Flying Nightmares 2 is a cancelled flight simulator / shooter that was in development for PC by Eidos Interactive, with a presumed port for the original Playstation and Saturn. As we can read in an interview by Combat Sim with Bryan Walker, Lead Producer of the FN2 project, the game was “a sequel to AV8B Harrier Assault, a game that Domark and Simis developed several years ago, and went on to become SVGA Harrier, the first 640×480 flight sim on the PC, and Flying Nightmares on the Macintosh“.
An online multiplayer mode up to 16 players was also planned. It seems that Eidos decided to shut down Flying Nightmares 2’s development team for unknown reasons and the game vanished with them. Only a self-running PC tech demo was released before the cancellation.
There is not much info on the presumed Playstation and Saturn ports, but Celine was able to find a scan with a short article about them on CD Consoles issue #4. We can assume that the console ports would have been a downgraded version with a more arcade-ish gameplay and no online mode.
Shell Shock is a mission based tank shooter that was originally in development in 1994 / 1995 by Core Design for the Sega 32X, but soon this version was cancelled and the game was reworked and published in 1996 for the Sega Saturn and Sony Playstation. We don’t know how much of the original 32X project went into the new 32bit ports, as the only image available for the original platform is a target render of an aereoplane, found by Rod_Wod in an old magazine.
Crimson Skies: High Road to Revenge is a flight-shooter game developed from 2001 to 2003 by FASA Studio (part of Microsoft Game Studios) for the original Xbox. Series creator Jordan Weisman noted that the game had a “difficult development,” and went through many different creative directions.
When development of Crimson Skies: High Road to Revenge was first assumed by FASA Studio, it was conceived that the game be made into an “interactive movie,” a concept that would have involved an elaborate storyline and a large number of cutscenes. This process would have needed a linear mission design, potentially restricting gameplay.
Consequently, developers pushed back the game’s release date by a year in favor of increased development time. At this point, both playtest feedback and inspiration from games that offered more gameplay options helped shape the game’s development. The game’s “interactive movie” concept was scrapped, the storyline simplified, and the original linear mission design was reworked to promote more choice-driven gameplay.
When the game was first announced in 2002, features for the game included destructible environments which could be used to eliminate enemies, hidden areas containing bonus weapons, and “danger zones” similar in function to those featured in the previous Crimson Skies for the PC. Sadly many of these features were scrapped from the final version of the game. [Info from Wikipedia]
As noticed by Xenomrph on the Something Awful Forum, in the original Crimson Skies trailer (embedded below) we can see some removed levels:
Crimson Skies: High Road to Revenge on the Xbox was going to have a bunch of other levels, and a completely different tutorial level that centered around robbing a flying casino over the ocean off the coast of Louisiana. You can see remnants of it (and other content) in the early trailer. It would have included destructible terrain, different cutscenes, and a bunch of other stuff…. but no online multiplayer.
Crimson Skies became a launch title for Xbox Live, and that involved totally overhauling the game to include Xbox Live multiplayer and cutting a lot of content to make room on the disc.
There’s still some remnants of the old content, though – the game’s dialogue includes references to the casino heist, the music from the above trailer was included on the game’s soundtrack CD (although the music never plays in the game itself), and the game’s tie-in novel ends at the casino heist (which, at the time of the book’s writing, wasn’t cut from the game yet).
Psy-Phi is an unreleased arcade action-shooting game based on Sega’s Lindbergh hardware, that was designed by Yu Suzuki and incorporated a 29″ touch-screen display for gameplay. In Psy-Phi players hovered in the air and competed against the CPU or another human with attacks by trailing a path or inputting special symbols on the touch screen.
The original release was planned for spring 2006, but the arcade units were called back in March 06 (the units were still in shipping and had yet to reach arcades) and so Psy-Phi vanished forever. Some units were previewed at trade shows, as well as some arcades receiving units for beta tests (most notably Gameworks). It’s currently unknown why Sega decided to not release this project. [Info from Wikipedia]
Let’s Go Jungle is an arcade light gun shooter published by Sega in Japan in 2006 for the Lindbergh hardware system. In this game players have to shoot down various monsters ranging from a towering praying mantis, mutant frogs and blood-sucking leeches, while they attack these tourists en route through river rapids, cavern ruins, bluffs and more.
Kieranmay was able to notice many beta differences in an early promo trailer:
1. when it tells you to steer the icon intructions are presented differently.
2. the part where you shoot those dragon flys has a stone cliff on the left hand side of the screen in the final version.
3. the scene where the couple realise there heading towards a cliff “what?! theres a cliff”scream and hold on to each other is not present, it goes straight to the action button scene.
4. the water in the swamp scene the couple are walking through is orange/murcky brown colour but in the final version it’s clear.
5. the scene where your on the river shooting those bugs on water are a dark colour but in the final version they’re lime green.
6. the direction icons are red and white but in the final they are either just blue or red depending on which player gets instructions.
7. the frogs that jump out of the water were jumping out much faster in the beta and were a light green but in the final they jump out thats easier for the player to shoot and are green and yellow.
8. the scene where you’re sliding down in the cave you don’t hear gun bullets ricocheting off the sides in the cave like in the final version.
9. other difference in the cave going down the slideis in the final version you have to shoot at the stone tights or you will get hurt but in the beta you don’t shoot them and you don’t get hurt, you just go past them on the way down.
10. the level sumary is different at the end of each level you complete as shown in the video.
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