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Fang of Alnam (no Kiba) [Cancelled – SNES, Super Famicom]

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Fang of Alnam (アルナムの牙~獣族十二神徒伝説~, Alnam no Kiba: Shouzoku Juunishin-to Densetsu) is a cancelled 16-bit RPG that was in development by forgotten japanese team Right Stuff, planned to be released in 1996 for Super Famicom (SNES). This project could have been a port of “Alnam no Kiba”, an obscure RPG released in 1994 for PC-Engine and later reworked as a Visual Novel for the original Playstation in 1996.

By comparing screenshots from the cancelled SNES version to images / videos from the PC-Engine version it looks like the game was changed a lot, with very different sprites. While it still looks like a traditional RPG (and not a Visual Novel like the PS1 edition), we could assume that this lost Super Famicom version would also have some differences compared to the PC Engine edition.

Celine found a screenshot of the SNES version in Famitsu magazine (issue 363) and some more details on the personal blog of a japanese collector / former developer (?) who owns an early prototype of the game (translated with Google translate):

“This time, I will introduce Arnam’s fang, which was developed by Right Stuff but has been discontinued. Since this ROM is a very early version, there is no opening, no conversation with NPC, and almost no menu is created.

There is only one MAP and you cannot leave this town. Although it is judged to be an obstacle for the time being, it is suspicious and you can dig into buildings and trees. NPC has several characters in the MAP but cannot speak at all. I can’t enter the building. You can just walk around the town.

Only the menu can be displayed with the Y button. The item is item equipment beast record record method break state setting. Beasting and breaks cannot be used, and will freeze when selected. Most of the items are left unimplemented and the equipment is displayed, but you can not change the equipment.

I don’t remember any magazines at that time, but I may have decided to cancel the development quite early. And the cart name of this ROM is “DEATH BRADE”. Often, the development ROM often uses the ROM name that was previously developed. SFC’s Death Brade is an IMAX and DECO game.

Did you get involved = Light Staff”

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My Neighbor Totoro [SNES – Cancelled]

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Around 1992 Tokuma Shoten Intermedia planned to develop or publish a tie-in Super Nintendo video game for the popular Studio Ghibli anime My Neighbor Totoro. At the time Studio Ghibli was part of Tokuma Shoten and the company published a few anime-related games such as Yadamon: Wonderland Dream and Eternal Filena. As far as we know the game was never officially announced by the company, but in 2019 Itoh Shigeyuki (former artists at Tokuma) shared on Twitter a couple of images from the game pitch they showed to Miyazaki.

As translated by Nina Matsumoto on Twitter:

“About 27 years ago, I drew these from scratch pixel by pixel to pitch a My Neighbor Totoro Super Famicom game to Hayao Miyazaki. (*for Tokuma Shoten Intermedia. The game got shelved). There were no decent scanners back then, so I had to stare at an art book and draw these one pixel at a time”

And a few more details “translated” by Google Translate:

“At that time, I felt a good bleed out when I saw it with a CRT while working, and it was more anime-like. Tokuma Shoten proposed a plan because he wanted to put it out, but unfortunately the director’s ok did not appear.

I couldn’t tell you the details of the reason for the store, but as you pointed out, he didn’t seem to like the game.

I guess it was more like an adventure game. I want to ignore the project and put out a racing game on a cat bus (laughs)

I think that there was a certain amount of odds, and I think that I had a plan for Manager Miyazaki, but in terms of adventure-oriented content, it might not have been as meaningful to turn it into a game.

Because it was for planning purposes, I think that I use more than 16 colors. However, the number of colors is considerably reduced.”

In the end after this undeveloped Super Famicom pitch there has never been an official My Neighbor Totoro video game.

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B.O.B. 2 [Cancelled – SNES, Mega Drive]

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The original B.O.B. was a run ‘n gun platformer developed by Gray Matter Inc. and Foley Hi-Tech Systems, published in 1993 by Electronic Arts for SNES and Mega Drive (Genesis). A sequel titled “B.O.B. II” was also in development not long after the first one, but in the end the project was canned and never officially announced by EA.

There’s not much remaining from this lost game: just some concept art and its logo. We don’t even know if one of the two original teams developed an early prototype for EA. We can assume it would be hard to see more from BOB 2: it’s the cancelled sequel of a mostly forgotten run ‘n gun.

Maybe one day someone who worked on the project could help unveiling more, but for now these images are the only proof it was once in development or at least conceived as a possibility.

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Drakkhen 2 (Infogrames) [Cancelled – SNES, PC]

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Drakkhen is an early-3D western RPG originally developed by Infogrames in 1989, published for Amiga, Atari ST, MS-DOS and Super Nintendo. In 1994 Kotobuki System / Kemco developed a spiritual successor for the SNES, published as Super Drakkhen in Japan and released in North America as Dragon View.

However in 1991 Infogrames was already working on an official sequel by the same team, planned for PC, Amiga, SNES and FM Towns. While this lost version of Drakkhen 2 is now forgotten by everyone and not many details are available, Youloute was able to find an article with some screenshots, published by french magazine Generation 4 (Issue 38 and 41, November 1991 / February 1992).

If you know French and would like to translate some of the details found in these pages, please leave a message in the comments section below! Thanks for your help

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Yoshitsune Densetsu [SNES – Cancelled]

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Yoshitsune Densetsu (義経伝説, Legend of Yoshitsune) is a cancelled action RPG that was in development around 1993, planned to be published by ASCII on the Super Famicom / SNES. The game told the fictionalized story of Minamoto no Yoshitsune a “military commander of the Minamoto clan of Japan, that after evading death made his way past Hokkaido and sailed to the mainland of Asia, re-surfacing as Genghis Khan“.

It seems Yoshitsune Densetsu would have been supervised by popular mangaka Shotaro Ishinomori (Cyborg 009, Skull Man), possibly for character design and story concept. The protagonists were four men and women who have slipped back in time from the present age to the Kamakura period. Although the story would differ depending on the selected character, the main plot would always lead Yoshitsune to become Genghis Khan.

Some images and previews for the game we published in old japanese magazine, shared on Twitter by gt198x.

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Popil (Sunsoft) [SNES – Cancelled]

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Popil is an obscure platform game that was in development by Sunsoft for the Super Nintendo / Super Famicom. This lost project is practically forgotten today and there was no proof of its existence online until Dosunceste found a couple images in Console Plus magazine (issue 1). While the game looks a bit like Twinbee: Rainbow Bell, we don’t have any more details about its gameplay. Maybe there are more screenshots and information in other gaming magazines from the ‘90s? If you find something more about Popil (or recognize it among other Sunsoft released titles) please let us know!

  

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PoPoLoCrois [SNES, Super Famicom CD – Cancelled]

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PoPoLoCrois is a cult-following series of RPGs based on a ‘70s manga by Tamori Yohsuke, of which just a few games were translated and published outside of Japan. The first game was developed by Epics (G-Artists) in collaboration with Sugar & Rockets and released in 1996 in Japan for the original Playstation, but it was initially conceived as a SNES / Super Famicom CD System project. This 16-bit PoPoLoCrois game was cancelled when the console add-on was canned by Sony and Nintendo.

A few photos from the design document for this SNES version were found and shared online by fans of the series and former developers, so we can preserve some proof of the existence of this lost RPG. As far as we know only this design doc was completed for the SNES CD version of PoPoLoCrois before being cancelled, but it would be nice to know if a 16-bit prototype was already in the works. Afterall, even the released Playstation game had a graphic style very reminiscent of old-school SNES RPGs, more than its 32-bit contemporaries.

Some details and theories about this unreleased 16-bit PoPoLoCrois were shared by Japanese website popolo-crois.com, “translated” by Google translate:

“The plan for the Super Nintendo Popolo shown on the left side of this photo is drawn by Mr. Fukushima in 1989 for Popolo’s animation project, so naturally this plan was created. It was after that. And the notation “EPIC/SONY RECORDS” (all caps) in the lower right of the proposal came to be used after its predecessor EPIC/Sony was absorbed and merged with CBS/Sony in March 1988. However, since CBS Sony changed its trademark to Sony Music Entertainment (SME) in April 1991, it has been mixed with lower case letters such as “Epic/Sony Records”. Therefore, the use of all capital letters in this plan suggests that the plan was created before April 1991 when the notation changed, so that period from 1989 to 1991 I’m guessing it will be until the end of March.

*As far as the date drawn on the setting data of 2 is concerned, it is from September to November 1992. The date of the monster design drawn by Mr. Tamori was also in October 1992, so I wonder if it was probably in the process of becoming a game by this time. In this material, not only Popolo 1’s enemies such as the Ice Demon King and Shitenno, but also Barbara, Myra (also transformed into Sanya!), Zilva, Leona, and other characters that appear in Popolo 2 as well as pilot films will appear. The tango and the figure of Paul the Lion are very widespread, so I have no idea how much story was planned at this stage. However, in July 1992, Sony decided to enter the home-use game console, and since the production of the Playstation version Popolo started in January 1993, as described below, all of this material is for the Super Famicom version. It is unknown whether or not the PS version was also in view (some people say that Pietro’s hairstyle is shaved due to the memory of Super Famicom).

*3 The reason why the PS version of Popolo started to be produced around January 1993 was that Tetsuji Yamamoto said in a magazine interview (CONTINUE Vol.52) that it was three years from the start of Popolo’s production until release. It is said that it took a month, so I calculated backwards from the release date of Popolo. Also, Mr. Yamamoto seems to have been in charge of the PS business preparation room 10 months before the establishment of SCE, so it means that the production of PS version Popolo started at about the same time when the project of this PlayStation unit started. Right. If so, it is considered that Popolo’s production platform moved from Super NES to PlayStation between July 1992 and January 1993.

As I arranged the flow of production of the PS version of Popolo as described above, it is a question about “the circumstances have changed considerably since the pilot film and the design of the scenario and characters have changed”, but the circumstances have changed significantly Rather, it was before the pilot film was produced, and since then, I have not seen so much movement, including changes in the character design. As for the scenario, the essence of PS version Popolo is concentrated in the pilot film. By the way, what is the story behind the pilot film? At the stage of the pilot film, there was already a design image of the Ice Demon King, so was there any reason why I dared to bring in a Skinnag?”

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Robosaurus (thq) [SNES – Cancelled]

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Robosaurus is a cancelled action game that was in development around 1992 by Adrenalin Entertainment and THQ (at the time known as “Toy Headquarters”) for Super Nintendo. Players would take the role of a mechanical T-Rex to destroy cities and fight against aliens, tanks, helicopters and other military enemies. While there are not many more details about this lost game, it was mentioned in Nintendo Power Magazine issue 36, from May 1992:

“Speaking of HQs, thq (Toy Headquarters) has a line-up that  includes Swamp Thing (for all three Nintendo systems). Where’s Waldo?, Family  Dog, Robosaurus, James Bond Jr. and this Pak Watchers favorite moose, Bullwinkle,  all for the Super NES. One-time Power editor and game guru, Howard Phillips, now  directs the creative projects for T.HQ. Will Waldo be wearing a bow tie? NOT!”

As noticed by Nintendo Metro and GDRI on Twitter, a single screenshot from Robosaurus was published in japanese magazine MicomBASIC, in August 1992:

“ROBOSAURUS: 巨大なロボットほがが,巧が軍め戦車  やお關おをけちらしていく巧快なダー  ム。 巧がの動きはノロイ〇”

We can assume the game was based off the real-life Robosaurus, a transforming dinosaur robot created by inventor Doug Malewicki in 1989. As written by SNES Central, the game was possibly shown at the Winter and Summer 1992 CES shows:

“Aliens want to take over the world, and they’re starting with Los Angeles. The one thing they didn’t count on was Robosaur! Use Robo’s giant metal jaws to munch enemies and fry the outposts with Robo’s flame breath.”

 

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Nandemo!? Taihoman [Super Famicom – Cancelled]

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Nandemo!? Taihoman (なんでも!? タイホマン) is a cancelled action platformer that was in development by Namco around 1995, planned to be released on the Super Famicom / SNES. A short preview of the game was also published in EGM (April 1995 issue), but in the end the game was never released in any region. It seems gameplay would have been similar to Kirby and MegaMan, with the robotic protagonist (Taihoman) being able to absorb abilities / fuse with other objects to gain new skills.

“The robot cop from a popular manga bounces into side-scrolling action! Taihoman is an unbelivably advanced mech who has been designed to combat an inept criminal syndicate. He can fuse with many devices to gain powers, line a fan to fly, a lighter to spew flames, a battery to zap foes and even a pop machine to bombard enemies with cans of cola!”

To promote the game Namco also released a Nandemo!? Taihoman manga by Taku Koide and phonecard, with a proposed anime by Sunrise that was also canned (only a pilot seems to have been seen by industry insiders).

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Venom Spirit [SNES – Cancelled]

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Venom Spirit is a cancelled action adventure that was in development for Super Nintendo around 1994 by the Pickford Bros, while they were working at Software Creations and after publishing their cult-classic Plok. The game was planned to use pre-rendered 3D graphics on the 16-Bit console, somehow similar to what Rare also did with their Donkey Kong Country series. While Venom Spirit was never officially announced by the company, many details about the project were shared online by John and Ste Pickford:

“This was just after we’d licensed our concept / game design for Plok to our employers Software Creations, and directed the development of the game internally for the SNES. We felt flushed with success, and Venom Spirit was going to be our ‘follow up’. The game was completely unrelated to Plok, but it was a new character and an original game design for the SNES, which John and I worked on near constantly for about two years in our spare time.

We would have been ahead of our time if we’d been allowed to pursue John’s idea of creating all the graphics as 3D models, then using renders of these in the game. […] We also did a hell of a lot of work on the game design itself. We planned a real big, Capcom style action adventure, somewhere between Super Metroid, MegaMan and Strider. We had all the levels laid out, characters and bosses designed, set pieces planned.”

“Seeing Donkey Kong Country come out months later made us realise that we were on the right track. We had the ideas and we had the skills to make great video games, we just didn’t have the opportunity.

We did the deal with Software Creations, and the game ended up in development briefly (with some cool tech too), but, as is so often the case with jobbing development studios, being paid to do movie license games is a much more attractive proposition than risking money making original IP, so the game was dropped in favour of a Cutthroat Island game for Acclaim (with the cool tech being used in that game instead), and Venom Spirit never happened.”

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Mortimer in the Big City (Imagitec) [Cancelled – SNES, Mega Drive]

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Mortimer in the Big City is a cancelled action adventure that was in early development by Imagitec Design for Super Nintendo and Sega Mega Drive / Genesis. The project is mostly forgotten today, but a short article about it was published in 1992 on Hobby Consolas magazine (issue 10), with a few details on it’s gameplay (translated with Google):

“Mortimer, who is the “protagonist”, must do everything possible to rescue his girlfriend Maria Mouse from the clutches of Rufus the Rat. There are six levels to explore in which you can find everything: from animals of all kinds to an infinite number of objects, platforms, some humans, puzzles, traps and, above all, bomb-proof action and exasperating gameplay.”

At the time Imagitec developed some fun games such as The Humans and Viking Child, so we can just wonder if Mortimer in the Big City could have been another interesting project. The only Mortimer image published in Hobby Consolas is a concept art, and we don’t know if they ever created a playable prototype before its cancellation.

 

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Zorro (IREM) [SNES – Cancelled]

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Zorro for the SNES by IREM Corporation was a game being developed around 1994. Nothing was ever mentioned of this game’s development or existence. An ex-IREM employee briefly uploaded a clip of this game on youtube in March 2021. However, it was quickly deleted by the user. Thankfully a youtube user, ShiryuGL, was able to download and share the video with others.

Upon further research the user who originally posted the Zorro gameplay turned out to be Yoshinobu Oyaman. After making contact with Mr.Oyaman, he was able to confirm that this Zorro game was actually based on the early conceptualization of the Mask of Zorro 1998 movie. The game was to include both an older and younger version of Zorro (similar to the film) and gameplay was based off of Konami’s Sunset Riders.

Ultimately the project was cancelled due to IREM disbanding their console concepts in 1994 to focus on coin-op arcades. Yoshinobu also stated that this game was very hard to develop due to it being the first action game being developed by IREM.

Interview translated using google translate: 

Evil Pixel: Hello I’m writing about unreleased games. I was informed that you worked at IREM and I wanted to know more about this Super Nintendo Zorro game. No one seems to know anything about it. I hope you can help me get more information for documentation purposes. Thank you for your time.

Yoshinobu Oyaman: Hello, ZORRO was made when I was at IREM. I’m a developer with ARCADE and SFC, and I was a Game Designer for SFC. IREM has released HOOK on ARCADE which they liked, so the game was developed under the copyright of The Mask of Zorro. Unfortunately, the development of IREM was disbanded in 1994, so it was unfinished and unreleased. The content of the game was aimed at the feeling of KONAMI’s Sunset Riders. I couldn’t get any information just from the information that two Zorro (the first Zorro and the young Zorro) would appear in the developing movie, so I made an action game using a sword and a whip while watching Zorro’s comics.

Evil Pixel: Thank you for that information. Do you know if a game prototype cartridge exists? If so, do you have a photo of the cartridge?

Yoshinobu Oyaman: (Yoshinobu proceeds to show me the prototype cartridge in his possession).

Evil Pixel: thank you very much. This is the last question. Was the game complete or was it half complete? Also, did the game have any interesting features? It looks amazing

Yoshinobu Oyaman: Unfinished. It was hard because it was the first ACTION GAME in the third work after I made R-TYPE. After this, I changed jobs to BANPRESTO and made Super Gussun Oyoyo.

Evil Pixel: Are you the only one who has a copy of the zorro cartridge?

Yoshinobu Oyaman: I had a former Zorro programmer burn it into a ROM. As expected, I cannot make a copy

Article by Evil Pixel

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Gaishin Senki: Millennium Sword [SNES – Cancelled]

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Gaishin Senki: Millennium Sword (鎧神戦記ミレニアムソード) is a cancelled strategy RPG that was planned by Magifact to be released on Super Famicom / SNES around 1995. Screenshots were published at the time in a promo leaflet and by looking at these it seems the game was set in a strange post-apocalypse earth, with flying ships as in Captain Harlock, huge mechanical knights as in Magic Knight Rayearth and cthulhu alike demons. It sounds quite epic, isn’t it?

Artwork created for the game was shared on Twitter by the author and a former Magifact developer even shared his memories working on the project (translated by Google):

“I’m one of the former developers. Thank you very much for that section. I still remember that the boss took the trouble to bring the completed painting to the development room. I’m very sorry that I couldn’t complete the game, but I’m very happy to see the wonderful illustrations again ^_^ .”

We don’t know why Gaishin Senki: Millennium Sword was never released, but we hope one day someone could find a playable prototype, as it’s weird settings looked really cool.

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Fireteam Rogue [SNES/MegaDrive, Genesis – Cancelled]

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Fireteam Rogue is a canceled sci-fi action-adventure game published and developed by Accolade Inc. from 1993 to 1995 for the Super NES and the Genesis/Megadrive. The project was very ambitious for its time, as Accolade planned to launch alongside the game a comic book serie, with also discussion for action figure toys and a TV show.

Next information that will follow are from SNESCentral which was one of the first website to share many details as possible about this title. With a budget of 2,000,000 US $, this project was plagued by mismanagement that ultimately led to its cancellation:

Fireteam Rogue’s cancellation is probably due to having too much ambition. The people marketing the game claimed it would have 100 hours of gameplay, and that the characters would be larger than in most other action games. Personality conflicts and poor management due to this goal seem to have taken their toll, as stated by Russell Borogove (Bornschlegel):

“The project had a lot of problems in development. We spent a lot more time developing ridiculous data compression schemes to fit all the levels into the game, when we should have cut a couple of enemies and a handful of levels in order to get it done. There were also some personality conflicts that culminated with the producer of the project quitting when we were at beta. Shortly after that, the head of product development at Accolade asked us if we thought we should continue the project or not. It was unclear to me how much more work it was going to take to finish it and if the game was going to be good enough to compete in the market by the time we actually got it out, and I advised that we should shut it down. I don’t remember what the others said.”

The late Betty Cunningham on her website claims the game was complete. And it may well have been close to being finished. By the sounds of things, as development dragged on, it was increasingly clear it would not have been released. As artist Scott Ruggels recalls:

“Both of the game projects (Fireteam Rogue and the unreleased Genesis game, Cybernauts: The Next Breed) were helmed by John Skeel. I don’t know what happened to him after Accolade, but after the 2 million dollar budget for the game was spent, with about 750,000 spent on promotional materials, including a 6 foot tall roll of plastic with a life sized image of the main character computer generated within, and the prototype, that was, in all honesty, not very much fun to play, the game was cancelled, along with a lot of others soon after the new management took over, (…)”

The media give differing times for the ultimate cancellation. Gamepro, in its April 1995 issue states it was cancelled, coinciding with Warner Music Group buying a share in the company. Nintendo Power kept it in its upcoming releases section until the August 1995 issue. Ultimately, a long development cycle can never be good for a game.

Two different prototypes exist and their source codes are both available on the web. The first prototype is apparently in early alpha and might be dated from 1994. It was leaked somewhere around 2006-2007 and is pretty incomplete and glitchy. A much later prototype was acquired in 2010 by Evan G., founder and owner of SNESCentral and is dated from 1995, although it is not clear from which month:

This later prototype of Fireteam Rogue was acquired by me in June 2010. The seller worked at a company called IMN Control. They were looking into publishing games to package with their controllers, and I guess by April 1995 (the letter that came with the prototype was dated April 6, 1995), Accolade was hoping to get another company to publish the game. The seller said that he did not feel the game would be complete in a reasonable amount of time to bother investing.

In addition to the prototype, there were some marketing materials and a three page FAQ. The FAQ explains the different levels, characters and goal of the game. There is a date of December 12, 1994 on the header of the FAQ. The package included a poster/information sheet that probably was used at the 1995 Winter CES. The poster has an expected March 1995 release date. The prototype itself came on four chips, with a date of “1/16” on it, which I assume means January 16, 1995. I guess that despite the fact that the prototype was sent in April 1995, either development had ceased, or they did not feel like burning a newer copy.

This prototype appeared to be more complete and less glitchy with the addition of Mode 7 levels and a password feature.

On his own article, Evan G. concluded:

Fireteam Rogue is definitely a game that had promise. It had an intriguing plot, excellent character artwork and a promising gameplay system. The Shadowblade level in particular shows the scope of what the levels may have entailed. The shooter levels play quite well and compare favourably with many similarly styled shooters for the SNES.

That being said, the two alpha ROM images available show a game that is not close to completion. Though I was told development may have extended all the way to 1996, the evidence seems to indicate that it was leading towards demise in early 1995. In particular, the statement in Gamepro in April 1995 and the fact that they were trying to find another company to publish the game show that its fate was decided by then. If the later alpha that I have is what was shown at the 1995 Winter CES (which I assume, considering the date on the prototype, and the included CES-style advertisement sheet), it would have had an underwhelming response. For instance, despite the impressive size and animation frames of the character sprites, the animation was not smooth, and led to unresponsive controls. The level designs are poor, and lack the key items to proceed through the stages. The graphics themselves don’t look bad, though they have a limited palette. The promised linking of the levels into a single story was not finished in the game.

The lesson of Fireteam Rogue is that focusing on hype and story before the creation of solid level design and gameplay can sink a game. The back-story of Fireteam Rogue rivals most contemporary RPGs, and the initial gameplay ideas could have rivalled Super Metroid. Instead, a development cycle mired by poor management and delays made this just another footnote in the history of the 16-bit era.

In October 1996, Accolade Inc. released a DOS game called Eradicator in which three different characters are playable. Those characters shares many similarities with the 4 main characters of Fireteam Rogue.

Thanks to Evan G. from SNESCentral!

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Lobo [SNES/Genesis, MegaDrive – Cancelled]

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Lobo is a cancelled fighting game published by Ocean Software and developed by Ocean of America, Inc. for the Genesis/MegaDrive version, and High Performance Games for the Super NES. It was settled up in the DC Comics’ LOBO universe and planned to be released in 1996.

The game used pre-rendered sprites for characters and background created with Silicon Graphics, similar to games such as Killer Instinct and Donkey Kong Country, and was mentionned in numerous previews from video game magazines, most of them were less than enthusiastic regarding the quality of the title. For instance, in issue #083 of Gamepro from June 1996, journalist Scary Larry wrote for the Genesis/MegaDrive version this:

As if we needed a reason to bury the Genesis, along comes Lobo, one of the most god-awful fighting games since Time Killers. Unless you’re a fan who has to own every single piece of Lobo merchandise available, steer clear of this game. You choose from six poorly illustrated warriors that fight with jerky, unpredictable special moves. Since Lobo is based on some of the best comic-book art of all time, this is a major disappointment. The sound isn’t bad, but it gets lost in the dismal gameplay. The battles resounds with smacks and groans aplenty but no trademark Lobo wisecracks. This badly executed game doesn’t deserve a place on the shelf with other comic-book games. Rent it, play it, return it. This one’s a LoBlow.

To this day, it was never made clear why Lobo was cancelled. Some could speculate that for a very late release for the now-dying 16-bits era, and with poor review like this one, Ocean deemed it wasn’t worth to release it, and decided to pull the plug. But it also seems that the project went through development hell: as we can read on SNESCentral, John Lomax, former artist at Ocean Software, indicated that the game initially began development in the main office of Ocean, based in Manchester, and not in the american office that was established in San José, California.

I worked on it for about a month before moving projects. It was originally going to be a Street Fighter-style beat ’em up, and I did work on background art for it, but the powers that be decided it would be better to give it to Ocean America to work on, so I don’t know if it ever came out, (…)

Another story, this time from Alexander Ehrath who was High Performance Games’ sole programmer for the SNES version explained in January 2022 that the game was initially coded by Park Place Productions before Ocean America took over the project internally as all the money given to Park Place was spent without finishing the game. This anecdote can be found here.

In 2009,  a prototype of the Genesis/MegaDrive version was found by the SegaSaturno community and they released it with the help of Hidden Palace. The SNES one was found in 2014 with the source code available since 2016.

Games based on DC Comics‘ franchises seems to have a lot of trouble back in the 90’s. Alongside this title, another SNES game based on Green Lantern was in development at Ocean Software and was cancelled after numerous setbacks by DC higher-ups. We can also mentionned that around 2003, another Lobo game, this time made by Kemco USA for the Playstation 2, Xbox and GameCube systems was planned before being canceled with, to this day, still no information about how far the game went in development.

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Steven Seagal is The Final Option [SNES/Genesis, MegaDrive – Cancelled]

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Steven Seagal is The Final Option is a cancelled beat them up/brawler game developed from 1993 to 1995 for the SNES and the Genesis/MegaDrive by Riedel Software Productions, Inc., simply known as RSP, Inc. and today known as Running With Scissors, and published by TecMagik Entertainment. It features digitized graphics like the first Mortal Kombat games, alongside stealth mechanics, and was centered on the action movie star Steven Seagal.

The game was set in the future while Steven Seagal partnered with Trish Morgan in order to lead an ultimate assault on an evil corporation named Nanotech, which was responsible for the death of Steven’s former partner Jack Fremen:

Steven Seagal is a legendary runner, but commanders dislike his loose style and contempt for rules. His partner, Jack Fremen, was killer on their last mission. There is no evidence to support it, but many wonder if he might still be alive had Seagal followed orders.

Trish Morgan, another veteran runner, has been assigned as his new partner. She’s tough as any but has the attitude that commanders look for.

Now, the rebels will attempt the ultimate mission: an assault on Nanotech’s main campus.

High command nervous about Seagal – They know he’s out to avenge Fremen’s death. But he’s the best chance they have.

He’s the only choice…

The second main character, Trish Morgan, was also meant to be playable and would have different features than Steven Seagal. According to some source, she teamed up with Seagal in order to rescue her son, who was kidnapped by Nanotech.

It was officially announced by Jeff Tarr in an interview for The Hollywood Reporter in September 1993:

“There have been a lot of games based on movies, but not any that we know of based on a Hollywood celebrity.We have the rights to his name and his image, but we used a look-alike because the resolution of even digitized images on cartridges is not such that you can tell the difference.”

“Seagal still consulted extensively on the project and he received a [combination] of royalties and guarantees as his compensation.”

Daily Variety offered more of a look into the game’s motion-capture process.

“TecMagik shot much of the game at a Santa Monica studio using technology developed for compact disc platforms and a Hollywood-style production team that included a director/producer, actors, dancers, a choreographer and a costume designer. In four days of shooting, the company filmed more than 10,000 frames of Seagal’s aikido action.

Seagal’s involvement supposedly included “input into plot progression” and approval of the final product.

The Final Option’s release was slated for spring 1994. The game would appear on both the Super Nintendo and SEGA Genesis systems.

The following information comes from Nintendoplayer, who, over the years, managed to own a prototype of the game and explained how it works and plays:

The Final Option in its alpha form is essentially a bloodless beat-em-up brawler. The goal is simply to reach the exit and advance to the next level.

Decked out in his trademark leather jacket and blue jeans, Steven Seagal infiltrates the evil Nanotech’s laboratories and reactors in six dangerous missions, three stages per mission.

He can unleash Aikido chops and crotch kicks to anyone dumb enough to get in the way, or play really dirty by tossing an infinite supply of throwing knives or by pulling out a handgun when the action gets to be too much to handle. Seagal can also perform a combo move to throw thugs.

Health and more knives and ammunition can be picked up off the ground.

Seagal’s trademark fighting technique of standing in one place and waiting for punks to run into his fists has translated well into the gameplay. Lab technicians and crooked cops will dutifully form organized lines to receive their deserved beatings.

Enemy attacks range from kicks and punches that do minor amounts of damage (and can be blocked) to bullets that can take Seagal down with one hit. The player is given unlimited lives in the prototype, so difficulty is not an issue. (In fact, the only way that Seagal can lose is if he deliberately stays too long in one of the gas-filled rooms that have timers; that will result in a TIME UP.)

What is an issue, however, is Seagal’s inability to jump, as the big lug can only “crouch hop” short distances. Every stage has platforming or obstacles that need to be leapt over, but the best that Seagal can hope for in most cases is to let out a high-pitched yelp as he plummets down ditches, burns alive in fire pits, or disintegrates while drowning in pools of glowing-green acid.

Fortunately, to compensate, the player can navigate a cursor around to place Seagal back on safe ground after falling. During some especially dicey moving platform sections, the player will have to repeatedly resort to doomful diving in order to move forward. Seagal was never known for overly exerting himself in action sequences, and again, this game strives for realism.

Still on Nintendoplayer, an interview of former designer Steve Wik can be found. Many things that happened during the development was shared, and by the sound of it, looks like it was less than easy for the developers:

The game’s credits list you as an artist. What exactly were your duties?

Actually, I had more to do with the game design than the art. On the art end, I was the one who put together the animations from frames captured from laserdiscs of the actor footage. On the design end, I had key input into the whole concept of the game that would have involved optionally using stealth and distraction to sneak past enemies rather than just the standard walk-to-the-right-punching-endless-waves-of-guys kind of game.

Jeff Tarr, director of marketing for TecMagik, admitted to The Hollywood Reporter in 1993 that a Steven Seagal look-alike was used in the game instead of the actual actor because gamers would not be able to tell the difference. Tarr still insisted that the star “consulted extensively” on the project, having “input into plot progression” and final approval. How involved really was Seagal in the making of this game? Did you ever get to meet him or talk with him?

As far as I know, Seagal had no interest or involvement in this game. The real reason Seagal did not appear in the game was that TecMagik was too cheap to pay him! I never heard about him having any sort of approval on anything. As far as I was ever told, he sold his name and likeness, and that was the end of it. We certainly never had to pitch our design to him and never saw any feedback from him about it.

I understand that much of the game was shot at a Santa Monica studio. A director/producer, actors, dancers, a choreographer, and a costume designer were hired, and 10,000 frames of Seagal’s look-alike were filmed. Were you present during any of this? If so, could you describe the scene and what that whole process was like? It would also be interesting to know more about the actor who played Steven Seagal.

The actor who played Seagal was just some guy we found at the audition. He was tall enough and knew something about Aikido. But I’d need to see the prototype you’re looking at, because at first we were using footage of our art director Randy Briley, who used to compete in martial arts competitions and knew Aikido. I don’t know for sure when or if the final Seagal footage got implemented.

I helped design the character moves and actions, but I wasn’t at the shoot. The choreographer would have been Randy Briley. There were actually two shoots, and the explanation is kinda meandering and lengthy, but amusing:

When the project began, we were presented with a really terrible design that TecMagik had paid some other company to write up. It was based on a driving game engine that TecMagik happened to have access to. Yes, it began as a driving game! After some brutal jokes about how would you even know it’s Seagal–have his ponytail flapping out of the side window–we made short work of destroying that original design and convincing TecMagik to let us start our own from scratch.

The first producer TecMagik gave us was a woman who we were told got her job because she’d “graduated from Harvard School of Business” and “was formerly a bank manager.” Pretty much the first thing she made clear to us was that she’d never played a video game in her life. We foolishly thought that would work to our advantage and lead her to trust our knowledge and design instincts, but that wasn’t to be the case. In the end, she looked at our design with all the stealth mechanics and said, “Why are you doing all this? Why don’t you just make it like Streets of Rage 2? That game sold a million units, clearly it’s what the kids want!”

But we fought that battle and got to keep our “unnecessarily gameplay-filled” vision of the game. Relations with that producer got so heated that TecMagik switched her to a different project and gave us a new guy they’d just hired.

This new producer apparently got hired because he and some friends had developed some sort of strip poker game for PC. Anyway, this guy turned out to be even worse than the previous producer, and at one point he started criticizing the character designs in the footage, which we had already been using for months. He felt the characters needed to be more wild and freakish. Which is certainly true if you’re hand-drawing them, and we didn’t necessarily disagree with the idea of improving them, but doing the digitized Mortal Kombat thing is a different story, as he was soon to discover.

While the owner of TecMagik was out of town, this producer authorized, on his own, a new shoot for the enemy characters and supposedly paid his strip poker buddies and girlfriend a few grand in TecMagik money to do it.

First, the thing was clearly shot in someone’s garage. There was no green screen! The camera angle, distance to the character and lighting often changed per shot so nothing could possibly have been matched up. He had characters doing dive rolls and falls and jumps where they’d actually go partially out of frame! In some shots, lights and other items actually blocked the view of the characters. (…) It was a nightmare. Hilarious, though.

The prototype does not have Trish Morgan in it, but I assume that she was supposed to be controlled by the second player. Do you remember anything about this character, what she looked like, her special abilities, etc.?

Trish would have been very similar to Seagal in terms of abilities, weaker in hand-to-hand, but with more powerful weapons to compensate. We never got around to fleshing her out, I think the plan was to get beyond the prototype stage before putting effort into her. We were focused on getting Seagal himself playable.

The prototype is an early build, so all of the computer monitors say the same thing, many dead-ends block the way, and none of the levels can be completed. Could you go into some detail on how the final game would have played? For example, would Seagal have battled a boss at the end of each stage?

The idea was that there would be multiple paths for replayablilty. The level layouts would offer spots where the player could move into the background and sneak around in shadows as an option to combat. Blackthorne would eventually do something similar, though in our version you could still move right or left while hiding. We had ideas for situations like being able to kick one of those typical office chairs and make it roll past an enemy, which would distract him so you could get by or attack him from behind.

The boss events would have been more like Contra, with static emplacements launching projectile and beam attacks while enemies also came out to attack you and an occasional “super” version of an enemy type as a midboss. I don’t think we’d designed a final boss yet.

My prototype runs on the Super Nintendo, but apparently there were also plans to release Steven Seagal on the SEGA Genesis. Is that true? If so, was the game ever up and running on the Genesis?

Well, this calls for another lengthy and meandering answer… While we were developing the SNES version, another company was hired to develop the Genesis version semi-independently. The deal was we’d share the character footage with them, but beyond that, I think they were pretty free to diverge from our design at will.

Unlike RSP, which was in Arizona, the Genesis dev company was located literally across the street from TecMagik in San Francisco. As we discovered later, this provided them with lots of opportunity to play weird politics against us. The closest thing there ever was to a Genesis version up and running was the utterly bogus “prototype” they put together to show, I think, at CES. Basically, what they did was take the raw Seagal walking animation frames and put him on a black background. He was much larger than our working prototype version and had the benefit of all of the Genesis’ RAM and color palettes being applied to him. So, basically, he looked great, but anyone with the slightest clue knew there was no possible way he could look like that in a real game. The sample environments they showed were done the same way. They looked terrific, but that was because they were using all of the system’s resources to display a single screen image with no characters or anything else going on. It was totally fraudulent!

But this unscrupulous developer used it as a wedge to show how much “better” their team was.  I think the guy was trying to get them to pull the project from us and give it to them. I have no idea how he would’ve eventually explained why the game ended up looking so much crappier than their “prototype.” We were never into playing that kind of bogus self-promotional game, we were totally focused on putting together functional gameplay.

The game was originally slated for a spring 1994 release until it was delayed to early 1995. Then it kind of disappeared. When was the game officially cancelled, and can you provide any insight into why development was finally shut down? Did you hear about or personally experience any problems related to the game’s development?

My understanding was that TecMagik simply ran out of money, but there may be a more interesting story about what was going on there. Publishers went out of business all the time, so we just kept rolling with our other projects.

Greg Goldsholl, who played Steven Seagal for the game told to Nintendoplayer that it shouldn’t have been made from the beginning:

(…) I told Steven Seagal I played him in the game. He said he hadn’t approved the game and they weren’t supposed to do it. (…)

Over the years, the source code of the prototype leaked on the internet.

Still according to Nintendoplayer, another game starring Seagal was planned by TecMagik, this time for the Playstation and the Nintendo 64 named Deadly Honor, although to this day, not much is known about this title, except a tidbit of information that we can read on the video game graveyard of Playstation Museum:

Deadly Honor

The Basics

Slap an action star’s name on a video game and people are bound to pay attention, at least at first. But the problem is that this game went through an SNES incarnation before it wandered into PlayStation and N64 development, and then it never came out for any of the systems. Deadly Honor was TecMagik’s upgrade from the SNES game, Steven Seagal is The Final Option, the company was working on. If Deadly Honor was to be somewhat along the lines of The Final Option, it would have placed you as Steven Seagal in a game loosely based on the star’s action films, such as Under Siege, Hard to Kill, Marked for Death, and so on. The game was to be an action game where you ran around doing a lot of damage. What’s notable about the game is that it was reportedly being created from digitized film footage and was to use AnimaTek’s Caviar technology – a surface pixel real-time rendering engine, to create realistic figure and object animations.

WHAT HAPPENED?

The game was in development for the SNES and supposedly had a couple of complete levels, however TecMagik announced Deadly Honor for the N64 and PlayStation, and you can guess where the SNES game went. Ironically, the N64 and PlayStation games never saw the light of day either.

Thanks to Nintendoplayer, Steve Wik and Greg Goldsholl!

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The Shadow [SNES / Genesis – Unreleased]

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The Shadow is a cancelled beat ’em up game developed and published by Ocean Software in 1994 for the Super Nintendo and the MegaDrive/Genesis. It was based on the movie of the same name, itself based on the character’s radio show.

On the forum The Ocean Experience, which was a forum founded by former Ocean Software’s developers, former artist Brian Flanagan wrote that the game was “99% done” but was cancelled because “the film bombed.

The Super Nintendo whole source code leaked onto the internet years ago. The gameplay is similar to other Beat ’em up games such as Final Fight or Double Dragon. The player has two bars; one for the life and the other allowing the player to perform special attacks (invisibility, speed running, a dome shield that knocks out everyone who hits it). The regular beat ’em up levels also include a section for gun play, where the player is able to shoot enemies and a driving stage.

Despite being cancelled at the last minute, the SNES version got mixed reviews by many video games magazines back then. The Genesis version has still yet to be found.

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ShadowHawk [SNES – Unreleased]

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ShadowHawk is a cancelled action/platformer game developed by Studio E exclusively for the Super Nintendo around 1994. It was based on the comic-book of the same name.

The game was cancelled due to a lack of publishers interested in the project and the source code leaked on the internet in 2016. SNESCentral wrote:

The game is split into two modes. It featured one or two platforming stages, followed by a Mortal Kombat-style boss fight. After beating each level, you get a cut scene with the story, and usually a hint at who the next boss is. You can throw a boomerang, but I found that most enemies with shooting attacks will hit you before you even get a chance to throw it. A neat aspect is the grappling hook, which can allow you to quickly swing through a level.

The boss fights are an almost exact Mortal Kombat clone. The controls are set up the same (high and low punches and kicks on the face, block with the shoulder buttons). I wasn’t able to consistently do special moves, but they appear to be standard fighting game motions. After beating the boss, they stand there dizzy, which may mean you can pull off a fatality style move. Without a move guide, there is no way I can figure out if that is true.

ShadowHawk wasn’t the only cancelled game made by Studio E. Years after, the company also had two cancelled Playstation titles with the action game Pariah and the mysterious Zulu. Their only released game was VMX Racing in 1997, still on the Playstation.

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Prime [SNES – Cancelled]

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Prime is a cancelled beat ’em up game that was developed by Malibu Interactive for the Super Nintendo around 1993-1994. The game was based on the comic of the same name.

Very few information exist about this game as, to this day, no video games magazines featured it on Archive.org, and no reason were given about why it was cancelled. We can speculate that it was the purchase of Malibu Comics by Marvel, of which Malibu Interactive was a subsidiary, that happened in 1994 that caused to shutdown the game company, and thus, cancelling the title in the process.

A first prototype of the game leaked in 2009 containing 5 playable levels and we can read more details about its gameplay here:

As far as gameplay goes, Prime is a pretty standard side-scrolling Beat-‘Em-Up in the mold of Final Fight, which shouldn’t come as a surprise if you were playing video games in 1994.

Malibu Interactive did a pretty good job on that front. Maximum Carnage seems to be the bar they set out to beat, and while you don’t get to whip people around with Spider-Man’s webs, they do give Prime a few neat attacks to keep things interesting — or as interesting as one of video games’ most repetitive genres gets, anyway.

One button makes Prime punch, often with a combo that’s a dead ringer for Cody’s in Final Fight, but powered by ridiculously huge arms instead of ultra-tight acid wash jeans. And while you don’t get to actually fly during any of the fighting levels, you do get a double jump that’s useful in exactly one area. Another button gives you an alternate kick attack that begins with the most awkward wind-up ever and ending with a stiff-leg kick square in the junk, complete with an impact burst exploding out of the bad guy’s crotch.

In addition to the standard chuck-an-enemy-across-the-screen, Prime also gives you the ability to throw them towards the background or foreground. It’s a trick lifted from the later-era TMNT games, but they pull it off pretty well here by adding something that the comics of the era specialized in: explosions.

Explosions are a recurring theme in the game, and you get to most of them by throwing enemies at everything possible just to see what happens. The car in the foreground, the fire hydrant in the background and the windows on the building can all be broken when you toss an enemy at them, usually resulting in an explosion even when it’s a fire hydrant. It’s also pretty nice that the backgrounds have areas (like the windows and the occasional boarded-up door) that are destructible, although owing to the game’s unfinished status, the destruction will occasionally result in a glowing purple square of nothingness.

So at this point, we’ve got guys in tank tops, crotch-kicks and exploding cars, and for the Streets of Rage aficionado, that’s all pretty standard stuff. Prime is also equipped with two special abilities that allow him to deal with these horrors. For one, as seen above, he walks just like WWE chairman Vince McMahon. And for the second, his super attack, which allows him to blow up like a balloon until he explodes.

A nearly finished version leaked later on the internet.

The game was eventually released on the Sega CD under the name Ultraverse Prime in 1995.

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Future Zone [SNES / Genesis – Cancelled]

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Future Zone is a cancelled action/adventure platformer game, developed for the Super Nintendo and the Genesis/MegaDrive, from 1993 until 1995, by Visual Concepts and published by Electro Brain.

The game was set in a distant future where players took the role of Jason Baker Kane, a soldier sent in an alien world named future zone, which serves as a prison. The player allied himself with a rebel group, trying to escape this fortress.

The game was briefly mentionned, for the first time, in March 1993 by the issue #46 of Nintendo Power after apparently being shown at the Winter CES. In the same period, GamePro issue #45 said that the game showcased:

(…) an unbelievably huge environment, close to the size of Super Mario World.

It was then planned for the end of the year, also on the Genesis/MegaDrive. Then in August 1993, with the issue #51 from Nintendo Power again, the title has apparently been shown again, this time for the Summer CES. By the time, the project was re-scheduled for a release in mid-1994.

It wasn’t until May 1994 that Future Zone came back in the press. Still with Nintendo Power, issue #60, we learned that, apparently, the project changed in its direction, alongside the developer, without additional details. The Genesis/MegaDrive version was, from this point on, never mentionned again. More was shared in December 1994, with the issue #71 from Video Games Magazine, where we learned that the title was developed by Visual Concepts and was going to feature side-scrolling platform action, first-person 3d mazes and Mode 7 flying levels.

In February 1995, it was the issue #39 of french magazine Joypad which said that Future Zone was scheduled for June 1995, according to them, it was of the same caliber as Super Metroid. The Mexican version of Club Nintendo wrote a short preview, the same month, on the game, showing a screenshot of a Mode 7 level. Here is what we can read:

In a prison in the future, a soldier who should not be there has to escape in order to save a planet, this is the plot of the game Future Zone by Electro Brain; This title has 16 megabytes of memory and is basically developed in two types of game modes: Contra-style action and in a ship that flies over a surface with rotation and scale. This game is still very preliminary, we just hope that they are not going to leave it in mobility as we saw.

Unfortunately, it was the last time that Future Zone was covered in magazines. The game vanished with no trace, and to this day, it is still unclear why it was ultimately cancelled, although, by reading about it on various magazine issues, it looks like the development didn’t always go as planned, with numerous changes. To this day, no ROM leaked onto the internet, but a short trailer is available to remember its existence.

If you know someone who worked on Future Zone and could help us preserve more screenshots, footage or details, please let us know!

Article by Daniel Nicaise

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