Paradigm Entertainment was a talented studio that developed a few of the most interesting games for Nintendo 64, such as Pilotwings 64, F-1 World Grand Prix and Beetle Adventure Racing. Unfortunately during the 6th generation of consoles (Xbox, PS2, GameCube) the team had some difficulties finding their market and publishers interested in supporting their games.
To survive Paradigm had to work on tie-in and licensed games such as SpyHunter, The Terminator: Dawn of Fate and Mission: Impossible Operation Surma, unable to deliver successful products under budget and time limits. At some point in 2005 Atari even gave them the Asteroids IP to create a gritty 3D reboot of their classic arcade, to be developed for the original Xbox.
Atari already tried something similar with a Space Invaders reboot, releasing “Space Raiders” / “Space Invaders: Invasion Day” in 2002. The game was poorly received and heavily bombed, so it’s strange they even tried to do it again with Asteroids.
As far as we know Asteroids 3D reboot by Paradigm went only as far as an early prototype, before to be cancelled. A few images from this lost game are preserved in the gallery below, to preserve its existence in the unseen history of video games. Just 3 years later, THQ (their parent company at the time) decided to close down Paradigm Entertainment, while they were working on an untitled military FPS.
Desolate World is a cancelled side-scrolling action game that was in development since late ‘90s by a small Czech independent team (Magic Birds?), to be published by Vulcan Software. The game was initially planned to be published on Amiga computers, it was previewed in Polish “Amiga Magazyn” in 1997 (issue 12) and 1998 (issue 10), and also in some old websites:
“The game is a platformer similar to the all-time great, Gods. However, As well as being all about killing nasties, the game will also have a heavy puzzle element. It is also planned for it to contain certain missions that you have to complete.
Having played an early demo of the game I am quite impressed. Although the main character seemed to move a little showly (this may have been changed), the GFX were very nice and main basis of a good game seemed to be there.
The game will require any Amiga with an 68020, 2Mb Chip RAM and 4Mb Fast RAM. A 4x speed CD-ROM will also be required.”
In September 2017 user “Solaris104” from the “English Amiga Board” found a demo from the Amiga version:
“Demo version Desolate World is public in czech magazine Amiga Review 28 on coverdisk. Authors are brothers Cizek. Vladimir Cizek is coder, Pavel Cizek is graphician and Petr Klimunda is musician. The game should be published by Vulcan. All levels done, but never published and lost on Amiga harddisk. I played some levels in 1997. ExiE made rendered intro for this game.”
This demo has just one playable – but very large – level. Gameplay is indeed very similar to Bitmap Brothers’ Gods: you search for switches, keys, sometimes you have to use terminals, operate lifts or small robots that can act like a lift. From time to time you fight mini-bosses and solve puzzles. A full walkthrough of the Amiga demo can be found on YouTube:
After some time the Amiga version of Desolate World was cancelled and the team tried to port it to the Game Boy Advance, at the time the major console where 2D “retro” games could still be sold with success. A video from an early prototype of the GBA version was uploaded on Youtube in May 2013 and we can notice how the graphic was way less impressive than the original Amiga version, but still nice for a portable console.
Unfortunately even the GBA version of Desolate World was never released and no demo from this version is leaked yet. It remains one of the most obscure GBA games we’ll never play.
Ocean Warrior is a cancelled action game that was in development by a small team known as “Stardust Interactive Media” between 2001 and 2004, planned to be released for Xbox 360 and Playstation 3. The game was initially conceived as some kind of mix between “Tony Hawk’s Pro Skater” and “Waterworld”, an extreme-sport video game titled “Extreme Outer Reef” about big-wave surfing in flooded cities.
“If things go according to plan for Stardust Interactive Media, the startup will soon be making waves – monster waves – in the video-game market. Big waves are the name of the game for Stardust, creators of a sports-action surfing video title, “Extreme Outer Reef.” The game is based on one of the most dangerous sports in the world, “extreme big-wave surfing”–surfing waves 75 feet and taller with the aid of high-powered jet-skis.
“Extreme Outer Reef” capitalizes on the recent success of other extreme board-sports videos, such as snowboard and skateboarding. “People love board sports and we’ve created a game in a way that’s never been done before,” said Markland Fountain, chief operating officer for Stardust Interactive, one of 10 finalist companies in The Business Journal’s Business Plan Competition. “Surfing is just a sexy, interesting sport and you can’t get any crazier than this,” Fountain said.
The game is the brainchild of Chief Executive Dan Meyers, a native Oregonian who has surfed the Oregon Coast for the past 23 years. He and Fountain–also a surfer dude–are heading up the company. And they’re backed by a solid team of video-game bigwigs and world-class giant-wave surfers.
Scott Orr, whose video titles have sold nearly $2 billion in the past 20 years, signed on as executive producer for “Extreme Outer Reef.” Chief technical consultant is Stewart Apelzin, creator of best-sellers “Myst” and “Where in the World is Carmen Sandiego?”
Other surfing videos exist, but Stardust insists its game will be unique. For one thing, the game thrills players with monster waves up to 200 feet, but Stardust also has developed a “dynamic waves physics engine” — a software application that generates waves that behave the way real waves work in the ocean.
“No other surf game makes waves with a real-time physics model,” said Meyers. Picture “giant liquid avalanches,” say the business partners. “You have endless variability, and it becomes this crazy surface where you can pull tons of tricky maneuvers,” Fountain said. “It gives the game replay value,” as opposed to existing surfing videos, which can quickly become boring.”
During development the project evolved into Ocean Warrior, a more cinematic action game featuring speed-boats equipped with machine-guns in a post-apocalyptic flooded world, similar to Waterworld.
As we can read from the description added to the box mock up (made using the original Xbox games’ template as the Xbox 360 was not released yet):
“The Earth’s major cities are under water! The world’s ocean levels had been rising for years, but a nuclear blast set off by the evil NERVA organization has caused the sudden flooding of coastal cities worldwide. As an elite Ocean Warrior, you take to the waves to rescue the innocent and to bring NERVA to justice.
Waterborne combat is back with a vengeance! Pilot a variety of heavily armed watercraft through unbelievable apocalyptic ocean environments!
Drive the boat, or man its turret, bail out and swim at any time. Commandeer any craft you can find! Disable an enemy crew, climb aboard, and take their boat for yourself!
Protect your floating base at all costs. Your base supplies all of your new weapons and repairs, and holds items and personnel captured or rescued in the field!
Monster surf like you’ve never seen! Ride 100-foot tidal waves through modern cities and ancient canyons!
Exciting story of global destruction takes you to disaster zones around the world, your AI teammates will have your back!
Tons of multiplayer modes! Play deathmatch, CTF, Destruction, King of the Kill and more on a split screen, with system link or over xbox live!”
Stardust Interactive tried to pitch the game to different publishers, but in the end Ocean Warrior was never released, only a few screenshots and footage from the early prototype are preserved below, to remember this lost project.
Super Shadow of the Beast would have been the Super Nintendo port of an old Amiga side-scrolling action game which was originally developed in 1989 by Reflections Interactiveand published by Psygnosis. The game since then has been ported to almost every known platform at that time, so why not a Super Nintendo version?
The SNES version was developed by a company called IGS (Information Global Service) and was first reported seen at the summer edition of the 1992 Consumer Electronics Show (CES): in an article on Nintendo Power it was mentioned as a promising upcoming title for the SNES.
The original Shadow of the Beast game and most of its ports to other systems contain many grim, dark looking and bloody details such as bloody spikes, bouncing bloody eyeballs, flying skulls and decapitated enemies. To get approval from Nintendo and thus a license to publish the game on the SNES platform this port of the game had to undergo some serious censoring, mostly graphical adaptions like removal of blood, redesigned levels and removing or redrawing of enemies.
Some screenshots of this censored SNES port were found at a site called Schnittberichte.com: they did an excellent job in showing the differences between the SNES version VS the Mega Drive one. Apparently all the efforts from IGS to change the game weren’t good enough for Nintendo USA and thus Super Shadow of the Beast was not approved.
Other rumors however state that the mature content cannot have been the only reason why Nintendo dropped the game. It’s possible that Super Shadow of the Beast was just not good enough to be released, with its poor graphics and colorful style it became something too much different from the original game and its dark atmosphere.
However the SNES version of the game is not entirely lost: a rom of the game was leaked a while ago and it appears to be fully playable (segameplay videos below). I even came across some reproductions of actual SNES cartridges of the game if you prefer to play it directly with your original Super Nintendo console (if you still own one in working condition of course)
Censored SNES version vs SEGA Mega Drive version (Thanks to Schnittberichte.com):
Youtube gameplay video, end sequence & credits & music:
Cutie Poo is a cancelled action / platform game planned for Mega Drive and Amiga that was in development in 1990 by the legendary DMA Design team (Lemmings, GTA, Body Harvest), and it’s probably one of the lost games with the most bizarre titles ever. Cutie Poo was conceived from a character animation created by Gary Timmons just for fun and inspired by Disney cartoons and their smoothly animations: when David Jones (DMA founder) saw Gary’s animation he was so impressed that proposed him to develop a full game using that same character (named Bob).
Tony Colgan (a friend of Mike Dailly from the Abertay Computer Club) was hired as a freelancer coder to help Gary with development of Cutie Poo and they had to imagine what kind of game they could create with Bob as the protagonist:
“When Tony started on Cutiepoo, he and Gary sat down and came up with a simple game design. Basically, Cutiepoo (the main character), was trying to save little furry Tribbles (as inspired by startrek), from a character called Doc. Mallet.
This was the days of simple games, and true to this mantra, Dr. Mallet ran about trying to kill the tribble by squishing them with a huge mallet. This all took place inside a chocolate factory – for some reason.
Gary was now trying to get levels together for Cutiepoo, and had drawn the first in a series of test backgrounds. He, Tony and Dave then sat down to decide which style to use. The winner turner out to be the chocolate factory, since they could all see some funny situations cropping up in here.”
It seems that the main objective of the game was to guide Bob through the levels and find the exit as fast as possible, while avoiding traps and trying to save as many Tribbles as possible. Tribbles would also move around the levels and could die in traps or be killed by Doc. Mallet.
Unfortunately Gary’s fluid animations became a pain to code into the game and after a year of development Tony didn’t make enough progress, so DMA decided to cancel the project and focus their efforts on other, more successful games (such as Lemmings).
A playable demo of Cutie Poo was shown at the European Computer Entertainment Show London in September / October 1990, along with other DMA demos such as Walker and Gore (another cancelled Amiga action game), so we can still hope that one day someone could find this demo and share it with the world.
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