The original “Dancing Eyes” was a quirky puzzle game developed by Namco for Arcades in 1996. You move a small monkey on a grid around 3D girls to cut out their clothes piece by piece while avoiding enemies, somehow similar to the concept behind cult classic QiX.
An “HD Remake” of Dancing Eyes was announced in 2011, to be part of the Namco Generations digital releases, along with Pac-Man Championship and Galaga Legions. As wrote by Siliconera:
“Namco announced three “models” for Dancing Eyes on the official site – Crisitia Saietta, Francoise Mystere, and Musaki Kikka who appears to be tied to Japanese voice actress who played Alicia in Valkyria Chronicles.”
It seems this Dancing Eyes HD would have been a PS3 exclusive (with PS Move support) but in the end the project was canned for unknown reasons.
Showdown: Scorpion is a cancelled FPS in development around 2005 by B-Cool Interactive, planned to be published by Akella for PC in 2007. It was set in a cyberpunk future, where you could use guns, technology and even paranormal skills to fight your way against sci-fi soldiers and zombie-alike monsters.
“Tucked away on the E3 showroom floor was Scorpion: Showdown, a first-person shooter from Akella. Set in the 2040s, this game puts you behind the sights of about 15 weapons and sets you lose on a land filled with bats, zombies, beasts and soldiers. You’ll get updates on the mission from a woman named Anna, but other than her, you’re on your own.
We got to take Scorpion through a flooded warehouse today, and as we ducked beneath scaffolding and blasted man-eating zombies, it was clear Akella was going for a jump-out -and-scare-you feel. Filled with dark corners and creepy monsters, there were plenty of opportunities to crap your pants, but you could always arm your night-vision goggles or flashlight.”
.. and also GameSpot were able to play the same demo:
“Showdown: Scorpion seems to be a fairly straight-ahead shooter. There are supposedly two methods to the madness here: Either you can proceed stealthily and attack your enemies with silenced weapons, or you can go to town with a number of modern and futuristic weapons if you wish to just blow some stuff up.
The weapons here are, at least in the section that we saw, a fairly normal group of pistols and machine guns, including a slightly advanced model of the venerable AK assault rifle family. There are going to be some wackier weapons on hand, though, such as the quote-unquote “gravity gun,” which shoots out a ball of gravity that violently repels anyone near the center of the explosion away from it. In addition, the genetic experimentation that was performed on you will let you enter a bullet-time state to slow down your enemies, a la Max Payne, or even in some cases psychically dominate your enemies and force them to fight for you.”
This was meant to be B-Cool’s first project, but it seems it was too much for a small team. In the end Showdown: Scorpion was cancelled. Some models were later reused for Scorpion: Disfigured, which was a different game despite a similar title and look. B-Cool was closed in 2009, with many more canned projects such as a “Scorpion” sequel, Metro-3 (third game in The Stalin Subway series for Buka Entertainment) and Los Angeles Guerilla 2040.
Video:
Images:
Logotypes for various games from B-Cool Interactive
In 2004 Australian developer KaWow! started working on a first-person shooter called The Unseelie, that mixed horror with adventure elements. The game told a storyline about an old haunted forest and a village trapped in time. It was planned to be published by Octagon in 2005, but sadly the project was cancelled for unknown reasons.
The Unseelie’s story still stand out today and is a quite haunting and mysterious one:
“In a chilly November evening, Damian Logan is driving his car on the countryside, crossing a dark Irish forest, when suddenly a child-like figure appears on the road. Trying to avoid an accident, Damian`s car gets out of control and crashing into a nearby tree.
Upon awakening he stumbles into an ancient forest, called “Tir-Na-Bràch-Marbh” – Land of the Eternal Death. Wandering lost deeper and deeper into the woodlands, he discovers stones, buried in the shape of a septagram, with a source of light shining from its center.
Walking towards it, the light is bright and dazzling, but suddenly dimming – plunging the forest in absolute blackness. Strange voices begin whispering from left and right, near and far….
As the story unfolds, we learn that Damian is trapped in a world between the living and the dead. The dark haunted forest has tangled and enclosed a 17th century Irish village, severing its contact with the rest of the world and stopping time from passing.
In order to escape and return home, the protagonist has to battle “The Unseelie” (pronounced “Un SHEE Lee”), an unblessed cursed fairy race, based on Celtic mythology.
By defeating all seven demon lords, Damien would obtain certain ritualistic objects which allowed him to escape the clutches of Lord Finvarra, the King of the Dead, by opening a portal to his reality and returning home.”
To help during your quest you would be able to use an arsenal of roughly 30 different weapons, plus the possibility of crafting your own weapons from materials found in the game. By battling foes like Banshees, Goblins, Demons, Elementals and Ghosts, new experience points were collected to unlock skills and upgrade weapons.
“The Unseelie is a great game to work with because of the way it uniquely combines Celtic mythos with popular first-person gameplay,” said Lloyd Melnick, Co-Founder of publisher Octagon.
Over the course of your journey, protagonist Damien would have gained access to a wide range of powers and attacks related to Fire, Water, Earth, Air, Wood, Metal and Spirit. Some monsters were resistant against physical attacks and could only be beaten with certain magic.
The adventure-aspect of the game focused on players using elemental powers to solve many puzzles on the way through the 7 levels of the three-dimensional environment, generated by their homemade AMP II engine, which offered real-time lighting, matrix shading, high-resolution textures and bump mapping.
“We used all of the visually stunning rendering techniques of our engine and combined them with the sinister forest setting of Celtic legend and some engaging game play design to make something that makes you want to play, but keeps you looking over your shoulder,” explained Steve Woodgate, who was KaWoW! CEO until 2016 and is currently managing director of Coronum Pty Ltd.
It is unclear what happened to the studio. Since Mr. Woodgate left KaWoW! in 2016 we can assume they were active at least until that date, even though no other game seems to have been released since the cancellation of The Unseelie.
The company’s old website (www.kawow.com) is unreachable, and what remains today are only screenshots, a few articles splattered across the web and a couple of videos showing in-game footage. This was probably from the beginning of the game, when Damien escapes his crashed vehicle and discovers a stone-circle with a beam of light in the middle, showing: “Some fairy tales were never meant to be told…“.
Battle Mania 3 NY: Gankutsujou is a cancelled Dreamcast shoot ’em up that was in development by Takayan and a few more developers who already working on the original series. The first Battle Mania or Trouble Shooter as known in USA was developed and published by Vic Tokai for the Mega Drive / Genesis in 1991, with a sequel titled Battle Mania Daiginjou published in 1993 only in Japan.
The game settings are a parody of classic anime tropes, with flying sci-fi girls shooting down aliens and monsters. Levels are often inspired by japanese culture and they change from side-scrolling to a vertical scrolling. This third chapter in the Battle Mania series was originally conceived as an arcade game, as we can read in a translated interview with Takayan:
Please tell us a bit about what happened after Daiginjo. You brought a design document for the legendary unreleased Dreamcast game Battle Mania N.Y. Gankutsujou but on the cover, there are Saturn and Playstation logos, does that mean you proposed this project during the 32-bit generation?
Takayan: Nope, they wouldn’t let me make it. I’m a big SEGA fan and just as I was thinking I’ll quit if they don’t let me make games for the Megadrive or Saturn, they put me in charge of the SFC division. That’s why I had to step away from Daiginjo right at the end of development. When I made this I’d already left VIC and the next company I’d worked at, and the company I was at was starting to look a little unstable. It’s a pitch for an arcade game but I had hardly any time to spend on it. (Laughs)
It’s amazing for the fans to be able to see Mania in 3d, could you tell us a bit about that?
Takayan: The pictures were drawn by fellow VIC survivors. One of them made the Softimage assets to go with the gameplay explanations. I made the 3d models of Mania and the picture of the heroines on the cover and the main artist on Odessaelya made the screens that go with the stage explanations. Add to that the artist who drew the giant robot and the queen and I think it was 4 people in all, I’m not sure whether that’s a lot or very few.
Battle Mania NY: Gankutsujou’s pitch document was originally published in a book titled “ Nazo no Game Makyou 4” and later uploaded online thanks to HG101. By looking at its pages we can notice how the game was later pitched as a Dreamcast title, probably thanks to Takayan’s love for Sega hardware. Kid Fenris analyzed this document sharing some more details about what it could have been:
“The story itself, as far as I can grasp, sends our jetpack-sporting heroines from Japan to New York, spurred on by a distress call, a woman named Airin, and something called “N.Y. Haunted Square.” That’s possibly a Ghostbusters reference.”
“Battle Mania N.Y. Gankutsujou was to be a shooter like its two predecessors, though it would’ve presented three perspectives: a side view, an overhead view, and a 3D perspective reminiscent of Space Harrier and Panzer Dragoon. “
“The stage descriptions for Battle Mania N.Y. Gankutsujou are the best parts of the pitch, as each of them gets an illustration. A side-scrolling opening stage sees Madison and Crystal facing flying fish-men and a bicycle-riding robot on a city street. It’s perfectly in step with the humor in previous Trouble Shooter games, an unapologetic mélange of modern Japan and a world of weird mutants and technology, explaining nothing and never suffering for it.”
Unfortunately the available mockups are quite tiny, but you can still notice how it could have been quite awesome. In the end it seems Takayan and his team never found a publisher interested in this third Battle Mania and the project was quietly cancelled.
Missile Fighter is a cancelled action multiplayer game similar to Bomberman, that was in development by Media Works and NEC for the PC Engine CD. A preview for the game was published in Dengeki PC Engine magazine (June 93), showing off a screenshot and many details about its playable characters.
Each one had its own skills and weapons, featuring ninjas, magical girls, dinosaurs and robots. It looked like the cute and fun multiplayer game, so it’s quite a shame it was canned. If someone would like to translate some more details from the japanese scan below, feel free to add them in the comments section!
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