Wipeout is the first in a series of futuristic racing games developed and published by Psygnosis in 1995 for Sony PlayStation and PC, in 1996 for the Sega Saturn. Wipeout was designed in part by The Designers Republic, while the game’s vehicle designs were based on Matrix Marauders, a 3D grid-based strategy game whose concept was developed by Psygnosis employee Jim Bowers. Nick Burcombe, the game’s future designer, was inspired to create a racing game using the same types of vehicles from his experience with Powerdrome, F-Zero and Super Mario Kart. [Info from Wikipedia]
In the gallery below you can see a couple fo screens from a beta version and what is seems a FMV / target render.
F-Zero GX is a futuristic racing game developed by Sega’s Amusement Vision and published by Nintendo for the GameCube in 2003. There are not many screens with beta differences, but a couple that shown the Mute City – Twist Road track with different textures and removed buildings.
IMSA World Championship is a cancelled racing game that was in development by Studio 3DO for the unreleased 3DO / Panasonic / Matsushita M2 console. When 3DO sold their M2 hardware to Panasonic, IMSA was slowly postponed and then canned. The game had a great graphic engine for its time and it was one of the best “tech demos” to show the power of the M2. This project could have been lost forever, but on July 26th 2010 NikeX has released a playable beta version of IMSA Racing in the 3DO Zero Forums.
A while later, I started working on IMSA World Championship racing, which was 3DO’s main internally developed M2 game. The director of the game was Ed Rotberg, an industry veteran who was responsible for such classic arcade games as Battlezone and Star Wars Arcade. The lead programmer was Chuck Sommerville, who wrote the original Snakebyte (you know, that game where you drive a snake around and try not to crash into your own tail) as well as the cult favorite Chip’s Challenge. […]
The physics and driving engine for IMSA were licensed from the company that made the arcade game Hard Drivin’. The graphics engine was something called “Mercury” that an external developer had written and then sold back to 3DO, at which point it became our official graphics engine which we encouraged other developers to use. […]
Also, NikeX wrote a review of the IMSA beta, that you can read in here.
It’s 1996, IMSA game is shown to the people. No pixels, but texture correction. Something you don’t see on Playstation 1 or Sega Saturn. And, in this quality, not on N64. In fact, you’ve never seen so solid, vivid-plastic car models, when the camera comes close: The tires are round and they turn in the correct direction. Constant 30 frames per second, even with 10 cars on the track. My jaw tumbled when I saw the realtime presentation of the cars, tires, gears or rear spoilers. Great illuminating effects, readable words on car and parts. Even in the race itself. In 1996, 97 you would have thought: Am I watching a FMV?
Huge props to NikeX for sharing this lost game with the community! Thanks to Celine for the magazine scans!
The Fast & the Furriest is a cancelled party game that was in development in 2006 by Rare for the Xbox 360 Xbox Live Arcade digital service. Other than the normal joypad, the game could have been played with the Xbox Live Vision camera, to track players’ movements in a similar way to the PS2 EYE Toy or Microsoft’s own Kinect. The Fast & the Furriest would have included many different mini-games, as 100 meter dash, bungee run, hurdles and tip-tup curling. As we can read on Joystick:
Each player will be able choose a character like Conker or Banjo which will actually be a “suit” (think mascot suits). Players will then be able to scan their face using the Vision camera to skin the face opening of the character suit.
A playable prototype was created by a team headed by Dale Murchie and composed of developers of Perfect Dark Zero. Still, the project was canned, maybe for quality reasons. Only a short video from The Fast & the Furriest proto was shown at the Develop 2010 Keynote, a revelation that is not usual for a studio as secretive as Rare.. huge props to them!
Super Burnout is a superbike racing game developed by Shen Technologies SARL and published for the Jaguar by Atari Corporation / Virtual Xpérience in 1995. Before the game was finished, it was simply called Burn Out and this beta version is in the hand of some collector. As we can read from the video uploaded on Youtube by viMasterJag:
I’ve noticed only a few differences between this & the commercial version. One being the title screen is clearly different. The setup options are slightly different and the beta is missing one of the game modes from the final release.
Necessary cookies are absolutely essential for the website to function properly. This category only includes cookies that ensures basic functionalities and security features of the website. These cookies do not store any personal information.
Any cookies that may not be particularly necessary for the website to function and is used specifically to collect user personal data via analytics, ads, other embedded contents are termed as non-necessary cookies. It is mandatory to procure user consent prior to running these cookies on your website.