Master Slave is a cancelled action RPG (labelled as “a cinema-roleplaying game”) that was in development by Takuyo Kougyo for the original Xbox. As others unlucky Takuyo projects, Master Slave vanished in early development and it was quietly canned without any official explanation from the studio. It’s possible that they never found a publisher interested in the game and the low sales of the Xbox in japan were not of any help. It seems that the player would have took the role of Shishiro Clandart, a man who has lost his memory. With the help of Iris whom you met at a forest, Master Slave’s objective was to recover Shishiro’s lost memory. The battle involved nine different elements, using a unique system (?) to execute special moves.
Master Slave character’s design was created by Satoshi Kuramochi.
Alien Intelligence is a cancelled turn based strategy game that was in development by Flatline Studios and it would have been published by Interplay in 1997. Thanks to derboo we were able to preserve some screenshots from this lost game, found in Power Play 4/98 magazine. As we can read in this old preview, the game promised space conquests in a huge universe full of planets, space ships and evil aliens in the style of Master Of Orion with state-of-the-art realtime chic.
The speciality of Alien Intelligence were the simultaneous space- and ground fights, colonizing and managing, fending off pirates and the trade and science in the well known manner. The research tree alone had a whole 150 pages in 8 categories and there were overall more than 10.000 possible ship designs. A myriad of possible catasprophes from storms and asteroids swarms to wandering black holes enriched the action.
Also the characterization of the races promises fun: The Arkanians are thievish insects with excellent technical skills. Huge warriors without any humor are the Munzoids, who in lack of any other talents try to solve everything with violence. The Drache, of lizard like statue, are honorable until death and gifted industrials. The Metalloids are actually a robot race with a special hand for all electronics. the Strixthes have an insect-like state form and reprodudction rate, but are otherwise rather unpleasant contemporaries. The Psionids are, of course, arrogant geniuses who strife for control over everthing and everyone through their mental strength (and a little war).
In the end Interplay decided to kill the game for unknown reasons.
Thanks to derboo for the contribution!
Images:
The great superbad, found a video of AI:
I have found a video add of AI on a cd and liked it. The 1st thing was to look on ebay wich no real result. Than came google, witch gave a lot of link’s. This is one of them.
Origin/Source: disc 1 othe the game comlilation ‘Ultimate Strategy Archives’, folder DEMOS.
Ragnarok is a cancelled RPG that was in development in 1994 by Imagitec Design for the original Gameboy. This project should not be confused with the Ragnarok Online MMORPG created by GRAVITY, but it’s possible that the scenario of the GameBoy title could have been related to “King’s Table: Legend of Ragnarok”, a fantasy chess game developed by Imagitec for PC in 1993. Only a single screenshot of Ragnarok GameBoy was published in Total Issue magazine 25, but the game was never released.
Thanks to Pentarou Zero for uploading the scan and to Whitestrider for the link!
Aero the Acro-Bat is a platform game developed by Iguana Entertainment and published by Sunsoft in 1993. Super for the Super Nintendo and Mega Drive / Genesis. At Kombo we can read an interesting article about the game, in which they even shared the original design doc, created by David Siller in 1992. Some of the major differences that we can notice from looking at the design doc are:
in-level missions such as hopping over quicksand and landing in a lion’s mouth that did not make it to the final version of the game.
Not all of these items are in the final version either. The barrel, for instance, appears in a single stage and is presented as a mode of transportation instead of an item worth points.
Unused enemies
The original mission objective screen showed Aero in action as an example on what the player needs to do. While this idea was not included in the original 1993 release, the 2002 Game Boy Advance re-release added a variation of this concept back into the game.
As we read in the Advent Rising beta article, there were a lot of stuff planned for the game that never made it into the final, especially in the PC version. Advent Revising is a fan-made patch that aims to restore the cinematics of Advent Rising to their intended quality. This English patch adds back thirteen movie files cut from the PC version of the game, corrects cases of desync and playback errors present in cutscenes, corrects and retimes all of the game’s subtitles, enables full 4:3 display with Vsync and trilinear filtering, and adds additional functionality to the player such as teleportation and level skip.
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