FPS

Unreal P [PSX – Cancelled]

The original Unreal is a FPS developed by Epic Games and Digital Extremes, released for PC by GT Interactive  in May 1998. A playstation port was in development by Pterodactyl Software with new exclusive levels and weapons, but it seems that  Infogrames decided to cancel the project for some reasons.

In may 2009  Leo from the Beyond Unreal community was able to get in contact with Kagle, a developer that worked on Unreal PSX:  Kangle  decided to share some unfinished maps from this unreleased game and Leo edited the original files to make them to work with Unreal PC. Those files can now be downloaded in here, to be preserved and played by the fans!

Here’s a little description of the 2 beta levels:

In the first level, you break into an archaeological excavation where they are digging out a giant alien ship that was buried millenia ago. In part 1, you run across to the ship and turn on its main generator. The generator activates a laser that was removed from the ship and lets you blast through to the elevator shaft to the lower level. In part 2, you have to activate an umbilical tube to connect to the ship, which lets you reach the bottom of the excavation, where you can get inside.

In part two, you enter the ship, which is an alien universe, to contact the alien (I think his name was J’Rath). In part 1, you find yourself in a 3D maze. You have to travel to the end of the maze by removing the barriers blocking you. Each barrier can be removed by going to one of the small pocket worlds and throwing a switch. In part 2, you have to reach the heart of the ship, a pulsing sphere. You follow a short path, fighting tiny monsters and turning switches, until you can get inside. Inside the heart is a series of chambers you have to swim through until you get to J’Rath’s chamber (he appears as a giant eye). The second set of levels is rougher than the first.

These two missions (broken into two pieces each) were set to be played at the end of the second of three acts in the game.  Since these levels were so late in the game, they were designed to be difficult for the player to complete.

Since these levels were designed for the PlayStation 1, the levels had to be scaled down to fit into the existing hardware.  The limitations placed on the levels were quite draconian and included: a maximum of 3000 polygons per level, low number of visible polygons per room (STAT FPS), a maximum of 3 monsters per room and fewer in rooms with high polygons.

With such restrictions in place, I agreed to create levels with a less combative and more puzzle-oriented approach.  In order to avoid large-scale combats, emphasis was placed on jumping puzzles.  Levels were organized so the player would have to return to the same locations repeatedly to save space and give the impression of longer gameplay.

Huge props to Leo and Kagle for preserving these lost levels and sharing them with the community!

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Daikatana [PC – Prototype]

Daikatana is a First-Person Shooter developed by Ion Storm, led by John Romero and published by Eidos Interactive in 2000. In Daikatana, the player assumes the role of Hiro Miyamoto, a Japanese swordmaster in 2455 A.D. He had to travel through various time periods using the eponymous Daikatana, a powerful sword tied to the fate of the world.

Romero’s initial game design, completed in March 1997, called for a huge amount of content – 24 levels split into 4 distinct time periods, 26 weapons, and 64 monsters, as reported by the issue #30 of Next Generation, from June 1997:

NG: How will these four different time periods differ?

J.R.: They all have completely different graphics. There are none shared between the time periods except for some of the artifacts you pick up that are universal. There are 26 weapons — every time period has it’s entire complete set of weapons. Then there are completely new monsters for each episode and 16 monsters in each episode.

Despite this, Romero believed that development of the game could be completed in six months, just in time for Christmas 1997. The game was to license the id Tech 2, Quake‘s game engine. However, as we can read on PC Gamer, in early 1997, the Quake II engine was showcased for the first time, and Romero admitted that their own game wasn’t up to date graphically:

(…) Despite the ambitious scope, Romero estimated that by licensing the Quake engine, his team could have the project turned around in six months. But in early 1997, Romero and Hall saw Quake II in action. They were blown away by its engine, which included among its features coloured lighting and support for hardware acceleration. Their games were already behind schedule, but they figured it was worth the time investment to incorporate the Quake II source code in order to keep their games visually up to date.

At E3 of the same year, a first trailer was showed and wasn’t well received due to low framerate and being outdated.

Daikatana 1997 E3 trailer. Still using the id Tech 2.

Throughout the 1998 year, the project evolved only visually since the source code of the Quake II engine was not definitively implemented until March 1999, almost a year and a half of programming before reaching the final rendering.

The Daikatana team was left to fathom how to incorporate the code by itself. At this time, 3D graphics rendering technology was improving at an exponential rate, and the complexity was compounding with it. As a result, the code base for the Quake II engine was radically different. Ion Storm received the Quake II source code in November 1997, but it would take until March 1999 to fully implement it into Daikatana.

Differences between the 1998 version and the final one are the HUD, the sounds and the design of some weapons, items and the main menu.

Daikatana 1998 trailer

In the gallery below you can see a series of screenshots  and videos from the early build on the original Quake 1 engine (with removed and changed levels), alongside the slightly different 1998 version. In 2004 Romero released this playable pre-alpha version of Daikatana, and you should be able to download it from here.

Thanks to Celine for the contribution!

Article updated by Daniel Nicaise

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1998 version

Videos:

1997 version very early build

Another trailer from the 1997 version

1997 version’s demonstration of various areas

A playlist of no less than 25 videos of the 1997 version

1998 Version’s gameplay

 

Doom [PC – Alpha / Beta]

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The development of Doom began in 1992 as a tie-in of Aliens, but the first concept of the game, “Evil Unleashed“, was finished only in febraury 1993. As we can see from the ToastyTech website, this demo had only a room and three enemies: an imp, a demon, and a baron of hell. The hud was very different and with more status informations, even if still not functional. They were still testing the engine , so it was possible to change  the textures and the lighting system using the keyboard.

The next build of Doom that we have, the alpha 4-22 (dated april 1993), included, instead, early versions of many levels (Spawning Vats, Containment Area,Refinery, Computer Station, Central Processing, Command Control, Nuclear Plant, Pandemonium) and a test map that was discarded. Some areas (like a room where marines are playing cards, that was supposed to be the beginning of the game, or the showers and the lockers) and objects (like the office chairs) of the stages were completely removed, in part probably because the story of the game was at the beginning much more complex and there were five playable characters (Lorelei Chen, John Pietrovich, Dimitri Paramo, Thi Barrett,Buddy Dacote). Items couldn’t be collected, and their design was still unfinished. The chainsaw was already there, though. Also, there were some removed pickups, like a strange circle of skulls, and you could use a bayonet for melee attacks. Enemies didn’t have any AI and they still couldn’t be killed, but the developers had already created the graphics for a first version of the Lost Souls, even if they weren’t accessible in the game yet.

A subsequent alpha, the 5-22 (dated may 1993), showed a game much more similar to the Doom we know. Familiar elements like toxic pools, keycards, explosive barrels, medikits, the overworld map, were added, enemies  could now be killed (but they just disappeared), items could be picked up, switches and elevators worked, the Cacodemon and the Zombieman were created but still not inserted in the game. A press release beta demo made shortly before the final version had still a few strange items and some differences in the layouts of the three levels included. Interestingly, the game still keep the score like in the alpha 5-22, even if it wasn’t in the hud anymore.

Some more info can be found in this article:

the design document sketches an outline of a game that’s closer to Left 4 Dead than the actual Doom – a co-op romp through a realistic military base filled with undead and devoid of lava traps or acid pits. There was even a proper story too; one set to span six episodes

A cut area called The Officer’s Club, for example, is described in the design document as a private bar where players could find “a neat collector’s pistol (if we can have weapon quality)”. There was no other purpose for the area – the Club was an optional stopping off point for those who wanted to explore and who’d collected a dismembered hand that could fool the biometric locks.

Doom had been intended to start in the hangar where the heroes played cards, a short cut-scene ending with players standing around the card table and even holding in their inventory the sandwiches they had been eating.

Some of the pre-release alpha and beta versions are available in the idgames archive. You can find them on Doomworld, or do a search for “/idgames/historic/”.

Thanks a lot to Nathan for the contribution, to Deepcut and Joe Martin for the links and to SquarePulse for some of the videos!

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