Gravity Kings is a cancelled overboard / overbike racing / skateboarding game that was in development by Microsoft Game Studios for the original Xbox. Unfortunately there are basically no details on this lost project, but just a few images from an early prototype: by looking at these we can speculate it could have been similar to the Tony Hawks’ Pro Skater games (exploring the levels, doing tricks), but with an alien twist. The game was set in a modern-looking city, but with strange, orange-skinned aliens.
Images from this early prototype are preserved below, to remember the existence of this cancelled game. If you worked on this lost project and could help save more details, screenshots or videos, please let us know!
Tobe! Dragon (Fly! Dragon) is a cancelled air-racing game that was in development by Amzy for Nintendo 3DS. Announced in 2015, the game quietly vanished without any screenshot or footage released until it was officially cancelled by the company in 2019. We assume gameplay would have been similar to Mario Kart, with characters riding their dragons to race and using special moves to slow down their opponents. We hope there could be some screenshots published in japanese gaming magazines, but at the moment we did not find any.
Blur 2 is the cancelled sequel to 2010 arcade combat racing title of the same name (basically “Mario Kart with Real World Cars”) developed by Bizarre Creations and planned to be published by their parent company Activision for Xbox 360, Playstation 3 and PC. It would have expanded Blur’s gameplay with a new 3D engine and more interactive tracks, for example by using rainstorms and avalanches to spice-up the course, or adding a new ability to race sideways on buildings.
“Over the past three years since our purchase of Bizarre Creations, the fundamentals of the racing genre have changed significantly. Although we made a substantial investment in creating a new IP, Blur, it did not find a commercial audience. Bizarre is a very talented team of developers, however, because of the broader economic factors impacting the market, we are exploring our options regarding the future of the studio, including a potential sale of the business.”
“This video shows us trying out some new visual effects, partly just because we thought it would be cool, and partly to see how more intense effects would effect the player’s experience (i.e. is driving through a storm shooting and dodging weapons fun and exciting or stupid and annoying).
So we built a load of big storm effects into the Brighton level from Blur and did some fancier animated turn markers. The ‘Shunt’ power up also got an overhaul from the big red ball in Blur, to a big refractive energy pulse here. This new one would throw tear up the road as it homed in on its target, leaving a trail of broken tarmac and scattered, twisted lamp posts.”
In late January of 2020 a Blur 2 playable prototype was also leaked online, preserving what was done on the game before its cancellation. From this proto we can learn the game would have had tracks based on Detroit, Dubai, North Africa, a ski resort, Odessa, Miami, Liverpool, and Hong Kong. Each location would have around 3-4 tracks, along with several test maps, but most of them are just whiteboxed in this build.
Several new cars would have been added, ranging from Ultima, Ferrari, Mazda, RUF, Bugatti, Mitsubishi, and more. There were also a couple of new powerups added, such as a star and a variant of the Shunt powerup, that unfortunately have no effect when used in the proto build. Lastly, a new mode was planned to be added, called “Fans”. It seems that it would have been a competition to get the most fans in a race.
Spy Hunter Returns (AKA Spy Hunter Millennium) is a cancelled 3D racing game / adventure that was planned by Midway for Nintendo 64. It’s not clear which team was working on this project, as a new Spy Hunter for Nintendo 64 was listed by different magazines / websites with different names and developers, sometimes confusing it with the “next-gen” (PS2, GameCube) Spy Hunter developed by Paradigm. In Electronic Gaming Monthly (Issue 102, January 1998) the N64 game was titled “Spy Hunter Returns”, in development by Midway:
“With games like GoldenEye 007, Mission: Impossible and the jaw-dropping Metal Gear Solid making headlines recently, it’s no surprise that espionage games are suddenly en vogue. Spy Hunter Returns is one driving game Midway is said to be bringing to the N64 somewhere around 1998 or 1999. As one could expect of a N64 racer, SPR will be in 3D, but the game will also feature adventure elements, fast action and, of course, gadgets galore. […] On a related note, Midway is looking to support the 64DD in a big way, and Spy Hunter Returns is thought to be one of their key games to utilize Nintendo’s add-on.”
“Digital Eclipse is finalizing Spy Hunter Millennium for N64. […] Details on this remake are not clear, but the game will have a polygonal 3D engine. Many different vehicles will be playable, such as cars, boats and planes. Millenium should be released in late 1999.”
While it’s unclear what really happened with this project, we assume Midway was really working on a new Spy Hunter for Nintendo 64, but we may never know nor see more about this lost game
Trans Am Racing 1968-72 is a cancelled racing game that was in development by EAI Interactive and would have been published by GT Interactive on PC. In 1998, Papyrus / Sierra released Grand Prix Legends, a historic-based racing simulator based on the 1967 Formula 1 season: the selling point (other than the historic accuracy of the 1967 F1 season) was its advanced 3D physics model.
GT Interactive announced it’s own retro simulator, Trans Am Racing 1968-72, which was to focus on the golden era of Trans Am racing, in which the American “Big 4” (Ford, General Motors, Chrysler, American Motors) all fielded cars. The romanticism of 1960-70s V8 muscle played into this, as well as a host of Trans Am tracks, in particular the demolished Riverside, which hasn’t been replicated in a game or sim to that point. As we can read on PC Zone 66 (August 1998):
“If you’ve ever fancied yourself behind the wheel of a Ford Mustang, AMC Javelin, Plymouth Barracuda, Chevrolet Camaro, Pontiac Firebird or Trans Am, look out for GT Interactive’s Trans-Am Racing this October. It’s a 3D race sim that captures all the thrills and spills of the 1968-72 SCCA series. The developers insist that their physics model is the most accurate yet, and to help make the game accidents seem more realistic they even went to the extent of crashing the cars and analysing what happened. They also brag that their 16-player network option is unequalled by any other driving game.”
It was planned to be published in the Fall of 1998, then was delayed till the Spring of 1999. Screenshots were released and a playable version was made for E3 in 1998 (according to a Usenet message). More details on the game were shared by former EAI Interactive developer Adrian Penn in an interview with Sports Gaming:
“EAI is the only game developer that employs a team of people who have been producing litigation animations for nearly a decade. Attorneys rely on EAI to produce scientifically accurate animations that are realistic enough to be admitted into evidence. EAI has produced thousands of animations for court cases that touch many areas of the law. And not once has any of these animations failed the arduous, evidentiary process mandated by the courts. EAI’s litigation team, which includes vehicle dynamics experts, engineers and physicists, worked with the game development team to create some of the most realistic car crushes and crashes that have ever been viewed on the PC. These crashes conform to the laws of physics and follow the properties of vehicle dynamics. And although the typical gamer may not be versed in the properties of physics or structural dynamics—these players will understand when they see this—that TransAm Racing is something special.”
“A technological gem that adds additional authenticity is the real-time crush. When a car is crushed during the game, the deformations are produced on-the-fly. In real time. Let’s say you careen your Ford Mustang into your opponent’s Chevy Camaro. The crush that occurs is calculated instantaneously. Ordinarily, a game will have several pre-rendered crush eventualities programmed into it. With TranAm, the deformations are visualized immediately. And of course, these racing battle wounds conform to the laws of physics and engineering. The crush that you see is what would have occurred in the real world under the same circumstances.”
“There is multiplayer support for single races and seasons consisting of up to twelve races. You can play over LAN, modem, and the Internet. Yes, you’ll see Trans-Am on Sega’s HEAT. […] There’s 12 tracks and 25+ cars (we’ll cram in as many as we can).”
“Yes, 48-hours is the maximum race length. Trans-Am races in that era varied in length – two and four-hour races were common. We’d originally set the maximum length to 12-hours – Sebring, and early Trans-Am venue, was a 12-hour enduro. However, we received a number of requests from sim racers on the Net asking for longer races. So we upped the max to 48. Unfortunately, there’s no provision for nighttime racing so the races will be 48-hours of continuous daylight.”
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