New Cancelled Games & Their Lost Media Added to the Archive

Cutie Poo (DMA Design) [Mega Drive – Cancelled]

Cutie Poo is a cancelled action / platform game planned for Mega Drive and Amiga that was in development in 1990 by the legendary DMA Design team (Lemmings, GTA, Body Harvest), and it’s probably one of the lost games with the most bizarre titles ever. Cutie Poo was conceived from a character animation created by Gary Timmons just for fun and inspired by Disney cartoons and their smoothly animations: when David Jones (DMA founder) saw Gary’s animation he was so impressed that proposed him to develop a full game using that same character (named Bob).

Tony Colgan (a friend of Mike Dailly from the Abertay Computer Club) was hired as a freelancer coder to help Gary with development of Cutie Poo and they had to imagine what kind of game they could create with Bob as the protagonist:

“When Tony started on Cutiepoo, he and Gary sat down and came up with a simple game design. Basically, Cutiepoo (the main character), was trying to save little furry Tribbles (as inspired by startrek), from a character called Doc. Mallet.

This was the days of simple games, and true to this mantra, Dr. Mallet ran about trying to kill the tribble by squishing them with a huge mallet. This all took place inside a chocolate factory – for some reason.

Gary was now trying to get levels together for Cutiepoo, and had drawn the first in a series of test backgrounds. He, Tony and Dave then sat down to decide which style to use. The winner turner out to be the chocolate factory, since they could all see some funny situations cropping up in here.”

It seems that the main objective of the game was to guide Bob through the levels and find the exit as fast as possible, while avoiding traps and trying to save as many Tribbles as possible. Tribbles would also move around the levels and could die in traps or be killed by Doc. Mallet.

Unfortunately Gary’s fluid animations became a pain to code into the game and after a year of development Tony didn’t make enough progress, so DMA decided to cancel the project and focus their efforts on other, more successful games (such as Lemmings).

A playable demo of Cutie Poo was shown at the European Computer Entertainment Show London in September / October 1990, along with other DMA demos such as Walker and Gore (another cancelled Amiga action game), so we can still hope that one day someone could find this demo and share it with the world.

Some scans below are from Raze magazine Issue 1 and Retro Gamer issue 62

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Momodora IV: Reverie Under the Moonlight [Beta]

Marking the fourth installment in the Momodora series, Momodora: Reverie Under the Moonlight began development as Momodora IV. Some footage of a playthrough of the alpha / beta Momodora IV has a placeholder music that sounds like someone tapping on a xylophone in parts and in other parts reminds one of Legends of Mana. The game’s beautifully nostalgic graphics appear to contain much of the elements of the game with the exception that the 2-D backgrounds seem to be enhanced in later versions.

While a large number of elements would remain the same between early and later playthroughs of Momodora, there were some noticeable developments made. A shader was added to the final product to shift the overall color palette to better fit levels. The game HUD was improved with the it being switched to the other side of the screen and fonts that were more suitable for the tone of the game. Grass in early playthrough also had not been developed yet to respond to a player’s movement. The characters and animations in the game would remain mostly the same but the boss in Karst City hadn’t been fleshed out. You can see that the sprite is a static image and probable one single sprite rather than a series of sprites layered over one another. Gamepad controls hadn’t been implemented in the Momodora IV beta.

Momodora IV was developed by Bombservice and published by Playsim, the change in title to “Momodora: Reverie Under the Moonlight“ was likely because the series was still unknown to most of the world and a more interesting subtitle could have attracted more people. In addition to the Momodora games, Bombservice has also developed Bunny Swordmaster Story.

Momodora: Reverie Under the Moonlight was released on March 2016 for PC. A year later on March 2017, the game was released for the Playstation 4 and XBox One.

Article by Blake Lynch

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Unseen64 T-Shirts (& More) Available on Amazon & Redbubble to Help Keep the Archive Alive!

We never thought that one day we could sell official Unseen64 t-shirts, but as one of our friends suggested this idea to gather some more funds to keep the site alive… why not? So now you can wear a new T-Shirt with the Unseen64 logo or with one of our custom-made pixel-art characters inspired by our favorite lost games!

All of these are available in different colors and sizes on Amazon.com (Shipping to USA only)

For international shipping you can order these items from Redbubble, they have more options (wall art! mugs! stickers!), but price for T-shirts is more expensive (but at least you can order them even if you don’t live in USA):

All the earnings gathered by selling these will be added to the fund we use to keep the site online (pay the server, technical support, emergency expenses, etc.) and alive (work a bit less on freelancing jobs and a bit more on researches and updates for Unseen64).

If you buy one of these, let us know what you think and send us a photo when you’ll get it :)

What do you think? Please let us know your feedback below!

As always, thanks a lot for your support in these 16+ years of unseen gaming on Unseen64.

Chase [PS3, Xbox 360 – Cancelled]

Chase is a cancelled action adventure with RPG and racing elements that was in development around 2010 for Xbox 360 and Playstation 3, possibly to be published by Evolved Games. While we received some details about the game’s story and gameplay, we don’t know the name of the studio that was working on this project and it seems that only an early tech demo was developed before its cancellation, probably because the pitch was not fully green-lighted by the publisher.

Described as a “cinematic and emotional action RPG and Driving game”, Chase could have mixed some interesting gameplay mechanics from different game genres, within modern day real world settings. Some of the areas planned for the game included California (Los Angeles), Nevada (Vegas), California (San Francisco), Utah (Salt Lake City),  Arizona (Grand Canyon), Texas (Baytown Refinery, largest oil refinery in the United States), New York (New York City),  Michigan (Detroit),  Illinois (Chicago) and Louisiana (New Orleans).

Such games as Burnout Paradise, GTA, Twisted Metal and Midnight Club: Los Angeles were quoted as inspirations for the game’s feel and gameplay, and in Chase players would be able to explore 12 different areas in North America, driving around with many upgradable vehicles (cars, trucks, motorcycles, jet skis and airboats) while trying to escape from enemies or chasing down a target, for example a truck with a gas tank that has to be destroyed. Each vehicle would have had many weapons at its disposal, you could customize your car as you please to became a powerful road warrior. By looking at the early tech demo footage, we can say it kinda looks a bit like the Mad Max game tie-in developed by Avalanche Studios and published in 2015.

Two playable characters were available, Logan and Gina chase, each with their own skills and strengths. We can assume the final game would have included many cinematic cut-scenes with a feel similar to high-speed action movies, with reckless driving, chases, car combat and crashes. Levels would have had destructible environments, dynamic night and day cycles as well as weather that would influence gameplay.

Here are some details from the beginning of the story planned for the game:

“Logan Chase has only scratched the surface of the plot from the secret group called The Hand of the Patriots. The clock is ticking and it’s up to Logan and his wife Gina to stop the chain of events that will cause the United States to fall into chaos.

Logan Chase has lost everything and is now an inmate of a maximum security prison awaiting his execution date. This former agent has been labeled an enemy of the state, locked up and all that he cared for has been taken away from him.

The victim of a major cover-up he has been betrayed and lied to by everyone he trusted even his own lawyer. There is a long list of dirty cops, rogue agents and other dark forces standing between him and freedom. Believing his own life is over Logan’s only concern is for his wife. Before his imprisonment he was able to secure her escape. Gina Chase is probably the only person that knows his innocence and is also a target on the run.

HAND OF THE PATRIOTS: From America’s social elite to generations of political dynasties and hard core religious zealots . The Hand moves in shadows and has pull in it’s many political, religious and charity organizations. They are the one’s who are pulling the strings.

After receiving the final verdict of guilty Logan is being transported back to the prison along with other prisoners. He is told by the warden that they finally have word on where his wife is and she will soon be taken. Handcuffed and bound he fights but can’t get free. But then the prisoners attack the guards and grab the keys. A fight between the prisoners and guards begins on the bus.

The prisoners have the bus and the cops are chasing them. A firefight between them begins. (This includes cars and helicopters). Logan shoots down the helicopter and takes out most of the pursuing cop cars but the bus is on fire and can’t go on much longer. He spots a transport filled with new cars. He decides to jump for it from the roof of the bus. Logan makes the jump and begins to hotwire one of the new cars. The cops are closing in as he starts the car and floors it off the carrier.”

It seems that while Chase was set in real-world settings, there would have been some sci-fi or near-future elements, such as chemical compound used by Hand of the Patriots to render the masses passive and release their free will, and the high-tech combat cars you can see in the footage below.

Multiplayer was also planned for Chase, we can assume it could have been some kind of car combat online mode similar to Twisted Metal.

If you know someone who worked on this game please let us know! We’d love to save even more details about it, before it could be forgotten.

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Death to Spies 3: Ghost of Moscow [PS3, Xbox 360, PC – Cancelled, Beta]

Death to Spies 3: Ghost of Moscow is the cancelled third game in the Death to Spies franchise, in developed in 2010 by Haggard Games and to be published by 1C Company on PS3, Xbox 360 and PC. While the original project was never released on the 7th generation of consoles, the game was later reworked and rebranded as Alekhine’s Gun and published by Maximum Games for PC, Xbox One, and PS4 on March 2016.

Previous Death to Spies chapters (Death to Spies and Death to Spies: Moment of Truth) were set during World War II and the protagonist is a member of the Soviet counterintelligence agency SMERSH called Semyon Strogov. In Ghost of Moscow players had to use stealth to resolve different missions and kill enemies without being detected, exploring non-linear levels with multiple ways of completing objectives, somehow similar to the Hitman series.

As one member of Haggard Games explains, Death to Spies 3: Ghost of Moscow was originally canned because of internal changes at 1C Company:

“Not related to the game. It’s more of their change in business strategy. They closed almost all projects in development and all their internal studios after financial problems and focused only on distribution/publishing already finished products.”

To continue development of the title, Haggard Games ran two crowdfunding campaigns: one on Indiegogo in 2013 and another on Kickstarter in 2014. Unfortunately both campaigns failed to reach the funding goal but they were later able to collaborate with Maximum Games to continue the development of the game as Alekhine’s Gun. This new version follows the same SMERSH (now KGB) agent, Semyon Strogov, who was recruited in the CIA during the 1960’s to untangle a plot inside the United States that could spark nuclear war between the Soviet Union and the United States.

The original beta version of Death to Spies 3 had two other playable characters: Olga Godunova-Lopes and Victor Kovalev. Players could switch between each character at any time during a mission. Alexegy Agamalov, lead developer of Haggard Games was able to provide more details about some the cuts and changes made on the game:

Matt Redmond: I’ve noticed from media, such as screen shots that Victor Kovalev and Olga Godunova-Lopes were to be playable. Was that removed for gameplay balance or to focus the narrative on Semyon Strogov?

Alexegy Agamalov: They were removed because of complexity. It was too much work to design/balance/playtest/focus test/etc.. And we had to cut some features to release the game in time. (After we signed with Maximum Games additional work related to consoles were added). Story also did change, some levels were redesigned to be played by Semyon only.

MR: What kind of abilities were planned for Victor and Olga?

AA: Olga was able to attract guards and other NPC’s, also climbing into some special places (such as small passages not wide enough for the men). Victor was a sniper and knife master, able to hide in shadows or grass. Semyon was able to use disguises.

MR: How was the story modified as the characters were reduced to only Semyon?

AA: Story was completely changed. First story was based mostly on Bay of Pigs invasion. We also had to change the story because rights on it belonged to our previous publisher.. Well, mostly there was gameplay feature cuts (like removing multi-characters), levels were redesigned. Two of the levels were changed from Cold War era to WW2 era (Dts1 levels remakes).

MR: Did Maximum Games decide to pick up the title as they announced plans that the company wanted to expand their publishing portfolio to more mature/adult games? Or was because of the original gameplay demo? (And how much of the game was completed before Maximum Games picked up the project?)

AA: I can’t speak for Maximum Games, but I guess it was a way for them to expand their portfolio. As for how much it was completed, on the moment of signing with MG, Death to Spies 3 was about half-way completed for features/gameplay and 70% on content (graphics/animations/sounds/etc..)

Death to Spies, Death to Spies: Moment of Truth and Alekhine’s Gun are all available on Steam.

Article by Matt Redmond

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