Diddy Kong Racing Adventure is a planned but ultimately canceled GameCube game developed by Climax Studios. Thanks to a video research made by PtoPOnline we know that the game was pitched to Nintendo sometime after April 2004 although no official date could be found. The story had to do with Wizpig coming back for a rematch with Diddy Kong and friends. If Wizpig wins, the forest will be paved over. To defeat him, you have to go through several villages (16 to be exact, 3 courses each + mirror mode). These villages were themed after a good character from the Donkey Kong Country franchise (excluding Wizpig’s lair). Each item was under a baddie’s control and to free it, you would have to first beat the baddie in a one-on-one race than show your worthiness by finding an item or something similar. You could control quads, plans, buggies, jet skis and hover scooters, these vehicles were fully customizable.
Upgrading and customizing your vehicle could help you find hidden areas. You were also able to change potion on the vehicle to maneuver across paths and get max speed. You could also jump onto other vehicles mid-race. Many characters from the original Diddy Kong Racing were in this installment although this might have not been this case if this game had actually released due to the rights to some characters staying with Rare who was recently bought by Microsoft. This game would be like many other kart racer games except each character had their own special attack. Characters from other games like Banjo Kazooie and (surprising) Conker’s Bad Fur Day were also considered although since Rare was bought by Microsoft as mentioned before, this was unlikely. There were some unique game modes too like knockout mode, a demolition derby type mode, and even a Simon says type mode. Huge props to Andrew Borman for sharing this interesting prototype!
Aegis: The Awakening was a fantasy action adventure for the GameBoy Advance and was announced early in 2002 by its developer Sennari Interactive, the same company that was responsible for GBA ports of games like Powerpuff Girls and Driver 2. Aegis: The Awakening was mentioned on Sennari’s website under GBA titles and was marked as “concept developed”; only a brief description for the game was given:
“The city of Aldara is besieged by an unknown enemy with powerful allies who hope to gain the secrets of magic that certain residents of the city hold. The player must take the role of guardian of the city, one who has unfathomable powers that have lain dormant over the centuries. Seek out the individuals that the enemy wants in order to gain powers and abilities that these people can awaken within you. Seek them out to defend the city and learn your heritage, to learn that you are a member of the legendary protectors of the earth, the Aegis.”
The concept development status of the game stayed unchanged until the end of 2003; I could retrieve no valid reasons why Aegis was cancelled besides their change of focus towards the cell phone market. There is little to none information on the game to be found besides the old Sennari announcement made in 2002 and an article on Gamespot in which the game is mentioned (see part of the article below). Date of cancellation? My guess is late 2003.
While working on our book about lost video games, we were able to interview many developers who worked on cancelled projects, but we had to cut some of theseinterviews from the book because of the 480 pages limit. As promised, we are going to publish all the missing articles directly in our website, and the following interview is one of these! During his career Massimiliano Di Monda has worked at Pixelstorm and Raylight Studios on such lost games as Monster Truck Madness (Microsoft), Dukes of Hazzard (Ubisoft) and Resident Evil, Metal Gear Solid tech demos for GBA.
Unseen64: To start this interview, we would like to ask you to introduce yourself to our readers: we’d love to know more about your career in the gaming industry and what you are working on today.
Massimiliano: I started working in the world of video games through a friend who worked at Namco in London, we exchanged technical advice on some video games, at some point he told me that there was a team in Naples that was working on a new project and asked me if I wanted to participate. From there, I began this adventure.
So I started to work on video games in 1996 from zero in the QA department, and after years of experience I got into designing and producing video games. In these 19 years, I worked at Raylight Studios on about 30 products for a variety of platforms, ranging from Sony PlayStation and Nintendo GameBoy Color, PC, Game Boy Advance, Nintendo Wii, Nintendo DS and mobile platforms. In 2002 / 2003, I worked at Wing Commander Prophecy for the Nintendo GameBoy Advance, the game was named runner up (2nd place) at E3 2002 in Los Angeles in the best technological excellence category (first place was Monkey Ball). Most recently I worked on games such as the much-acclaimed Sniper Elite for Nintendo Wii, published by Reef Entertainment; My Little Baby (1st prize winner Samsung Bada contest in 2010, Nokia / Microsoft App Campus selected project in 2012) for various platforms including Android and iOS; I also worked on a number of ports and bundles titles for Nintendo 3DS. At the moment we are working on PS4 games, Xbox One, mobile, VR and some original IP which I still can not name.
Klepto is a cancelled action platformer / adventure / stealth game in development by Utopia Technologies / Sandbox Studios between 1998 and 2000, with a planned release on the Nintendo 64. The team was formed in 1993 and was composed of such talented developers and artists as Atman Binstock, Gary Corriveau, Matthew Moss, Rich Geldreich, Steve Bergenholtz and Robert Jaeger. In the early ’80s, Robert designed and programmed the classic platform game Montezuma’s Revenge (Atari). Utopia Technologies then released Montezuma’s Return in 1998, a 3D sequel to the classic predecessor, which was originally planned for N64 but released only on PC.
It seems that Utopia Technologies was one of the few studios that could use their own microcode to develop games for the N64, a privilege given by Nintendo that was shared only with Rare Ltd, Boss Games (World Driver Championship) and Factor 5 (Star Wars: Rogue Squadron, Indiana Jones and the Infernal Machine, Battle for Naboo).
Unfortunately, we never did see what Utopia Technologies could achieve on Nintendo’s console. After the N64 Montezuma’s Return was cancelled and the PC version completed instead, Atman, Gary, and Matthew started working on a brand-new project called “Klepto”. As recalled by Atman:
“Inspired by Umihara Kawase, I set about creating a 3D third person grappling hook game. The idea was that you played a cat burglar-type in a Sci-Fi world. Each mission was designed to be playable in several ways, i.e. you could sneak in and steal the target item and if you were really good, you could sneak out without being detected. However, taking the loot would likely set off alarms and you’d have to fight your way out. Or, if you preferred, you could try fighting your way in and out.
The experience was designed to be as nerve-wracking as possible: the player was allowed as much practice as they wanted in a simulator environment based on incomplete knowledge (one idea was to allow recon missions to fill in pieces of the mission simulator), but only one shot at actually performing the mission for real, with large meta-game rewards/penalties.
The core dynamics were about using a physics-based grappling hook (as opposed to the shoot-zip or stiff fake-swinging types) to move around and manipulate a physics-based environment. The stretchy rope enabled the excellent and deep player-skill rubber-banding movements from Umihara Kawase, with some additions like slip-walls where the grappling hook could freely slide in one direction.
But more than just a fun method of getting around, the grappling hook’s stretchy rope provided an indirect yet high-fidelity way to interact with objects and enemies – the player could reel in/let out rope, or move themselves to change the rope’s tension. You could shoot out and attach to the foot of guard standing on a ledge, then reel-in while moving back to yank him off the edge. Or you could gently drag a crate of something fragile (and likely explosive) to the edge of a shaft way, then gently lower it to the bottom. There were a number of tools that were added on top of the vanilla grappling hook. In order to fight the entropy of all objects ending up at the bottom of a level, you could attach rapid-inflate balloons to an item (or enemy).
The player could also shoot a spring, one end at a time, allowing you to attach any two things in sight, like an enemy to a bomb crate. And the general purpose “pipe tool” ended up being a flamethrower, which was useful for cutting springs, detonating bombs, and torturing bound-up (by springs) enemies into dropping keycards.”
The team developed a playable prototype for Klepto and they displayed it at E3 1999 where several parties expressed interest in publishing the game, including Nintendo. As recalled by Gary:
“There were a decent number of prototype levels that I built showcasing the various mechanics. The environments were simple, but we had some really nice interaction driven animations on the characters thanks to Atman’s hard work. The rope itself was also very cool. He connected a string of rigid cubes with springs and then skinned the whole thing. The player could then control the tension of the rope, by loosening and tightening the springs on demand.
We had some nice mechanics going on. You could shoot your bungee-cord grappling hook and swing around the environments, or hook onto enemies and so forth. You could attach rockets to your hook and smash enemies around the level with it.”
As the N64’s life cycle was coming to an end, no party decided to commit to Klepto and it was left without a publisher. When Utopia Technologies presented the game to Nintendo, they seemed to like it and encouraged them to consider bringing it to GameCube, but that wasn’t possible for their small team budget.
Sometime after Montezuma’s Return was published in 1998, Robert Jaeger left Utopia Technologies and the remaining team members changed their name to “Sandbox Studios”. They then released such games as Dinosaur for Dreamcast and Shrek for the original Xbox. In 2001 the company was acquired by Digital Illusions CE and renamed “Digital Illusions Canada”, but later closed in 2006 when DI was acquired by Electronic Arts.
We managed to contact a few people who worked at Utopia Technologies / Sandbox Studios, but sadly it seems that only some early Klepto concept arts were preserved by the studio. We still hope that one day someone could find some screenshots, videos, or even a playable prototype from the game that could be saved and added to the unseen history of video games. Although it’s unlikely, it’s never impossible.
Thanks to Rich, Gary and Maik for their contributions!
Ace of Spades was a voxel-based FPS first released in 2011. Advertised as ‘Minecraft meets Team Fortress 2‘, it was free to play, and took very little requirements to run (spawning the slogan ‘runs on your grandma’s rig!’). While earlier revisions of the game only had one weapon, some tools for construction, and randomly generated terrain it’s later versions had things such as different primary weapons (SMG, Rifle, and Shotgun), custom maps, and more. What separated Ace of Spades from your the more generic, ‘Minecraft-with-guns’ type shtick is that not only did Ace of Spades pre-date a good number of them, it’s mechanics led to genuinely tense trench warfare (I’d recommend watching early beta footage circa .75~) Ace of Spades slowly grew a community throughout it’s years, and it’s creator Ben Aksoy maintained a great relationship with his audience. Many of the forums were community-run, and since pretty much every single visual in the game could be easily modified there was also a huge modding scene. It hit 2 million downloads during it’s beta run, and won game of the month on MPOGD.
Jagex saw the game’s success fairly early on in the beta. They had their eyes on it, and finally approached Aksoy on purchasing the rights to the game. Aksoy was in a poor financial state at the time, and agreed with a catch; that Ben would be allowed to continue to stay involved with the project. Jagex agreed, but didn’t publicly announce their involvement until late 2012, when they really took control over development. Until then, they used a fake name to maintain the indie image (SoCa studios, which you will see at the bottom of the archived website).
The OpenGL build comes in here. It was established by one of the game’s original programmers, ‘Mat^2’ as the client for 1.0. It’s usage of OpenGL would be what separated the final versions to the open betas. When Jagex took over development, they decided to just take this build and used it as the basis for their version. According to a developer who worked on the JAGEX version of the game (may not seem verifiable, but I talked with a friend of Ben’s when I first researched this and they directed me to it) it was given to Blitz Games Studios to be completed. The developer did a Q&A on the Ace of Spades reddit, and revealed a lot of very pretty telling things about the development. The game had apparently been re-written in only 8 weeks, from November to December 2012. The game was not ‘professionally’ coded (spaghetti coding) and their goal was to appeal to a wider range of players vs the niche, original audiences.
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