Fighting

Chi Yong [Playstation – Cancelled]

Chi Yong is a cancelled fighting game in development by Lightspeed Productions for the original Playstation in 1996. This is quite an obscure and forgotten project: we can’t even find any detail about its developers. Chi Yong was officially announced in a few websites and gaming magazines in late 1996. It was meant to be a 4 players fighting game game featuring digitized actors, similar to Mortal Kombat. Some of the actors were even the same.

As we can read in an old press release:

MK Actors to Star in New Fighting Game

Martial arts actors used in the Mortal Kombat series are being digitised again for forthcoming title Chi Yong. HoSang Pak, Daniel Pesina, Katalin Zamier, Phillip Ahn and Liz Malecki all featured in various Mortal Kombat incarnations. They have been picked to show off their martial arts prowess for Lightspeed Productions forthcoming beat-’em up.

Chi Yong (a working title which means ‘spirit of the dragon’) is a four-play multi-tap fighting game for PlayStation. Right now it’s about 20 per cent complete and should be available by the end of this year. A spokesperson for the company commented: “Most of the actors digitized are black belts in martial arts. We feel that using real martial artists with experience gives realism and authenticity to the fighting game.”

The story gets even weirder when you find out that the same actors were already planned to be featured in “Thea Realm Fighters”, a cancelled 1 VS 1 fighting game in development by High Voltage Software for the Atari Jaguar (later leaked online). There’s even a TRF promotional poster given away at E3 1995 in which we can read “ⓒ Lightspeed Productions” written in the bottom-left. We don’t know what kind of relationship High Voltage Software had with Lightspeed Productions. We can’t find any more details about who Lightspeed Productions were or what happened to them.

It seems TRF was almost complete in 1996 when Atari cancelled it alongside other upcoming Jaguar projects. We can speculate that its assets (such as the digitized actors) were kept by Lightspeed Productions to develop Chi Yong for Playstation. While the two games used the same characters, Chi Yong was expanded to become a 4 players fighting game, a nice addition for a Mortal Kombat clone.

If you know someone who worked at Lightspeed Productions, please let us know!

Thanks to eSpy for the contribution!

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SuperBot’s “Rival Schools” [PS3 – Cancelled]

SuperBot Entertainment was an American studio formed in 2009 by Sony, to work on PSP, PS Vita and Playstation 3 exclusive games such as PlayStation All-Stars Battle Royale, released on November 2012. Unfortunately after the release of All-Stars Battle Royale, Sony cut ties with the company due to “inadequate sales” of the game. In 2013 SuperBot tried to pitch new IPs and worked on a few different projects, one of which was an untitled fighting game inspired by Capcom’s Rival Schools.

We don’t have many details about this cancelled fighting game: it was never officially announced and only some concept art remain preserved in the gallery below, to remember the existence of this lost game. We can assume that it would have been played more like a traditional fighting game than a Super Smash Bros clone, with high-school protagonists using weapons and special powers. In the end they never found a publisher interested in this project and it was quietly cancelled.

Then SuperBot had to work on “CuddleFish Friends”, an edutainment game for kids published in late 2013 for iOS and Android. Unfortunately this was not enough to keep them alive and soon the company had to close down.

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Fighting Bujutsu [N64 – Cancelled?]

Update: thanks to megalom00d we found this game was an early version of Fighting Bujutsu! It was released in the arcades, we are not sure if Konami really planned a N64 port (later cancelled) or if it was just an error from the magazine.

Original post: Our beloved Nintendo 64 did not have many traditional fighting games compared to the Playstation, but there were a few interesting ones such as Fighter’s Destiny and Flying Dragon. Konami developed two exclusive fighters for the N64, Rakuga Kids and “G.A.S.P.!!  Fighters’ NEXTream” (AKA as “GASP” in Europe and “Deadly Arts” in the United States), both published in 1998. This screenshot found by Youloute in Player One magazine issue 71 (January 1997) about an untitled, new Nintendo 64 fighting game by Konami, does not look like anything they ever released. It kinda looks a bit like “Dual Heroes” but that was developed by Hudson and published in December 1997. Yeah, it seems like we got another cancelled N64 game! And it looked quite nice for a 64 bit title.

If you ever find any other image of this lost Konami game, please let us know!

cancelled-fighting-game-konami-nintendo64 

Swords of Yi [PS2 – Cancelled]

There is scant information about Swords of Yi. The game was co-created by Artoon and Melbourne House around 2002, planned to be published by Atari as a PS2 exclusive fighting game. Players would have been able to use weaponry, which likely judging by the title would have included swords. The game is also reported to have utilized story-based themes, which was not a very common element in fighting games at the time. Expected to launch sometime in mid to late 2004 initially, Swords of Yi was canceled early in its development and never made it past internal testing phases before being work on the project ended.

Unfortunately neither Artoon or Melbourne House ever released any images from Swords of Yi, but we hope to find some screenshots in the future, maybe with the help of former developers.

In the end Artoon only published two games for the PlayStation 2: Ghost Vibration in 2004 and Swords of Destiny in 2005.  In April 2011 Artoon merged with their parent company “AQ Interactive“, along with Feelplus and Cavia. In June of the same year, AQ Interactive merged with Marvelous Entertainment and Liveware, closing down their original studios. Melbourne House released Transformers and Test Drive Unlimited on the Playstation 2, before being sold to Krome Studios and renamed Krome Studios Melbourne.

Article by Blake Lynch, thanks to Tim Reimer for the contribution!

 

 

Gladiator 3000 (by Ion Storm) [Cancelled Pitch – PC]

Gladiator 3000 was a pitch from Ion Storm (the team behind such titles as Daikatana, Deus Ex and Anachronox) to Origin for a 3D man-to-man RPG combat simulator that would have been developed for the PC. Ion storm were looking for a budget of around $500,000 depending if an engine was already available for them to use. Ion Storm were awaiting concept approval so they could start development.

The game was going to use the ancient lore of Gladiatorial battles from ancient Rome and put them into the future on a very inhospitable planet in the farthest reaches of the Galaxy. There would only be one complex on this planet and it would be solely use for gladiatorial combat. Players would have taken the role of a warrior who had been enslaved by an alien race and the only way to win his freedom was to fight for it. This would have been against other gladiators, robots, animals and alien monsters.

The game was going to utilize a very popular RPG system where players would allocate points to their warriors in different stats that they would want to excel in, they would also have the option to pick a pre-generated warrior or randomize them. Many different alien races would have been available for the player to choose and each of these would have different strengths and weaknesses. The arena that the player would fight in would have different scenarios and landscapes and was described in the document as infinitely variable. There would have been water, fire, ice pits and mazes included, and the player would have to change tactics depending on the arena they were going to fight in.

The other main features that were to be included in the game were limbs that could be chopped off, dozens of weapons from primitive to advanced alien technology, numerous different combat manoeuvres, three levels of difficulty, head to head combat online. Graphically Ion Storm wanted to use bitmapped images over rendered 3D skeletons.

Described as the main risk for the game, was the actual 3D figure technology that would be used to animate the characters in the game. Ion Storm wanted to minimize the risk by utilising technology that Origin had already started developing, such as the corridor rendering technology form Bounty Hunter, Ion Storm thought that if they could not utilise the technology the risks would greatly increase in developing this game.

This game does not look like it was taken any further than the initial pitch and so there is not much more information that can be found on this game, if you do have any please feel free to contact us.

Many thanks to Joe Martin for the document.

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