Before being released on the Nintendo 64, Mission Impossible was in development for the Super Nintendo and Mega Drive / Genesis, but soon the 16 bit versions were cancelled, to shift resources to the Ultra 64 one. The game was going to be similar to Flashback by Delphine Software, as a side-scrolling action game with puzzles and gun fights. Currently we dont know which studio was working on Mission Impossible 16 Bit, but it should have been published by Ocean, as the N64 version.
If you have more info or screens about this lost game, please let us know!
Thanks to Robert Seddon and Celine for the scans! (Magazines: Joypad #44, Top Consoles #4, Console Plus #45)
Lord deathsaur has posted an interesting link in our forum, about an article at Mundo Rare with some informations on Conker’s Other Bad Day, the presumed sequel of the original platform/adventure with our lovely squirrel. Mundo Rare has asked to Chris Seavor (the RARE developer that switched Twelve Tales: Conker 64 into Conker’s Bad Fur Day) about Other Bad Day, and he replied that “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. […]” but it seems that Microsoft was not interested in the game.. so the project was just stopped. Check the original story at Mundo Rare for more informations and thanks to Lord Deathsaur for the link!
Wild 9 (known as Wildroid 9 in Japan) is a video game developed by Shiny Entertainment for the Sony PlayStation, with a Sega Saturn version also planned but never released. Its gameplay is that of a 2D platformer, with occasional breaks in 3D dimension. [Info From Wikipedia]
Misterite has an interesting Wild 9 video on his Youtube Channel that shows an early build of the game, with unfinished levels and probabbly some other differences that i could not find.. but thanks to the help of Silverduran we have more informations: there’s a ton of things that had been changed from the final version, like Wex’s character model is much bigger and looks different, the Jet Cycle ended up being red, the guy ((Nitro)) that Wex picks up ended up being MUCH bigger, and 98% of the level designs shown in this video were never used.. but the animations were tho.
In the gallery below you can see many screenshots from a beta version 50% complete, if you can notice more differences in these images please let us know!
Tommy Thunder was a third person shooter in development for the Nintendo 64 (and later for the PSX too) from Player 1 studios, but it was never released and we never got many informations about it. In November 2007, herpetic.adventures on the LostLevels forum posted an interesting story about a misterious file: “[…] about 10 years ago I was poking around the Player1 website looking for info on when Robotron 64 was coming out. Just for the hell of it, I clicked the “Press Info” link. Which turned out to be an anonymous FTP. Woo. Poked around a bit, and amongst directories of PSX assets, I found robo64.zip and tommy64.zip.” Inside the zipped file, there was what it looks like an early prototype of Tommy Thunder 64 and so, thanks to herpetic.adventures, we finally have some screens from the game to look at! You can read more info about his find in the Lost Levels Forum and check this article on NES World, where you can read some quotes from Tommy Thunder’s developers:
What you have is an early N64 Prototype of Tommy Thunder. The game got signed by ASC games and switched to PlayStation. We made it pretty far into production before ASC Games ran out of money and were forced to cancel the project.
Eight Days (codenamed HEIST) was to be a PlayStation 3 game from Sony’s London Studio. It was shown for the first time at Sony’s E3 2006 press conference. It was a hybrid of a third-person shooter and driving action that shared similarities with the PlayStation Portable game, Pursuit Force. The title was cancelled on 4 June 2008.
Certain parts of the sequence shown at E3 included a full heads up display, and crosshair, implying true interactive in-game footage. However, opinions were divided about the sequence, some suspected it to be pre-rendered, while others believed it was non-interactive using the game engine which would mean while it was indeed the PlayStation 3 hardware doing the rendering, it may or may not have been indicative of the final gameplay experience. [Info from Wikipedia]
Eight Days was to be set in eight days over eight states across the United States of America, the largest game map to date, with a real internal clock that would change from day to night as the game progressed. In the game you could choose between two players one that was “good” and the other “bad”. The “bad” character story line would have him/her get revenge on a mob syndicate, the other story line would follow the “good” character who was a detective who was coincidentally looking for the same mob syndicate who had kidnapped his son. The two characters would eventually cross paths and work together.
On June 4, 2008 Sony Computer Entertainment released a statement on the cancellation: “This decision was made following an internal review of all games and it was deemed that with the incredibly strong list of exclusive First Party titles coming up both this year and in the near future, resource should be reallocated to enhance those projects closer to completion”. Two weeks after the cancellation of Eight Days, President of Sony Computer Entertainment Shuhei Yoshida stated that the lack of an Online mode in Eight Days was “part of the consideration” to cancel the game. He also stated that the cancellation of Eight Days was not because it was not failing in production, but becauseSony is increasingly moving towards online-supported games and Eight Days did not fit that overall strategy. A weird explanation for sure.
Thanks to Max Max, Iven and Yoshida for their contributions!
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