ Amazon USA
+ Amazon UK
+ Amazon Italy
+ Amazon Spain
+ Amazon France
+ Amazon Germany
Search your local Amazon website to see if it’s already available!

Please keep in mind that:

  • The lost games featured in this book are just a small sample of all the titles we will never play. It would be impossible to list them all in just one book.
  • This book is published in Good Faith and under Fair Use.
  • This book is fully in English, but most articles were written by Italians and people from other non-English countries. Each article was proofread by English native speakers, but there could still be typos and random engrish.
  • This is a 100% independent project, we worked on this book with our own efforts, time and energies, with a super small budget supported by our Patrons! The book was self published thanks to Amazon’s print-on-demand service (Createspace).
  • Originally the book was meant to be more than 700 pages, but Createspace has a limit of 480 pages, so we had to resize the fonts and space layout, cut images, interviews and articles. Everything that was not included in the book will be published on this site in the following months!
  • We know that it would be impossible to satisfy everyone, so there will be people that will complain about not enough images, not enough space between paragraphs, not enough interviews, not enough games for a console or another, typos or layout colors they don’t like. Don’t worry, if there will ever be another Unseen64 book, we’ll follow your advice, for now we are just happy to finally publish the book after all the work and efforts we put into it :)
  • Feel free to record video reviews of the book, write a sincere review on your website or on Amazon, take photos, share what you like with your friends! Just consider to support Unseen64 on Patreon or buy another copy of the book as a gift if you want to help our mission to remember lost games :)
  • Let us know if you find any print issues or other errors! Each printed book has slightly different colors and placement, each copy is unique!
  • This book was made with love and sleep deprivation.

The main objective of this book is to let our readers to support Unseen64 by buying a copy for their collection and the earnings will be used to keep working on Unseen64 and make it even better in the following months and years! Now that the book is finally published, we have many new things planned for the future of Unseen64 :)  If you have any question about the book, let us know in the comments!

Unseen64 summer break to complete our book!

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It’s super hot here in Italy, our PCs are melting down while we are working 9+ hours a day to complete the Unseen64 book, but we really want to finish everything in time to publish it in September! Will we able to finish it in time? Fingers crossed :) There’s still a lot to do, so to rise our chances to reach our objective we will pause new site updates for a few weeks, and we’ll be back with new articles when work on the book will be done!

We are really excited to finally publish this huge volume, it’s even bigger than what we planned, with more than 700 pages full of lost games we had to resize the font and margins with smaller ones to be able to fit as much as possible in the 480-pages limit to publish it through Amazon’s print on demand service. What will you find in Unseen64’s first book? Among updated versions of many articles already published on Unseen64 during our 15-years of existence, there will be new interesting researches, interviews, screenshots and exclusive details: we don’t want to spoil the surprises or to hype our project too much, so you’ll find out when the book will finally be available :)

We put a lot of time and efforts into this book, probably it will not sell much (how many people are interested in games they will never play?) but if you want to support us buying the book will be a great way to do it, as all revenues will be used to keep the site online and to improve our archive in the following months.. we have some nice plans for Unseen64 in 2017. While you wait for the site to be back in full, here’s a few things you can do:

Look and read: Check our archive with more than 3.000 beta and cancelled games.

Contribute: Would you like to help the U64 Archive? Read how you can help us to preserve more screens, videos and info!

Interact: Join the U64 FB Forum to discuss about unseen games with other geeks!

Donate: if you want to support our daily work to archive unseen games, please consider to donate 1$+ on Patreon, to help us to keep the site online and to improve it even more! As we wrote before, there will be some changes in our Patreon goals as soon as the book will be released, following what our current patrons want more of :)

Thanks to everyone that supports Unseen64 with love. See you all very soon!

The Unseen64 Staff

Raid Over the River [DS – Cancelled]

With a title probably inspired by the classic River Raid for Atari 2600, Raid Over the River is a cancelled shoot ‘em up that was in development in 2006 for Nintendo DS by the infamous Nibris studios, the team behind the cancelled survival horror “Sadness” for Wii. The interesting part about this lost DS game is that time travels and multi-dimensions would be featured in the story, letting developers to add a good number of original levels set in different time periods and places.

Raid Over the River backstory was posted by IGN and Eurogamer:

“The main character of the game is pilot David McBride, a 40-year-old veteran of Operation “Sand Storm”. He discovers, by a total chance, the plans of the “Molayarius“, a sect cultivating traditions of the Knights Templar of Grand Master Jacques de Molay crest. They aim to summon the demon Bafometonto the world. David aims to to destroy these plans, but he finds himself in a world and an epoch of danger as he is flung through time, is led and perhaps misled by the seductive but dangerous Anna, and is constantly under fire as he flies through 10 levels of shooting and flying action all around the world and across time.”

“The action begins in Peru, where archaeologists uncover a strange artifact that can be used to travel through time. According to Deutsch-Everett theory, which is all about the temporalist’s paradigm, it says here, it’s impossible to travel within your own timeline. Because that would be ridiculous. However, you can visit future or past Earths from other dimensions, obviously. As a result of this discovery, the Temporal Advanced Research Projects Agency is established to send intrepid types to these different dimensions and seek out any potential threats. You play TARPA pilot Carrie Colins, 29, and it’s your job to deal with some scouts from another dimension who pop up on Earth at the start of the game.”

It seems that even Nibris were divided in different dimensions where the game had two different storylines.

Story, Arcade, Dogfight and Survival modes over six campaigns in different time periods and dimensions were planned, with levels set in ancient Greece, Europe during World War II, Soviet Russia during the Cold War, present day USA, Germany in 2018 and Japan during a far away future. Nibris planned to have different vehicles for each time period and dimension, such as old bi-planes, sci-fi jet planes and dragons. Power-ups and special items would have also been available to the players to improve their fire power and each vehicle had many different movements options, to rotate, nose dive and dodging hits. Coop multiplayer was also planned to be added to the game.

DS specific features would also been implemented into Raid Over the River, being able to use voice command and the touch screen to launch special attacks. Unfortunately Raid Over the River was never completed: just like it happened with Sadness, Nibris were not able to secure a publisher for their project and they had to stop working on it before to finally close down in late 2010.

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Heroes of Might and Magic 5 [PC – Alpha / Beta]

Heroes of Might and Magic 5 is a turn-based strategy game developed by Nival Interactive and published by Ubisoft in May 2006, as a reboot of the series. As we can read on Wikipedia Ubisoft acquired the rights to Might and Magic as far back as 2003, when 3DO filed for Chapter 11 bankruptcy. At the time New World Computing were already working on a new 2D Heroes of Might and Magic for 3DO, but when Ubisoft bought the franchise they ditched NWC’s versions to start a new, fully 3D game. In 3 years the new version of HoMM5 changed a lot and thanks to a leaked alpha version of the game we can see many of these “beta differences”:

– the interface is completely different in nearly every respect with a lot of prototype stuff

– hero portraits are completely different (Isabel is a photoshop of Kate Beckinsale)

– many creatures have different textures

– the priest/inquisitor has a different model, which was replaced when Games Workshop confronted Ubisoft for plagiarism

– many structures have different models and textures

– different sense of scale in the adventure map, much closer to Heroes 3 (in retail version everything is bigger and more “epic” than practical)

– battlefields of varied size (some battlefields are smaller than the one size in retail)

– the town screen is very different, a static 3D shot similar to previous games (in retail it’s an elaborate flyover)

– only one scenario/map, and the map doesn’t exist in the retail game

– only one faction (Haven)

– there is no world of Ashan (Ubisoft’s fictional world from the retail game), it’s set in Axeoth (the world of Heroes 4)

– different and reshuffled/repurposed music

Thanks to Erwin for the contribution!

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Prax War 2018 [PC – Cancelled]

Prax War 2018 was an ambitious FPS that was in development in late ‘90s by Rebel Boat Rocker and would have been published by Electronic Arts, but it was cancelled in january 1999 when the publisher pulled the plug on the project because “things were not progressing as quickly as they would have liked”. The project was quite hyped at the time, because Rebel Boat Rocker was composed of former 3D Realms developers (such as Billy Zelsnack, Jason Zelsnack, Lee Kime, James Storey, Dirk A. Jones, Brian Martel, James Storey and Randy Pitchford), a team that previously created such classic FPS as Duke Nukem 3D, Shadow Warrior and Blood.

The game was being developed using a Java 3D engine, to permit a different number of polygons shown depending on the distance of the player from the enemies and enviroment:

“As players pull back from an adversary, the polygon count will go from a high of 1,000 up close to 150 at a distance. This will allow RBR to “bring back the mow-down,” according to Pitchford, where you’ll face a platoon of up to 50 soldiers at a time.”

Gameplay would have been somehow similar to Half Life, with players being sent to the field to take out a terrorist menace:

“The story for Prax War was this. In 2032 the megalomaniac known as Dante takes over Prax Industries using Nikki Praxus, recent inheritor of the company, as a pawn. He is now using the power source Praxium to create an army of mutants and you, along with your military squad known as the Eclipse Team, must stop him from causing global havoc.”

The story would have unfold through a quite open-ended series of areas to explore, with players being able to interact with the environment and vehicles, for example by stealing a mech from enemies to gain more firepower. Online multiplayer with classic modes such as Capture the Flag and Rocket Arena was planned too.

Prax War’s cancellation became quite infamous because it was announced through Randy Pitchford’s .plan file (a system used at the time to log a developer’s task list, notes and future plans):

“The word from EA that’s out there about why Prax War was cancelled just about sums it up. “EA’s reasons were that they missed their technology window on this product and that things were not progressing as quickly as they would have liked.”

I need to mention, however, that the RBR content team was working closely with the on-site EA director of development on tight content schedules and milestones right up to the end. This includes all game art, models, levels, animation, artist objects, sound effects, etc.

[…] I am truly sorry that the gaming public will never get to play Prax War, for it was truly becoming something remarkable.

It was with sad but optimistic fever I cleaned my office yesterday, I am proud of my work on Prax War and am rewarded by the respect it had received from those who had the almost unique pleasure of being exposed to what we were creating. It should’ve been revolutionary for single-player gaming.

But, alas, “our game is but a dream“.”

The last sentence from Randy’s .plan file is a reference to something wrote a few weeks before by Apogee / 3D Realm’s Scott Miller, still angry with Rebel Boat Rocker because they left 3D Realms. After the early rumors of Prax War’s cancellation, Miller celebrated / joked about it saying “Row, row, your boat, Our game is but a dream”.

Some more details about Prax War 2018 were shared by Pitchford in an article on Loonygames:

“Some interesting things were happening in the industry that influenced us two years ago when we were designing the game. The third person 3D game was evolving and it was exciting a lot of people. We had played Tomb Raider and Mario 64 and were taken by some aspects of what those games provided. I concluded that it wasn’t the third person perspective in itself that was so great. After all, we (like everyone else) had difficulty adjusting to the problems of the control interface for both Tomb Raider and Mario 64. It seemed to be consistent that every third person game was much more difficult to control than the first person games we were used to. However, the thing that was uniquely cool about the third person game was that you could witness your character up-close performing cool moves and displaying animations and behavior that were fun to watch. That perspective was impossible, by definition, in a first person game. Our solution was to add several characters that were partners with the player that could exist in the game with the player and give us all the cool advantages of a third person game without the disadvantages of an indirect interface. It just looked cool to see a guy back flip off a wall or something. Since you’d never see your own character perform the act (as your eyes are in his head), we used the other friendly characters to show off the cool animations. The key to this would be hundreds of custom scripted animations and some good friendly partner AI.”

“Prax War was becoming a first person shooter with a squad, but I wouldn’t call it a squad based game. “Squad based game” implies that the player must give commands to the other members of the squad. In Prax War, the friendly characters would act on their own. Our player wasn’t required to command the other teammates any more than Luke commanded Han Solo in the movie.”

“In addition to developing an amazing 3D rendering engine, the Zelsnacks were big fans of physics. The content developers had just come off working on Shadow Warrior, which was one of the first 3D shooters to feature vehicles that the player could jump in and out of. The game didn’t do vehicles realistically because of the limits of the sector based engine, but it was still fun. And, we were seeing how vehicle combat gaming with more realistic physics could make a really fun deathmatch in I-76. Our engineers were sure they could outdo the physics in I-76 (which they did) so vehicles became a big part of Prax War.”

“Finally, most of us knew that the future of the 3D shooter was going to finally have to take the player outdoors. Attempts at outdoor areas within engines designed for corridor shooters up that point had been not believable, at best. But, fortunately, the engine that was being constructed at RBR was based around the concept of arbitrary polygons. This would allow us to have small and detailed geometry for complex indoor environments and have huge polygons that could build a vast terrain mesh. We were going to be the first 3D shooter that did outdoor environments in the quality of a racing game or military sim.”

“[…] another game appeared that made extensive use of scripted animations and presented friendly characters. Half-Life turned out to be a huge success which begged questions from our publisher about whether or not we could compete. Considering that at the time of Half-Life’s release, we had tons of quality content and some great rendering features, but no actual game, I must assume that some worried that we could not.”

After Prax War 2018 was cancelled, Rebel Boat Rocker was closed down but a few members lead by  Randy Pitchford went on to fund Gearbox Software and created popular Half Life expansion packs Opposing Force and Blue Shift. In Half Life: Blue Shift, there’s an easter egg about Prax War: “In the laundromat, a scientist and a security guard are playing a fighting arcade video game, named Prax Wars 2: Dante’s Revenge; the security guard eventually loses the game.”

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