Playstation 2 (PS2)

Burnout [Beta – PS2, XBOX, GameCube]

Burnout (working title Shiny Red Car) is a racing game developed by Criterion Games and published by Acclaim on the PlayStation 2, Nintendo GameCube and Xbox in 2001. 11 years later, information regarding Burnout beta cars has been revealed. It wasn’t exactly hidden, but neither was it put out there to the public. Firstly, the vehicles have names tied to them. A slight hint to this is the fact that the Saloon GT has the bolded words “TENRAI” on the back. Nobody understood what this meant (other than it’s just a manufacturer name), but this latest discovery puts all of the theories to rest and finally puts a meaning to all of this.

On top of this, there was officially one cut vehicle from the game. This would be the Fire Engine, most likely to be assumed a Fire truck. No files for this vehicle remain in the game, only references to its name.

To start, here is the list of vehicle names taken directly from the inner-workings of Burnout on the PS2:

  • Frente GL
  • Venom SX
  • Sabre
  • Thunderbolt GT
  • Longbow EXC 300
  • Tenrai VII
  • Grizzly
  • Hudson 418
  • UT500 Jackhammer
  • Fire Engine

One will have to assume which vehicle name is tied to what, but a good way to figure that out is to try and associate each name with each car based on what it is. For example, the UT500 Jackhammer sounds like the Tow Truck, and the Sabre could be the Muscle (which resembles a Dodge Viper).

There were also many cut traffic cars. In the final game, only 8 traffic cars appear in each city, but the full list of traffic cars may come as a surprise to some…here they are!

  • Europe Bus
  • Oriental Bus
  • USA Bus
  • Long cab
  • Cab over
  • Compact
  • Old compact
  • Container
  • Flatbed
  • Minibus
  • Payload
  • Europe police
  • Oriental police
  • USA police
  • Sedan
  • Tanker
  • Europe taxi
  • Oriental taxi
  • USA taxi
  • Van
  • Europe truck
  • Oriental truck
  • USA truck
  • Europe van

You may be thinking:

COP CARS!

It would seem that cop cars were originally planned, but later cut! What a shame!

The above names were actual string names assigned to each model in-game, but the following names are the names used for each model. This could provide an insight into what kind of cars were planned for the game. Since these are model names, they are all capitals, and most likely, abbreviated as much as possible. About 80% of the traffic cars would be cut from the game!

  • MOTORBIKE
  • SCOOTER
  • MODCOMPACT
  • OLDCOMPACT
  • SEDAN
  • EUROTAXI
  • USTAXI
  • ORIENTTAXI
  • EUROPOLICE
  • USPOLICE
  • ORIENTPOLICE
  • BASICPICKUP
  • JACKEDPICKUP
  • THAIPICKUP
  • FARMTRUCK
  • VAN
  • MINIBUS
  • LUTON1
  • LUTON2
  • PEOPLECARRIER
  • USBUS
  • EUROBUS
  • ORIENTBUS
  • WINNEBAGO
  • USNON
  • EURONON
  • ORIENTNON
  • LONGNOSE
  • CABOVER
  • FLATBEDTARP
  • FLATBEDPAYLOAD
  • CONTAINER
  • TANKER

You may be thinking:

MOTORBIKES AND A SCOOTER!

Yes, a motorbike and a scooter. It was going to happen. You heard it here first on Unseen64!

All of the information seen here was found inside of the SLUS_203.07 file that can be found inside of the Burnout [PS2] disc. The information provided above has not be altered in any way, shape, or form, and is guaranteed to be 100% correct based upon the developer.

And to think, it only took 11 years to find this out. It was worth it!

Article by Red 

Darkwatch [PS2 / XBOX – Prototype]

Darkwatch is an “horror” FPS about an outlaw who is turned into a vampire. The game was published by Capcom and developed by High Moon Studios (formerly Sammy Studios) in the USA, while in Europe it was published by Ubisoft. The game follows the exploits of Jericho Cross, an outlaw-turned-vampire, and his employment in the titular organization, an ancient vampire-hunting order known as The Darkwatch. [Info from Wikipedia]

In the video below you can see an early prototype scene demo, in wich (other than the incomplete graphic and animations) we can notice how the main character (Jericho) had a different design than the one used in the final game. If you find more differences, please let us know!

Here’s the final Jericho model to compare it with the proto video:

darkwatch-jericho-final

Video:

 

Croc 3: Stone of the Gobbos [Cancelled (Rumor) – PSX / PS2 / XBOX / GameCube]

Update: OldClassicGamer sent us some info to prove that these info about Croc 3 are fake, so we’ll just leave this page as a “rumor” to let people to still find the original story and the updated info. Here is what OldClassicGamer wrote:

 I don’t know who sent you that info but whoever did it was not from Argonoaut and was probably someone with too much free time since he came with all those details.

Where is my proof? Well, first of all, here is website: www.storybox.club
This is new game from creators of Croc and they are asking for donations. They promised they will include Croc characters in-game if they get enough donated money. Here are more details you can read first post and find out everything.

Story Box developers do not own the IP, but they are currently contacting Jez to see if they can get permission to use Croc characters in their game called Story Box. Jez San is founder of Argonaut. Here, you can read all the info about Jez: http://news.bbc.co.uk/2/hi/technology/3965937.stm

And two final evidences I have are conversations with Story Box developers and Zenimax. I will attach screenshots in email as a proof. So if Zenimax confirmed themselves that they never owned Croc, then the whole story and Croc 3 playable build that cannot be leaked because Zenimax is not allowing it is fake. I would like to ask you nicely to take down that article because it is spreading lies and it can damage potentially new Croc games that will come after Story Box is successful.

Also, if game was started being developed in 2001, then how come no info was known even in 2004 befor Argonaut bankrupt. The truth is, Croc 3 was going to happen but they only started talking about it in 2004, before they went bankrupt. Prototype for game was never created since game was never in developement.

What do you think about this? Leave your comment below!

Original post:

The original Croc is a platform game published by Fox Interactive and developed by Argonaut Software (AKA Argonaut Games) in 1997 for the PlayStation and Sega Saturn. A sequel, Croc 2, was released in 1999 but the third chapter of the series was never released, even if development was started. The game was called Croc 3: Stone of the Gobbos (also known as Croc 3: Barons Revenge and Croc 3: Croc Returns! during development). It was to launch on Playstation 2, Gamecube and Xbox in 2005. The game would of been a direct sequel to the events of Croc 2, and would feature 2 player on all 3 platforms. In this game, Croc was to yet again, be faced with stopping Baron Dante and saving the Gobbos. However this time Dante has a spell that is not able to be stopped unless Croc finds the Sacred “Stone of the Gobbos”.

Sadly after Argonaut Software closed in 2004, the IP for Croc was sold to Zenimax Media Inc, and Zenimax Media had Mud Duck Productions continue development of Croc 3: Stone Of The Gobbos. However, the game was cancelled after trouble with the developer and thus, ended the Croc Franchise.

The world shown in the render below is the Croc 3 castle hub. In Croc 3, rather than the former games, Argonaut Software were using Full Explorable Hub Worlds sorta like Spyro The Dragon. This way it was more easy for younger kids to play the game. Some of the Croc 3 inspiration was coming from Spyro Year Of The Dragon (One of the biggest being hub worlds with portals).

croc 3 cancelled

Croc 3 started development in the summer of 2001. Argonaut Software had split into three teams to work on their big games, Malice (Which started development in the 90`s but later bumped dev up to PS2), other small projects (like Carve), and Croc 3. Croc 3 was having trouble finding a publisher. They had contacted Fox, and they wanted no part of Croc 3 due to the sales of Croc 2. Argonaut then contacted EA and they said they would publish it, but their fees were too high. The Publisher they stuck with was Activision, who said they would publish it and help Argonaut work around their budget. With a team of only 10 people working on the project, Croc 3 went through many changes.

First it was in development for Dreamcast, Playstation, Playstation 2, Xbox, Gamecube and PC, however with the failing sales of Dreamcast (And due to Croc 2 never appearing on sega), Argonaut stopped working on the Dreamcast version and focused more on the PS,PS2,XB and GC versions. They later cancelled the PC version as well.

The next problem Argonaut ran into was the voice actor for croc had no wish to return to the role. So they would need to recast. The engine they were developing on was an unstable version of their in house engine, BRender, which also powered Malice and a couple of other Argonaut games. This version was a new updated one exclusive to Croc 3 to allow for certain things to try to push the 4 consoles to their limits.

What started to take more time was the Playstation 1 version. This was due to the fact that Argonaut were using croc 1/2 version of BRender because BRender for Croc 3 was not compatible on Playstation 1 due to the “Next Gen” graphics. The new console versions would feature top of the line graphics developed in house to push them to their limits, while the PS1 version was simply the same graphics as croc 2. The reason Argonaut were insisting to release Croc 3 on PS1 was to keep the trilogy in line with each other on Playstation. The series was always planned as a trilogy and the third was supposed to be the final one.

Croc 3 on PS2, GC and Xbox would of been 2 player. Player 1 was Croc, and player 2 was a new crocodile named Ginger, who was a love interest to croc. (Kinda like a Amy/Sonic relationship). To appease players who hated multiplayer, Ginger would only appear in the story IF you were in 2 player. If not, she would disappear. As for the soundtrack, Justin Scharvona from croc 1, who composed the C1 soundtrack would make a return to compose it in this game.
Thanks to former Argonaut Employees from the Croc 3 Team for the contribution! 

Safari Joe [PC PS2 XBOX – Cancelled]

Safari Joe is a cancelled action-adventure game that was in development by Titus Software around 2003. Key figures in the development team were Rob Stevens (project leader), Jean-Luc Martinez (programming lead) and Eric Marradi (art lead). The game was set in Africa – central Africa around the turn of the last century to be more precise.

The hero, ‘Safari’ Joe, is hired by an aging anthropologist, professor Livingwood, to take him into the jungle in search of a lost civilization his research has led him to believe is there. An expedition is formed comprising of Joe, the professor, the professor’s assistant, Myra, Joe’s partner, Mohammed, and a female journalist, Kate. Obviously they find the lost civilization and a little something extra; an evil witch doctor called Mobaj Mojumbo.

While Professor Livingwood is examining a mummy-like corpse laid out on an altar he accidentally resuscitates the malefic priest, who had been defeated during a combat with the priests of the lost civilization thousands of years ago. To stop the evil witch Safari Joe need to find four temples and explore their interiors to find each piece of the weapon, in the form of talismans. In order to find the temples, however, Joe and his friends must explore the jungle to unearth the traces of the ancient civilization. During their travels they encounter various different tribes, some friendly, some not, some human, some not, which lead them into various little side adventures to supplement their quest.

The game was never released, probably because Titus was living serious financial strains at the time that would end up bringing the company to bankruptcy in 2005.

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