New Cancelled Games & Their Lost Media Added to the Archive

The Untold History of Japanese Game Developers Volume 2

review untold history japanese game developers volume 2The first volume of the untold history of Japanese game developers, released about one year ago, was basically unique: a large collection of interviews that finally documented some of the most obscure aspects of the history of Japanese games, from the humble beginnings on the first personal computers to the more recent doujin titles.

Now that the second volume is finally out, we can safely claim that the author had made a worthy follow up of the original, both in regards of the content and, especially, of the editing: the original conversations were re-translated by a professional, with the result that the flow of the interviews feels now more natural.

The first article of the book is a collective discussion, taken in a japanese game bar called Area 51, with some game developers that preferred to remain anonymous. It’s without a doubt the most controversial section of this work, because the interviewees sincerely talk about the dark role of the Yakuza in the early japanese videogames industry.

Another fascinating chapter of this second volume is dedicated to Zainsoft, a little software house that in the 80s created sidescrollers with dark atmospheres and eccentric stories such as DIOS for PC-88. The president of the company, Takahiro Miyamoto, was a really odd character: obsessed by money, he was later arrested for fraud and disappeared forever.

But the largest part of the book is rightly devoted to Human Entertainment, which not only made revolutionary titles  like Clock Tower and Mizzurna Falls, but also pioneered game development teaching with their Human Creative School; for example, highly original productions such as SOS and The Fireman for SNES actually started as graduation projects.

The author was also been able to interview a few women that were / are in the japanese videogames industry, and while almost everyone of them answered that it wasn’t particularly hard to work in gaming studios,  Rica Matsumura, veteran programmer and Agatsuma‘s general manager,  talks rather honestly about the discrimination she suffered not just in japanese companies but also in America.

Other important highlights of this Volume 2 include: extensive discussions with Masaya (mainly known in the west for Cybernator) former employers;  an in-depth look to Hudson games and their virtually unknown, yet just as innovative, hardware;  an interview with the man behind the seminal Hydlide saga. Oh, and don’t forget the full transcript of our interview with Yukiharu Sambe, R&D manager of the unreleased Taito WOWOW.

Moreover, Mr. Szczepaniak is an huge fan of beta and unreleased titles. These are just some of the cancelled games discussed in the book:

  • An hi-res 2d remake of Golden Axe done in a similar style to Vanillaware titles for Ps3 / Xbox 360.
  • An unnamed Space Harrier clone for Virtual Boy made by Hudson.
  • Notorious, a shooter developed by Gearbox where some american marines somehow ended up in 16th or 17th century Japan. It was supposed to be published by Square-enix.
  • Satellite Man, a SNES side-scrolling beat-’em-up created by t&e soft.
  • Geo Catastrophe, a SNES isometric RPG with an ecology theme. It was in development at Hudson in the middle of the 1990s.
  • Tiger house, a third person shooter made by Tri-Ace, cancelled due to its low quality by publisher Square-enix.
  • An unreleased PS1 RTS co-funded by Nintendo, via the Marigul company.

If you love reading about obscure, curious and strange stories from old-school Japanese gaming studios, The Untold History of Japanese Game Developers Volume 2 is a must-have book (especially as a Christmas present!), that shows how it’s still possible for western journalists to preserve information on the history of japanese videogames, before it could be forgot forever.

You can buy “The Untold History of Japanese Game Developers Volume 2” from

Video review from Youtube by StopDrop&Retro:

Crackdown 2 (by Rare Ltd) [Xbox 360 – Cancelled]

The first Crackdown was developed by Realtime Worlds, a company founded in 2002 by David Jones, former founder of DMA Design, the studio behind the Grand Theft Auto series (that later was acquired by Rockstar). This over-the-top open world game was in development for about 5 years and finally published by Microsoft as an exclusive title for their Xbox 360 in 2007. Realtime Worlds were ready to start development on a new Crackdown while they were still finishing the first one, but Microsoft were not sure about it being a profitable game (they even added a code to access the Halo 3 Beta to promote it) and were taking too much time to greenlight the second title.

After Crackdown 1 was released it became a huge success, surpassing Microsoft’s expectations. Quickly Microsoft changed their mind, wanting to publish a Crackdown sequel as soon as possible. Unfortunately at that time Realtime Worlds were too busy working on their ill-fated APB MMO and were not able to develop a new Crackdown anymore. Microsoft did not want to waste time and asked to Rare Ltd to start working on Crackdown 2.

The same team that created Kameo: Elements of Power worked on this Crackdown sequel for a few months along with other lost games as Kameo 2 and Black Widow, before Microsoft decided that Rare would have been better to create games for their Kinect add-on, boosting the casual gaming market on the Xbox 360. Crackdown 2 by Rare was then canned and the project was given to Ruffian Games, a team formed in 2008 by… former Realtime Worlds employee.

David Jones, former Realtime Worlds CEO, in an interview with Game Industry said:

“The bottom line is that what we thought would happen is that a sequel would be done by a studio somewhere… maybe one of the internal studios, or others that they’ve worked with, and that would be the way it went forward,” […] “I think it was unfortunate that it had to be with a start-up in Dundee… it is challenging to get enough developers in one region as it is, so that was the only little big of negativity to the story.”

During an interview with Retro Gamer Magazine (issue 122) Phil Tossell, former Rare developer that contributed to the Crackdown prototype, shared some memories on the project:

“He spent several months working on an early version of Crackdown 2 and has a particular affection for Black Widow, an aborted first-person shooter featuring a spider mech and an ingenious “jump-and-gun” mechanic. […] I think we were handed a poisoned chalice,” he says, wearily. “We were being asked to make the games we’d always made for an audience that didn’t want those sort of games. The reason we did Black Widow, Crackdown and aged up Kameo was because we were trying to bridge that gap but Microsoft wouldn’t let us.”

Rare still kept a small connection with the released Crackdown 2. As written by Rare Gamer: “save data from Crackdown 2 is used to unlock the protagonist as a playable multiplayer character in Perfect Dark XBLA.

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Gladiator 3000 (by Ion Storm) [Cancelled Pitch – PC]

Gladiator 3000 was a pitch from Ion Storm (the team behind such titles as Daikatana, Deus Ex and Anachronox) to Origin for a 3D man-to-man RPG combat simulator that would have been developed for the PC. Ion storm were looking for a budget of around $500,000 depending if an engine was already available for them to use. Ion Storm were awaiting concept approval so they could start development.

The game was going to use the ancient lore of Gladiatorial battles from ancient Rome and put them into the future on a very inhospitable planet in the farthest reaches of the Galaxy. There would only be one complex on this planet and it would be solely use for gladiatorial combat. Players would have taken the role of a warrior who had been enslaved by an alien race and the only way to win his freedom was to fight for it. This would have been against other gladiators, robots, animals and alien monsters.

The game was going to utilize a very popular RPG system where players would allocate points to their warriors in different stats that they would want to excel in, they would also have the option to pick a pre-generated warrior or randomize them. Many different alien races would have been available for the player to choose and each of these would have different strengths and weaknesses. The arena that the player would fight in would have different scenarios and landscapes and was described in the document as infinitely variable. There would have been water, fire, ice pits and mazes included, and the player would have to change tactics depending on the arena they were going to fight in.

The other main features that were to be included in the game were limbs that could be chopped off, dozens of weapons from primitive to advanced alien technology, numerous different combat manoeuvres, three levels of difficulty, head to head combat online. Graphically Ion Storm wanted to use bitmapped images over rendered 3D skeletons.

Described as the main risk for the game, was the actual 3D figure technology that would be used to animate the characters in the game. Ion Storm wanted to minimize the risk by utilising technology that Origin had already started developing, such as the corridor rendering technology form Bounty Hunter, Ion Storm thought that if they could not utilise the technology the risks would greatly increase in developing this game.

This game does not look like it was taken any further than the initial pitch and so there is not much more information that can be found on this game, if you do have any please feel free to contact us.

Many thanks to Joe Martin for the document.

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Shot (by Housemarque) [PC – Cancelled]

Shot is a cancelled first-person rail shooter developed by Housemarque (a team mostly known for Super Stardust, Outland, Dead Nation and Resogun) that was slated for release in 1999 for PC. While it run on other 3d accelerators too, the real-time polygonal engine (which used “photosurreal technology”, a term coined by the programmers themselves), was clearly optimized for Voodoo 2, the most powerful 3dfx card at the time.

The plot was quite original for a shooter: the player controlled the gunner of a UFO ship, which object was to help fellow aliens escape from Earth (or, in alternative, kill them before they got captured by humans), after a failed invasion.

Even if the basic gameplay was similar to other first-person rail shooters (the CPU pilot handled most of the flying, while the player used the mouse to control the sight), in Shot we also had the possibility of killing a distant enemy with the sniping mode, and, though it would quickly drain our life energy, to control time by slowing everything down except for the speed of our viewfinder. 

Morever, according to Jani Penttinen, project manager and senior programmer of Shot, sometimes we had to protect the pilot of the airship:

In critical missions, the pilot actually leaves the ship to pick up something from the ground, and the player is responsible for protecting him. If the pilot dies, life gets a whole lot harder, if the player manages to survive on his own for a while, a new pilot will be beamed down from the alien mother ship and he will be able to continue the mission.

Just like other examples of the genre, each stage had multiple paths to explore. But Shot was interesting in having a map from which it was possible to select all the levels from the beginning. However, the longer we waited to play a stage, the stronger and more smarter the enemies inside it became (the AI was specifically programmed to learn over time from players tactics).

Thankfully, other fellow aliens sometimes would have helped us, and the viewfinder cleverly pointed out the most dangerous enemies currently on screen. Apparently, most of the game’s stages were hit-and-run rescue missions. After successfully beating a level, our ship was given better weaponry.

Unfortunately, Shot ended up being cancelled because Housemarque wasn’t able to find a publisher for the game.

Sources:
Next Gen Magazine issue 40
Edge issue 56
Conversation with Jani Penttinen on twitter

Thanks to Maik Thiele  for the contribution!

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Game Zero (Zoonami) [GameCube – Cancelled]

Game Zero (later known as Project Z3796WP) is a cancelled sandbox action platformer that Zoonami has been developing from 2000 to 2002 as an exclusive game for Nintendo’s Gamecube. The project became popular in 2000 as one of the early games announced for the – at the time – new Nintendo console, when former Rare employee Martin Hollis opened his own software house. Unfortunately Game Zero was never shown to the media and it was quietly canned after about 3 years of development.

Martin started working at Rare in 1993 when he was hired to work as a programmer on Killer Instinct. After KI was completed he found out that Nintendo was about to acquire the license to develop a game based on the new James Bond movie – at the time still without an official name. It seems that Rare’s founders Tim and Chris Stamper were initially not sure about working on a James Bond tie-in, but Martin successfully offered himself to direct the project. In 1997 Goldeneye 007 was released for Nintendo 64, becoming one of the most popular titles ever produced for the console.

A game more different than the others

After Goldeneye, the same team started working on Perfect Dark, but in 1998 Martin left Rare with the project still unfinished. He wanted to explore the world and to work on something more exciting and original than a sequel. As we can read from an interview with Gamasutra in 2007:

Gamasutra: Why didn’t you do another Bond game?

Martin Hollis: We were offered the sequel. The rest of the team were keen, and in one respect, out of all of them, I was the one most likely to say, ‘Yes’ because I loved Bond. But I was able to say, ‘No’ in a second. A lot of the high level decisions on Perfect Dark were made to try and be different to GoldenEye but still reuse some expertise and engine. Really though, I needed to work on a game more different than Perfect Dark for it to be interesting.

After leaving Rare, initially Martin traveled to South East Asia for half a year and then went to America to collaborate with Nintendo Technology Division. They were busy working on the new “Project Dolphin” 128 bit console, only later renamed as GameCube. As he still wanted to work on innovative games, in 1999 Martin went back to Cambridge, United Kingdom, to set up an experimental indie studio, named Zoonami Ltd. The original Zoonami team was composed just of a few people: Martin Hollis, David Jones, Edward Sludden, Gareth Rees, Paul Hankin and Richard Tucker. Zoonami soon created their first concept, an interesting and mysterious game that was internally nicknamed as “Game Zero”.

An exclusive game for Gamecube

Thanks to Martin’s good relationship with Nintendo, Zoonami signed a collaboration with them to develop this concept into an original GameCube exclusive title. As soon as gaming websites and magazines found out about the deal, rumors started to circulate about a possible new GameCube first person shooter, authored by the lead director of Goldeneye and Perfect Dark. That was so far away from the truth.

Probably most journalist did not know the main reason why Martin decided to left Rare in 1998, or they would have easily debunked such rumors. Zoonami wanted to create something original, not just duplicate Goldeneye. To give their fans some hints about what they were really working on, the team published a curious “censored pitch letter” on their official website in 2002, with a short description:

“We are currently working on a game, but we’re not at liberty to reveal very much about it yet. You might want to check out some of the unfounded rumours about it. Meanwhile here is the project proposal, from our files”

game zero Zoonami pitch proposal

There are some key concepts that should be noted in this image: esoteric taste, small planet, telescope, device. After this letter, nothing more was announced about Game Zero, no screens or videos were ever released and Zoonami has gone quiet for a few years. Then in 2004 they announced another pitch named “Funkydilla”, an original one-button music game – that unfortunately never found a viable publisher.

In July 2004 they updated their Website posting a placeholder image with a “spy-themed” desk, showing a gun, a pair of glasses, a briefcase and some top-secret documents. This rendering fueled rumors about Game Zero being a new espionage or hitman-themed FPS for GameCube, but both the press and gamers did not know that the project was already been canned since 2 years at that point.

game zero Zoonami FPS website placeholder

Zoonami disappeared again until 2006, when they finally released their first commercial game, Zendoku, for Nintendo DS and PSP. The studio only released 2 other games before closing down in 2010: Go! Puzzle for PSN and Bonsai Barber for WiiWare, both in 2009.

Game Zero, finally unveiled

What exactly was Game Zero, how would have it been played and why was it cancelled? The main cause for its cancellation was that the concept they were trying to develop was too complex for its time, due to technical and marketing reasons. Game Zero would have been an original sandbox action platformer set in destructable voxel levels: players would have been able to mine rocks and terrains, gaining items and resources to build new structures.

game zero, zoonami's gamecube title that sounds a little like minecraft

Does it sound a bit like Minecraft? We asked to Martin if Game Zero could have been a sort of ancestor for Notch’s popular sandbox game:

“Ancestor isn’t quite the right word. After all I believe nobody connected to Zach of Zachtronics (Infiniminer) and to Notch of Mojang saw any part of GameZero. There’s a connection. Minecraft has created its precursors.”

In early october 2015 Martin even discussed about the similarities between Game Zero and Minecraft at the “[Select/Start] PLAY” event at Viborg, Denmark, during his talk titled “How to Succeed at Designing GoldenEye. How to Fail at Designing Minecraft“. Unfortunately the destruction and building of voxels in Game Zero were too RAM-intensive to be suitable for consoles or PCs hardwares at the time. Zoonami did not want to continue working on something that was not keeping pace with their plans. The console gaming market was also one of their concerns as the most popular GameCube titles in 2002 were examples of traditional gameplay experiences (Resident Evil, Eternal Darkness, Super Mario Sunshine, Metroid Prime and Star Fox Adventures) in contrast with the sandbox, open-ended gameplay design planned for Game Zero. In 3 years Zoonami did many experiments and created a playable prototype, but in the end they decided to cancel its development: it was not the right game and not the right market.

“At the time we stopped the project, we had developed a handful of levels with something of a platformer feel. The avatar and vehicles had antigravity movement mainly constrained to the ground, and the player discovered their goals were to navigate, to rescue a few characters from the level, and to collect items partly from the rock. The levels were fairly tightly circumscribed in space, much more like Mario 64 than an open world game.”

As it happened with Perfect Dark, Game Zero’s protagonist would have been a female character. But this time the game was set in a fantasy alien planet inhabited by strange yellow creatures. Players would have been able to explore different areas of the planet using vehicles and laser guns, in a cartoony graphic style created with simple voxel geometries. As they wrote in Zoonami’s original company profile:

“We know that the key element of a video game is fun. The most important thing for a game is not the number of features or objects or weapons or levels, or the special effects, not story, not sound, not graphics, not even characterization. All these are important and crucial to success, but subordinate to fun. We think it is important to provide new experiences for the player. Old games don’t get played much, not because they are bad games, but because they are old. To fulfil the player’s desire for variety we strive for creativity and originality.”

Unfortunately players never had a chance to have fun with Game Zero on GameCube and the project was later forgotten with the release of the new Wii console. When asked if it wasn’t “a bit depressing only to have released one game in seven years” in that same Gamasutra interview from 2007, Martin replied:

If some of your projects don’t fail, that’s evidence you’re not taking chances. We are taking chances and a lot of our projects end up being cancelled or put on the shelf. I make the decision in most cases. Not every daring idea can be bought to fruition. […] This sort of thing happens in movies and TV all the time, although they don’t call it research. For every movie that comes out, there are hundreds of scripts. There’s a lot of work goes on behind the scenes that no one ever hears about.”

Although Game Zero was never released, we are happy we had the chance to hear a bit more about this interesting lost project and we could take a look at a few images of the unfinished prototype. Today Martin Hollis is still working on experimental concepts, as in 2013 when he designed an interactive project called “Aim for Love“, available to be played during GameCity festival of that year. Using cameras and big screens set in Nottingham’s Market Square, people from the crowd could play by “aiming” at other people and interacting with each other, in a strange mix between an alternative reality game and a social experiment.

Thanks a lot to Martin Hollis for his help to preserve more info and images from this lost project in the Unseen64 archive.

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