Ruff‘n‘Tumble is an action / platform game developed by Wunderkind and published by Renegade in 1994 for Commodore Amiga. In the game you play asRuff Rodgers – a kid with big multi-type ammo gun who was transported to another strange world ruled by evil robots. Ruff ‘n’ Tumble was made by a joint-venture team of just three people who wanted to create the perfect action game for Amiga: Robin Levy (graphic, System 3), Jason Page (music, Graftgold, Sensible), Jason Perkins (code, Vivid Image, Renegade, Virgin, Gremlin). After the release of Ruff ‘n’ Tumble Wunderkind never released any other game. Thanks to Grzegorz we can learn more about the beta differences from the early versions of the project.
Ruff ‘n’ Tumble development started in 1993: the first preview was published in “CU Amiga” magazine in August 1993. At the time the game was titled “Rough ‘n‘ Tumble“, but maybe it was just a print error.
In this screenshot we can see a possible beta of World 2 mine/cave theme with lava. It could have been just a mock-up, in the final game there is no mine cart tracks, no carts with robots and the protagonist does not have that standing idle sprite.
The next preview is from “Amiga Format” magazine, December 1993.
Now game has its final name “Ruff‘n‘Tumble“, level titles are the same as in the final version and that jump sprite is still in the game. There is a first beta HUD.
Interesting beta stuff can also be found in “Amiga CD32 Gamer” magazine from June 1994:
Conker’s Bad Fur Day was one of the most fun and original games ever released on the Nintendo 64, a funny and “mature” game featuring cute characters survived from the cancelled Conker: Twelve Tales. After the first game was published in early 2001 the team started working on a sequel, at the time probably still planned to be released on the Nintendo Gamecube.
Image from “Conker’s Big Reunion”, a Project Spark DLC
Conker’s creator Chris Seavor and other former members of the Conker Team revealed the existence of their Conker sequel in many interviews, as in this old article from Mundo Rare:
“So we asked Chris Seavor what ever happened with Other Bad Day and why the hell is that we are not playing that game if everybody seems to want it. He answered that not only did they start working on a sequel with that title, they also had a full storyline ready to be depicted on the screen and many new movie references in mind: “We actually started on a direct sequel which was going to be called ‘Conker’s Other Bad Day‘ which dealt with Conker’s somewhat unsuccessful tenure as King. He spends all the treasury money on beer, parties and hookers. Thrown into prison, Conker is faced with the prospect of execution and the game starts with his escape, ball and chain attached, from the Castle’s highest tower.”
Thanks to an interview by Gamer Québec with Chris Seavor we know some more details about the planned story and characters in Conker’s Bad Fur Day 2:
“GQ: People want to know more about The Other Day, rightfully so. Rare had trademarked the name, but the sequel never happened. More than 10 years later, can you spoil what we were going to see as far as the story goes? Did it ever make it to a prototype?
CS: It had some graphics and concepts done for sure, but didn’t really get much further than that. As for what happened to Conker in OBD, well he became Emperor of the Known Universe, got a new girlfriend, and lost an old one (again). There was also a massive space poo: The Cthulpoo, the main baddie. Lots of other stuff happened, with some new characters appeared and old favourites returned. We got to find out about Greg’s childhood and why he hated cats, there were tons and tons of parodies of the more contemporary movies, and an evil doppleganger version of Conker that you got to play for a while. And Beardy (Birdy) died. That kinda stuff…
As with the original, it ended on a bittersweet note. I did actually do an act by act summary for you and the fans, but it was twice as big as the rest of the interview so i took it out… sorry. As consolation here’s a piccy of some early designs for the first level, just to prove we actually did do some work on the bugger.”
We also know that some unused scenarios planned for Conker’s Bad Fur Day were meant to be re-used in Conker 2:
“As for features, I don’t think anything we really wanted to do didn’t end up in the game. There were a few levels that only existed on paper, for example one where Conker had to inflate a giant, fetish themed female pig by sticking a bellows up her arse. She then became a floating dirigible which you used to fly around the level dropping anvils on Cows to make them shit in the trough which then weighed down a lever and opened a door. This would have eventually leaded to the Bull Fight sequence. It got cut to save some time.
There were a few of these “linker” levels. Some eventually ended up in the design for Other Bad Day, but that’s never gonna happen so i guess you’ll never know…”
Unfortunately it seems that Microsoft was not interested in a Conker Sequel and soon the team dropped Other Bad Day, to work instead on a remake of the first Conkerwith major focus on its online multiplayer mode. We can assume Microsoft though the Xbox market would have been more interested in another multiplayer game, and a bonus remake of Bad Fur Day would have been less expensive to create than a full sequel.
In June 2005 finally Conker: Live & Reloaded was published but it seems that since late 2004 the team was already trying to return to work on Conker’s Other Bad Day, without success. In November 2005 Microsoft would release their second console, the Xbox 360 and they asked Rare to move their projects to the new console, as it happened with Kameo. As we can read on another interview by Eurogamer with Chris:
“Chris Seavor: I started designing it [Conker 2] and we were going to do it. They just wanted it quickly. It was coming to the end of the life cycle of the Xbox, and there was talk of them going, look, can we just shift this over to the 360, which was a year away? I was really against that because I just couldn’t face spending another two years on a game we’d already spent a year and a half on. So I guess it was probably my fault.
Now, I would have gone, absolutely. Let’s take a step back and make the graphics look as good as we can. It would have done all right I think. From the amount of messages I get every day saying please make Conker 2 I’d say it would have been a better move, but hey. There you go.”
At the same time Rare started working on another multiplayer focused Conker titled “Gettin’ Medieval” as a sequel to “Live & Reloaded”, re-using some of the art and assets from the cancelled Conker’s BFD 2. Chris revealed during an interview with Rarefandabase:
“CS:Erm, well it was pretty much designed in outline…. The story, the levels, some of the gameplay (loosely) which movies were ripe for parody, and general tests for the graphics. A ton of artwork was done, which spilled over into the multiplayer only game called Getting Medieval, based in the Conker universe with Gregg the Grim Reaper as the principal protagonist rather than Conker.. It all got a bit messy and tbh I couldn’t face another 3 years of the squirrel and gang. Summat like that…. Not really sure when it stopped exactly, we just kinda moved onto something else. Looking back, probably should have stuck with Other Bad Day, but hey ho, we live and learn. What would I have expected? Erm… it would have been fucking brilliant and JK Rowling would definitely have sued… :)”
In the end even Conker: Gettin’ Medieval was cancelled, along with many other canned projects designed by Chris Seavor, such as Arc Angel, Quest, Urchin, Perfect Dark Core, and Ordinary Joe. After so many failed attempts to create new and original games, Chris left Rare in January 2011 when the company did not renew his contract. Later in 2012, Seavor finally opened his own indie studio called Gory Detail.
Fans of Conker the squirrel got a bit excited when Microsoft announced a DLC campaign titled “Conker’s Big Reunion” for their game-tool Project Spark. Even if Chris reprise his voice for Conker, only the first chapter of Big Reunion was ever released, as Project Spark was soon discontinued and the whole campaign failed to be completed.
Paradigm Entertainment was a talented studio that developed a few of the most interesting games for Nintendo 64, such as Pilotwings 64, F-1 World Grand Prix and Beetle Adventure Racing. Unfortunately during the 6th generation of consoles (Xbox, PS2, GameCube) the team had some difficulties finding their market and publishers interested in supporting their games.
To survive Paradigm had to work on tie-in and licensed games such as SpyHunter, The Terminator: Dawn of Fate and Mission: Impossible Operation Surma, unable to deliver successful products under budget and time limits. At some point in 2005 Atari even gave them the Asteroids IP to create a gritty 3D reboot of their classic arcade, to be developed for the original Xbox.
Atari already tried something similar with a Space Invaders reboot, releasing “Space Raiders” / “Space Invaders: Invasion Day” in 2002. The game was poorly received and heavily bombed, so it’s strange they even tried to do it again with Asteroids.
As far as we know Asteroids 3D reboot by Paradigm went only as far as an early prototype, before to be cancelled. A few images from this lost game are preserved in the gallery below, to preserve its existence in the unseen history of video games. Just 3 years later, THQ (their parent company at the time) decided to close down Paradigm Entertainment, while they were working on an untitled military FPS.
Desolate World is a cancelled side-scrolling action game that was in development since late ‘90s by a small Czech independent team (Magic Birds?), to be published by Vulcan Software. The game was initially planned to be published on Amiga computers, it was previewed in Polish “Amiga Magazyn” in 1997 (issue 12) and 1998 (issue 10), and also in some old websites:
“The game is a platformer similar to the all-time great, Gods. However, As well as being all about killing nasties, the game will also have a heavy puzzle element. It is also planned for it to contain certain missions that you have to complete.
Having played an early demo of the game I am quite impressed. Although the main character seemed to move a little showly (this may have been changed), the GFX were very nice and main basis of a good game seemed to be there.
The game will require any Amiga with an 68020, 2Mb Chip RAM and 4Mb Fast RAM. A 4x speed CD-ROM will also be required.”
In September 2017 user “Solaris104” from the “English Amiga Board” found a demo from the Amiga version:
“Demo version Desolate World is public in czech magazine Amiga Review 28 on coverdisk. Authors are brothers Cizek. Vladimir Cizek is coder, Pavel Cizek is graphician and Petr Klimunda is musician. The game should be published by Vulcan. All levels done, but never published and lost on Amiga harddisk. I played some levels in 1997. ExiE made rendered intro for this game.”
This demo has just one playable – but very large – level. Gameplay is indeed very similar to Bitmap Brothers’ Gods: you search for switches, keys, sometimes you have to use terminals, operate lifts or small robots that can act like a lift. From time to time you fight mini-bosses and solve puzzles. A full walkthrough of the Amiga demo can be found on YouTube:
After some time the Amiga version of Desolate World was cancelled and the team tried to port it to the Game Boy Advance, at the time the major console where 2D “retro” games could still be sold with success. A video from an early prototype of the GBA version was uploaded on Youtube in May 2013 and we can notice how the graphic was way less impressive than the original Amiga version, but still nice for a portable console.
Unfortunately even the GBA version of Desolate World was never released and no demo from this version is leaked yet. It remains one of the most obscure GBA games we’ll never play.
Ocean Warrior is a cancelled action game that was in development by a small team known as “Stardust Interactive Media” between 2001 and 2004, planned to be released for Xbox 360 and Playstation 3. The game was initially conceived as some kind of mix between “Tony Hawk’s Pro Skater” and “Waterworld”, an extreme-sport video game titled “Extreme Outer Reef” about big-wave surfing in flooded cities.
“If things go according to plan for Stardust Interactive Media, the startup will soon be making waves – monster waves – in the video-game market. Big waves are the name of the game for Stardust, creators of a sports-action surfing video title, “Extreme Outer Reef.” The game is based on one of the most dangerous sports in the world, “extreme big-wave surfing”–surfing waves 75 feet and taller with the aid of high-powered jet-skis.
“Extreme Outer Reef” capitalizes on the recent success of other extreme board-sports videos, such as snowboard and skateboarding. “People love board sports and we’ve created a game in a way that’s never been done before,” said Markland Fountain, chief operating officer for Stardust Interactive, one of 10 finalist companies in The Business Journal’s Business Plan Competition. “Surfing is just a sexy, interesting sport and you can’t get any crazier than this,” Fountain said.
The game is the brainchild of Chief Executive Dan Meyers, a native Oregonian who has surfed the Oregon Coast for the past 23 years. He and Fountain–also a surfer dude–are heading up the company. And they’re backed by a solid team of video-game bigwigs and world-class giant-wave surfers.
Scott Orr, whose video titles have sold nearly $2 billion in the past 20 years, signed on as executive producer for “Extreme Outer Reef.” Chief technical consultant is Stewart Apelzin, creator of best-sellers “Myst” and “Where in the World is Carmen Sandiego?”
Other surfing videos exist, but Stardust insists its game will be unique. For one thing, the game thrills players with monster waves up to 200 feet, but Stardust also has developed a “dynamic waves physics engine” — a software application that generates waves that behave the way real waves work in the ocean.
“No other surf game makes waves with a real-time physics model,” said Meyers. Picture “giant liquid avalanches,” say the business partners. “You have endless variability, and it becomes this crazy surface where you can pull tons of tricky maneuvers,” Fountain said. “It gives the game replay value,” as opposed to existing surfing videos, which can quickly become boring.”
During development the project evolved into Ocean Warrior, a more cinematic action game featuring speed-boats equipped with machine-guns in a post-apocalyptic flooded world, similar to Waterworld.
As we can read from the description added to the box mock up (made using the original Xbox games’ template as the Xbox 360 was not released yet):
“The Earth’s major cities are under water! The world’s ocean levels had been rising for years, but a nuclear blast set off by the evil NERVA organization has caused the sudden flooding of coastal cities worldwide. As an elite Ocean Warrior, you take to the waves to rescue the innocent and to bring NERVA to justice.
Waterborne combat is back with a vengeance! Pilot a variety of heavily armed watercraft through unbelievable apocalyptic ocean environments!
Drive the boat, or man its turret, bail out and swim at any time. Commandeer any craft you can find! Disable an enemy crew, climb aboard, and take their boat for yourself!
Protect your floating base at all costs. Your base supplies all of your new weapons and repairs, and holds items and personnel captured or rescued in the field!
Monster surf like you’ve never seen! Ride 100-foot tidal waves through modern cities and ancient canyons!
Exciting story of global destruction takes you to disaster zones around the world, your AI teammates will have your back!
Tons of multiplayer modes! Play deathmatch, CTF, Destruction, King of the Kill and more on a split screen, with system link or over xbox live!”
Stardust Interactive tried to pitch the game to different publishers, but in the end Ocean Warrior was never released, only a few screenshots and footage from the early prototype are preserved below, to remember this lost project.