New Cancelled Games & Their Lost Media Added to the Archive

Unreal P [PSX – Cancelled]

The original Unreal is a FPS developed by Epic Games and Digital Extremes, released for PC by GT Interactive  in May 1998. A playstation port was in development by Pterodactyl Software with new exclusive levels and weapons, but it seems that  Infogrames decided to cancel the project for some reasons.

In may 2009  Leo from the Beyond Unreal community was able to get in contact with Kagle, a developer that worked on Unreal PSX:  Kangle  decided to share some unfinished maps from this unreleased game and Leo edited the original files to make them to work with Unreal PC. Those files can now be downloaded in here, to be preserved and played by the fans!

Here’s a little description of the 2 beta levels:

In the first level, you break into an archaeological excavation where they are digging out a giant alien ship that was buried millenia ago. In part 1, you run across to the ship and turn on its main generator. The generator activates a laser that was removed from the ship and lets you blast through to the elevator shaft to the lower level. In part 2, you have to activate an umbilical tube to connect to the ship, which lets you reach the bottom of the excavation, where you can get inside.

In part two, you enter the ship, which is an alien universe, to contact the alien (I think his name was J’Rath). In part 1, you find yourself in a 3D maze. You have to travel to the end of the maze by removing the barriers blocking you. Each barrier can be removed by going to one of the small pocket worlds and throwing a switch. In part 2, you have to reach the heart of the ship, a pulsing sphere. You follow a short path, fighting tiny monsters and turning switches, until you can get inside. Inside the heart is a series of chambers you have to swim through until you get to J’Rath’s chamber (he appears as a giant eye). The second set of levels is rougher than the first.

These two missions (broken into two pieces each) were set to be played at the end of the second of three acts in the game.  Since these levels were so late in the game, they were designed to be difficult for the player to complete.

Since these levels were designed for the PlayStation 1, the levels had to be scaled down to fit into the existing hardware.  The limitations placed on the levels were quite draconian and included: a maximum of 3000 polygons per level, low number of visible polygons per room (STAT FPS), a maximum of 3 monsters per room and fewer in rooms with high polygons.

With such restrictions in place, I agreed to create levels with a less combative and more puzzle-oriented approach.  In order to avoid large-scale combats, emphasis was placed on jumping puzzles.  Levels were organized so the player would have to return to the same locations repeatedly to save space and give the impression of longer gameplay.

Huge props to Leo and Kagle for preserving these lost levels and sharing them with the community!

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BIONICLE: Legend of Mata Nui [PC – Unreleased]

Bionicle: Legend of Mata Nui is a cancelled PC game based on the Lego Bionicle franchise, that was in development at the Lego Software division. The project was officially cancelled in 2001, because of some quality issues and too many delays. It seems that a playable beta demo does exist somewhere out there.

Thanks to Lord Deathsaur for the contribution! You can find some more infos on the game at the Mask of Destiy website.

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Eternal Darkness beta analysis: translated in english!

edarticleeng

This game developed by Silicon Knights was released in June 2002 only after a long and troubled development. Full of unseens like few other games, Eternal Darkness was first announced for the Nintendo 64 at E3 1999 and then moved to the GameCube. The original project was changed many times during its development: in addition to the transition from one console to another, at least a couple of chapters were removed and the story was shortened when Silicon Knights realized that it would not be possible to finish the game before the release date. >> Read the full article.

Eternal Darkness Beta Analysis

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This article was written a few years ago as a personal collection of notes. Thus it is incomplete, but maybe someday i will finish it. Also, forgive me for the shortness and the bad overall quality of this analysis.

[Original article in italian by monokoma, english translation by yota]

Eternal Darkness 64

The Eternal Darkness project was born on the  Nintendo 64.  This version had already many of the features and locations of the future Gamecube version.

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Peter Jacob in the Cathedral.

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Metroid Prime 2: Echoes [GameCube – Beta]

Metroid Prime 2 for the GCN was a bit of a change from the metroid standard, as it featured for the first time, ammo for the beam weapons, and the ability to explore a dark world version of the main world. A bonus disk with a demo of the game on it was released as a gift from nintendo for a limited time, and a pack in bonus with copies of the first Metroid Prime. The demo takes several short cuts, jumping you straight to a mining facility that comes along a little later in the game. However, there are differences outside of that, that can’t quite be chalked up as cut backs for a demo release.

Video 1

3:40 Luminoth Webbing. scan is not in final game

3:53 “Mechanisms” is missing from log directory

3:56 it says that the statue’s motivator unit is broken, and won’t move. inthe final, instead of an eye, it has a dark crystal that when shot with the right beam, DOES move.

4:28 warns of a terminal fall ahead. not in the final game. Also, Luminoth Lore piece is missing from side of wall.

Video 2

2:04 Dark Webbing. scan is not in final game.

Video 3

This cut-scene is not in the final game.

Also, in one room in the final game, you can see a large number of flying enemies, but since you can only see it in morph ball form through normal play, you can’t scan it. However, if you enter the room by other means, such as going through or over walls with a glitch or Action Replay, you can scan it. The scan is as follows (as wrote on Wikitroid):

“Mechanism: Airthorns. Rogue airborne mechanoids. Targets are small and travel in packs for safety. Avoid contact.”

“The Luminoth made the Airthorn to patrol local airspace. The small, speedy machines were a boon to the war effort until their programming failed. Now rogue, they serve the Ing as fiercely as they served their creators.”

More information about unused enemies can be found at The Cutting Room Floor.

There are also enemies that were planned to be in the game at one point, but appear to have not even made it off of the concept art, which can be viewed at the Metroid Database

Retro Studios decided against recycling the features of the first game, and instead used new sound models, weapon effects, and art designs. They also implemented the Screw Attack and wall jumping features seen in previous Metroid games, which were not incorporated in the first Prime due to time constraints. [Infos from Wikipedia]

In some Pre-Release screenshots we can notice that the Hud, Dark Samus colors, the score counter in the Multiplayer mode and the visor hud while in morph ball are different. Also, there are other little changes in the scenarios.

Also, thanks to a model viewer created by Interdpth and Revel8n it’s possible to find various unused models hidden in the game’s code. You can download the Metroid Prime model viewer (mpxviewer) in here. If you are able to find more unused models, please let us know!

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