Showing posts with label prototype. Show all posts
Showing posts with label prototype. Show all posts

Friday, April 1, 2011

Location of unreleased Akira prototypes

I know where they might be! Well, technically it’s more that I know who might have them, even if I don’t quite know where these people are – but that’s where you, the readership, comes in. By making this information public, perhaps someone will succeed at tracking down those involved and report on it for the world to see. Read on for details!
.
.
.


I had been trying to get hold of the December 1993 issue of Game Zone magazine (issue 14) for what seems like forever. The reason being that its cover story was a feature on the Akira games for the SNES and GameBoy, both of which went unreleased. I was eager to see what this feature said, and if it had any screens.

Eventually I tried contacting everyone listed in the staff page of the issue directly prior to that issue (which I had). I got hold of quite a few, though none still had any issues. Until I tracked down Rupert Sliwa, who you may remember from HG101’s Catrap article (pictured here). He kindly went to a great deal of trouble scanning the feature, which wasn’t easy considering the type of binding they used on the spine. But at last I had it, and if you click on the images below, you’ll see it reveals just enough concrete details to prove extremely valuable.

The key information is that the man in charge was LARRY SIEGEL. He was head of Black Pearl Software (which most people know was involved with the Akira licence thanks to this interview), which was absorbed into THQ. What I’ve never seen mentioned before is info on the SNES and GB versions specifically.

The SNES version was handed over to Handmade Software in Swindon, UK. It was formerly known as Mr Micro, and was headed by Jim Gregory, who also worked on Kasumi Ninja and other Atari games.

The GameBoy version of Akira was handed to Ice Software in Slough, UK, on which I could find no further information. Are they connected to International Computer Entertainment (ICE) which worked on the Amiga Akira game? I have no idea, but all the staff on that specific project said they’d had no involvement with any other version other than the Amiga release. On the other hand, a few spotty records online say that was ICE was based on Slough. It's all very difficult to find solid info on.

The unreleased Akira games, based on reports of those who played them (see below in green), sound awesome. And unlike a lot of other unreleased console games, which are hidden in Japan and near impossible to find, if any prototypes exist for these they’ll be in England or America. They’re so close I can almost touch them. Larry Siegel even has a LinkedIn profile, stating he resides in New York. If anyone can shed light on all the planned versions (SNES, Genesis, Sega CD, Game Gear, Game Boy), it’ll be Larry. All we need to do is find Larry.

My hope had been to track these guys down, get concrete info, interviews, photos, maybe screens, maybe working prototypes, and then have all this information dumped onto the internet via Hardcore Gaming 101, because how awesome would that have been? Site traffic would be up, infamy would be assured, and we’d all coast along on a delirious wave of cocaine, strippers and fan adulation. But tracking Larry and Jim down proved pretty tricky. I trawled Mobygames, LinkedIn and Directory Inquiries, sent no fewer than 20 emails, and made over a dozen phone calls. Hell, I even got people I knew to use their Facebook accounts to contact other Facebook users who may have had a connection, and the same for Twitter. I thought I’d come close several times, managing to get hold of many of Larry and Jim’s former colleagues, but in all cases they’d lost contact with the gentleman in question. I even tried asking on our blog, with no luck.

So, here are the Game Zone scans, plus scans from Unseen 64 (if you write for Unseen 64 feel free to re-use my GZ scans), and the rest I leave up to you – the wider world. If you know Larry or Jim, I advocate kidnapping and truth-inducing drugs.

The world is keen for this information!

And if you’re unconvinced on the quality of the games, read this post by Whimsical Phil on NeoGAF. They sound like the greatest games ever (not) released.

---
Whimsical Phil

And I was actually able to play THQ's Genesis Akira game back at a CES show ages ago (this, of course, pre-dated E3). Somewhere at my parent's house, I still have a sales flyer for the game with info and screens on it. I'll have to try to dig it up next time I'm there and get that puppy scanned.


If I remember correctly, it was announced for Genesis, SNES, Sega CD, Game Boy, and Game Gear, although I believe that the Genesis version was the only one on display on the show floor. The main gimmick of the game was that each stage played differently. Lemme see how many I can recall...

- A motorcycle racing stage that was a lot like Super Hang-On. As you would imagine, you were Kaneda racing against the Clowns.

- A FPS stage where you were Tetsuo wandering though the lab where he was being experimented on. Instead of a gun at the bottom of the screen, you just saw Tetsuo's hand, and when you fired at guards, he shot out a blast of psychic energy. This stage was about as impressive looking as a FPS could look on the Genesis.

- A side scrolling stage where you were Kaneda and Kei piloting that hover vehicle through the sewers. These stages weren't strictly side scrolling, though, as they were quite large and maze-like. You could fly quite a ways up and down as well as left and right. You used the gun on the vehicle to shoot down the guards' crafts.

- An isometric stage (think Viewpoint) where you were Tetsuo walking across the bridge (the one he would eventually destroy). Pressing the attack button caused him to swing his arm out in front of him, sending a wave of psychic energy out in front on him. The main enemy that I recall in this stage were rows of soldiers armed with the laser cannons from the movie. I remember being really impressed with the look of the Tetsuo sprite on this stage (complete with his tattered red cape).

- The last stage that I remember was a 2D beat-em-up (or was it a one-on-one fight?). Either way, you were a surprisingly large mutated Tetsuo attacking, well, whoever it was attacking you (Kaneda? Soldiers? I don't remember).

Seeing as how I was a big fan of the movie at the time, I talked to one of the head PR people at length about the game. She even gave me an animation cel from the movie (of the giant teddy bear and rabbit that attacked Tetsuo), which they were probably giving out to the press. Even though I was just a scrub working at Babbage's at the time (yes, I was one of those retail kids who snuck into the show), she gave me her business card and I kept in contact with her for a while getting updates on the game. Until, of course, she gave me the sad news one day that they had cancelled it.

Man, I really gotta find that sales sheet now.



EDIT:
Many thanks to Rod_Wod on Assembergames forum for taking many of the magazine scans originally.

Monday, September 13, 2010

Ghostlop: Unreleased Prototype


Ghostlop is an excellent unreleased puzzle game for the Neo-Geo developed by Data East. It appears to be completely finished. Unlike a lot of unreleased games, there are no complications about who owns the rights to publish the game and although no plans to release Ghostlop have been announced, G-Mode, the owner, has actually put a modest amount of effort into promoting it.

Ghostlop is a head-to-head arcade style puzzle game featuring a unique mix of elements from Puzzle Bobble and Breakout, with a color-switching mechanic reminiscent of Silhouette Mirage and Ikaruga. (Although it predates them both, with an intended release year of 1996.)

As you can see in the video above, you aim shots the same way as in Puzzle Bobble, but there are only two main colors of bubbles to destroy--or in this case ghosts. The A and B buttons determine whether your shot is red or blue. If your shot is the same color as the ghosts it hits, it will cut through them like in a bonus level of Alleyway. If it's the opposite color, it will bounce off without doing damage. You can switch as often as you like (even while the ball is bouncing around) so if there are a lot of red ghosts surrounded by a layer of blue ghosts, you could detach all of them from the top of the screen by throwing a blue shot to pass through the outer layer, switching to red to move through the middle, and then switching back to blue to pass out the other side, dropping the majority of the ghosts and putting a lot of garbage on your opponent's screen. As your ball bounces around you're free to move your character back and forth along the bottom of the screen, and you need to catch the ball when it comes back or suffer the penalty of having the pieces lower one notch.

The action is fast-paced and smooth. The lighthearted characters and rockabilly music add a lot of charm that is missing from newer puzzle games like Lumines and Planet Puzzle League. I've shown Ghostlop to a number of friends with a variety of puzzle-gaming skills, and they have all gotten addicted. It's a real shame that such a high-quality and unique game was never released, while the market is flooded with sequels and clones of virtually every puzzle game that was even remotely successful.

Only a couple of collectors have confirmed ownership of prototype cartridges, but the game's code was (like most things) leaked onto the internet and bootleg cartridges are even available if you really want to play it on your Neo-Geo.

I don't have anything especially new or novel to say about Ghostlop, but it's a really great game that deserves a wider audience, and it stands a better chance of eventually getting released than you might think. Data East filed for bankruptcy in 2003, and G-Mode acquired their back catalog in 2004. G-Mode registered DataEastGames.com at the end of 2007 and has steadily used it to promote ports of Data East games for consoles, mobile phones, and PC. The site lists all of the Data East games they own, including Japan-only games like Magical Drop F and the unreleased Ghostlop. Even more surprisingly, they've taken the time to record an official video of the game and post it on YouTube. Hopefully these efforts indicate that G-Mode is seriously considering allowing Ghostlop to finally see the light of day.

Thursday, January 7, 2010

James Pond 2 (NES) and Edd the Duck (Game Boy)


In August 1993 a British magazine, Game Zone, printed reviews of 2 games. But were they unreleased, or did they simply never exist at all?
.
.
.

(Scroll down for better scans of each review)

For some time now I’ve wanted to draw people’s attention to this issue of Game Zone, an old, unofficial, Nintendo-themed magazine by a now defunct British publisher whose name escapes me. It represents either a case of 2 games which were completed, sent out in prototype form for review purposes, and then never released – in which case there could still be prototype cartridges to discover. Or it’s a rather cheeky joke and the games are fictional.


For a bit of context, Game Zone’s editor was Jackie Ryan, a woman who previously helmed some ZX Spectrum magazine I forget the name of, loved for its irreverent humour, and GZ followed this trend by being surreal, sarcastic, and generally a bit weird. Very British, you could argue. It was all a bit silly at times, which is what makes me think these 2 games never existed.



The reviews themselves are the standard early 1990s GZ fare. One tip-off is the screenshots. Normally GZ had some good quality screens, but these are blurry, pixelated and indistinct, encouraging the idea that they were faked. Oh, and both games receive the exact same score: 78%. What confuses the matter is the August publication date, meaning it was likely on sale in July, and had been written during the month of June, and was therefore far removed from any April fool’s joke,.

Click the pics to see an enlarged version which you can read.



JAMES POND 2 - NES

The James Pond 2: Codename Robocod on NES review actually had me convinced for a long time, since the game does exist and was ported from the Amiga to the SNES, Genesis, PS1, GBA, and several other systems. I think there was even a GB version. So a NES port would not be out of the question. No NES ROM archive features information on it, and neither does trawling the internet. If anywhere else has given mention to James Pond 2 on the NES, I’ve not heard it. So, unreleased prototype, or fictional game? I’ve no idea what happened to Martin Pond, the reviewer, but I’ve not seen his work printed anywhere since GZ, otherwise I’d say it’s worth contacting him.


EDD THE DUCK – GAME BOY

Edd the Duck was apparently a children’s mascot of the British Broadcasting Corporation (from about 1 minute). Before my time, so I’ve never seen it. There was apparently a licensed Edd the Duck game released, but for the ZX Spectrum, Amstrad and Amiga home computers. Which, given GZ’s connection to the Spectrum, convinces me that this was likely some kind of surreal joke. The review itself is chock full of weirdness, at one point comparing it to Sonic the Hedgehog, and the screenshots don’t match up with each other. One doesn’t have any hearts, and in the others, there’s no number next to the white square. The reviewer, Nick Griffiths, went on to write for the Daily Mail’s Weekend magazine supplement, doing the film reviews – which I suppose makes him vaguely contactable. EDIT: Googling his name makes me think he may in fact be this author.

Do any readers have any insight into this strange matter? Can anyone claim to have played or seen either of these games? Do they exist, are there prototypes somewhere, or was it all a surreal joke?