New Cancelled Games & Their Lost Media Added to the Archive

Atari Karts [Jaguar – Beta]

Atari Karts is a Mario Kart-style racing game for Atari Jaguar published by Atari Games and developed by Miracle Designs Ltd. The game music was composed in 1994 by Fabrice Gillet in Protracker on an Amiga. Both he and the people who created the in-game artwork are not listed in the game’s credits at the end of the game. The manual refers to them as the “Miracle Designs Team”. [Info from Wikipedia]

Gamepopper101 has found a beta video of the game from viMasterJag’s YT Channel. Some of the differences shown in the video should be:

  • Different title theme
  • Different character on title screen (final release is Bently Bear)
  • Menu screen is different (but uses the same text font)
  • No Background on menu screen
  • Three characters not found in final version: Pum King, Firebug, Miracle Man (?)
  • Character selection screen is also different
  • Missing stages (?)
  • Camera moves to back of player differently in beta (it moves like in Super Mario Kart in the final version) (?)
  • Possible different music in stages (?)

Thanks to Gamepopper101 for the contribution!

Video:

Dragon’s Crown – Dreamcast [Cancelled]

As we can read on Wikipedia, Dragon’s Crown is a 2D action game developed by Vanillaware with assistance from Atlus for the PSvita and PS3. Originally the game was planned for the Dreamcast in 1998, as stated by Vanillaware president George Kamitani, but sadly it was cancelled because he was unable to find a publisher willing to support the project. A concept art from the Dreamcast version of Dragon’s Crown was published in the game’s artbook. As we read on VG247:

Siliconera says that in the artbook you can see elements of the current Sorceress, and Wizard while the female warrior design would later be used as the base in Fantasy Earth Zero, the Square Enix PC title Kamitani worked on as the art director.

Images:

Dragon's Crown Dreamcast

Neverhood 3? [Concept – PC?]

The Neverhood is a point and click adventure game made by Doug TenNapel and released for PC by DreamWorks Studios in 1996.

Two years later a 2d platform game called Skullmonkey, which it was intended as a sequel of the first game, was created by the same developers for PSX.  It was a commercial failure, and so the IP was quickly forgotten by the producer.

However in 2012 sketches probably intended for a new game in the series appeared in a Neverhood fan forum. You can see those concept arts in the gallery below.

Images:

Dementium 2 [Tech Demo – DS]

Dementium 2 is a FPS developed by Renegade Kid and released for DS in 2010. Below we can see some screenshots and a video of a tech demo that was created before the actual development of the game started. Gregg Hargrove briefly talked about it in the Renegade Kid board:

I wanted to comment on how amazed I am that anyone was even able to find any info on the original “Village” demo that became D2. Wow!

I also wanted to give a shout out to the artist that helped me develop that demo, Erik McKenney, who sadly was not able to stay on with us past the demo. Times were crazy and we didn’t know where what was going to happen so we lost a great artist to a more stable company. D2 would have been that much better if we could have kept him on.

Images:

Videos:

Untitled Cavia FPS (aka “Catacombs”) [Cancelled – PS3 / X360]

Catacombs is a cancelled FPS that was being developed by Cavia for Square-Enix in 2010. The game was never officially announced and the project was shelved in 2011, but in 2012 Siliconera leaked some screenshots and informations about it.

Catacombs was basically an interesting crossover between a RPG with random-generated dungeons and a team-based shooter. The player could upgrade the guns that he found in the ruins but also use magic. Four different characters were available, each one with its own story, which according to the narrative director Brandon Sheffield had an important role in the game:

Since we’re all inherently different and our mind is the only thing we can truly know, then our reality exists only inside of our brains. So each stage was about these people destroying their own fears and doubts and also their identity. They were supposed to be overcoming their sense of self, and how that related to their identity as an American, but also their otherness.”

EDGE in 2012 played an early build of the game that ran on a heavily modifed version of Mindjack engine.

For more informations check Siliconera article and EDGE special feature.

Images: