In 2006, Eurocom and Sony Computer Entertainment started to work on their PS3 exclusive “The Protector”. Although even voice recordings had started in 2007, the project was cancelled in early 2008. As the game was never officially announced, game details are still unknown. After this lost project, in 2008 / 2009 Eurocom developed and released Quantum of Solace (PlayStation 2), Ice Age: Dawn of the Dinosaurs (PS3, Xbox 360, Wii, PS2, PC), G-Force (PS3, Xbox 360, Wii, PS2, PC) and Dead Space: Extraction (Wii).
Update: thanks to GalacticeMage, we found out that Opposite Lock was an early beta version of Wreckin Crew! The graphic style remained the same, but the screenshot in the gallery below is probably from a target render (also the HUD is different). Check the video from the final game for a comparison.
Opposite Lock is a cancelled racing game that was in development by QUICKDRAW DEVELOPMENT / Telstar for the Playstation, Saturn and PC. Celine found a screenshot of this project in PlayMag magazine issue #4: it seems that Opposite Lock was going to be an arcade with colorful graphic and stylized vehicles based on real-life cars (as Chevrolet and Ford). It’s currently unkown why the game was canned.
Here’s the original press release:
Based around a blisteringly fast game engine, Opposite Lock is an arcade style, 3D hot rod racing game that also includes combat and stunt driving aspects. With most driving games nowadays concentrating on showing off the polygon engine rather than presenting a fast and furious racing game, Opposite Lock sets out to redress this balance by putting the FUN back into the genre. Modern racing games tend towards the simulation end of the driving spectrum and ignore the qualities that made Hard Driving, Power Drift and Mario Kart so popular. Opposite Lock offers you the chance to drive a whole host of stylised and customised vehicles from 1957 Chevrolets to Ford pickups, each with their own individual attack moves. There are stunt tracks, cup competitions and head to head modes, not to mention a demolition derby competition and a complete action replay and video editing suite to play back and save your favourite moments.
– Multi-player option that allows up to 32 players on a network. In-game pickups and upgrades, including weapons, nitros and repair kits.
– Over 100 different road side objects which interact with the players car. Hit a tyre stack and the tyres bounce all over the track!
– Full screen VGA and SVGA modes ensure that you are in the thick of the action at all times.
Reel Fishing: Life & Nature is a cancelled fishing simulation that was developed by Marvelous for the DS. Controls aside, the game was probably going to be identical to the released PSP version. Here is the official fact sheet of RF:
Reel Fishing: Life and Nature is a return to nature fishing! Whether you’re a seasoned veteran or have yet to cast your first line, Reel Fishing: Life and Nature will make it possible to experience fishing as it was meant to be…as it should be…in mother nature. Learn basic and advance fishing techniques from the Fishing Master. Experience a magnificent 3-Dimensional fishing adventure with beautiful environments, life-like fish and soothing environmental sounds!
A wide range of fishing locales from wide-open lakes to dense, lush green forest!
Fish in real time with varying weather conditions and daylight patterns.
25 fresh water fish in detailed 3D!
Over 100 different pieces of tackle!
A one-of-a-kind fishing simulation, unparalleled to any other!
Multi-player Ad Hoc Mode with customizable settings!
Melty Blood is a visual novel and fighting game, co-developed by dōjin circles Type-Moon and French-Bread, originally released at Comiket on December 2002. Melty Blood: Actress Again, is the third game in the Melty Blood series, released in 2008 on Sega Naomi hardware and the year later on the Playstation 2. Megalol found a removed playable character in the PS2 version and some beta differences, as he wrote in our forum:
It’s interesting, I found this character by using “ArtMoney” and “PCSX2 emulator”. Her name is Powered Ciel, unfortunately the game does not start after selecting her (i think that the developers planned to use Powered Ciel as a playable character, but she was removed at the last moment)
also in the characters-select screen, one of the portraits is the icon of Powered Ciel
In the final screen of “nero chaos arcade mode” you can see Powered Ciel
in an old picture from a magazine, we can see the beta “character select screen” from the arcade version, but “akiha” has a different icon, the icon that will be used in “school form akiha” only a year later in the PS2 version.
Powerd Ciel has been confirmed to be a fully-playable character in the newest Melty Blood revision, dubbed Melty Blood Actress Again: Current Code. The video below shows her in action:
If you have more info about this lost character, please let us know!
As we can read on Wikipedia, Conker’s Bad Fur Day for the Nintendo 64 was originally going to be titled Conker’s Quest and was later titled Twelve Tales: Conker 64. Early beta screenshots suggested the game would feature cute characters and colorful settings. Rare had a long history of making games of this sort, such as Banjo-Kazooie and Diddy Kong Racing, and at first Conker did not appear to be any different. However, Rare started to fear that the game would simply get lost in the platforming crowd, and critical mockery of “yet another cute platformer” caused the original game to be drastically overhauled.
The promotional videos and pictures from Electronic Entertainment Expo (at the time when the game was still called Twelve Tales) revealed objects and characters which have influenced the released game. Objects such as the flower and mushroom sprites were seen in the promotional video and a character closely resembling Buga the Knut was seen chasing Conker (who was wearing a knight’s helmet) in a promotional picture. Conker’s Bad Fur Day is considerably a far different game from the original plans despite the small influences it had on the release game.
Even if the differences with Conker’s Quest / Twelve Tales beta are more obvious, Cubivore10 noticed some little beta differences in the early Conker Bad Fur Day too.
Here we can see that with the exception of Conker the whole screenshot has different textures, maybe be even reused from Twelve tales. The barn (pink roof) looks like it might even be shaped differently. (beta at the top, final at the bottom)
This one’s a bit odd. The only time the fire imps appear in any cutscenes are during the Bat’s Tower chapter. From what little I can see of the background its the boiler room still, but I NEVER recall the fire imps acting like this (I play that chapter on a regular basis FYI) It seems like something has shot off smoking and a fire imp is freaking out. Whatever is on fire by him appears to be burnt. The imps do become grey when Conker urinates on them, however, they don’t shoot off like that.
At about 4:36 in the video below, there is the scene with the fire imps : it seems to be catching something in his mouth, whatever the smoking thing was.
This beta / unused cutscene was found still hidden in the final game by Goomther and ConkerGuru:
As wrote by Cubivore10:
This short scene was in an earlier trailer. I’m assuming, judging by the way it grows, you would have fought a giant Fire Imp as opposed to the Boiler at some point during development.
As wrote by Fuzzy, it’s quite short but in Goomther’s video it looks like the imp is eating another imp, but in the original it seems the imp is eating something like a burned rat.
Nothing much here, but unless he’s over more to the right than I recall, Birdy the scarecrow isn’t outside the bar.
Another minor detail, but in the final version of the game Gregg’s voice bubble is a dark gray color
The gray squirrel that Conker talks to is holding a walkie-talkie in the beta version (also the changed “tedizs” to “tediz”).
In the video below, at about 1:25 when Conker has to use his slingshot to open the vault, it doesn’t seem to be moving.
Also, Goomther found a weird / unfinished level in the game’s code, that could be an half-removed debug room! Check the video below for a look at this strange area. More unused models and development stuff were found by ConkerGuru in the game’s code (check his website for more!):
The tail of an very popular mouse pokémon. This tail was, according to an post on Chris Seavor’s twitter page, used for an cutscene they were forced to cut on nintendo’s request. When the cutscene played, the tail, obviously, would be placed on the back of the Pikachu model. Whatmore, Conker was also to interact with it during the scene, as there’s some unused animations remaining in the game of Conker sitting on his knees, and petting some creature.
Thanks to Cubivore10 and Goomther for the contributions!
This website uses cookies to improve your experience, by continuing to browse the site you are agreeing to the use of cookies. Find out more about cookies.Hide
Privacy & Cookies Policy
Privacy Overview
This website uses cookies to improve your experience while you navigate through the website. Out of these, the cookies that are categorized as necessary are stored on your browser as they are essential for the working of basic functionalities of the website. We also use third-party cookies that help us analyze and understand how you use this website. These cookies will be stored in your browser only with your consent. You also have the option to opt-out of these cookies. But opting out of some of these cookies may affect your browsing experience.
Necessary cookies are absolutely essential for the website to function properly. This category only includes cookies that ensures basic functionalities and security features of the website. These cookies do not store any personal information.
Any cookies that may not be particularly necessary for the website to function and is used specifically to collect user personal data via analytics, ads, other embedded contents are termed as non-necessary cookies. It is mandatory to procure user consent prior to running these cookies on your website.