New Cancelled Games & Their Lost Media Added to the Archive

The Sims 2 [Beta – PC/MAC]

In 2001 Maxis began development of a successor to The Sims, due to the massive success of the game. The game had 2 development versions. Not many people know, but according to many users on “Mod The Sims” forums, almost all the games development data was lost during a small office server room fire, that resulted in most of the game being developed again from scratch (In addition to this, Maxis also at the time revealed that source codes for many other titles were also lost, such as the console games for example). Many things that were planned were cut due to that reason, such as weather in the base game, and scenarios (an early trailer actually shows that during a storm, the power can go out and you must fix it by pulling a breaker).  Additionally, the beta basements were originally intended, but lost during the re-development.

The graphics in the original version look more like graphics seen in “The Urbz” and “The Sims Bustin Out”, which makes it possible the early version may of been using the same engine as those 2 titles, as they were pretty advanced for being console games.

Although the game went into redevelopment, alot of features from the lost build was restored, such as most of the furniture shown in the images and videos of the lost build, music and sounds. Additionally, Weather features like rain, was present in the lost build, but not in the final build. This feature was later restored in The Sims 2 Seasons.

The game was initially confirmed to release in early 2004. But due to the redevelopment the date was delayed until September 2004, which ea called “Final Touches”.

Images of the beta can be seen here:

Notice the Beta UI and logo.

Notice the Beta UI and logo.

In this screen, notice the beta baby and some other beta looking animations.

In this screen, notice the beta baby and some other beta looking animations.

Animations, character design and talking in beta phase.

Animations, character design and talking in beta phase.

Notice the massive amount of sims in the small house.

Notice the massive amount of sims in the small house.

Notice the Rain and Lightning death.

Notice the Rain and Lightning death.

Beta Genetics.

Beta Genetics.

Another shot of the beta, showing the popups.

Another shot of the beta, showing the popups.

Beta animations.

Beta animations.

Beta CAS.

Beta CAS.

In the video below, many things are noted to be different. Music from “The Sims Bustin Out” is present, character voices are completely different, and a few other interesting things are shown. Also, a more in depth create a sim was present, that even allowed you to fully and 3D rotate sims heads.

Simcity 3000 [Beta – PC / Mac/ Linux]

In 1997 Maxis announced Simcity 3000 and had a full trailer. The trailer was rendered full in game using the game engine. The trailer was not well received due to fan concerns that the game would be too powerful for then current gen hardware. Maxis later announced that the spring 1998 release would be pushed to Spring 1999. In under a course of 1 year, Maxis redeveloped the game from scratch, which turned out to be the game we got today. The full 3D aspect Maxis wanted for the simcity series finally returned 10 years later in the 2007 game, Simcity Societies.

The video below is the exact trailer shown at E3 1997:

The official reason for the delay and redevelopment was:

Originally, Maxis planned to make SimCity 3000 a full 3D game. Although employees thought the idea was impractical, the management pushed the idea. After a year of development, the game was graphically on par with SimCopterand Streets of SimCity. The game was displayed at the 1997 E3; the experience is still considered an embarrassment and the game was expected to fail at the time.

Later, in 1997, EA acquired Maxis. Luc Barthelet was assigned as general producer to Maxis. He decided that 3D graphics weren’t viable and brought Lucy Bradshaw to lead the project. The 3D graphics were scrapped in favor of sprite-based graphics. Instead of focusing on 3D, they expanded the core gameplay. This version of the game did better at the 1998 E3 and was well-received upon release.

The game that was scrapped would of featured a sim mode and drive mode, which were not present in the final build. However, they were restored in Simcity 4.  The full 3D aspect returned in the 2007 game, Simcity Societies. 

More photos of the scrapped build can be seen below:

The Original Logo

The Original Logo

"Street View" mode

“Street View” mode

Beta UI

Beta UI

Build Mode, with a piece of the beta UI in the upper left corner.

Build Mode, with a piece of the beta UI in the upper left corner.

Thanks to the Simcity Wiki for the information. 

Ghosts ‘n Goblins 64 [N64 – Cancelled]

Ghosts ‘n Goblins 64 is a cancelled action game that was in development by Capcom for the N64. In November ’96 Capcom invited the press to check out their upcoming lineup for the next year. Among the games shown there was a new Ghosts ‘n Goblins game for Nintendo 64. From what Neil West (Next-Generation Magazine’s editor-at-large) described, we known that the project was still in a early state of development but it was already clear that Mario 64 was a big source of inspiration, as happened for many games in that period like Konami’s Goemon 64. After that event nothing more was shared with the public and the game was quietly cancelled by the publisher maybe because the N64 performance in the japanese market resulted relatively weak.

Scan from Edge issue 41.

Images:

Dream Team Basketball [PSX – Cancelled]

Dream Team Basketball is a cancelled sport game that was in development in 1996 by Anvil Incorporated and it would have been published by US Gold / Eidos Interactive for the Playstation. For some reasons the game was never released, but a playable beta version 70% complete was preserved by the Playstation Museum:

The Dream Team concept: a basketball game where you pit the 1996 USA Men’s Olympic Basketball Team against other countries. All of America’s top basketball stars are in the game: Charles Barkley, Shaquille O’Neal, Scottie Pippen, …etc. On paper this game sounds like a sure winner. Anvil Incorporated and U.S. Gold Sports through Eidos Interactive were to bring this concept to the PlayStation in time for the 1996 Atlanta Summer Olympics.

Thanks to Pcloadletter for the contribution! Scan from EGM 82, May 1996

Images:

Videos:

Maximum Gauge [Cancelled – PSX / PC]

Maximum Gauge was an 2D/3D adventure game with a sci-fi theme in development by Big Grub for Playstation 1 and PC and to be published by MGM Interactive. Gregg Tavares , Big Grub developer at the time, described the game as “take Diablo but make it play like Zelda from the Super Nintendo”. Apparently there were direction problems and the game never seen the light of the day.

Scan from PlayMag issue 15.

Images: