- ACT - Action and Platformer
- ADV - Adventure and Story Driven
- FGT - Fighting and Beat-em-up
- FPS - First Person, Third Person Shooter and Lightgun based
- PUZ - Puzzle
- RAC - Racing and Vehicular Based
- RPG - Turn based, Action, Strategy, and Online Roleplaying
- SHT - Sidescrolling and Third Person Scrolling Shooter
- SIM - Simulation, including City, World, Life, and Dating
- SPT - Sports
- STR - Turn Based and Real Time Strategy
- ADT - Adult
- ARG - Alternate Reality Game
- EDU - Educational
- X - Multigenre
- OTH - Other
- LIC - Licensed Games
- MMO - Massively Multiplayer
Licensed games and sequels
game: space quest, redone style reflects modern space marine tropes as a postmodern take on scifi FPS games, while remaining an excellent FPS on its own, slowly morphing into an adventure game by reintroducing adventure elements, incorporating its new reboot style as part of its story similar to star trek 09.
game: dungeons and dragons monsters, a monster hunter/DQ monsters style game with monster collecting, raising, training, and deploying to fight other monsters, fight in arenas, harass cities, stop travellers, and be evil or good by fighting other monster trainers. Can magically enhance monsters and train in detailed ways such as custom commands and attacks. Detailed use of rules and new rules for monster trainers, including summoned, magically created, and tamed monsters. Includes robotic monsters for eberron.
game: ringworld, adventure explores all books, using detailed halo style cinematics, interactive dialog and free roaming interaction with aliens including romance and optional stories with romance and problem solving or having a negative reputation, doing or refusing rishathra, going with adventurous characters to explore, or leaving characters behind, debating science and politics, going through important scenes in books, multiple endings and outcomes such as fighting girl or letting self die, or not pissing her off, or being a vampire, or finding pax origin, or going kzinti, or pissing off natives, puppeteers, kzinti, pax, girl, sword guy, vampires, or getting humanity to migrate to ringworld as earth will be destroyed eventually. Freely explore most areas such as world island. Get killed by trappers, aliens, wires. Can have favorable or non-favorable reputation by being a complete bastard, pissing everyone off, and being non-diplomatic, or be diplomatic and agreeable with rituals and customs. Also covers PC game as an optional future story.
game: startropics 3, detailed 3D adventure and action in intricate tomb and outdoor levels, puzzle areas, physics puzzles, yoyo and other interesting items, interesting story and developed chararcters, helpers. Cool music and setting.
game: old pc occupation games given an anime facelift in the style of phoenix wright and trauma center under the knife, including "life and death."
game: Marvel street level characters, uses multiple playable characters to find villains, team up, and locate clues, while dealing with secret identity and friends and relatives, and personal conflicts such as rescuing civilians vs not bothering, using excess force vs non-lethal force, and fighting heroes with conflicting objectives. Spider-man, shang-chi, iron fist, daredevil, black knight, hank pym, hawkeye, iron man, luke cage, and others.
game: Marvel avengers, assemble own team of Avengers from a huge roster of regular members, reserve members, and former members, with a custom team for different missions, using strengths and weaknesses of characters to complete missions. Goes through avengers events such as kang war, ultron war, dissassembled, house of M, civil war, death of captain america. Story shows major events in character lives such as hank pym breakdown, scarlet witch breakdown, and creation of auxillary teams including west coast, force works, young avengers, and new avengers, who have their own missions while in existence.
game: Disney, play as all Magic Kingdom characters, similar action to Kingdom Hearts but focused on only Disney characters, freely explore Disney themed lands, shows the Disney cosmos through Toontown, Duckberg, Mouseberg, and movies as all interconnected through the magic kingdoms, use Mickey, Minnie, Goofie, Donald and Scrooge to stop evil corruption of the kingdoms. Characters have their own quirks, such as clumsy Goofy, overreacting Donald, optimistic Mickey, and shrewd Scrooge, and have to overcome character faults to progress, such as Scrooge wanting to stay in Duckberg. Has Talespin and others.
game: Duckberg, focused on Duckberg and related characters from all series, comics, movies. Can switch characters and take on different objectives. Scrooge wants to treasure hunt, Gyro and Launchpad want superheroics, Darkwing wants to solve crimes and catch villains, Webbigail wants to get in trouble, nephews want to treasure hunt and find information, Donald wants to sail. Scrooge path resembles the epic mythos of the comics, foreshadowing with the "last adventure" where he disapears.
game: Dwarf Mountain done in isometric 2D or 3D with RTS, TBS, and RPG elements from ultima, warcraft, and dungeon keeper
game: Ultima Online: Long Live the King, brings back Garriot and other original UO story, with players and characters impacting storyline, and resolving issues with end of series. Uses UO2 and UOX content for expansions.
game: tales of ultima, focuses on one of eight characters forming eight chapters, taking place during Ultima IX.
game: UO collection, remakes UO and canceled UO2 and Ultima X.
game: Avatar games based on Avatar the Last Airbender and Legend of Korra
- JRPG with dating route ninja gaiden style brawler traditional fighter or Power Stone God of War style minigame finishers.
- God Hand - the RPG There was this kick ass SNES DBZ game that was released in Japan only. The fighting system was weird, you were given cards, and depending on the cards, you'd do certain attacks. You saved the cards from the end of the last battle.
- Super Smash Bros. a fighting game in the style of the dbz one for the wii, like the one where throwing krillins destructo disk with the wiimote never gets old
- A Kingdom Hearts-style action RPG would be pretty cool, maybe with some dating sim elements in there for the hell of it...
- A fantasy X-Com style tactical rpg. I haven't played the Wii game, but when someone said 'There's going to be an Avatar game on the Wii', I thought it would be cool if they utilized the Wii's control systems for it. actually being able to do specific movements for bending elements.
game: marvel vs capcom. Dante vs. Cable gunfights, Frank West vs. Spider-Man photography contests, Squirrel Girl vs. Doom rematches, and Deadpool with his throw that force-feeds Dhalsim meat loaf.
game: Marvel: Black Knight, uses own storyline and has comic adaptation. RPG battles, uses items from comic stories.
game: Disney revamped properties similar to Epic Mickey. Gummi Bears, Rescue Rangers, Gargoyles.
game: He-man revamp, shows future of Eternia after second series.
game: licensed Marvel properties, Marvel Transformers, Godzilla.
game: freedom force 3, parodies comics of the 90's.
game: Wing Commander Privateer series, regular series bridges gap from Wing Commander to Privateer era and future
game: Elder Scrolls style expansive world with exciting characters and action resembling a fast paced fantasy novel, with a feeling of purpose, excitement, passion, drama, and detail. Vivid colors and textures. Clothing and jewelry and architecture correspond to nobility and provinces, with different reactions. Maid and butler outfits allow work as a servant. Can become a slave, poacher, animal hunter, thief, royal guard. Stay in lower class society for fun or rise to high class society and mingle with nobles, politicians, kings, queens, princes, princesses, start a royal bloodline, a royal house, marry same or opposite sex, have a mistress, have romantic and political quarrels, have characters betray you if mistrustful or cheating in business, politics or romance. Appease or upset different groups and factions, or eradicate them. Gain reputation as charismatic, seductive, mocked, vain, prideful, mad, dictatorial, or godlike. Make claims to divinity, establish own cult or religion, appease loyal subjects and peasants, have citizens, manage kingdom and city, mingle with magistrates and ambasaddors, have festivals and tournaments, have armies march and display power in ceremonies and royal escorts. Plot progresses linearly based on key points and decisions and own actions such as killing, meeting, making friends, making enemies, alerting to presence, declaring war, revealing intentions, and other actions, with many branches and sub branches, usually showing cut scenes and exposition form other points of view.
- Adapts setting and details from RR Martin's Song of Ice and Fire -Adapts setting and details from Jordan's Wheel of Time
- Adapts setting and details from Pern
- Adapts setting and details from Tolkien
- Adapts setting and details from Dune
- Adapts setting and details from Star Wars Lords of the Expanse
- Adapts setting and details from Salvatore's Dark Elf trilogy
- Adapts setting and details from Williams' Otherland
game: star trek, freeroaming, recruit personnel from academy or create own personnel, select ship type (medical, exploration, recon, intel, patrol, diplomatic), interract with friendly and hostile planets, discover new races and entities, turn based dialogue and battles, away missions, clever engineering tricks, complete 5 year mission, interact with crew, find quirks and characteristics to improve morale and deal with weaknesses.
game: Quake using Battlefield style vehicles, Tribes jumping and movement, and Unreal variety of weapons
game: Dungeon Crawler, allows easy creation of 3D dungeon crawlers, with standard wall settings and variable height Doom style walls and freeroaming outdoors. Online mode allows downloading of new maps, uploading custom maps, and playing multiplayer maps. Conversions of old games included as original 2D emulated games, and as converted maps to 3D. Includes Dungeon Master, Bloodwych, etc.
game: RPG online service, allows downloading of old RPGs, comparing stats, trophies for completed status, and uploading custom maps. Includes Temple of Apshai, Kesmai, Neverwinter Nights (original), and others.
game: Bomberman sports, bombs are used in a variety of activities replacing the ball, single player or multiplayer. Detonation must be avoided, or used on opponent, while a new bomb is created for immediate use, or multiple bombs are on playing field. Bowling, badminton, soccer, football, baseball, beachball, hockey, shufflepuck, dodgeball, basketball. Detonation can be timed, hot potato countdown, or damage based. Detonation can cause effects on background such as trees, audience, referee, or scoring area, which is fixed by quick workers while dummies are put in place of audience.
game: Dragon Quest Network, MMORPG using DQ8+ engine, based on classic monsters and classes. Balanced battle system allows solo play vs 1-3 monsters, and party play vs 3-10 monsters. Solo experience is average, while part members multiply experience. Can hire story and quest NPCs, temporary NPCs, and eventually custom created NPCs DQ3 style. Different combat styles for each class, such as quick fighter, strong fighter, chi fighter, brawler fighter, or kick fighter. Constant new expansions and features with new lands, new quests, and new classes. Dungeons are both static and instanced, including alternate paths or dramatic twists that lead to an instanced area. Conversation choices can influence outcome of quest. NPC schedules use day and night for different dialogue and activities. Classes include shapeshifter (Be-slime, Be-lion, Be-dragon), Rider (Slime rider, dragon rider), Sage (advanced hybrid class with customizable stats and abilities), fighter (monk), Magic knight (DQ1 style), Monster tamer (DQ monsters), Merchant (Toreneko style), and others. Thief is introduced later as a punk or brawler class, and has advanced abilities that are more than a "weak attacker" role. Expansions are produced every 6 months with lots of new low and high level quests and plots, and new music in DQ style. Gameplay is meant to be fast and fun rather than drawn out and tedious. Includes features of old games including casino islands, slime medals, lottery tickets. Stadiums and arenas allow monster to monster, player to player, and player to monster combat, with spectator betting and combatant betting, including setting difficulty level and wagering money or a high level item. Players can donate all equipment in a museum collection, giving further rewards. Monsters from all games, including Wyverns, slimes, different types of dragons. Tutorial gives introduction to combat against a weak NPC monster, with further challenges available every 5 levels for new rewards. Player transportation includes dragon, wagon, balloon, ship, boat, turtle, and others. Rental transportation allows use of a static vehicle in an enclosed region. Dungeons exist for fun, challenge, or plot, including Lufia style 99 level dungeon, "rules" dungeons that may restrict or give abilities to affect combat, and randomly generated dungeons with random challenges. Random treasure chests spawn regularly throghout dungeon travel near active players, offering minor rewards. Plot based dungeons often have bosses and a final boss that requires a party to defeat. Players in party give 1/4 experience bonus to all members. NPCs are 1/4 weaker than players, and gain 1/4 normal experience. Helper NPCs have strategy including player input or random attack, and AI settings. Blocking and dodging is Seiken Densetsu stat based style. Combat feels turn based but with a time limit per turn, yet still moves fast. Monsters act and react to player combat. Monster and player damage is visible in scrapes, cuts, armor, clothing, and posture, as well as emotion level in attacks. Emotional state includes calm, nervous, confident, fearful, sexy, goofy, and others that show during attack and may be required for some attacks. Combat and plot shift between comedic and serious. Combat has simulated physics based on knocking back, jump attack, tripping and hitting with weapon, or removing robes and sending a monster off of its feet. FF7 style cinematic attacks and actions. Combo attacks based on class combinations, such as fighter and mage in party, four mages, healer and mage, etc. Combat strategy is required vs multiple monsters, such as taking out magic user first, draining magic, taking out fighter, taking out defense, taking out instant kill enemy, taking out weak but quick enemy, etc. Monsters wander land in ration approximate to random encounter rate of old games, and in varied combinations. Combat allows players to leave and join, and enemies to leave and join (or call/summon monsters in combat), Toontown Online style. Players that join an existing combat session will boost monsters in combat and increase HP, making them more difficult to defeat, and lowering experience for all members. Players can deny players from joining. Wagons help with player switching but lower experience. Players that die become ghosts and can revive at king with percentage of gold taken away based on difficulty of monster.
game: Kid Icarus, high quality 3D. Fast paced action and plot, Kid Icarus has plently of moves to let him avoid platforming hazards, including hover jump, reverse direction jump, double jump, triple jump, quadruple jump, run three steps on air, run three steps on wall, wall jump, ledge grab, air somersault, diving headkick, extended horizontal flight, extended vertical flight, fast descent, wing glide, and eventually full flight. Attacks include standard arrow, fire arrow, ice arrow, stone arrow, lightning arrow, rapid shot, triple arrow, homing arrow, big arrow, arrow darts, bomb arrow, boomarrow, etc. Levels are first played through self contained from start to finish like a platformer. Once successfully beaten, they can be backtracked to unlock new secrets and areas Metroid/Castlevania style. New items are bought Zelda style, and many are required to beat specific enemies and bosses. Secret levels and bosses require specialized items and strategies. Gameplay is at an extremely fast pace similar to a 2D sidescroller such as Ninja Gaiden. Auto targetting and variety of moves allows for increased survivability when facing tons of enemies, floating platforms, spikes, pits, etc. Enemies include mass produced easy enemies, moderate enemies, hard enemies, enemy spawners, and trap enemies. Bosses and minibosses use unique and changing patterns that require quick reaction, strategy, adaptability, clever item usage, and changing level terrain. Familiar elements include Reapers, Eggplant wizard, and section of all-flying last stages.
game: Psycho Soldier, sidescrolling action platformer with beatemup elements and advanced fighting engine. Play as Athena and Sie Kensou, many diverse moves and items. Includes original Athena and Psycho Soldier.
game: Ikari, play as Ikari Warriors in current SNK incarnation, advanced 3D combat action, diverse special moves and weapons, beatemup and shooter elements. Includes Ikari Warriors I, II, III.
game: Lego Man, 3D on 2D plane, get powerups, equipment from enemies and bosses- medieval helmet, armor, sword shield, space gun, helmet, air tank, etc. Travel through lego-brick worlds.
game: Captain N, ties in all stories from Captain N/Mario/Zelda show and comics, concludes story. Rights are licensed as semi-official adaptation or cameo guest appearance, like comics or CD-I games. Includes 3D action, 2D side-scrolling, and adventure elements.
game: Konami World 3, uses modern 3D. 3D platforming action. Konami Man summons heroes from famous Konami games to fight in various Konami worlds. Includes original levels and old school levels. Old school levels are flat 3D versions of old Konami games, similar to the Mario 2 level in Smash Bros Melee, and allow different characters to play through levels at a fast rate due to the difference in control and moves available. Characters can easily run through entire games, even when enemies take the same number of hits. This includes the levels from Castlevania I, Castlevania II, Castlevania III, Symphony of the Night, Dracula X, Kid Dracula GB and NES, Gradius I, Gradius III, Metal Gear I, Contra I, contra II, and Contra III. Playable characters include Konami Girl, Solid Snake, Vic Viper, Richtor Belmont, Alucard, Sonia Belmont, misc Castlevania characters, Kid Dracula, Contra characters, and Parodious characters.
game: SmashNet, SmashTV style online cooperative/competetive, spend money on weapons, upgrades & prizes, get rankings
game: Platformer remakes in 3D on a 2D plane, Smash Bros style
- Snake Rattle n Roll (Isometric)
- Gyruss (3rd and First person modes)
- Joe & Mac
- Kabuki Quantum Fighter
- Q-Bert (Isometric)
- Mappy (3D levels)
- Snakes (full 3d)
- Zelda II style
- Metroid style
- Trojan style
- Sonic style
- Megaman style
- Strider style
- Metal Slug style
- Bionic Commando style
- Metroid style
- Capcom vs SNK style
- Guardian Legend style
- Guardian Heroes style
- Gunstar Heroes style
- Treasure 2D game style
- Psikyo 2D game style
- Konami 2D game style
- Capcom 2D game style
game: 3D remakes of NES titles
- Wizards & Warriors/Ironsword
- Kid Icarus
- Snake Rattle & Roll
game: 3D, action, Bulletta aka BB Hood, a fast paced shooter in the style of Alien Hominid, Metal Slug and Shin Contra, wth Castlevania style gothic setting. Dramatic real time cutscenes show Bulletta coming home to her cottage, set on fire by the elusive serial killer "Black Wolf." She immediately sets out on a quest for vengeance against everyone and everything. Cutscenes use dramatic El Mariachi style sequences, showing an innocent girl forced into a dark and gritty world. Her innocent side is shown when she finds a torn teddy bear, or is covered halfway in blood, or is watching an elusive creature jump in the shadows. Action is 3D on a 2D plane, with occasional shifts to 3D isometric, 3rd person behind, top down, and other angle based on level design. mix between third person and side scrolling action. Huge arsenal of weapons including pistols, rifles, machine guns, shotguns, rocket launchers, RPGs, bazookas, grenades, molotov cocktails, machetes, knives, butcher knives, chainsaws, etc. 3D model captures style of 2D sprites, including emotional shooting and fast reaction. Moves include combat rolls, sixteen direction firing, and melee weapon throwing. Cartoonish overacting with weapons, such as grenade pulling with teeth, powerful weapon recoil, teeth gritting while firing, etc.
game: Rare sequels, 3D action that captures feel of original.
- Battletoads- Rash, Zitz, Pimple and the crew return to try and destroy the virtual world
- R.C. Pro AM
- Blast Corps- Includes online multiplayer cooperative/competetive mode
- Grabbed by the Ghoulies II
- Banjo Kazooie
- Snake Rattle & Roll
- Sabrewulf series, revisits older Sabre game settings
- Killer Instinct
game: Spy vs Spy, detailed 3D game that resembles older games, but with more freedom, diversity of traps, and clever use of traps. More levels and level variety, different objectives, up to four players in multiplayer vs mode, including Lady in Gray, and a nameless counterspy. Single player has various plots with objectives, played solo against an AI spy, sometimes against the clock. Mission objectives vary. Has a worms feel to combat, with an Incredible Machine feel to using gadgets dynamically. Includes several cartoon devices, such as grappling hook, golf cart, golf club, skiis, dynamite, bomb, machete, tommy gun, grenade, uzi, ak-47, pistol, revolver, mallet, cleaver, pan, dough roller, boat, waterski, hang glider, etc. Grand Theft Auto style freedom of action and movement in limited 3D areas, including cities, beaches, cliffs, canyons, arctic, ocean, desert, and other landscapes.
game: Cloak and Dagger, sequel to Atari game. Uses realistic 3D graphics to convey espionage and secrecy in an enemy base. Use stealth when needed, and bust out action when found out. Use computer consoles to get data, unlock other consoles, elevators, and disarm or reprogram traps. Enemy lair leads to other locations that resemble James Bond locales. Seamless transition between areas similar to Ninja Gaiden.
game: Goemon, 3D action adventure, uses dramatic and cinematic in game scenes that show Goemon and side characters from a realistic perspective, including thoughts, emotions, and desires. Meet other characters that can be played, such as Radical Ninja, or Pocky and Rocky. Dramatic storyline, involves clever use of stealing outdoors in towns and bazaars, and indoors in mansions and palaces. Combines sneaking aspect of theif and Tenchu with action aspect based on original games when alerted. Humurous and detailed SD art. Has flashback moments that allow play as younger Goemon. Includes engine remake of Playstation Goemon game.
game: Joust, uses 3D arena, detailed stage environments and hazards, includes multiplayer and online mode.
game: Judge Dredd, follows storyline with original and adapted stories. Third person shooter with beatemup combos, free roaming GTA style city with unlockable areas.
game: Eek! the Cat, control Eek through hazardous daily life. Can be hurt indefinitely.
game: Dragonball Z saga, freeroaming, explore world and experience elements from all episodes. Focus on travelling land, walking or flying to destinations, searching for dragonballs. Interact with all characters from series. Realtime 3D battle simulation.
- Dragonball, from Emperor Pilaf saga to Piccolo Jr
- Dragonball Z, from SSJ saga to Buu
- Dragonball GT, entire series
- Movies, specials and alternate timelines
game: ThunderCats, play as either Lion-O, Cheetara, Tygra, Panthro, or the Thunderkittens, Wily Kit & Wily Kat. Each character has their specific abilities used during levels (i.e. Tygra becomes invisible and uses stealth, Cheetarah runs fast like Sonic, Panthro is all about melee with his nunchucks, etc.). Special stages include the Battlecat.
game: DOA female ninja action-adventure stealth/assassin game, starring Christie, Kasumi, and Ayane
game: Kunio games, in 3D. Some use realistic scale, others are SD style.
- River City Ransom style Kunio beatemup
- Crash n the Boys street/Ice challenge style sports competition
- Volleyball and Tennis, excessive moves in style of Dodgeball
game: Ghouls and Ghosts, focuses on unlimited throwing moves rather than Maximo style melee. Lots of difficulty and endless monsters. Can go through "kiddie" levels for easy ending, while normal, hard, and impossible levels are very difficult.
game: Zombies Ate my Neighbors: Intense shooter with humor and destruction on a massive scale.
game: Gunstar Heroes, 3D beatemup in style of original games, more excessive moves
game: Golden Axe, challenging 3D RPG and beatemup elements, awesome boss battles, learn new moves and spells, resolves loose ends of Goldenaxe the Duel.
game: Battletoads, Unlock more powerful moves, choose path between beatemup levels, navigation levels, trap levels, vehicle levels. Select easy or difficult level paths. Further explains and resolves storyline concerning Earth counterparts, retires original villains and introduces new villains that can threaten Earth through the virtual world. Princess is also a playable character in later stages. Stages are also playable in time trial/high score mode when beaten.
game: Prince of Persia, prequel takes place before Sands of time, uses style of original 2D games in innovative ways, more moves and abilities allow better survival and options. Includes remake of Prince of Persia 3D
game: Commander Keen, 3D action on 2D plane, extremely fast paced Earthworm Jim style shooting. Humorous story, multiple excessive weapon types with limited ammo. Pogo stick. Some 2D shooter bonus levels in Bean and Bacon rocket. Resolves stories from cancelled games. References Doom and Wolfenstein relationship. No blood. Cartoony violence.
game: Earthoworm Jim, 3D action on 2D plane, excessive weaponry, moves, humorous story. Includes remake of Earthworm Jim 64.
game: Mega Man Forever, 100+ levels and bosses, including rebuilt versions of older bosses who join to defeat a new threat, unlockable playable characters including Mega Man 1-3 bosses, Eddie, Bass, Breakman, Roll, Metool, and others. Many new boss designs including older submissions from boss design contest. Finalizes story between Mega Man and Mega Man X.
game: Adventure, survival. Based on horror movies, closely follows storyline of main movies and sequels. Survive in environment and don't get killed by stalking AI antagonist. Environment is extremely versatile engine based, has many optional things to interact with, many can be missed or glanced over. Characters must survive continually, and react to frightening moments like actual characters. Progresses through characters and storylines like chapters throughout the game, as some die at different plot points. Bonus game mode has you in control of villain, with AI controlled protagonists hindering you or escaping.
Nightmare on Elm Street, play through storyline of movies 1-5, with additional "episode 5.5" conclusion to Dream Warrior/Dream Child loose ends, as main girl and grown child becomes powerful enough to fight Freddy, and child becomes important to plot. Final episode 6 includes 8-bit video game survival sequence.
- Friday the 13th, play through storyline of movies 1-9
- Child's Play, play as cop, mother, or boy.
- Halloween, play through movies 1-6, 7-8
- Texas Chainsaw Massacre, play throuugh 1st movie
- Freddy vs Jason and Jason X
- Leprechaun, play through 1-4 and Hood
- X-Files, play through season 1 and 2, season 3 and 4, season 5 and movie and 6, season 7-9. Has continuous story arc complete with all filler episodes to flesh out game time, episodes count as missions, up to 48 per game.
- Twin Peaks, covers prequel and tv series.
- Amityville Horror, covers all movies
- Children of the corn, covers all movies
- Hellraiser, covers all movies
- Cancelled FOX shows, resolves loose ends, covers entire plot of series and adds ending, often has law enforcement protagonist uncovering plot, uses same engine, includes Millenium, John Doe, Brimstone, Harsh Realm, Strange Luck
- Attack of the Killer Tomatoes, includes all movies, tv series
game: Comic book fighters, 3D arena, features intense action, comic-like camera angle for some actions and taunts, melee, energy, and gun attacks, one on one or team battle, slight blood and suggestive themes.
- Featuring "Image" characters, Spawn, Witchblade, Darkness, TopCow Lara Croft, Pitt, Maxx, Nighthawk, Ballistic, Youngblood, Gen 13, Savage Dragon, Wetworks, WildCATS, etc.
- Marvel "City" characters, Luke Cage, Blade, Blaze, Ghost Rider, Nomad, Cloak & Dagger, Punisher, Wolverine, etc. Gritty, film-noir cut scenes.
- Independant comics, Darkchylde, Demon Slayer, Vampirella, Evil Ernie, etc.
- Heavy Metal, features original characters and stories by artists and writers, not based directly off of comic or animation stories.
- Original characters in Image comic style, original storylines.
game: Power Stone, sequel to Power Stone games. Has even larger and more dynamic environments, more things to interact with, more transitions to other levels, more levels, more moves, greater character detail. Includes more excessive moves and level destruction.
game: Psychic Force, sequel to Psychic Force games, uses intense and fast action in huge open air environments. Blazing fast moves resemble anime openings, all moves have flair and style. 360 degree throwing and tossing, 360 degree air dashing and attacks, air based melee and energy attacks. Environments are set in open areas with some scenery obstacles, such as a skyscraper city, a futuristic monument, a futuristic air fortress, etc.
game: Clayfighter, fully 3D fighter with detailed fluid effects, latest fluid animation techniques for clay gibs, claytalities, clay animation and physics, and physics based moves. Uses concepts mainly from Clayfighter 2. Focuses on detailed clay moves and actions that defy human physics. Clay models are based on current health. As clay is knocked away, 3/4 health model body turns to half health model, and 1/4 health model, and 1/8 health model, which give the appearance of a melted model, a half a model, a glob of clay that resembles the model, and finally a small glob of clay that can be kicked or punched away easily. Lots of clay effects, optional claytalities, bonus game modes such as cooperative mode vs gigantic rampaging model. Tries to be cool witout being too stupid. Has enjoyable storyline and characters with more personality, and addresses story from past games. Does not use Earthworm Jim or Boogerman from Clayfighter 64. Reimagines some characters to be cooler and less lame- all characters take themselves seriously as fighters, including the Chinese guy who is now a serious clay martial artist instead of a stereotype. Includes an engine remake of Clayfighter 63 1/3 Sculptor's Cut, called Clayfighter Reformed.
game: Ballz, detailed 3D sequel to Genesis game, uses advanced 3D effects including reflections, meta-ball, and other highly detailed graphics effects. Fighters use ball portions to their advantage, such as projectile and boomerang balls, circular attacks, and exagerrated anime style attacks. Allows sophisticated moves with physics that show fast and powerful action, long range throwing and aerial tossing, and hard hitting physics. Each ball is seperate and counts as an invididual part that can be blocked, such as a cyclone attack where each ball in an arc counts as a combo hit and can be blocked. Some characters can change texture of own balls and opponents balls, such as making ball feet sticky, making ball feet oily and slippery, making ball fists gummy and ineffective, making a ball into breakable ice, making body in to steel, fire, electrically charged ball, etc. Lots of scramble moves such as scattering balls around area to trip and knock back opponent. Characters have one to four body configurations that allow different types of moves and movement. Stages are abstract geometry with different properties, including infinitely sliding diagonal plane, outer pyramid, outer sphere, inner sphere, cylinder, mobius strip, block world, pitted plane, and others. Some tiles have different physics properties, such as icy, wet, rough, marble, etc. Focus on losing/gaining Ballz during combat, moves altered based on number of Ballz attached.
game: Killer Instinct, very detailed 3D, expanded backstory, huge near-unlimited combos. Uses innovations of previous games, many game models, bonus modes, and unlockables. Interesting storyline for all characters, more plot development, tie in with older "Ultimate play the Game"titles (Saber Wulf, etc). Older character info, data, Smash Bros style trophies, image gallery, art gallery, music, remixes. High detailed models, effects, and textures. Wide variety of moves and fighting styles.
game: Pro Wrestling, include different move styles and variations, analog and custom moves, upgradeable and custom costumes, unique characters, humor, bad grammar.
game: Licensed FPS and third person shooter
- Macross, easy air maneuvering
- Punisher, find targets among civilians
game: Spherical 3D Pong, sphere arena, 3rd person view, obstacles and targets, Pong with special moves & powerups.
game: Tetris Variations, features many alternate Tetris styles from different Tetris games, as well as bootleg or knockoff games, such as 3000-in-1. Includes sliding Tetris, bomb tetris, shooting Tetris, upside-down Tetris, sideways Tetris, obstacle Tetris, Puzzle Fighter Tetris (color combos), down hits bottom instantly Tetris, random block change Tetris, random level change Tetris, random property change Tetris, hidden action block Tetris, four boards at once switchable Tetris, Tetris with opponent competing on same board, Tetris with action affecting opponent's board, inverted control Tetris, time-limit Tetris, high-speed Tetris, specific goal Tetris, hidden blocks until hit, no preview, limited block, non-random next block, floating obstacle, specific point score goal based on blocks used, horizontal slide and instant drop, new block selected instead of rotation, additional falling pieces, disintegrating block. Games ranked from easy to difficult, completed levels saved to give total ranking score.
game: Tetris Masterpiece, classic Tetris with tons of graphics and sound options, music, background image, tile image, border, font, or classic 8/16/32/64-bit version styles. Can plays music CDs, background audio visualization. Visual styles include Russia, metropolitan, scenic, landscape, abstract, surreal, tech, modern, architectural, computer graphics, etc.
game: Battle Tetris, share same screen window and block each other's pieces while scoring lines. Options include bombs and special blocks from various Tetris clones.
game: Orbitris/Spacetris: Tetroids appear one at a time from random spawn points outside the screen. The tetroids fall past a border, which is a transparent three dimensional shape. Inside the border is the matrix, or playing area. The tetroid is attracted to the center of gravity, where it established itself when there are no other pieces. Additional pieces go towards the center of gravity, where they are attached to another tetroid. The player must manipulate pieces to contact one another, forming six or more blocks in a row. The player loses if any block touches the border once it has been attached to another tetroid. Different levels have different border shapes and sizes- the easiest is a large sphere, then an egg shape, rectangle, cube, dodecahedron, oblong shape, polyhedron, pyramid, cylinder, mobius loop, klein bottle, jar, small sphere, and other shapes. Variants include random comets that destroy blocks or push back falling tetroids, asteroids that are impenetrable and move slowly, and space mines. Variants also include water physics, loose physics, hyper mode, shifted center of gravity, shifting center of gravity, swirling center of gravity, pulling gravity on one side only, vortex, nebula, sand storm, and solar flare. Challenge modes include uncrontrollable falling pieces on same area, AI controlled pieces falling on same area, second player competetive in same area, second player block and sabotage in same area, obstacle challenge, border challenge, and physics challenge. Stages have own subtle background, such as space dust, debris, faraway planet or moon, raging sun, nebula, comet shower, wormhole, constellation, calm space, and ringed planet. Border matrix may slowly move across space. Tetroids spawn off screen, but may also spawn in creative ways based on stage theme, such as popping out of a wormhole, klein bottle, meteor burning through border, loose asteroid, comet, star forming, hyperspace jump, etc. Tetroids may also descend at different velocities based on conditions of spawning and environment. Distractionless mode includes no graphical effects.
game: Rock N' Roll Racing, 3D with over 100 tracks of different rock and punk genres, buy and customize car parts, equipment, body, paint, and upgrades. Track making mode, multiplayer mode, online mode. Songs from many different Rock artists, both classic and contemporary. Custom soundtrack mode. Download additional music.
game: Jet Moto sequel, uses modern 3D graphics, improved physics and speed.
game: Road Rash, introduces characters with motivations, new and innovative weapons, unlock new levels and weapons, motorcycle upgrades, paint jobs, bonus modes. Includes remake of Road Rash 3D and original Road Rash games in 3D.
game: Licensed RPGs, expands characterization and game world, ties in previous games and loose ends
- F-Zero RPG
- Donkey Kong RPG
- Kid Icarus RPG
- Mario RPG
- Zelda RPG
- Kirby/Lolo RPG
- Gradius RPG
- Parodius RPG
- Darius RPG
- Streetfighter RPG
- King of Fighters RPG
- Mortal Kombat RPG
- Ghouls n Ghosts/Demoncrest RPG
- Sonic RPG
- Goldenaxe RPG
- Kunio RPG
- Bad Dudes RPG
- Double Dragon RPG
- Ikari Warriors RPG
- Metroid RPG
- Star Wars RPG
- Spyro RPG
- Guardian Legends RPG
- Guardian Heroes RPG
- Tetris RPG
game: Rogue sequel, fully 3D random dungeon crawler, extremely fast turn based combat, Ys style run into and hit combat, detailed 3D combat animation at Diablo II superfast pace. Use ranged attacks, spells, potions, scrolls. Search for secrets, light dark areas with a torch, eat food and drink water, identify magical items. Fight increasingly hard monsters. Floors are detailed and varied, are not tile based, and give appropriate atmosphere. Save and Quit option.
game: Chocobo Knight, action, kid rides on a Chocobo from the chocobo's mysterious dungeon series, has Zelda style attacks from Chocobo, Chocobo attacks, Seiken Densetsu style evasion and blocking stats. Levelling up increases age and maturity of character and Chocobo, resembling more of a Final Fantasy Tactics Chocobo knight or Dragoon eventually. Chocobo also grows to become more mature. Some areas require solo control of Chocobo, such as narrow tunnels for retrieving an item or hitting a switch. Bonus minigame areas featuring solo Chocobo control, such as racing, surfing, skiing, Tobal style fighting, dungeon puzzle, pinball. At some point, ride different color Chocobos, but stick to original during most of story.
game: Characters abilities and attacks are based on character role in series. Maintains in character dialogue and personality. Battles are within context (space ship battle, vampire battle, dramatic arguement, etc). Can include non-typical genres such as drama, soap opera, police drama (ER, NYPD blue, etc) using RPG style conflict, and staying away from traditional melee battles.
- Star Trek
- Star Wars
- Buffy the Vampire Slayer
- Dragonball Z
game: Ogre Battle, console, detailed 3D. Prequel to series, shows original war and start of storyline. Battles are mostly Ogre Battle style, with some Tactics Ogre style sequences.
game: Final Fantasy Tactics, 3D tactical combat, uses height and terrain type to advantage.
game: Bucky O'Hare, 3D, intense shooter action based on the comic and cartoon. Extremely fast space combat with dogfights that require hairpin turns and manuevering, similar to X-Wing and Wing commander games, but with exagerrated physics that give an enhanced sense of speed and intensity. Rapid firing and powerful weapons allow you to blast squads of enemy ships at a time, and take down larger ships quickly. THe overwhelming nature of the enemy fleets provides extra difficulty, along with smart AI "boss" ships that outmanuever you and try to shoot you down.
game: Yar's Revenge, 3D sequel to original game, follows the original game concept. A Yar is an insect-like creature who must nibble or shoot through a barrier in order to fire his "Zorlon Cannon" into the breach and destroy the evil Qotile, which exists on the other side of the barrier. If the outermost layer is completely destroyed, new layers of shields are grown. Harassing the player are two free roaming torpedoes that hunt out the player's ship. The Qotile can shoot at the Yar even if the barrier is undamaged, by turning into the "Swirl" - fortunately, the player is warned before the shot is fired, and he can retreat to a safe distance to dodge the enemy's energy blast. Also in the game is a safe area, "the neutral zone", where the pursuing enemy torpedo cannot harm him (although the Swirl can). The Yar cannot shoot from within the neutral zone. In detailed 3D, the player must actually travel through space to get to the Qotile. Obstacles can include nebula, asteroids, planetary rings, solar flares, and other space enemies that must be dealt with. The Yars were avenging the destruction of one of their worlds, Razak IV. Plot shows the Yar survivors fighting the last remnants of the Qotile, and founding a new insect colony that is attacked by an entire fleet of Qotile, and an ultimate huge Qotile at the end. Uses third person shooter action with deft manuevering around obstacles and avoiding enemy fire, beams, and space phenomena.
game: Space Harrier, 3D with linear and non-linear areas
game: Afterburner, intense arcade action
game: Desert Strike, 3D helicopter combat, includes multiplayer cooperative mode
game: 3D, Doctor Strange - Sorcerer Supreme, perspective changes from third person shooter to side scrolling horizontal or vertical plane, uses Radiant Silvergun/Ikaruga style camerawork, impressive effects, huge and rapid attacks, and many enemies on screen at once. Colorful surreal graphics transition from the Negative Zone, Dark Dimension, Limbo, Hell, and other Marvel realms. Huge multi-screen bosses include Dormammu, Fin Fang Foom, Mandarin, Blackheart, Mephisto, Celestials, and others. Powers are easily switchable with shoulder buttons, and include rapid energy blasts, astral "phase" dodging, mind blasts, eldritch bolts, massive summons (Cyttorak, Seraphim, Watoomb, Faltine, Ikonn, Munipoor), augmentation (power raise, heal, defense), and other powers that upgrade with experience from repeated use, as well as an increased energy pool. Gameplay is extremely fast Sengoku Blade style, and attacks fill the screen much like Marvel Superheroes. Storyline between levels explains the reason for entering new areas and fighting bosses.
game: Town & Village games, in style of Harvest Moon/The Sims/Animal Crossing. Buy, sell, upgrade buildings, shops & economy changes, customization and art, discover new items & areas. Minigames. Items fit theme of game. If license cannot be acquired, use similar theme. Single player and Online versions.
- Megaman style
- Bomberman style
- SD Gundam
- Bouncer-style bar town
- Final Fantasy
- River City Ransom/Kunio
- Rurouni Kenshin
- Magic the Gathering
game: Town making games, create town and let citizens interact. Simple editor and cartoony design.
- Disney World
- Looney Toon World
- Cartoon World
- Robo World
- Pokemon World
- Mushroom Kingdom
- Fantasy World
- Sci-fi anime ship (random pirates, sabateurs, mercenaries, etc)
game: Fighter's life, featuring characters like Rival Schools, Athena, Mai, Yuri, King, Cammy, Ryu, Chun Li, Hintata, Sakura, Terry, Kyo, Sie Kensou, Geese, Felicia, Morrigan, Sonia, Sophitia, EX characters, Waku Waku 7, any interesting character type that hasn't been used to full potential. Has town setting with day to day activities, dating, resturaunts, street fights, tournaments, beat-em-up mode, practice and training, friendships or rivalries with different characters, new moves and equipment, minigames, gifts and useless items. Can either be open-ended style or more focused storyline that progresses rapidly.
game: E.V.O.: The Search for Eden, larger variety of areas, creatures, and evolution branches.
game: Mascot sports, wacky atmosphere, exaggerated actions, like Kunio games
- Sports mascots, Football, Basketball, Baseball
- Disney, WB, Hanna Barbera, Cartoon Network and other cartoon characters
- Videogame characters, Konami, Streetfighter, Megaman, Mario
- Commercial characters, cereal, snacks
- SD Anime characters
game: Blades of Steel, arcade action, advanced hockey sparring mode, Konami half time games.
game: Mutant League, 3D high quality EA sports style based on original games
- Mutant League Hockey
- Mutant League Football
- Mutant League Baseball
- Mutant League Dodgeball
- Mutant League Olympics
game: Herzog Zwei in 3D, control the commander's Robotech-style air/land mech, and lead customized troops against enemy bases. Anime style, story-driven campaign.
game: Rampart, build large and detailed 3D structures to defend against ships and attackers, or play on offensive side to knock down structures. 3D siege and warfare. Land and sea based combat. Take turns setting up defense and offense, then watch and interact with battle in real time until next turn.
game: Transformers, 3rd person Mechassault style gameplay, uses action and strategy, use help of other units, choose when to transform, multiplayer online cooperative/competetive mode, choose either Autobot or Decepticon side. Storyline mode and multiplayer battle mode.
game: Final Fantasy VII-XII characters in an alternate dimension where they primarily play or host sports events, dress in contemporary clothes, and have personalities that mirror their fantasy personalities, but are adapted to the contemporary world. Includes excessive move effects, and rival personalities.
- Street racing and GTA style crime, "Sephiroth Streetracing Syndicate"
- Blitzball, Captain Tsubasa style
- Card games
game: Panzer Dragoon - New Saga
- Panzer Dragoon Saga II, RPG with indepth story, turn based strategic battle system, dramatic plot, ingame cutscenes.
- Panzer Dragoon Hybrid, RPG with more options and diversity than previous games, including huge freeroaming world, extremely customizable dragons, turn based RPG with some classic shooter levels, realtime RPG combat areas, party based dragon combat, and two player cooerative and versus areas that use these three game types. Choose from a wide number of characters across the world who all have backstory and sidequests, or create your own party members. Large portions of the game are played as solo, two person, three person, four person, five person, or six person parties. Diverse areas such as canyon, jungle, sea, huge lagoon, salty bay, crystalline cave, catacomb, ruined city, ruined dungeon exposed to air, combat towards ground enemies and evil towns, combat against airships.
- Panzer Dragoon, fast paced arcade style combat, extremely fast speeds through levels, huge number of enemies.
- Panzer Dragoon Tactics, 3D turn based tactical RPG, combat in air with up to 32 units, units are specialized in one area or are hybrids, intense plot, killed party members and dragons have permanent and lasting impact on others and can unlock special vengeance attacks, high difficulty battles, optional areas and challenge areas.
game: Barcode Battler revival, uses card reader to give stats for 3D game, like Pokemon Stadium.
- Tournament style RPG battle, single or multiple character matches.
- RPG adventure, discovered characters based on stats.
- Portable version, compatible with console.
game: Licensed killing games
- Borg Assimilation
- Predator and Alien prey stalking
- Slasher flick stalking
- Jurassic Park human stalking
- Killer Tomatoes
game: Crusader: No Reason, the third game in the Crusader series, 3D with top down perspective and improved physics, arsenal, and variety.
game: Zeliard, uses Zelda style quick action in 3D, resembling fast paced 2D action.
game: Drama, engine driven adventure, deal with various characters in social relationships and conflicts from TV shows, covers entire story arcs.
- Ally McBeal
- Melrose Place
- Young and the Restless
- Days of Our Lives
- Knott's Landing
- Wonder Years
- Love Boat
- Dark Angel
- Sliders, entire series
- Doctor Who
- Star Trek TOS and movies
game: Gabriel Knight 4, ties loose ends of series, engine driven adventure allows for multiple solutions and story paths, NPC interaction, good, bad, and unresolved endings.
game: Jedi Academy II, FPS that uses that light and dark system of KOTR, and has a large intriguing plot with many choices and endings, NPCs and helpers, Deus Ex style interaction with environment, and morally ambiguous decisions. Includes remake of original Jedi Academy.
game: Board games, playable in normal mode or immersive 3D graphical mode.
- Monopoly (Standard, Regional, Special Editions)
- Risk, Stratego, Axis & Allies
- Life, Candyland
- Chess, Checkers, Backgammon
- Othello, Chinese Checkers, Dominoes
- Uno, Connect Four
- Operation, Hungry Hungry Hippos, Mouse Trap
game: Worlds of Ultima, includes worlds mentioned in U2, 6, 7, UW2, U8, UO, UO2, UOX.
game: Warcraft 2 online, recreates Warcraft 2 in 3D.
game: Starcraft Online, includes Starcraft Ghost
game: The Incredible Machine, 3D with detailed graphics, physics, new contraptions, third dimension puzzles. Different styles include industrial revolution, steam and clockwork, modern age, household, cartoon, and kids room.
game: Lord of the Rings: Reflections, RPG series, instead of focusing on the main plot, focuses on "what if" plot scenarios based around a particular plot change that has major outlying effects and consequences. Each game has multiple scenarios and endings based on decisions you make and outcomes of battles, which affect what plot paths you go through and whether the ending is good, bad, uncertain, unchanged, or doomed. Choose a main character to be caretaker of the ring, and the plot revolves around that character and the ring's influence on him. Choose Gandalf, Gimli, Baromir, Faromir, Gollum, Merry & Pippin, Samwise, Aragorn, Legolas, Elrond, Galadriel, Eowyn, Tom Bombadil, Radagast, Saruman, and others. Find out more details of Middle Earth based on Silmarillion, Lost Tales, letters, and other Tolkien works that give further backstory. Explore lands mentioned in these works but not travelled to in LotR. Scenarios include:
Gandalf asks the eagles to fly Frodo to Mt Doom but the eagles are defeated by the Witch King and Nazgul; Tom Bombadil is immune to the ring's power and is too neutral and self centered to care about the word's fate Rohan tries to fend off the nazgul from stealing their horses The Nazgul's fell beasts were not to be seen east of the river Anduin until Sauron was ready to reveal his army The Nazgul would have trouble crossing the river Greyflood as it has no bridge. This can be explained as cautiosly fording a shallow portion or leaping across a narrow section, or leaping from a ledge or rock. The One Ring is used to control the Elvish rings and their leaders Bilbo runs away with the ring for himself and uses it for mischief until he becomes like Gollum Someone tosses the ring into the sea where it becomes found by Sauron's minions in 1000 years Certain characters acquire the ring to become more powerful (the ring's main effect is to act as kind of a multiplier for your existing power. Sauron's a powerful being to start out with, and he poured as much of his power as he dared into the ring to make it more effective, so when he wears the ring, he's many times more powerful than normal) Gollum steals and takes the ring (He was able to live for 500 years and kill orcs/goblins (who, along with fish, comprised his diet) with his bare hands). Yet another reason why Gollum was such a mentally-fucked up individual ... he came face-to-face with Sauron.) Sauron reforms his physical body to attack directly even without the power of the ring dur to desperation (The loss of Saruman's planatir and the subsequent realisation through that event that the ring remained in the hands of the fellowship as well as the Aragorn's revelation of his existence all pushed Sauron to act faster than before. His allout assault on Gondor as well as other places in Middle Earth was an attempt to render the matter of the ring mute by destroying any and all possible resistance before the ring could be used by someone to stop him.) The Orcs use human slaves to assist them (The southern region of Mordor holds the Sea of Nurnen. Sauron has cities of slave humans who are under his will. These are different than the Easterlings of Rhun or the Haradrim. Not much mention is given to them in the books and nothing in the movie. All we know is Aragorn set them free afterwards and gave the Men of Nurn the entire region afterwards to rule as their own.) Gandalf comes to the Shire earlier than the end of the Hobbit or doesn't come until it's too late and the Nazgul have already attacked (From the time Bilbo aquired the ring, Gandalf suspected it to be something more. Following Bilbo's return to the Shire and the circumstances in which Bilbo gave up the ring, Gandalf became alarmed and feared its true nature. For the next 17 years he and Aragorn hunt for Gollum and learn the truth of what has happened and confirms his suspicions about the ring. Gandalf thought "there's no fucking way this could be THE ring of power." He went to Gondor and spent a long time looking through old libraries and doing research. He didn't know for sure until he went back to the Shire, told Frodo to throw the ring into the fire, and saw the inscription.) The three elven rings are used actively by their wielders (Gandalf wears one of the elven rings, Narya (Fire), Elrond wears Vilya (water) and Galadriel wears Nenya(Wind/Sky)) Gandalf's staff is broken by the Witch King (A staff is a focus, but it isn't the sum of the power. After Saruman was cast out and his staff shattered he was still proficient enough in Voice and influence to take over a nation of hobbits). He revokes his vow to the Maiar to not interfere with the destiny of men and actively leads the people of Middle-Earth as a leader (but becomes blind with righteousness and the needs of the other cities, causing his brute force attack on Mordor to be a losing battle that crushes his will in the end) The Eagles are sent to Mordor after the battle at the gates, and must fly high to avoid the Orish arrows before diving into Mt Doom. Also, Mordor's scouts such as the crows and the Eye take notice of their flight. The Nazgul are retreated from the gate battle to intercept, but the eagles are swifter an can kill the Nazgul. (The eagles were only able to defeat the Nazgul in the final battle because the Witch King, their unkillable leader, had just been killed. However, the ring changes size to fit its wearer, so the eagle lord Gwaihir actually becomes consumed by the power of the ring on the trip to Mt Doom. Gwaihir loses control and becomes partially invisible, but has the appearance of an Eagle-Wraith. He drops Frodo to the ground and kills the remaining eagles except for two gravely injured eagles that make their way to Gandalf. The fellowship and armies must deal with this very chaotic eagle, as Mordor's armies attempt to catch it for themselves.) The Dwarf rings are rediscovered and reused by good or evil characters (Sauron recovered three of the dwarf rings, and the other four were consumed by the dragons), the dragons return and try to sway influence over the races of Middle Earth for different purposes The ring is given to someone of high or low stature (The ring also grants power based on stature. Another reason to give it to a hobbit. It would grant some abilities but really only to a small extent. along the lines of an achieved level, or status. A person's goals, their ambitions, their power seeking is much more important than how tall or short they are. If Frodo thought that he could become a great warlord, a powerful force for good, he would be much more at risk than a human who didn't think he was much better than a mere peasant.), Evil beings get ahold of the ring and the heroes must fight them before they gain too much power (Saruman, Witch King, Shelob), The Dwarf lords fought against the Dragons who were attracted to their treasure (The seven rings for the dwarf lords made the dwarves that owned them greedy and even more prone to hoarding than they normally were, especially when it came to gold and gems. Sauron had hoped that they'd end up like the Nine Mortal Men, and under his thrall, but the dwarves proved to be made of sterner and stuff and much less prone to fading. So instead they just got all wicked crazy greedy. Now, what happens when you have big huge piles of gold deep inside big caves? Why, you attract dragons, who just love that shit, and think dwarves are crunchy and taste good with catsup. So dragons invaded four of the seven ring-bearing dwarf lords' homes, and physically ate the rings, the fire in their bellies consuming them utterly (presumably the rings were attached to the dwarf lords at the time). Its rumored that Sauron took the last one from one of Thorin's ancestors(?) after torturing him in the tower mentioned in the Hobbit to the far south of Mirkwood, Dol Guldur. Those who read the hobbit might be surprised to discover that the necromancer in Dol Gulder that Gandalf had to take off mid-book to take care of was actually Sauron in disguise, he fled to Mordor after Gandalf came a knockin' to avoid detection and started building up his power there.) The Dwarf lords survive the attack on their kingdom and hold control over their rings which causes greed and control by Sauron to motivate them to attack the ringbearer and lie to Gimli, Gandalf gains power to come face to face with Sauron and fight his physical form (Sauron is pretty much the evil counterpart of Gandalf. He's pretty much a wizard gone bad. He and Gandalf are beings that are both known as Maiar), the invisibility of the ring is explained further (The ring isn't so much making the wearer invisible, as it is taking them into the shadow world where the wraiths appear.), Sauron regains ability to change his appereance and becomes a treacherous character (he loses this ability after the fall of Numenor, but gains an Elven ring to increase his power and regain this ability. He spies on and joins the heroes in order to capture the one ring, but must not reveal himself to Gandalf, who suspects him of being evil and would destroy his mortal form easily.) The power of the Elves is used for good or bad (Sauron didn't put any of HIS power into those other rings. He let other people do that. So when he uses his ring, he's really stealing THEIR power. So that's a gain. Also, it seems like in Tolkien's world, great powerful "people" can usually (once in their lives) pour great power into objects (trees, silmaril's etc) and through those objects wield more power than they could alone. Where the extra power multiplication comes in is never really explained. Sauron gained a great deal of power by putting his current power into the ring. Not the least of which was control of the 9 Ringwraiths. Sauron is safer with power in the ring than he is with just his power in himself. Remember that unless the ring is destroyed, Sauron cannot die. If he had never created the ring, he'd have died for good in the original battle.), Gandalf is driven mad with megolomania and self righteousness from keeping the ring (Gandalf the White is at least as powerful as Sauron, so obviously someone can defeat him and if all you had to do was infuse your power into a ring to become more power. Gandalf soon turns into Gandalf the Black.) Sauron invades the elven forests and forces the elves to forge more rings of power (He only made the One ring. The 19 other rings were already forged by the Elves (or maybe the Numenorians) and given out. Sauron, while studying in Numenor, found out about the rings and how they were forged. He then made his own ring so that it would have power over the other, pre-existing, rings. To do that, he needed to give his power to the One ring. Otherwise, it would only be as powerful as the others and wouldn't be able to control them. (Originally, about the year 1200, Sauron came among the Elves in a fair form using the name Annatar (Lord of Gifts), but with a dark plan to ensnare them. Sauron greatly desired to "persuade the Elves to his service, for he knew that the Firstborn had the greater power [The Silmarillion]." He taught them secret lore, and with this knowledge their craftsmen (a guild called the Gwaith-i-Mordain, the People of the Jewel-smiths) created the Rings of Power which included the Seven and the Nine. But Sauron had a part in the creation of these rings and he guided the Elves in their making. However, the Three Elven Rings were conceived and made by the Elven-smith, Celebrimbor, alone, and Sauron never touched the Three.)) Gandalf's staff is broken by the Witch King; he forms a party with the other Istari wizards and with Frodo so as to keep checks and balances on each other from becoming too corrupted (When Gandalf arrived with Saruman and the other Wizards in Middle Earth, more than two thousand years before the events described in The Lord of the Rings occur, Cirdan the Shipwright saw in him a hidden strength. Even though Saruman was the head of their order, Cirdan saw that Gandalf was the greatest of the Wizards and entrusted him with Narya, the Red Ring of Fire. When Saruman betrayed Middle Earth to Sauron, Gandalf was indeed shown to be wiser and more powerful. It the end, it would be Gandalf who would lead the final fight against Sauron and aid in the destruction of the One Ring. There was Radagast the Brown who loved the birds and beasts. There were two other wizards, Alatar and Pallando, who were called "Ithryn Luin," or "The Blue Wizards," because of their sea-blue robes. On them, Tolkien had little more than this to say: 'I think they went as emissaries to distant regions, East and South, far out of Numenorean range: missionaries to enemy-occupied lands, as it were. What success they had I do not know; but I fear that they failed, as Saruman did, though doubtless in different ways; and I suspect they were founders or beginners of secret cults and "magic" traditions that outlasted the fall of Sauron.' ), The Maiar regain their full power and have a cataclysmic showdown that causes the Valar to interfere (In the Third Age, there were still Maiar in physical form to be found in Middle-earth. The most important of these were Saruman, Sauron (originally also of Aule's people), and Olerin, known as Gandalf, who belonged to the people of Manwe and Varda.), Gandalf wears the ring but is too wise to be persuaded by its power and hands it to someoene else (If he loses either his life or his ring, but not both; he can still recover. The ring *wants* to come back to him, it will take care of itself. But without the ring, he can die like any other Maiar. Accidents happen, and one of his enimies might get lucky one day. But with a sentient ring that wants to protect itself and it's master, he's much safer then just himself alone. Also, Gandalf was nowhere near as powerful as Sauron pre or post-ring. Gandalf readily admits this in the books. This is because Gandalf has never really wanted power the way that Sauron does. Those thousands of years that Sauron spend learning how to amass power were not wasted. Sauron *knows how* to do this shit. Gandalf does not know and does not want to know. Incendentally, that's the reason Saruman fell to evil...he wanted to know what Sauron knew about creating power.
So what was I saying? Oh, essentially where it comes to power, Sauron know's his shit better than anyone else in middle earth. No one else could have made the one ring, no one else can truly fully command or trust it, and wether its on his finger or not, no one can really stand up to him in a straight fight for long.), Gandalf vows to remain neutral as his contract with destiny states (A human woman killed the witch king, Gandalf didn't do anything. Gandalf was forbidden by the terms of his contract from actually doing anything - he had to help the people of Middle Earth sort their own problems out for themselves. )
All the races of Middle Earth unite to use their rings and their power to defeat Sauron. They become corrupted by their own powers even without the One Ring, and dissuade the adventurers from finding or destroying it. When Sauron does get ahold of it, all of Middle Earth is controlled and doomed. The Maiar reappear and reshape the races of Middle Earth to combat Sauron, but create rivalries with one another. The Witch King wreaks havoc on the land instead of retreating (Gandalf didn't deny the Witch King anything. As he was about to attack Gandalf, Theoden's army arrives and sounds the horn for the advance. The Witch King pauses and decides to turn away and fight to stop Theoden from massacring his army.) Sauron uses the Dwarf rings he has possession of (Its rumored that Sauron took the last one from one of Thorin's ancestors(?) after torturing him in the tower mentioned in the Hobbit to the far south of Mirkwood, Dol Guldur. That would be the Ring of Thror (Thorin's grandfather). It was his father Throrin II that was tortured though. (I had to cheat a bit with the Encyclopedia of Arda to verify that though) Aragorn uses his stature as king much earlier, and persuades the people to join and fight for him. He fights halfway through Mordor without the ring, but fails if he decides to keep and use the ring for his benefit. (Aragorn was a Numenorean. A dying race of men that have elf blood running throught their veins. They live much longer than normal men. Aragorn was around 80 years old). Sauron gains power to twist the animals and races of Middle Earth in which the party must survive until reaching Mount Doom (The dark powers can make dark elves into orcs, trolls in the form of twisted ents, torture birds of some kind and warp them into fell beasts) The Dwarves and Elves defend their homeland and fight forward to Mordor as Men fall back (As the Rohirrim are setting out Gimli says something like "I wish I had a company of dwarves, fully armed and filthy" (paraphrased). Legolas then says something to the tune of "Your kinsmen may have no need to march to war; I fear war already marches on their own lands" (also paraphrased). Basically, the dwarves off in the Lonely Mountain (where Smaug the dragon used to live) were already fighting orcs. Lots of dwarves were killed, including their king.) Saruman gains hold of the ring and destroys Sauron's weak essence, but becomes more powerful and corrupted than Sauron, in essence a reincarnation of Sauron that is far worse. Sauron's campaign succeeds and leaves all the cities in ruin, where only sparse survivors can help (Sauron, besides attacking Gondor, launched an attack from Dol Gouldur against the Elves of Lorien, assaulted the Elves of Mirkwood (nearly defeating them), the Men and Dwarves in the Dales near the Lonely Mountain (also very nearly defeating them) and the Dwarves in the Iron Hills far to the north and east of Gondor.) Sauron gains the One Ring and all the other rings of all the races, becoming the new Melkor who can now slay the Valar and destroy Lorien and Arda itself. Sauron is now an ultimate god being who controls all Middle Earth. Sauron gains the ring, and reveals his physical form as a fighter among the armies (He was described as a tall imposing numenorean with black skin. He did have the ability to change his appearance, before the fall of Numenor (beaten), something alluded to in the Silmarillion and Unfinished tales. What happened was that he made the rings for the dwarves and men, but merely supervised the making of the Elven rings. Then, the only way he could have power over all the rings was to put his own poer into a ring. Note at this point, he didn't 'take it out of himself' and put into the ring, he made it a reflection of his power, so that it would be able to rule over the other rings. But because he didn't make the elven rings himself, they shared his power but he didn't have full control over them. However, his physical body was destroyed with the fall of Numenor, and literally the only thing keeping him going (and the source of his power) was the power he had placed in the ring. So when you look at it that way, he was bloody lucky that he took a 'backup' of his power and wasn't left powerless. ). The elves try to forge new rings to regain their lost age of power in Beleriand, but fail ultimately (The elves made all the rings, but they were guided in their labour by Sauron. When Sauron then made the One Ring the elves perceived his betrayal and immediately took off all their rings. Sauron attacked the elves in rage and recovered fifteen of the rings. Nine of these were then given to Men and six to dwarves; the final dwarven ring had already been given to Durin by Celebrimbor. The elves escaped with the three most powerful rings, and since they never had been touched by Sauron, they were not evil and corrupting like the other fifteen.) Frodo gives the Ring to someone else at the house of Elrond (Galadriel, Gandalf and Elrond wore the Elven rings. In the books, Frodo offers the One Ring to all three.) Frodo dies, and the race of men must work together to journey to Mt Doom, while others cannot interfere (Basically the Eagles were only permitted to intervene to a certain extent. Exactly the same applies to Gandalf. Aside from his conflict with the Balrog, where he was basically let off his leash due to the nature of the Balrog, at no time does Gandalf make full use of his abilities. He can only encourage and assist. The War of the Ring was ultimately for the peoples of Middle Earth to win, and not for the remaining vestiges of Vallinor and the first and second ages to dominate. The Eagles come under this second heading.) The Nazgul take charge as the main threat to the cities, and use their fell beasts immediately. They continually hunt down the heroes who must hide and use cover of night to sneak towards Mordor. (It was explained that the Nazgul were disguised as the black riders so that they could pass through the world of men unhindered. They'd be a little conspicuous if they flew in on their fell beasts. They took their horses and left the fell beasts in the garage at home. And then when the horses die, they go back home and pick up their other ride.) The humans try to hide the ring in a walnut or set it inside some molten metal sword, then give it to someone to take it to Mt Doom with no explanation. It eventually manifests itself as evil and consumes the wielder, even encased in a sword, and melts its way out when near the fires of Mt Doom. An Uruk-Hai gains the ring after Boromir steals it, and becomes a very powerful Orcish leader who defeats Saruman and others. Other characters experiment readily with the One Ring (Frodo asks Galadriel about this (sorta) over her mirror in Lothlorien. She basically says that he hasn't discovered other uses for the ring because he hasn't tried. It takes an iron will and practice, and he's only put it on a couple times (once at the Prancing Pony, once on Weathertop.) Boromir and Gollum are a couple of characters who talk about using the ring to make people do your will, but it's never attempted.) Radagast directly or indirectly helps the ringbearer (In regards to the Istari question, Radagast the Brown was kind of a nature-freak who had a real connection to animals. He never really played a major role in the story, though. He also failed in his task, according to the Essay on the Istari: "Indeed, of all the Istari, one only remained faithful, and he was the last-comer. For Radagast, the fourth, became enamoured of the many beasts and birds that dwelt in Middle-earth, and forsook Elves and Men, and spent his days among the wild creatures." This pretty much says that Gandalf was the only one who really accomplished his mission to any great end. Radagast did do some good - his connection to the animals likely helped through his birds collecting information. But since this information went to Saruman, as he was the head of the White Council, it didn't really do much good. Because the eagles kept showing up at such opportune moments, however (to save Gandalf, Bilbo, and the dwarves in The Hobbit, and at the end of ROTK), it's a possibility that Radagast may have had some hand in this. Gandalf loses to the Balrog and cannot aid the fellowship later. Others try to aid the fellowship instead. The Ents are lead by Radagast, but are burned by the Orcs. The elves are called to help fight, but are overtaken by brute force. The Balrog enters the outside land and slays many citizens and characters, and hunts down the fellowship as they make their way to Mt. Doom. Faramir, despite his better judgement than Boromir, takes the ring and uses it for power to strengthen the human armies. He exiles Frodo and kills Smeagol. Denethor takes the ring and uses it to command Minas Tirith, but becomes consumed by its power and allows Morder to besiege the city while he runs away in cowardice. The Fellowship must hunt him down. Frodo is slain, and Bilbo must make the journey to Mt Doom with the fellowship. The dwarven party from the Hobbit also returns. Sam runs off with the ring at Mt Doom, Smeagol pursues him, and Frodo must find them both, but is forced to kill one of them. Smeagol runs off with the ring at Mt Doom, and Frodo and Sam must find him before Sauron does. They make a desperate run back to Mt Doom and Frodo throws himself into the lava as the hordes are overwhelming them and rushing forward. Frodo succumbs to the ring at Mt Doom and betrays Sam, then runs away and hides in Mordor, trying to evade Sauron's minions. He is captured and brought to Sauron, who turns him into a Wraith. The remaining Fellowship must enter Mordor and confront him and Sauron after the battle at the gate. The ring is guarded in Imladris or Lórien or the Havens, but is attacked by the Nazgul and Witch King, who take it. The Witch King or one of the Nazgul wears it on the way to Mordor and becomes consumed with it to betray his mission, and establish his own evil rule. Thus the fellowship, the armies of Middle Earth, and Mordor all want to destroy this new threat. The Nazgul easily destroy much of the two armies forces, and Sauron must travel under a guise to take the ring personally. The ring is sent across the ocean to the land of elves. It remains untouched for a decade. The elven kings in Middle-Earth become controlled by the west, and eventually the elf kings of Arda arrive on ship to sack and slay the races of Middle Earth in their corrupted influence. The fellowship must fight back the forces of Arda from the West and Mordor from the East. Saruman notices and takes takes Gandalf's ring of fire, given to Gandalf by Cirdan, when imprisoned in his tower. Saruman kills Gandalf and joins the fellowship as an "aid of Gandalf." The Fellowship mistrusts him, but makes their way towards Mordor. One of Sauron's creatures steals the ring from the Hobbits after they enter Mordor. The Hobbits must hide from the forces of Mordor, while trying to hunt down an invisible enemy.
game: Tales of Middle Earth RPG series, based heavily on related Tolkien works outside of LotR.
The Silmarillion, each game covers a portion of the story or focuses on one character, race, or lineage Lost Tales Unfinished Tales History of Middle-Earth Stories based on Encyclopedias and other references Finarfin, Fingon, Fingolfin, Feanor, Galadriel, Elrond, and other major Elven characters Beren, Turin, Hador, and other major human characters Thrain, Thorin, Thror, and other major Dwarven characters The time of Gondor civilization and Isildur's last battle with Sauron The Dark Elf The Numenoreans The New Shadow/The Return of the Shadow, finishes the unfinished sequel to LotR Gandalf's early years, from taking the form of a human/Istari, training his new body, gaining the steed Shadowfax, meeting Saruman, learning and becoming old, acquiring knowledge and wisdom, gaining his sword and staff, gaining his Elven ring, meeting the people and Elves. Bilbo and the entire story of the Hobbit, shows Smaug in full badass mountain-rupturing glory, the party of Dwarves, the Misty Mountains, the Lake Town and its battle with Smaug, the conversation with Smaug, sneaking invisible around Smaug's lair while he talks to you, and hints of the ring's addictiveness. Focuses on character, story, and combat rather than platforming. Eärendel the Mariner, and his journeys on the ship Wingilot The Valar and Maiar, and their fight against Melkor. The First and Second ages, and the fall of Beleriand.
game: DBZ fighting MMO. Players create character with destiny points to give normal life (no fighting ability), amateur (basic fighting ability, can achieve low power levels) and dedicated (can achieve great power levels). Players who are not dedicated fighters can choose a path of science, allowing them to create technology for good or evil (genetic bug that locks on to players and copies data, create androids and cyborgs controlled by self or other players, create robotic bosses, create robotic suit for self to enable high level fighting). Basic players can train in swordfighting and standard martial arts. Dedicated players can learn advanced moves and forms (Kaioken, kamehameha, jumping, flying, kamekameha, teleport, soul bomb). Low level battles use ground based combat with some learned abilities, and resemble traditional cinematic martial arts. High level involves advanced moves, slow motion moves, hyper punches and kicks, rapid energy blasts, flying, teleporting, and charging devastating attacks. Fighting uses physics acceleration to show destruction on landscape, destroying hills, leaving craters and trails in ground, destroying lakes and boulders, crumbling mountainsides. High level fighting uses a scaling balance system with most powerful players ranked at top, and aspiring players trying to reach that level, unlocking a higher level when two or more players reach the same maximum level.
Non-expert fighters have more connections to towns and NPCs, using Capsule vehicles and buildings, cooking for others, finding items with special skills, performing low level quests with NPCs. A morality scale shifts based on good and bad player actions, so a hero can become a villain and a villain can become a hero, or a neutral character can exist. Non-experts are not involved in combat, but can influence a battle by using distraction, remotely viewing by camera or crystal ball, stealing necessary items, cutting tails or weak points, cheering during a battle, and accepting a soul bomb request. Expert fighters have quests relating to world exploration, learning new abilities, training, and finding new areas with challenging fighters and bosses. Instead of many weak enemies, players face tough enemies with their own story for existing. Many enemies are related to subplots and movies. For example, a doom tree appears in one of eight locations, and creates a clone opponent when the quest is activated, then dissapears when destroyed to reappear again in another location. Players can also fight player controlled NPCs such as androids, and non-expert players who have artificial power levels through advanced technology. Quests also rely on unique items, including only seven Dragonballs. PVP allows players to take items from defeated opponents, or give up items before a fight.
Expert fighters have conditions for starting combat. Tournaments use relative power levels. Field combat relies on stalling in order to determine the likelihood of a fight. Two even matched fighters can start without much hesitation, but a large difference in power will allow characters more time to stall. Two on one battles also add to stall time. Stalling allows other fighters to watch and observe a fight, and enter a fight when one player has been defeated. During stalling, characters can use dialogue, threats, displays of power, showoff moves, landscape destruction, and unhide hidden power levels. Players can also start and retreat in order to escape, but can be pursued.
Combat uses dramatic fighting moves in 3D space. Like other DBZ games, battles rely on a struggle for power and successfully using and countering/preventing moves. Moves can also slow down and speed up animations for dramatic effect- during slow motion combat, players have time to execute and block individual moves, while hyper fighting relies on quick reactions, dodging, and teleporting.
game: Battletech/Mechwarrior MMO, all major InnerSphere factions, only formed parties can jump planets, do whatever you want
game: Wheel of Time MMORPG
game: Horizons II, uses Unreal engine 4, completely redesigned game, allows transfer of accounts to new game, and travel between both continents, allowing influence of old lands.
Your world has been conquered by an evil wizard controlling undead armies. All the good races have been forced into a corner of the world, holding back the tide, if only just, hoping to regroup and fight back.
What could be, with a decent game engine:
1) Undead hordes attacking the main city, night and day. Defenders always needed. 2) Warriors defending resource gatherers, and mining caravans. 3) Adventurers and crafters working together to acquire and put together the lost artifacts which can grant the good races abilities, or free more people to help the fight. 4) Epic battles, dark dungeons - all with a point, not just for xp. 5) Gathering resources for war, weapons, food - not just for crafting experience. The implementation was unfocused, in that they sought to cater to the player's "I want" lists rather than focus on their vison of game play. Perhaps they never really had a clear idea of how to implement the grand battle against the Withered Aegis. The evidence suggests to me that this was the case. They hadn't really developed plot/city building as being integral to the battle, so functionality of buildings came late and then when it occurred, it was tangential to any broad social purpose such as the war. The story, they just let wither on the vine. They never developed villians to hate, mysteries to solve, great soical purposes to achieve. I never got the impression that they had a plot developed to lead the war through any sort progress. This is what I find most striking, because throughout development cycle and beta, they stressed that their big advantage was the ability to create a dynamic world in which the gameworld would change on players. The capacity to change the gameworld on the fly plays right into storyline development. Unfortunately, the story was more like AC1's 'installment' plan, with monthly events released, but without anything to support significant player interaction. It wasn't the kind of on the spot dynamic changes promised.
game: Cancelled MMORPG, gateway service with cheap monthly subscription. Enhanced graphics, GUI and bug fixes. Games that cannot be licensed can have resources transferred to an updated engine.
-Asheron's Call 2 -Earth & Beyond -Meridian 59 -Priest -Dark Zion -Dark and Light -Diaspora -Dungeon Runners -Fury -The Legend of Ares -Legends of Future Past -Might & Magic Online -Motorcity Online -Multiplayer BattleTech 3025 -Multiplayer BattleTech: Solaris -Mythica -Heroes of Might & Magic Online -Shadowbane -Tabula Rasa -Tales of Eternia Online -True Fantasy Live Online -Ultima X: Odyssey -Ultima Worlds Online: Origin
game: MMORPG localization:
-The Legend of Three Kingdoms Online
game: 3D tabletop miniatures sim dueling MMO, fully 3D representation of all models played out on an instanced 3D terrain battlefield map. Outside of battlefield, duelists focus on roleplayig aspects of game world, selecting open world quests, campaigns, missions and number of players involved in duel, model customization and rule variations, selling, trading and collecting, story interaction, meta-game and open game world items and enhancements for game world player character.
-D&D miniatures/chainmail -Warhammer, Warhammer 30K -MageKnight -Kingdom Death
game: 3D CCG sim dueling MMO, painstakingly modeled fully 3D representation of every card played out in an instanced 3D duelist field landscape where every action, attack and ability is displayed like a turn based RPG. Outside of the duelist field, duelists interact by deciding on rule variations, selling, trading and collecting, selecting open world quests, campaigns, missions and number of players involved in duel, and roleplaying aspects of the game world, story interaction, meta-game and open game world items and enhancements for game world player character.
-Magic: the Gathering -Yu-Gi-Oh! -Pokemon CCG -DBZ CCG -Netrunner -Rage -Legend of the Five Rings
game: Paranoia, based on the pen & paper RPG. Basically a "1984" Big Brother setting, with silly death sequences, and characters with these secret societies, and ministers of propaganda and all this jazz. An utterly ridiculous and funny rpg. Would also make a funny MMORPG, if done right. Available as single player, multiplayer, or MMORPG.
game: D&D based single and multiplayer DM campaigns. Focuses on character creation, building, campaign setting, and playing through campaign as a game, with one or more players. Can play partially made, incomplete, or episodic campaigns. Can play character at any time and pause while creating.
game: Fallout, detailed 3D, focuses on adventure and atmosphere, in game scenes showing desert and retro civilization. Ties loose ends with Fallout Tactics and Brotherhood of Steel.
game: Online session based RPG, uses advanced 3D engine to allow for detailed combat and world interaction, faithfully adapts all pen and paper rules for use in game. Uses all known campaigns, settings, and rulesets for that RPG. Highly detailed world with adventure style interaction, allows all things to be interacted with. Immersive setting, background, NPCs.
WEG Star Wars FASA Battletech Big Eyes Small Mouth D&D- includes all older settings, modules, and campaigns from first edition, second edition, and third edition. Warhammer/Warhammer 40K RPG GURPS RIFTS White Wolf campaigns, including Vampire, Werewolf, etc. Wide variety of misc, independent, amateur and lesser known RPGs using the same engine.
game: Spacewar, based off of original PDP game. Control a space fighter colony against 1-3 opposing colonies, on the edge of a black hole. Fight and survive without being sucked in.
game: Cthulhu civilization. Play as human civilization trying to uncover existence of Old Ones, or as Old Ones who subtly control and corrupt mankind to insanity until they show themselves to the world and conquer it.
game: Sim Ant 2, fully 3D, different perspectives, camera rotation and camera follow allow tunnels in all directions. Saves progress for all existing colonies.
game: The incredible machine & incredible cartoon machine, uses three dimensional space to create even more complex machines. Detailed 3D objects.
game: Lego strategy, design highly customized buildings, vehicles, characters, or select default designs.
Medieval fantasy, castle siege, quest, army strategy Space, moon explorer, space empire Urban, city management, dating, jobs Star Wars lego story Lego pirates, survival, ship captain, ship battles, fort defense
game: Starship Troopers, based off the novel and not the movie.
game: Star Control, includes online melee combat mode, expanded story, humor. Expands story of original games. Advanced exploration and action based combat options.
game: Smash TV, 3D sequel Compete for cash and prizes! Midway's 1990 arcade release Smash TV had its roots in games like Robotron: 2084 and was followed up by a spiritual sequel, 1992's Total Carnage, a much longer and harder game that even commanded all Smash TV players to flee from the machine after its first level. Robotron also returned with a console-only sequel in 1996. But we've never seen a true sequel to Smash TV, one of the most hectic arcade shooters ever made. Smash TV's conceit was the typical "futuristic and ultraviolent game show" concept--sort of like The Running Man without Richard Dawson. Instead, the show's host popped up from time to time to utter now-classic phrases such as, "Big money! Big Prizes! I love it!" and the ever popular, "I'd buy that for a dollar!" The action put you in an arena that was constantly filling enemies. Drones, tanks, and all sorts of other creatures poured in from the edges of the screen, and you had to gun them all down while remaining nimble enough to scoot around the level and collect power-ups and bonus prizes. The end of each level pitted you against gigantic and rather difficult bosses. Smash TV utilized the dual joystick setup that used one stick to run and the other to shoot. This design scheme was key, because it allowed you to run in one direction while shooting in another. At higher levels of play, the game required an extreme level of concentration. You had to keep track of what items you were running at, which enemies posed the most immediate threat, and which enemies could simply be dodged for a split second while you ran for a weapon or prize. The game's two-player simultaneous play made for an even more frantic experience, as you were constantly fighting to get to the bonus items first. While flashes of the frantic, enemy-filled gameplay of Smash TV can be seen in a few modern games--Serious Sam, for example--a sequel that wasn't afraid to maintain an overhead perspective would be truly amazing. The sad end to this story is that at one time Midway had plans to produce such a sequel, but a shifting focus away from the arcade market seems to have left this dream unfulfilled.
game: Action Fighter, sequel to Action Fighter for Sega Master System (1986) Action Fighter is a fairly little-known game that was released for the Sega Master System back in 1986. The design document for the game must have been a pretty simple one: Remember how cool that arcade game Spy Hunter was? Let's make a game just like it, only significantly cooler. One part Spy Hunter, one part Xevious. Action Fighter was a driving action game that put you into a transforming vehicle and asked you to shoot up any cars that got in your way. Spy Hunter's vehicle transformed too, but it only went from a car to a speedboat and back again. In Action Fighter, you started the game on a highly vulnerable motorcycle and then collected power-ups to turn it into a car. Once you were in car form, you could collect two more icons and earn your wings. Once you transformed the car into a flying car, the game carried on a bit like Namco's classic arcade shooter Xevious, giving you the ability to shoot straight ahead or drop bombs on ground targets. Rounding the whole thing out, the game had some pretty decent boss battles at the end of each level, putting you up against a series of submarines in one level and other collections of big vehicles throughout the game.
If Spy Hunter can be remade into a moderately successful mission-based shooter, then we say there's no reason why Sega can't follow suit and bring its little-known clone into the 21st century in a similar fashion. The dynamic of changing your ground-based vehicle into a flying car is definitely a cool one that would probably lend itself well to a modern mission-based shooting game. Ambulances, motorcycles, black cars--blow them all up.But let's not abandon the idea of 2D gaming in favor of making a game that basically apes Midway's Spy Hunter remakes. Besides, Spy Hunter 2 added boss fights--which was one of Action Fighter's advantages over the Spy Hunter arcade game in the first place--when it was released on the Xbox and PlayStation 2 last year. What would really be best for Action Fighter at this point would be either an updated remake in the Sega Ages line of classic rereleases or an entirely new game on a handheld platform like the good ol' Game Boy Advance. The driving and shooting action would fit quite well on a GBA these days, and the level-based design of the original would make for an easy password or save-game structure for playing on the go.
game: Bokosuka Wars, party based strategy RPG, conquer territory, select party members to fight, every fight has some risk of losing characters. Find and recruit new characters, discover new lands and abilities, purchase equipment. Story takes place after original.
game: Portable, isometric with modern sprite graphics
Mario platformer Pacman Adventure Lolo Adventure Q-bert World
Uplink Vampire: Bloodlines System Shock Jedi Knight Out of this World Starflight Jagged Alliace Syndicate Blood Quake Arx faltalis 2 Deus Ex Star Control Beyond Good & Evil Golden Sun Zombie Revenge Phantom Dust Eternal Darkness:Sanity's Requeim Indigo Prophecy Mutant League Football Omnikron the Nomad Soul Mail-Order Monsters (c64) Blast Corps Populous Outcast Actraiser Metal Arms: Glitch in the System. Myth: The Fallen Lords Vagrant Story Okami Shadow of the Colossus Downhill Domination Threads of Fate Indigo Prophecy / Farenheit Syndicate / Syndicate Wars Magic Carpet 3 Blue Vault Blood Psychonauts Star Control 4 Freelancer Ikari Warriors Operation Flashpoint: Cold War Crisis Gladius Another World Covert Action The Longest Journey Warzone 2100 Theme Hospital Herzog Zwei Joust
game: cotton 100% 3D shooter, uses elaborate textures and bloom effects to recreate 2D game feel, impressive bosses and enemies, some land based travel as a break in between flying.
game: Pinball Wizard, based on album, player becomes an expert despite handicaps, plays through classic 60's to 80's era arcades and meets famous people. Recreates classic arcade feel, excessive 70's and 80's arcades, 60's turmoil, political news, bands, music, atmosphere, diners, girlfriends, competitors, rivals, friends, school. Eventually enters Twin Galaxies and other competitions against real life competitors.
game: Zweihander, 3D sequel to Einhander, uses translucent effects similar to logo for mystical atmosphere, levels creatively use mist, ether, aurora, space dust, solar flare, glare
game: freeroaming adventure based on Daredevil, noir detective style, Frank Miller stories
game: freeroaming adventure, anime based
Cowboy bebop, explore space, planets, local areas naruto DBZ Ranma Uresei Yatsura ninja scroll fist of the north star berserk bastard magic knight rayearth sailor moon
game: freeroaming adventure sequel, explore entire city, countrside, county, area, with tons of NPCs to talk to, engine based interaction.
Police Quest, explore city as Sonny Bonds and do police missions to become chief of police King's Quest, explore all previous lands, silmaria, emerald isles, and unexplored areas, switch between five characters including Mask of Eternity hero, Cedrick, and others Space Quest, explore space freely Quest for glory, explore previous continents in one large epic quest EcoQuest, large ocean exploratio
game: freeroaming adventure sequel
Sam & max Indian jones star wars classic, prequel, golden age, sith age, future age Monkey island, older guybrush freely explores islands as an experienced pirate, visits new locations, recuits custom crew and builds custom ship, make friends and enemies based on dialog, consumate relationship with marley, run as governor assistant, become a legendary pirate, have a lasting legacy from actions, cinematic scenes similar to Pirates of Carribean movies, epic pirate music, classic mood and feel, new villains and minor villains, possible character deaths from optional paths, multiple endings.
game: Hexen 3, modern fantasy FPS gameplay and graphics, fast paced action, puzzle solving with magic, rapid fire crossbow and magic, powerful and impressive spells, melee combat, NPCs and story based on past games, lare variety of monsters, fun and impressive levels, skill based progression for gaining levels in magic, strength or dex based on use. Deus Ex dialog and path options, drama, twists.
game: remake, Seiken Densetsu 4 with RPG level option, choose action mode or RPG mode at start
game: Golden Axe, modern 3D hack and slash, set centuries after Golden Axe and THe Duel, references old heroes as legends with statues, names of towns, using hero spirits in some magic attacks. Great variety of moves using physical attacks, speed, magic, epic magic, mounts. Potion mixing for different effects, healing, attack up, defense up, magic spell level. More in depth characters explain lineage, history after ancestors victory from earlier games and duel, legacy of enemies, monsters, gnomes. Gnome town, gnome magic, dwarf city. Learn attacks of gnomes and dwarves. Find homeland of mounts, dragons, barbarians, adder. A hundred levels make up huge countrside and multiple continents, islands, caves, castles, fortresses, towns, cities, mines, hidden areas. Creative level design, creative obstacles, waterfalls, cliffs, ledges, boulders, barriers, walls, gates, bridges, barricades can be destroyed.
game: megaman end, series of games that leads to end of original series, using advanced 2D and vector graphics. Protoman, Bass, megaman end series. Death of protoman, sacrifice of Bass to preserve data for battle network and Zero series, stardroids are shown as robots of Dr light and wily who explored space and started colony, shows humans reacting to robots such as Cossack and daughter, Roll dons battle outfit and fights, Zero alpha is introduced as faceless ultimate reploid, Mega man battles through stage with multiple remixes, redone bosses using moves form games and arcade, megaman earns weapons with alternative modes from arcade and boss attacks, bosses remade from data discs and robot museum, final game is one giant wily castle stage with all bosses and megaman using all weapons, and wily has ten forms with a checkpoint and relying on one energy tank per form, with multiple remixes of wily stage, MM 1-2-3-4 ending themes, homages to challenging parts of MM 1-3 stages such as dragon boss, giant metool, rock monster. Use all accesories such as 1-2-3 platforms, grappler, rush suit. Fight bass in epic sky duel as Bass tries to be ultimate power and sacrifices self to upload memory for future generations. Ending pays homage to MM2 ending, with changing seasons, protoman music, MM2 ending music, MM1 ending music. Stages have multiple bosses like MM3, with rooms conected to other stages but acting s checkpoints form menu, multiple remixes from all stages of all games including GB, MM 1, 2, 3, 4, 5, 6, 7, 8. Last game is epic, excessive finale with Megaman killing Dr wily, pausing in fear as Light and Roll warp in, Megaman says he can no longer function as he has broken the first law of robotics, he wandrs for days with changing weather, Protoman loses energy and dies in desert, Roll dies of grieving, Rush dies from sadness and waiting for master, Megaman decides to be put in status never to be activated agian, Light decides to create messages and AI messages in holographic form, Megaman is locked away never to be seen again. Last game has "falling apart" appearance with steampunk elements. Cover shows Megaman with half of face off, badly damaged. Ending shows Protoman wandering desert and deactivating as rush and roll deactivate watching "X" chamber for last time, while Protoman music plays. Trilogy is called Blues, Bass, Rock in Japan. First game explains Protoman created as first robot with a Maverick tendency, had to be put down and given robotic controls and law to follow to prevent going crazy, while Wily saw opportunity to turn industrial robots into robots that could control the world through fear and leadership, dividing the world into sections and ruling with replacable armies. Protoman also learns about Stardroids origins from dr Light, and believes entire robot colonies could form based on robots forming colonis and gorgetting their origins. Stardroids are precursor to robo-elves. Bass shows quest for power and sacrifice as all robot data from data discs are uploaded to other dimensions to be learned from. Roll is a side character in these games. Final game is a showdown using intense high tempo remixes and every boss and weapon and stage with new innovations in 2D using modern technology such as rotation, particles, vectors, more sprites on screen, curved and circular levels and enemies, impressive energy effects, more detailed attack patterns. Uses upbeat remixed and downbeat remixes for sad and melancholy moments, such as slow version of MM2 Wily, Quick Man, MM4 intro, MM3 intro, MM2 intro, MM3 select.
1. Megaman is injured by zero prototype, Protoman fights to challenge zero prototype, learns that Protoman tried to hurt Dr Light after activation and had to be put down, but Wily was interested in him and wanted t replicate his potential by making robot masters and sniper joe robots. Protoman fights through stages with more rapid fire enemies that require shield blocking, sliding, and rapid fire shots. Has charged arc shots and triple shots like in MM 3 and 7. Dr light hid the necessary schematics to make intelligent, sentient robots, so Wily's creations had limited AI potential, and took years to develop superior AI through new robot masters. Protoman fights Zero Alpha but is badly injured, Roll helps in alternate stages. Outdoor stages show world and civilian cities being attacked and terrorized by robots, with new buildings being damaged. Also visits cities mentioned in games. 2. Bass fights Megaman claiming to be the strongest, is reprimanded by Roll and decides to leave, seeks ultimate power and learns Wily is gathering all data from all robot masters, Bass hacks in and learns all powers from data discs and robot museum. Merges with Treble to fly in to space and destroy remaining space and time robots, including Quint and Dark Megaman. Bass can't control power in body and sacrifices self and uploads consciousness to other worlds so he won't be forgotten. Clears up timeline of Megaman gameboy games and Quint. Bass eventually confronts Megaman who travels to meet Bass in fully powered Rush suit and fights him before realizing power is not that important. 3. Megaman assaults Wily castle after Wily recreates all robot masters including DOS, Wonderswan, Genesis, and PSP robots. He gains all weapons including alternative modes based on arcade fights, and normal boss fights when bosses use different weapons. He confronts an upgraded Zero who Wily claims has the intelligence and sentience beyond any of Light's creations, based on Megaman and Protoman. Zero is the result of years of perfection, as Wily has observed robot intelligence in space, in time, and has seen robots act in colonies on their own. He says robots like Roll and Megaman are obsolete, lacking true choice, as Wily's own robots will be obsolete. He says robots will learn to evolve their own forms, creating superior selves. Zero represents a new start in robotics, a true sentient being far beyond anything Light hoped to create years ago in Protoman, surpassing even Megaman. He believes robots will form their own societies, forgetting about humankind, as humans grow old and are forgotten. Megaman fights ten forms Wily. Megaman kills Wily, and tells Light that he can no longer be allowed to function as he has violated the first law of robotics. He asks for his memory to be wiped and his body dismantled.
Light wants to start again, and attempts to create a robotic being
capable of choice and responsibility, not just following human decisions. He wants his robot to have unlimited potential and unknown possibilities, and names his project X, using Megaman's body and upgrading it. He leaves a series of holographic and AI based messages for X, including new enhancements that he predicts will be far more advanced than current technology is ready for, which he has been keeping secret from Wily. Protoman, Roll and Rush wait for Megaman to come out of his capsule. Protoman says he will never truly evolve like Megaman has, as Megaman has already shown the potential to grow throughout his years. He says farewell brother, walking out of the room and whistling his song. He walks out, and travels the desert. Roll and Rush both lose power and close their eyes, their heads falling in rest. Protoman continues to walk in a sand storm as his body is more worn down by corrosion. Roll and Rush are covered in dust and webs, forgotten in the dark. Protoman tries walking up a small dune, falls to his knees, then falls to his chest, the sand covering his head half way, then completely. Wily stages use several remixes of megaman stages from all games, in fast tempo and slow tempo. Remixes Wily stages near end and Wily defeated music, and ending music from MM2 during conversation. Stages branch off from 1 to two to four to eight to sixteen to thirty two to sixty four choices, similar to Rockman & Bass menu. Stages use several enemies, obstacles, paths, bonus stages and areas, bonus bosses and items. Uses falling apart theme in later stages to show malfunctioning machinery, gears, platforms, falling away floors and walls. Uses non-linear movement with waves, beams, boulders, flying enemies, slashes, curves. Stages have fast and urgent tone, requiring rapid travel and firing. Fast platform and scrolling stages scroll in several directions and angles. Stages pay homage to best stages in series. Multiple bosses per level like MM3. Megaman learns seveal hundred boss weapons including variation modes, platforms, hookshot, Rush mode. Weapons projectiles are also active on screen when switching, so multiple different shots can be present when switching and firing.
Zero Alpha has a robotic look with no face and a primitive sword using solid metal instead of a beam. Zero's face looks like a circle or zero.
after Wily's final form is defeated, he ends up in an open dirt field.
He taunts Megaman, saying he cannot disobey what he's programmed to
do. Wily smirks. Megaman and Wily face off, silent. The wind whips by. Megaman charges. Wily's face seems slightly surprised and confused. Megaman charges his buster and takes a running step towards Wily, unloading his blaster in Wily's chest, a dark silhouette showing the blast coming out of his back. Wily slumps to the ground, Megaman stares at the ground with his buster having small bits of blood on it.
He stays in that position for a long time. Roll and Light warp in.
They act concerned, but reassure him that he prevented more lives from being lost. Megaman says no, what he did was wrong. They decide to leave him alone and warp back. Megaman stays, then warps out. He shows up at the lab and tells Light he needs to be dismantled and memory wiped so he won't have the chance to harm another being again.
Bass data includes protoman, megaman, bass, and a detailed history of robots such as metools and other Wily creations, flashing rapidly to show several enemies that are later used in Battle Network and ZX. Shows every enemy that is needed to "inspire" later games, including a nearly finished Zero briefly shown on screen. Bass explodes in a huge pillar of energy that is picked up in another dimension where network technology is starting, and the data rapidly shows up on computers, overloading them with data and spreading throughout the world as network entities.
At beginning of Bass, Bass hears about Zero and goes to Wily's lab.
Wily mocks Bass for betraying him, but admires his will to choose his own path. Wily says he has put an AI based system in Zero for other robots to learn to think and act intelligently, as it will spread to other robotic beings like a virus, making them just as capable of intelligence, strategic planning, and the ability to fight even at the cost of human lives. He says under the right conditions, this virus could change the development of all robot society. Bass says Zero is just another robot designed for combat, and Wily smirks, and says Zero has the potential to be even more powerful than Bass. Bass fights Zero Alpha and defeats him, then leaves to become more powerful and prove himself to Wily, and Wily uses this battle to upgrade Zero's combat abilities, while saying Bass is only obsessed with power, not intelligence. Wily prepares a face and skin structure for Zero so that he will be more advanced as a replicated human than any of Light's creations. Wily puts the finishing touches on Zero, and activates him, saying that he must destroy his nemesis when the time is right, then puts him to sleep. Bass is outside when he detects a robot in Earth's orbit. He goes in to the atmosphere to learn of the origin of space and time robots.
Bass learns that time and space robots they were branches of Wily's original robots who decided to evolve on their own and create colonies where they would be free of human influence. He learns the origin of Duo and the dark energy from MM8, and the MMV stardroids. He learns the "Dimensions" from Rockman & Bass who reside in the future use experiments on the existing schematics of robots in the present and guage their development over decades to see how they turn out using their influence. The robots say they can evolve in to the most efficient robotic lifeforms, and will return to Earth as highly advanced beings, creating colonies where they will guide the development of robotic life. Their time and space experiments will end when they have achieved their most efficient form, allowing them to surpass any human based creation, no matter how destructive it may be. They say they will develop something similar to the human consciousness, with an endless capability for memory. Bass believes they are not as powerful as they say and fights them to test their abilities, but they block him off from their colony to prevent him from damaging it. He fights the dark megaman and quint, who are there to protect the colony, and defeats them. He fights more, and eventually finds the original Megaman has traveled to stop him from causing more damage. They have an epic space battle using rocket movement and attacks.
The space robots witness the battle as a pair of silhouttes fighting in front of the sun, one winged and one rocket propelled. When Bass defeats Mega Man, Mega Man falls near the colony. As mega man falls unconscious, with space dust floating by, they note that Mega man is one of the test subjects used in another timeline. They see that he has great potential to evolve on his own without their interference. They say they will remember this robot. Megaman hits the colony surface, Bass hovers over him as he falls, sparking with with immense power. Megaman becomes conscious and says Bass can't survive with that much power and will overload, saying he doesn't want the colony to be harmed, and goes to full thrust, leaving the colony atmosphere. Bass pursues him in to space where he is about to charge up for a killing blow, but at the last second decides to veer off in to empty space, thinking to himself that Megaman is right, power isn't everything, and explodes in a pillar of data.
Alternate stages have playable Megaman in pursuit, learning of Bass leaving atmosphere and going after him in Rush harness to learn his motives, fighting past stardroid armies in an attempt to find Bass.
The data pillar is an enormous white pillar of light in space that closes in on screen and is shown as a rapid series of all robots, which are then sent to space in battle network world and received by all computers. After infecting all network systems and electronics, credits roll, then Megaman is seen entering atmosphere, crashing badly on to surface leaving a small crater trail, damaging the Rush harness.
Megaman says he will prevent any of Wily's creations from having the potential to be so destructive, and vows to end Wily's reign.
Data pillar has high res drawings of old sprites, including all metool variations from previous games such as the fission met in MM5 and pickaxe met.
In last game, data entries for "extra" robot reveal them to be not part of he main series of robots, such as DOS games and powered-up remakes. They are more like experiments to test different concepts, and were not meant to be official. There are also cancelled Megaman 3 robots in a secret stage. Wily has an assistant robot called Isoc who is tasked with watching over Zero when Zero is activated or reawakened. Ingsoc has a similar personality and mentality to Wily, being based on Wily's personality.
Data files of Bass explain Wily recognized that Bass was too unstable and difficult to control, and he felt he could not trust him enough to fight for his legacy. The mad scientist therefore built in secret a very special robot: Zero (as he mentions in the ending of Mega Man 2: The Power Fighters). This robot is stated in later X games as the most powerful robot in the world, and contains the most powerful energy in the world, which Wily discovered accidentally, implemented into Bass (dubbing it Bassnium), and refined into what would be used in Zero.
Wily says to Bass that his energy will be used in Zero, but more controlled, and will be used to create a weapon for Zero that will rely on Zero's skill and abilities. Zero's sword will be powered by a sort of condensed solid energy, capable of immense destruction.
3D bird raising simulation. Select species, hunt, nest, raise young, avoid predators, expand territory throughout forest, migrate, ally with same species.
Expands on MSX/NES gameplay with 3D combat, multiple missions and campaigns. Enemies approach and taunt party until one or more members attacks. Can work as a group or move individually. Balanced RPG levelling system based on gaining power through successful combat. Recruit and hire soldiers, knights, peasants, mercenaries, slaves and other helpers. Gain favor with forest, stone, river and air spirits. Free trapped soldiers imprisoned in trees.
game: Licensed sequels using current technology, combines existing storylines.
-Sanga Fighter -Strip Fighter -Double Dragon I-IV -Power Instinct, Double Dragon Neo Geo, Rage of Dragons -Bayou Billy -Killer Instinct -OneeChanbara -Hoshi wo Miru Hito
game: Captain N, years after the series and comic, shows evolution of video game land from multiple systems, fate of characters, revamped design to match modern designs, characters from Castlevania, Metroid, Megaman, Dragon's Quest, Zelda, Mario, Kid Icarus. Singleplayer, multiplayer co-op, multiplayer battle, multiplayer campaign, shared persistent world. Connects to similar worlds including Wai Wai, Smash Bros. Includes Nester and other Nintendo Power characters. Trophies, minigames, in-game games included.
game: castlevania remake, has castlevania 1-4 and vampire killer and haunted castle and 68000 with redone sprites and hit detection, so castelvania 2 has each hit with multiple random sprites for variety, and tighter hit detection. Bonus characters and items for all games allow asy play through as richter, alucard cv 3, alucard sotn,, maria dx, maria sotn, and others.
game: megaman collection expert, has mega man, megaman gameboy games, megaman spinoffs and misc games. Has detailed recordkeeping for each game such as timer per stage, timer per game, challenge mode, practice mode, unlockable scenario and challenges, boss battles limited to weapons or life 1 hit or time, trophy rewards, completion percentage per game, multiple save slots for saving to records or playing casually without deleting record, extra mode enables new weapons and moves such as MM3 and slide in MM1 and 2, or MM1 in other games, includes MM and Bass 1&2, remake of MM & bass 2 and MM7 and MM PC 1 and 3 using MM8 sprite and higher resolution. Megaman soccer, racing, other games. Submit scores and records online. Overall ranking based on trophies and completion percentage. Smash bros style trophies for achievements such as 100% completion or time attack mode. Records for endless boss mode, boss challenge mode, boss time attack mode, stage time attack, stage weapon challenge, stage 1 hit, other challenges.
game: remake of cancelled City of the Dead
game: cartoon network, has characters in series scenarios and crossover scenarios, single and multiplayer. Versatile and fluid 3D gameplay replicates cartoon atmosphere and physics. Dexter's lab, kids next door, foster's home for imaginary friends, code lyoko, etc
game: Nickelodeon, has characters in series scenarios and crossover scenarios, single and multiplayer. Versatile and fluid 3D gameplay replicates cartoon atmosphere and physics. Spongebob, Witch, etc
game: invader zim, series of games completes series ending and resolves loose ends. Action and space shooting.
game: licensed games
Deadpool Watchmen V for Vendetta 300 Kill Bill 1&2 Jackass- get injured in the coolest way without dying. Hundreds of ways to die humurously, with adventure game descriptions of deaths. Iron-Man, design your own suits, go through chronological history featuring all suits and new suits. Battle Royale, Stick to the format of the Program as portrayed in the book and make sure that anything a player could think of doing is catered for, be it wreaking Kiriyama style havoc or banding together to fight the establishment. Includes Savage style multiplayer with cooperative and backstabbing opportunities. Cube, Resident Evil Outbreak style teamwork but without the fail and horrific traps and puzzles replacing the zombie horde.
game: X-men history, play through chronological history of series, using issue plots, focusing on characters and character interaction
X-factor, new X-factor, and mutant investigations New Mutants, X-force, Academy X Cable, Soldier X, Deadpool, Agent X, Cable and Deadpool X-men 60's, 70's, 80's, Blue and Gold, New x-men, x-treme, astonishing Excalibur, x-men, new excalibur
game: marvel villains, play as villains with world conquering elements, elaborate plans, henchmen, allies, threats, temporary alliances. Choose melodramatic actions or be low key to gain trust. Doctor Doom, Magneto, Mr Sinister, Apocalypse, Galactus, Thanos, Dr octopus
game: catwoman, steal and avoid detection using very fast action mechanics with stealth, instead of traditional slow sneaky stealth. Police and criminals are obstacles that are defeated quickly, while heroes such as Batman use fast movement to rival Catwoman and are harder to drive off or avoid, leading to cops or other traps if followed. Dialogue between Catwoman and others takes place during action.
game: adventure, platforming and rpg story based on a typical minion who starts out as weak and useless as the normal game but gains more powers and abilities.
Goomba DQ slime,
game: R Mika wrestling, introduces new cast of sexy but funny wrestlers and brings back slammasters characters
game: solo characters fighting adventure, focuses on training and character interaction
Guy from Final Fight Kyo from KoF Mai Ingrid Tifa, solo adventures, martial arts, tournaments Amingo, rhythm action HK-47, FPS and adventure Cervantes pirate navigation Sophitia and cassandra Ivy
game: Karnov, 3D action Ninja Gaiden style, detailed character models, comedic but serious protagonist meets rivals and allies, and meets characters from all previous cameo games with backstory explanation. Some characters are unlockable with different story paths, including Chelnov, Bad Dudes, and plot elements from Garyo Retsuden, Trio The Punch - Never Forget Me, Chelnov, Street Slam, Karnov's Revenge and Fighter's History. Establishes Data East continuity from Karnov's perspective. Karnov remembers his past with detailed cutscenes explaining his being hired by Dragon Ninja of a certain ninja terrorist group, which is reappearing and kidnaps several political figures in the city. Karnov's background includes working as a trapeze artist, strong man and polar bear wrestler. He has a family in the Balkans and has mementos and pictures of his home city. He explains he renounced magic to study meditation and find inner strength, but later takes up magic and applies inner strength to outer strength to channel large fireballs and fire magic. Monsters as large as skyscrapers destroy buildings and Karnov must jump on building edges and monster limbs to reach and attack the head quickly before the city is destroyed. The secret service finds Karnov in a tent in a Buddha meditation pose. One of the Bad Dudes tries to defeat Karnov with fist of the north star stomach attacks but fails. Karnov is sent to exotic locations such as busy middle eastern cities where cars hit him but do no damage, along with the typical chase through the city to find a thief with a valuable treasure. Adventure elements include questioning locals, going to bars to find information on local area and desert locations, and meeting mysterious girls that fall in love and betray in dramatic rooftop battles. References to similar looking characters are present in scenes such as the airplane rotor in Indiana Jones, or the ancient ruins and monsters and characters in Big Karnak. Story is overly dramatic and serious, with tension building scenes. Minigames include tests of strength, arm wrestling, eating contests, dance contests, and finding similarly strong opponents or dangerous women with subplots for finding an item, document, or an informant. Rivals in strength tend to be boastful of their abilities and resemble bald professional wrestlers who brag about their fighting ability on TV and mock Karnov, a former mayor resembling Haggar, and fighters resembling Iron Sheik and Darun from Street Fighter EX. Also resolves characters, situations, and plot of Fighter's History, Fighter's History: Mizoguchi Kiki Ippatsu, Fighter's History: Karnov's Revenge, where characters appear as challengers, trainers, retired fighters, bar patrons, or work at low end jobs trying to make money, and other references to the characters as imitations of other fighting games or attempts to make money. Some Fighter's History levels reappear as map locations. Karnov's gyms are passed on to one character who uses the gold from the end of Karnov to fund them. Karnov original enemies and levels are given detailed 3D models and explanations to origin or motivation of enemy or stage, such as what group an enemy belongs to in order to search a subplot location. Learn special moves from old games such as balloon attack, acrobatics, levitation, stomach attack, ice projectile, and Fighter's History moves. Uses middle eastern themed cities from Indiana Jones and similar movies, and James Bond style tones of mysteriousness and travel. Women find Karnov irresistible but only want money. Find and equip different bracers, pants and shoes resembling different appearances from games. Everyday situations of Karnov training, drinking, eating or sleeping are shown in some scenes to give down to earth impression. Karnov is now stoic and seriousness, with an occasional sensitive side from a family memory, and a humorous side from locals and challengers of his ability. Contemporary cities contrast with mythology and ancient ruins, and bosses tend to be enormous mythological creatures who use destructive attacks on the ground and surroundings along with dust and debris effects, and require fast jumps and attacks to defeat. Learn moves from observing different situations such as snake strike from a snake handler who gets his hand bitten or a sumo match on tv. Fighter's History endings include Ray as an ex-fighter and unsuccessful retiring detective who trains with punching bag in his office and has a secretary who spreads rumors about how incompetent he is- his father was killed by Karnov and forgives him after a conforntation while moving out of office and trying a Karnov training center where he meets and fights an opponent, Feilin as a former dancer/actress and working as a cashier, Lee and his master who trains him to get over his father's death at the hands of Karnov, Marstorius and overly masculine "wife" and tame pet bear with stunted arms, Samchay with sister and two kids, Ryoko as ex-medalist and judo instructor and father as trainer and portrait and tombstone of deceased grandparents and references to resemblance of Sakura and Yuri, Yungmie finding her mother and father in a desert town who both remember meeting Karnov in an old fighting match and help improve her tae kwon do, Matlok as an ex-rock star whose band declined in sales to the point of bankruptcy due to excess partying and music style going out of fashion to be replaced by pop music and expensive stage pyrotechnics and decline in music quality in last four records leaving him to hang out at karaoke bars and play former smash hits on his golden guitar, Mizoguchi and trainer who has a helicopter and expensive car and expensive manor and jewelry, Zazie who rides and trains with animal companions in free time and has an argumentative family, Clown who terrorizes kids with street performances and leaves kid in ending in constant nightmares, Jean's palace ruins and bronze medal and other second best accomplishments turning him in to a wino, temple ruins of Karnov where the original tournament was held, reasons for Karnov to kill parents (duels and serious fights), gyms with winged Karnov statue and logo and moving searchlights, and treasure shields and swords and headdress from original game displayed on interior walls. Despite owning wealthy gyms and training camps, Karnov lives a humble life. Explains fate of "Wonderland" and West Pirin region and dried out lake and east sea all being destroyed and in ruins in remote part of Bulgaria. Some mythological enemies related to enemies and bosses from Karnov return seeking revenge for Karnov finding original treasure, which is now spent on gyms.
game: Erghiez, better developed fighting engine and story, explains FF7 characters as alternate versions transported to and growing up on Earth, Ken Mishima as growing up in an alternate Tekken timeline where most characters were killed by Heihachi and Kazuya, including Jin, and both have activated their devil gene. Heihachi has also created an Ogre Devil. Ken must defeat both Kazuya and Heihachi but becomes Devil Ken after being consumed with rage. FF7 characters have different histories than game, and Cloud and Sephiroth die in each others ending vs each other, while Zack, Yuffie and Vincent remain and train with new abilities and fighting styles. Includes other characters based on FF and Tekken. Quest most includes dungeon exploration and Tobal style fights with monsters and bosses. Dungeon stats and abilities can be used in fighting mode. Enhanced Remake
Includes Tabula Rasa, Tabula Rasa Garriott fantasy design, and cancelled elements from UO2/UOX.
The expanded remake adds content to the original game in the form of quests, sub-quests, mini-quests, mini games, items, trophies, books, new plots, characters, interactions, unresolved plot points and loose ends, alternate stories and endings, evil or neutral paths, and viewing of the third wall.
Games with evil paths include joining the antagonist in Dragonquest I-IV, Monkey Island 1-2, KQ 3-6, QfG 1-5, SQ 1-7, Ultima I-IX, etc.
This form of remake runs the risk of diluting the original game experience, such as additions to FFIV, CT and Lunar in console ports.
Online trophies and ranking allow for increased content along with custom levels, multiplayer campaigns, arena battles and duels, expansions and DLC. Collection
The goal of the rerelease is to preserve the gameplay, music, sound, design, programming, and graphics for the current market. At the same time, the original audience should be acknowledged with archived material of older versions, ported to a modern console or PC system.
Companies in charge of rereleases will specialize in porting games to modern PC or console systems, and update these releases periodically. Older properties may be owned by the company in order to do this, but more often the company will license just the right to release the game or property in collected format, not having ownership rights. Of course not every property listed will be available, but potential choices are listed.
Types of rereleases:
New engine: Completely new engine that uses the design of an older game or cancelled game.
Unifying Engine: Several games are played using the same game engine. Switching between games is done at the menu screen. As a bonus, cross- game elements might be available, or menu rewards for completing individual games. Examples: Megaman: The Wily Wars, Ninja Gaiden Trilogy.
Modern Engine: Games using older programming, graphics, and sound are ported to a modern system, which takes into account processor speed and graphics processing. It may be necessary to have a different engine per game to accomodate different technology adjustments. Note that every effort should be made to preserve the feel of the original, including timing and music. Examples: Atari/Namco collections.
Update Engine: An older game uses updated graphics, physics, control, sound or music. This is done either by referencing the original source code, or the original design. The engine may be re-updated every few years if it deserves further preservation. Several games in a series can use the same update engine, while collected in a unifying engine. Older games preserved in addition to an updated game may need a seperate engine, unless the updated engine can succifiently support the older design as well. An example would be an N64 game using Gamecube 3D rendering.
Compatability Engine: Games kept in their original code require the proper environment to be run on modern systems. This engine maintains that environment, keeping it nearly transparent to the user. This may include hardware and software emulation, operating system emulation or simulation, or editing the game code to run in its non-native environment. Through the menu, games are selected and played normally, expected to use the current hardware as a modern game would. A DOS game being made to use DirectX instead is an example.
Versatile Engine: Capable of running different levels of speed, processing, graphics, and music. The engine is scaleable from a modern design to a primitive one, in real time. A game in complex 3D can scale to a more primitive 3D used at its initial release, and a game in 2D can support high and low resolution graphics in the same program. It can also switch between 2D and 3D when necessary. The engine starts at the top technologically, and cuts off its features to represent older games.
Unifying Design: Several games use a similar design, such as all third person 3D, top down 2D, or similar graphical style.
Modern Design: Use of modern 2D or 3D graphics and sound.
Original Design: The original is preserved accurately.
Converged Design: The design of several games is placed in one modern game. This may include levels or play mechanics from different versions of the game, such as Breath of Fire SNES/GBA, Gradius Arcade/NES, or Earthworm Jim SNES/SegaCD.
Complete Design: Several options are available to play the game, such as several graphics or play mechanics choices from previous versions, switchable at will.
Even as older games are updated and collected together, they will still become outdated over time, whether by a new console release or new PC technology. The collection can still be released for a newer system, with updated graphics, corrections in text and plot, and better compatibility. They may also include better music and sound, bug corrections, optimizations, and OS/hardware compatibility updates. Previously translated versions may need retranslation of the original version or restoration of edited graphics and engine. They may also include the previous localized version as an avilable option, such as Working Designs translation and optimization option. Collections meant to represent all versions of a game should include all levels, music, graphics, and bonus options of the best quality, or offer certain version features as options, such as version exclusive levels or music.
3D updates shuld hold the same standard as modern 3D games, and 2D updates shold hold the same standard for modern sprite graphics. Music should be orchestrated or synthesized to current standards while retaining the feel of the original. Plot and dialogue should be maintained or fixed when needed. Type-Moon Collection
Kara no Kyoukai novel Tsukihime remake and Tsukibako Fate/zero light novel, Fate/stay night DVD ero and non-ero (Réalta Nua), Fate/hollow ataraxia, Fate/tiger colosseum, Fate/Unlimited Codes, Fate/Extra Melty Blood, Melty Blood ReACT and Final Tuned, Melty Blood: Act Cadenza - Actress Again and Version B Mahōtsukai no Yoru Girls' Work 428: Fūsa Sareta Shibuya de and 428 the animation.
PC-98 Collection: Highly Responsive to Prayers, Story of Eastern Wonderland, Phantasmagoria of Dim. Dream, Lotus Land Story, Mystic Square Windows Collection: The Embodiment of Scarlet Devil, Perfect Cherry Blossom, Immaterial and Missing Power, Imperishable Night, Phantasmagoria of Flower View, Shoot the Bullet, Mountain of Faith, Scarlet Weather Rhapsody, Subterranean Animism, Undefined Fantastic Object, Touhou Hisōtensoku, Double Spoiler, Fairy Wars Manga Collection: Curiosities of Lotus Asia, Touhou Sangessei, Bohemian Archive in Japanese Red, Seasonal Dream Vision, Perfect Memento in Strict Sense, Touhou Bōgetsushō, Grimoire of Marisa, Wild and Horned Hermit
Megaman 1-6, Wily Wars, Power Battle I & II Megaman 7, Megaman & Bass, 8, 9, Megaman Soccer, Megaman Racing Megaman Legends, Tronne Bonne, Megaman Legends II Megaman X 1-3 Megaman X 4-6
Gradius Collection- Combines all options and levels from arcade and console versions. Different levels or music are unlockable as bonus). Gradius (Includes MSX alternate character bonus), Salamander/Life Force/Life Force NES, Gradius II Gofer/NES/TG16, GB Nemesis/MSX Nemesis II, IInterstellar Assault, Gradius IV Wai Wai collection- Wai Wai World 1, 2, and Racing Twinbee Collection- Twinbee, Stinger, Twinbee 3, Popn' Twinbee GB/SNES, Detana Twinbee, Popn' Twinbee 2, Twinbee Yahho!, Twinbee RPG Castlevania Collections: Include redone translations, Japanese version, uses best features of all versions, additional modes can be unlocked, including US versions. Includes bonus art, movies, and music. Castlevania Simon Collection: All games featuring Simon are included. Can be played in chronological order.
Haunted Castle, X68000/Chronicles, Vampire Killer/Castlevania (Arcade, MSX, NES), Castlevania II, IV
Castlevania Dracula X Collection: All games in the Dracula X series: Dracula X & SNES (SNES levels unlockable), SOTN US/JPN,Saturn Castlevania Saga Collection: Games not featuring Simon. Can be played in chronological order.
Castlevania Legends, Harmony of Dissonance, Castlevania III, Adventure I & II, Circle of the Moon, Bloodlines, Aria of Sorrow
Castlevania 3D Collection: New 3D engine and improved gameplay:Combines Castlevania 64 & Legacy of Darkness as one game, including planned and cancelled features. Lament of Innocence style gameplay, camera, and controls with optional classic camera view and controls. Castlevania Resurrection, remake using planned designs and concepts, artwork, and music of cancelled game, using a modern 3D engine with improved graphics and controls similar to Lament of Innocence
When the Castlevania game was announced for Sega's Dreamcast system, many Castlevania fans were excited. Not only was there the possibility of getting a three-dimensional Castlevania game on a system that could adequately handle such a prospect, but this possibility would've marked the return of Konami's franchise to a Sega console--at least in the US and Europe. Sega fans and Castlevania fans quickly dubbed the new game "Dreamcastlevania." But, to everyone's disappointment, Castlevania Resurrection would never see the light of day. In Resurrection, you assumed the role of either Sonia or Victor Belmont. The twist was that these two Belmonts hailed from different eras--Sonia was the ancient ancestor and Victor was the hero from the future. Because Resurrection was the first Castlevania game not developed in Japan, it had fallen upon Konami's Redwood City team to deliver the first appearance of the legendary series for the Dreamcast. At first glance, this title may have looked like a high-resolution interpretation of the previous N64 Castlevania game, but the development team emphasized that Resurrection focused directly on action and kept the puzzle solving to an absolute minimum. From hands-on experience, we could safely say that this was the case. Since the project leader was part of the Castlevania Bloodlines team for the Genesis, you could assume the action would remain true to the format--with whips, candles, monsters, and hearts all hailing from the days of the Belmonts' past. There were also supposed to be plenty of cutscenes using the game's graphics engine, and voice dubbing was also in the works for the game. So, did that mean that Resurrection was worthy of bearing the mantle of Castlevania, as Symphony of the Night was, or was it going to be less than stellar, much in the way the recent Contra games failed to live up to their legacy? Well, to be fair, the version we played was at no more than a 33-percent level of completion. Two out of five-plus levels were complete, and not all the gameplay had been implemented yet. And instead of having the lock-on system used in the N64 Castlevania, it had a system that relied more on your aim than on anything else. While "purists" may have applauded this choice, keep in mind that 3D dictates a completely different set of rules than 2D does. In May 1999 Castlevania was still slated as a Dreamcast launch title (but likely to slip from that position), and we had big plans to see the game in action at E3 the following week. Then we heard it would be in video form only. While sources told us that the game had reached a playable level, Konami wasn't going to let us get our mitts on it. Suspicion started. The rumors continued for months, and then in March 2000, we received official word from Konami that Castlevania Resurrection was canceled. Konami informed GameSpot that the project had been scrapped but refused to mention the reason for pulling the plug. We speculate that either the game was not heading in the right direction, or Konami didn't have enough faith in the future of the Dreamcast.
Metal Gear Collection 1: Metal Gear NES/MSX, Metal Gear II, Ghost Babel Metal Gear Collection 2: Metal Gear Solid/VR Missions, Metal Gear Solid 2/Substance Snatcher Parodius Collection: Parodius 1-3, Sexy (includes removed characters remove from PSX) Contra Collection 1: Contra, Super Contra Arcade, Super C, Operation C, Contra III & GB Contra Collection 2: Contra Force, Hard Corps, Legacy of War, Contra Adventure, Shattered Soldier
Classic console collections
Mario Archive Collection (Mario Bros different versions, Pinball, Tennis, Golf, Game & Watch, LCD, minigames from different games, SMB DX) Mario 3D archive Collection (Mario Party I-IV, Mario Tennis, Mario Golf) Mario Edu Collection (Mario Teaches Typing, Mario Print Shop, Mario is Missing) Mario RPG Collection (Mario RPG, Paper Mario) Donkey Kong Collection (Donkey Kong I-III & Math, DK Country I-III, DK 64, DK Racing) Bubble Bobble Collection Double Dragon Collection (Double Dragon I-V, Battletoads) Battletoads Collection (NES, GB, SNES, arcade) Blaster Master Collection (Blaster Master, Blaster Master 2, Blaster Master Boy, Blasting Again) Treasure Collection I (Bangai-O, Gunstar Heroes, Guardian Heroes) Treasure collection II (Silhouette Mirage with PSX & Saturn graphics, Stretch Panic) Treasure collection III (Radiant Silvergun, Ikaruga) Ikari Warriors Collection Aerofighters Collection Turrican Collection (Turrican I-III, Super I-II, Mega) Bomberman Collection Hydlide Collection (Hydlide I & II, Virtual), updated graphics and control Sonic CD Collection (Sonic CD US & Japanese versions) Sonic 3D Collection (Sonic R, Saturn, Sonic Fighters, Sonic Shuffle, Sonic Adventure I & II) Bionic Commando collection (NES, Arcade, and GBC) Strider Collection (Strider NES, Arcade, PS) Pole Position Collection (Pole Position I & II) Spy Hunter Collection (Spy Hunter, Spy Hunter II with updated graphics & engine, Super Spy Hunter, Spy Hunter PS2 & GBA) Kid Icarus Collection (NES & GB) Ghouls n Ghosts Collection (Ghosts n Goblins, Ghouls n Ghosts SNES/Arcade, Demon's Quest/Crest) Kunio Collection (Renegade, NES, SNES) includes Japanese version, English version, and re-localized versions Dodgeball Collection (NES, TG16, NEOGEO, GBA) HAL Collection (Kirby I-III, NES, SNES, Super Star, Lolo I-III) Captain Tsubasa Collection (Captain Tsubasa I-V, J, Tecmo World Cup) Tetris Collection (Arcade, Tetris 2, Hatris, Welltris, Tetris 3D, Spheretris, Tetris Battle Gaiden, Tetris Worlds) Goldenaxe Collection (Goldenaxe I-III, Fighters) BSX Satellaview Collection (Zelda, etc) SD Gundam RPG collection SD Gundam action & sports collection Macross collection R-Type Collection (R-Type I-IV, Super)
Arcade to console collections
Darius Collection (Darius, Darius Twin, Darius Force, Darius Gaiden) Mortal Kombat Collection (Mortal Kombat I-V, Ultimate), includes bonus modes from all versions VirtualOn (VirtualOn I-IV) Pacman Collection (Pacman, Ms Pacman, Super Pacman, Pacmania, Pacland I & II, Pacman World I & II) Galaga Collection (Galaga, '84, '88, 3, '90, '91, Sega, Destination Earth)
Modern console collections
Spyro Collection Beatmania Collection (All versions) Dance Dance Revolution Collection (All versions) Bust a Move Collection (Bust a Move 1 & 2, with both English and Japanese option) Panzer Dragoon Collection (Panzer Dragoon, Zwei, Orta) Panzer Dragoon Saga (Original & 3D remake) Drakken Collection (Drakken, Ancient's Gate) House of the Dead Collection Bloody Roar Collection Tomb Raider Collection (Tomb Raider I-VIII & Lost Artifact, updated 3D engine) Turok Collection (Turok I-IV, Rage Wars) Syphon Filter Collection (Syphon Filter I-III) Crave Collection (Shadow Madness, Jade Cocoon) Banjo Kazooie Collection (Banjo Kazooie, Banjo Tooie) Crash Bandicoot Collection (Crash Bandicoot I-IV, Crash Bash, Crash Racing) Virtual Cop Collection Time Crisis Collection Tekken Collection (Tekken I-IV, Tag) includes updated graphics engine Dead or Alive Collection (Dead or Alive I-III, Volleyball) includes updated graphics, modes from Arcade/PSX/Saturn versions
Acquire the rights to Turrican, releases 2D Turrican compilation, releases 3 Turrican 3D games based on conceptualized projects. Goal is to restablish Turrican brand for future games, while maintaining quality control and gameplay. Games should be fast, fun, and fluid, retaining the speed, variety and intensity of 2D games in 3D. Reestablishes self with 2D compilation, 3D concept remake, and new 3D games that capture 2D feel. Redone title screen has "Turrican" with original name as subtitle (Turrican: Universal Soldier, or Turrican: Thornado). The Turrican remake project includes Rendering Ranger, Thornado, and Turrican 3D remade with fluid gameplay, modern 3D graphics, and superior gameplay based on original source material and concepts.
Turrican collection- combines features of all versions, uses updated sprites, music, gameplay. Different features can be unlocked by playing (additional bosses, etc) Turrican 1-2 ZX Spectrum Turrican 2 PC Turrican PC Engine Turrican C64 Super Turrican SNES Super Turrican 2 SNES Turrican Gameboy Universal Soldier Megadrive Mega Turrican Megadrive Turrican CDTV Turrican Mobile Siemens M65
Rendering Ranger - also known as Targa - was Manfred Trenz' last game before his long game development break and Turrican 3D and as far as I know the last game featuring the Rainbow Arts logo. First mentioned in the Lionheart extro it finally became one of the last and most spectacular SNES games. Only a few thousand copies were released in Japan, making it a very rare and expensive game today. About half of the levels are Shoot'em Up levels, the other half consists of Jump'n'Shoot levels - those are of course the interesting part for a Turrican fan. The hero got a Turrican helmet stuck on his head, though his weapon looks like a bazooka. The weapons are very similar to Turrican, but the current shoot mode can be changed any time. If the hero dies, the currently activated weapon is degraded - exactly the same weapon system that was announced for Turrican 3D. The levels are straight, not as straight as Contra but more than Super Turrican 2. And it's tough - very tough. If it wasn't for the level codes most people would not have a chance to finish it. In terms of graphics Rendering Ranger trashes everything else, even Super Turrican 2. Spectacular bosses, some are even inspired by old Turrican bosses, some raytraced objects, many animations, many explosions, many enemies. Finally it can't beat the original Turricans due to it's straight and super hard levels but every Turrican fan should have seen this graphics monster.
Thornado, remade 3D Turrican with high res 3D graphics and smooth gameplay
Development of Thornado already started 1996 or even earlier. Factor5 originally intended to do Turrican 64, but they could not agree about it with Softgold, who owned the name Turrican after they bought Rainbow Arts - in the meantime they were themselves bought by THQ. At the E3'97 a Nintendo64 version was presented to publishers. Later it was ported to the Gamecube and a reportedly very impressive and very short self running demo was presented behind closed doors at E3 2000. Then it was stopped. The current status of the game is unknown - but at least Julian Eggebrecht still wants to finish it. Currently not much is known about the game - not even the basic gameplay. Pseudo 3D like Wild9s or real 3D like the canceled Turrican3D? No single screenshot is out, only a bunch of sketches. At least one piece of music was released at Factor5's website, actually an N64 record. The soundtrack will be a Chris Hülsbeck/Rudi Stember coproduction. Some sites talk about the return of the grapling beam, wind based weapons, a 2 player mode with a woman as second character (down there are two drawings of the main character Thor) and an alien invasion story. Some talk about fast action, some talk about exploration. The truth is out there...
Turrican 3d was developed by Manfred Trenz in cooperation with Allvision, under the Label of Rainbow Arts / THQ, but sadly cancelled. A release was planned in 1999, for PC-Platform (Pentium 300/ 32MB/OpenGL). The controls were planned to be similar to Mario 64, the game had a third-person view and, as usual, a huge world and gigantic weapons. It had no levels, but one huge world to explore, and even to fly trough with a space-ship. Seraphim
The Story: When he first previewed Seraphim in January 2001, former IGNPC wunderkind Vincent Lopez sagely pointed out that this game's angels weren't no Della Reese. Snap, girl! It's true. Valkyrie's 3D shooter did indeed have you playing an angel, but much more on the "angel of vengeance" side of things than any Hallmark-sponsored wish-granter. The Seraphim -- fallen angels with enough remaining powers to fly and wreak spectacular havoc -- have broken into rival clans, and much of the action in the game involved these conflicts. You'd choose your clan at the start of the game, then have a chance to upgrade your Seraphim's stats and abilities as the warring goes on. The game featured a unique universe and impressive visuals, especially for the time. Add a full multiplayer component, and the whole thing made believers out of us, easily. So, what happened? We tracked down Cathi Court, President and Executive Producer at Valkyrie Studios. "At this point, Seraphim is little more than a killer concept and demo that no publisher saw fit to pursue," she told us. To make matters worse, most of the developers have now moved on to other projects. "If a publisher were truly serious, the team could be re-built," Court said, "and the game could still be made, but that would take a benefactor with more, um, 'faith' than we were able to find when we were still together." Our Take: By now, you know how we feel. As with almost all of our MIAs, Seraphim's story is one of too much originality in an industry where a financial bottom line is far more convincing than a request for a little faith. That's not to say that truly original PC titles never appear -- things aren't that bad -- but it's worth remembering that plenty of great ideas never make it to the shelves in the first place. Bottom Line: Seraphim lost its wings, and flies no more.
Raven Blade - action RPG - retro studios
You take control of a hero, charged with the task of saving the land from a fantastically insidious evil. Throughout your journey you’ll take on dragons, magicians, undead warriors, and all sorts of other fantasy creatures in real-time combat with an RPG-style magic support system to back you up. While it all undoubtedly sounds a lot like Zelda, the game looks to be more realistic (the sword-fighting is being modeled after real martial arts) and much darker in tone. Ghost Rider
Publisher: Crystal Dynamics Developer: Crystal Dynamics Ghost Rider was to be an action game with good-looking 3D rendered graphics and an excellent use of camera tracking. The 32-bit platform was a great place to preview a character of this nature, with intense burning effects and creepy voice-overs. Ghost Rider was one game that stayed true to the nature of the comic it was based on, as Ghost Rider the game character protected the innocent and tormented the bad guys. Amidst the detailed graphics and seemingly great audio, there were several cameo appearances by other Marvel superheroes on the drawing board. Ghost Rider fell through the cracks when Crystal Dynamics reorganized into a developer from a publisher/developer. Propeller Arena
Cancelled on the Dreamcast due to 9/11, this game can be easily released, with some graphics upgrades and additional levels and characters.
Eternal Champions 3, concludes story, uses advanced 3D engine, includes Eternal Champions I & II Eternal Champions was a 3D fighting game that originally appeared as a CD title for the Sega Genesis (using the Sega CD peripheral). A Saturn update was canceled, then reinstated, then canceled again by Segasoft. The last we heard, after the Saturn version was shelved, a PlayStation version was planned and approval from Sega of America was pending for the publication of the US version. The Saturn version of this title was supposedly canned because Sega of Japan didn't want competition for home versions of Virtua Fighter and other similar Sega arcade fighting games. Puyo Puyo Collection
Includes character info booklet and Madou Monogatari background information. Puyo Puyo - (MSX, FDS, MSX2) Puyo Puyo Arcade -(Original PC Engine, SNES and MegaDrive versions) Puyo Puyo 2 (Original versions of Arcade, Mega Drive, Super Famicom, Playstation, Saturn, Gameboy, Neo Geo Pocket Color, Wonderswan, and Super Puyo Puyo Tsuu Remix for SFC) Puyo Puyo Sun - (Original Arcade, Saturn, Playstation, N64 versions) Puyo Puyo~n (Original Dreamcast, Me and Car-kun for Playstation, Puyo Puyo~n Party for N64 versions) Minna de Puyo Puyo/Puyo Pop (Gameboy Advance) Nazo Puyo (GG) Nazo Puyo 2 (GG) Super Nazo Puyo (SFC) Super Nazo Puyo 2 (SFC) Puyo Puyo Box (Ps1 Collection of Pocketstation games and Puyo Puyo Quest Mode) Puyo Puyo Fever (Dreamcast, Playstation 2, Xbox, Gamecube, Gameboy Advance) Puyo Wars Puyo Puyo Da! (Dreamcast) Everyone's Puyo Puyo (GBA) Let's Puyo Puyo! (Dreamcast)
Other- Puyo Puyo for Windows (PC98), Puyo Puyo for Windows 95, Puyo Puyo for Macintosh, Type-Da Puyo Puyo (PC), Puyorin (Keychain), Puyo Puyo Vs.(Cell Phone), Nazo Puyo (Cell Phone), Carbuncle's Big Band (MSX2), Puyo Olympics (PC), Puyo Card Game (PC), Nazo Puyo Editor (Sep 98, Dec 98, Mar 99, Jun 99, Sep 99, Dec 99, Mar 00, Jun 00) (PC)
Puyo Puyo Enhanced - Single player challenge, enhanced graphics Puyo Puyo Arcade enhanced, Includes PC Engine speech and CD music, or synth music Puyo Puyo 2 Enhanced- Includes Synth or CD music, voice and cutscene option, Expert mode from Tsuu Remix/Expert/The Best, Nazo Puyo mode from Puyo Puyo 2 Perfect Set, and "Minna" mode featuring Minna de Puyo Puyo/Puyo Pop with different translation dialogue options Puyo Puyo Sun Enhanced - FMV, expert mode, Seganet features Puyo Puyo~n Enhanced - Dreamcast graphics, multiplayer party mode Nazo Puyo Enhanced, Includes Nazo Puyo, Nazo Puyo 2, and Super Nazo Puyo 1-2 as an entire RPG, plus individual default and unlockable Nazo challenges Puyo Puyo Fever Enhanced- Sprite or Polygon option, zoom option, four player mode, bilingual with redone English voices Puyo Wars Enhanced - Improved graphics and sound, difficulty options Puyo Puyo Da! Enhanced (Improved 3D graphics, additional music) Puyo Puyo Extra Collection - Includes all other features from different versions, PC games, Box collection, and other spinoffs
Mario party collection, collects previous Mario Party games on one disc. Comes with glove, recommends hand protection. Player account keeps score and records for all games, and awards and bonuses in main menu with ranking of other players. Online mode for all games. Fixes bugs and AI. Includes Mario Party portable games and N64/Gamecube games.
F-Zero Collection (F-Zero I & II, GBA, N64, GC)
Car Combat: Thunder Rally. Vehicle fighting by Retro Studios, a "Twisted Metal" killer designed around wide-open, multiplayer-enhanced environments. Final Fantasy & Squaresoft
Cinematic RPG remakes: The mood and tone of the original sprite-based game is kept intact, but due being in a fully 3D environment, characters have much more dynamic action. A simple 8-bit RPG battle may now have stylistic action and flourishes similar to a modern Final Fantasy game, or what a kid might see taking place with an overactive imagination. Music is fully orchestrated and features several remixes of the same song, either in medley, set moments, or randomly selected, such as different versions of a battle theme or overworld theme. Final Fantasy 1, 2, 3 Fully 3D engine. Includes original 8-bit and 32-bit versions Final Fantasy 4, 5, 6 Fully 3D engine. Includes retranslated 16-bit versions, including FF4 US, and fully translated easy-type/hard-type.
Modern Engine RPG remakes: Game is updated with modern 3D engine Final Fantasy 7, 8, 9
Other squaresoft collections/remakes: Chocobo Collection (Chocobo's Mysterious Dungeon I & II, Chocobo Racing, Chocobo World) Golden Saucer Collection (Contains minigames from various FF's, updated version of Ergheiz, music, art, making of FF, interviews, etc) Final Fantasy Tactics Collection (PSX/GBA) Updated graphics and retranslation Squaresoft Archive Collection (King's Knight, Einhander (updated 3D engine), Rad Racer I & II, FF Mystic Quest, Secret of Evermore) Unlocalized collection (Bahamut Lagoon, Sokaigi) Fighter: (Tobal 1-2, Bushido Blade 1-2, Ergheiz)
SaGa Collection (SaGa I-III, Romancing SaGa I-III, SaGa Frontier I-II, Unlimited SaGa) Seiken Densetsu Collection (Seiken Densetsu I-IV) Chrono Trigger Collection (Chrono Trigger, Radical Dreamers, Chrono Cross) Dragonquest & Enix
Fully 3D remakes: Incorporates the mood and style of Dragonquest in 3D. Combat is fully animated, replacing what would previously be imagined. Action has a dynamic anime feel to it. Art is highly detailed. Music has multiple fully orchestrated versions, such as overworld and combat. Dragonquest 1, 2, 3 Fully 3D engine. Includes original NES/GB/SNES versions. Dragonquest 4, 5, 6 Fully 3D engine. Includes original NES/SNES versions, unlockable Toreneko I-II original/remake Dragonquest 7 Fully 3D engine. Includes original PSX version
Dragonquest Gaiden Collection: Dragonquest monsters I, Dragonquest Monsters II Tara & Colby, Toreneko I & II, Slime MoriMori) 7th Saga Collection: 7th Saga I & II Robotrek and EVO Collection
Ys Collection, includes ports of several older versions, and "perfect" version with modern graphics, music, and gameplay, and options to select exact older music (TG-16, SNES, MSX, PC)
Ys I-III, includes all older versions and Eternal Story updated Ys IV Omens & Ys IV Mask of the Sun original and updated (combined gameplay/story) Ys V
Madou Monogatari Collection (Magical Road) Compile Gallery 123 (PC) Madou Monogatari 1 (MSX, Game Gear, Mega Drive, PC Engine Arcade CD) Madou Monogatari 2 (MSX, Game Gear, Mega Drive) Madou Monogatari 3 (MSX, Game Gear, Mega Drive) Madou Monogatari ARS- Arle, Rulue, Schezo (PC88, Game Gear, Madou Monogatari 456 for PC Engine) Madou Monogatari: The Next Chapter (PC88) The Last/Final Test (PC) Arle's Tour Adventure (PC, GBC) Tower of the Madou Monogatari Teacher (PC) Madou Monogatari: Hanamaru Daiyouchi Enji - Super Famicom (SFC) Waku Waku Puyo Puyo Dungeon (Saturn, PlayStation) Madou Monogatari (Saturn) Rulue's Spring Break (PC) Go! Go! Seriri (PC) Madou Monogatari RUN Comet Summoner Comet Summoner -Time Trial Editon- Hasamuncho (PC) Resturant King (PC) Big Strategy Madou Monogatari (PC Engine) Big Strategy Madou Monogatari '95
Magical Road Enhanced First Collection- Includes 1-3 and ARS (4-6) with enhanced graphics, music, switchable turn based and "hold down A" action modes, and features from Compile Gallery 123 and Madou Monogatari 456. Madou Monogatari 1 includes additional story and features from the PC Engine Arcade CD and Hanamaru Daiyouchi Enji integrated into gameplay. Magical Road Enhanced Second Collection- Includes The Final Test, Tower of the Teacher, Arle's Tour Adventure, Rulue's Spring Break, and Go! Go! Seriri with enhanced graphics Magical Road Enhanced Dungeon Collection- Includes Puyo Puyo Dungeon and Madou Monogatari (Saturn) with enhanced graphics Magical Road Enhanced Strategy Collection- Big Strategy and Big Strategy 95 with enhanced graphics Magical Road Enhanced Extra Collection- Comet Summoner, Comet Summoner Time Trial, Hasamuncho, Resturant King, other spinoffs Tales of...
Collects all Tales of games in each continuity including prequels/sequels and sidestories, with features from all versions. Renamed titles to fit Japanese titles. -Phantasia: Tales of Phantasia SNES/PS/GBA, Tales of Symphonia -Destiny -Legendia SaGa remake collection
SaGa 1-3 updated similar to Minstrel Song, with superior graphics and option for normal models or SD models. Portable remake collection collects SaGa 1-3 and Romancing SaGa 1-3 with updated 2D graphics 3D remake of Romancing Saga 1-3 Saga Frontier 1-2 and Unlimited SaGa
Nippon Ichi collection
Rhapsody Phantom Brave La Pucelle Tactics Disgaea
Soulblazer collection: Soulblazer, Illusion of Gaia, Terranigma Ogre Battle & Tactics Ogre (Includes options from all versions. Contains original versions & remake) Lunar Collection (SSS, EB, GG games) Breath of Fire Collection (Breath of Fire I-V) Includes options from SNES & GBA versions. Fire Emblem Collection (Fire Emblem I-V) Lufia collection (Lufia I-III, GB) Earthbound Collection (NES, SNES, N64) Megami Tensei Collection (NES, SNES, GB, PSX, PS2) Xenogears (updated 3D engine) Yu-Gi-Oh! Collection (Portable and console)
Dating Sims, foreign and localized versions
Megami Paradise Collection, includes spinoffs Princess Maker Collection
Shoot to Kill: Colombian Crackdown Publisher: Codemasters Developer: Juice Studio Original Release Date: Spring 2003 Codemasters wanted to shake up the first-person shooter market when it announced the controversial Shoot to Kill: Columbian Crackdown in April of 2002. Originally planned as a mid-2003 title, Shoot to Kill received a great deal of press when it claimed that it would "reinvent the first-person shooter genre." Apparently, Colombian Crackdown was so revolutionary that it's actually become invisible -- with nary a peep of information revealed in the two years since its original announcement. There has been plenty of speculation pertaining as to what happened to Columbian Crackdown over the last several months; including the idea that its announcement was nothing more than an April Fools Joke. Others have hypothesized that it's become something else altogether; perhaps a member of the Operation: Flashpoint series or that it has undergone a name change that has made it elusive to our probes. The reality of it is, is that "Codemasters is no longer working with Juice Studio and will not be publishing Shoot to Kill," according to the spokesperson we chatted with. Juice Studio was an internal Codemasters development team to begin with; sealing the fate of Shoot to Kill the moment the dissolve of its relationship was revealed. Whether or not key members of Juice retained rights or code to Colombian Crackdown isn't really known -- which makes the mystery surrounding its whereabouts even deeper; could Shoot to Kill be appearing one someone else's release list sometime soon? It may not be likely, but it's possible. Ultima Compendium
This is a collection of all Ultima games. It includes 2D mode and 3D mode, as well as the original archived games.
2D Mode: Features several modes of play, simulating Ultima 5, 6, 7 for older games. Sprites are enlarged and more detailed. Has options for original default graphics of each game, programmed for modern systems.
3D mode: All games are remade in 3D with an overhead view similar to Diablo II/Baldur's Gate/Dungeon Siege, though the camera is changeable. Uses the same engine design for each game, with options for different playstyles. Text mode can be in screen with portrait (U7) or on side window (U6). With older games, the land space is expanded approximately by the size of one battle screen per tile, giving enough room for encounters to take place on the map itself as in later games (while a compass can display position on map similar to older games). Older dungeons can be played in first person or third person. Dialogue saves keywords when found, and can be entered in selection mode or text input mode.
Battle mode can be selected as turn based or real time. Turn based battles enter a grid-sphere battle mode when fighting where commands are selected U6 style. This system is also in place for later games, U8 and U9. Automatic mode is in the style of U7, where the player has realtime control of the main character, and the party attacks automatically. Turn based mode is based on automatic mode, with pause for decisions.
The Avatar can be either male or female, with any skin or hair color/style, including VI and VII style. This appearance is transferable to all games, including VIII and IX. Default appearance is blonde/male.
Game animations are fluid and detailed, and physics feel realistic and exaggerated, similar to Diablo II. Actions are shown with a dynamic flair rather than the clunky movement of U9. Characters move about the speed of U7. Each game uses the same menu, with options, stats, and appearance changed for each game (primitive inventory for UI-IV, temperature stat for SI and Mars).
Game data is transferable from all games, with balance being adjusted for imported characters. Flags for "unsaveable" games are made when quest specific items are destroyed, or story specific characters are destroyed permanently.
Menu: Used to select installed games. The menu has selections added as games are released. Includes 3D (default, 2D and original versions. Also includes full color high resolution manuals, maps, completion certificate, tokens/extras, and original hint book (purchase seperately).
Original games playable from menu, released in conjunction with 3D remakes or as bonuses in later releases/downloads. The game environment is redone for play on modern systems. Ultima I rerelease, I-III PC, Apple, Amiga, NES versions, Akalabeth & Escape from Mt Drash Ultima IV-VI PC, Apple, and Amiga versions, and Runes of Virtue I-II Gameboy Ultima Underworld I Ultima Martian Dreams & Savage Empire Ultima VII, Serpent Isle & expansions Ultima VIII Ultima IX
Ultima I-III: The first three games, utilizing the same 3D engine. Contains original music and music based off of console versions. Ultima I also includes two in-game dungeon areas, Akalabeth and Mt Drash, which are full recreations of the original games in 3D. Also preserved are class and race selection, sci-fi elements, and no Avatar references. Non-human characters transferring to U4 or above receive a different ending and bonus content. Human Avatar sex and physical appearance can be transferred to all games, and models are used in all in-game movies. Ultima I references Minax training, reality gem UO shards, Shadowlord shards, Exodus. Features advanced technology featured in original games. Also explains Lord British discovering and inhabiting Sosaria, and setting up his kingdom. Ultima II, presented as an alternate reality based on Earth, makes use of the quirky setting with modern graphics.
Ultima IV-VI: Includes new dialogue and plot fixes, and alternate solutions for some quests.
Worlds of Ultima and Underworld I: Includes Savage Empire, Martian Dreams, and Stygian Abyss, with updated plot to fit into continuity. Underworld can be played in first or third person perspective. Also, new Worlds of Ultima III using concepts from cancelled “Arthurian Legends” project, with Avatar using Moonstone to travel to time of Greek gods, then King Arthur, only to find each trip is a fictional facet of Earth, and return to Britannia, completing the entire Worlds of Ultima plot.
Ultima VII Collection: Ultima VII, Ultima Underworld II, Serpent Isle. Expansions are in each game by default. Includes plot fixes.
Ultima VIII: Includes Ultima VIII and Lost Vale expanded area, based off of original designs. Can be played in real time, turn based, or actions performed automatically.
The Vial of Blue Liquid (???): This item, that can be found in a cave near the Fishermen’s Reef, has not an utility in the game. Could it originally be related to the Eye of the Boulder, since this item seems to be in the possession of a Necromancy student?
Egg Monster stuff: This thing happened three times (I think) with me. After casting the Devastation spell for many times, the Avatar kept saying: ‘Egg quality is 0’, and, afterwards, ‘Monster egg could not find hatcher!’. Recently, I realized that the casting of this spell is not essential, and I managed to trigger this strange event again and even took a couple of screenshots. By the way, no matter what the map you are in, the music will be changed to the Carthax Lake theme and you won’t be able to continue your game (you cannot leave the current map).
Locked doors on the Plateau: They were supposed to lead you to the Lost Vale (or, quite possibly too, to Vengeance Bay) in the add-on. However, it leads to nowhere in the original game. Even if you hackmove the door, use my technique (blow-up) of traversing walls
A Sealed Cave in the Pit of Death: My hypothesis considers that it was supposed to lead to The (true) Birthplace of Moriens, because, in the unpatched version, Vividos tells the Avatar to go to this place for his Pilgrimage (by the way, you are supposed to enter the Pit of Death using the Key of Scion, not a Golem). In addition, Vividos telling you to go to a Zealan Shrine (patched version) is quite an inaccuracy. Here is an excerpt from the unpatched version that may prove that Moriens was born near the Pit of Death (and maybe the magnificent thing Vividos talked about could be the Heart of Earth):
Avatar: ‘Where is this place?’ (about the Pilgrimage)
Vividos: ‘You must return to the catacombs. First go into the Upper Catacombs. Once there, seek out the signs that mark the way. I would think that you have already seen them. There are signs which guide you to many places. The Pit of Death is one of those places.’
[The Key of the Necromancer] The Key of the Necromancer: Since this item exists in the GFX files in the game (and can actually be created), the Avatar was probably meant to be the Necromancer. In the game, however, this Key appears to have the same utility of the Key of Caretaker.
The Invasion of Ghouls: Although it was included in the Eusecode.flx file, it never happens if you play the game normally (see THE INVASION OF THE UNDEAD! Section if you want to trigger the event). It was supposed to be triggered when you took the Heart of the Earth from the Pit of Death, thus, angering Lithos.
The Haunted Grove: Also included in the Eusecode.flx file is a dialogue between the Avatar and Mythran. The discution refers to a circle of dead trees which should be somewhere on the Plateau. Since in the former episode, Serpent Isle, Morghrim mentioned that the Tree of Balance of Pagan was destroyed before ‘the end of the world’, I suspect that the U8 staff had the intention to implement this quest to restore the Tree of Balance, possibly related to these dead trees. Here is the dialogue:
Avatar: ‘Is there a haunted grove?’
Mythran: ‘A haunted grove of trees? Well, I have heard such rumors applied to a circle of dead trees here on the plateau, though I will not confirm the existence of undead there.’or even create a golem there by cheating, you’ll only find the end of the map. There’s no egg bound there to teleport you to another map area.
There should be different types of traps in chests. You can light candles inside of your backpack without burning yourself. The roof of a house usually has the same height as one person. Conclusion: you can’t walk over a piece of paper while indoors. What’s the purpose of the Unstable Gem (found in a house near Kilandra’s)? There’s no use for it. You can’t equip the Zealan Shield. If you are playing a loaded game and try to begin a new game afterwards, the passed time will be equal to the previous game. To correct this, you need to load ‘The beginning...’, quit the game and type u8.exe again. There’s no narration. I like that way. The game and the dialogues look more realistic. However, you don’t know what the people, especially the Avatar, are doing or thinking. In many occasions you don’t know why the Avatar is on a certain location and what’s his intention. It’s raining, somehow, inside of Hydros’ Underground Temple. The Resurrection Spellbook was changed by the Intervention. To check the correct book search for ‘The Spell of Resurrection’ in the Eusecode.flx file. Lava is not considered a Fire attack. This way, Daemons can be hurt by it and Skeleton Warriors are not effectively killed by it. There’s no Status Effect attacks. Kiths and undead creatures don’t poison you, Golems and Trolls don’t bruise you, Daemons and lava don’t burn you, etc. If you hit the Tempest or Mythran while they are casting a bolt of lightning to hit you, it will freeze and will do no harm to you, but will pollute the screen. The same thing applies to you if you are casting Call Destruction and you are hit. If you reconstruct the Black Gate and leave the Ethereal Plane, it’ll no longer be there when you return. Also, if you return to a plane after you have destroyed a Titan, he or she will be there again regardless. Although the Guardian’s speeches are great, they don’t seem to be addressing directly the Avatar. In Ultima 7, the Guardian taunts him many times (‘Go inside! Tell them you are the Avatar...’). You can pass through most of the dungeons just by running. Your enemies can’t reach you, so you don’t need to battle them at all. The manual says that if you destroy an item or NPC that is indispensable for the progress of the game, you’ll not be able to save. Well, the only moment that you can’t save is when you are already dead. This is only a nitpick, because I like it that way: I can save whenever I want.
When you kick your opponent, he or she will strangely receive the weapon attack too, including any attributes inherent to this weapon. For instance, you can kill a Troll with one kick if you have the Slayer equipped, you can permanently kill a Skeleton Warrior with kick attacks if you have the Flame Sting equipped and your kick can hit a Ghost if you have any magical weapon equipped. He is too slow to cast a spell or to turn. Although this visual effects are great, it makes many of his spells useless (for example, the Explosion spell), because they are too slow and weak to the point that even a Troll will have time to counter-attack you. On the other hand, spells like Call Destruction and Meteor Shower are much more useful and they are cast immediately. Only the Avatar can be blown to pieces (why?). When you light a flask of oil inside of a Skeleton’s contents, nothing happens. Although I don’t like the mages’ one-hit-kill-the-Avatar, I like the idea that the final hit (fire) can blow you or your enemy apart. If you are blown up, you only die after one of your severed hands stops moving. It means that, if you manage to throw it into water or lava before it stops moving, you’ll not die! It also means that, if you are carrying it with you and you accidentally drop it or double-click on it, you may die! If you light a flask of oil inside of your backpack ar if you read the Trixter’s book, you’ll say the words ‘Bye-Bye’. After this, even if you take them from your backpack, you’ll still be blown to pieces. Note: if you survive, you can reuse them. If you light a Fire Gem inside of you backpack, you’ll also say ‘Bye-Bye!’. However, nothing will happen to you. The Avatar falls in slow motion sometimes. If you put a backpack or a chest inside of your own backpack, you’ll not be able to carry anything else in your backpack afterwards (you’ll have to use the new container). You cannot move while you are talking to a person. This can be a problem, especially if there is an enemy after you nearby. You can’t carry corpses. If you die, let’s say, engulfed by fire, drowned in the sea, or even in a remote place like the Ethereal Plane, you’ll still have a tombstone waiting for you. In the unpatched version, the Avatar falls when he takes a heavy blow. However, your enemies don’t. Why? This is unfair! Alternatively, in the patched version, if you take a light blow, you’ll be knocked backwards. However, if you take a heavy blow, you’ll not even move. Arghhh! What the... You can’t climb down. If you keep attacking the air (or anything else), you’ll also increase your status points. In particular, punches or swings tend to increase strength more often; while kicks tend to increase dexterity more often.
There should be no immortal NPCs, except for Stellos (to a certain point). In my opinion, it’s similar to a non-linear game. While the latter fact limits your right to come and go, the former prevents you from killing any person you want. Common NPCs usually don’t have the capability of physically attacking you (except for Theurgists, Malchir and children). Also, they don’t eat, sit, rest, sleep, run and work (they just keep walking and mumbling). A dead man’s content are usually created when he dies. This person doesn’t actually have the item he was supposed to carry. Darion and Jenna don’t have any swords, guards don’t have armor or halberds, Korick doesn’t have a hammer, Sorcerers don’t have enchanted foci, Trolls don’t have clubs, Skeletons not only don’t have their one-edged axes, but also, create new contents every time they fall in battle, etc. All creatures are damn slow. The Avatar moves too fast for them. NPCs don’t talk to you when you are invisible. However, when you rob them, they will miraculously notice you. They can’t hear you, but they can see you? Korick forges the Air focus for free. He’ll be out of business soon. There should be more shops selling potions, scrolls (Mythran, maybe), provisions, etc. Also, you could be hired by Gwilli(a)m (what’s his name?) to hunt Kiths and Toraxes; by Orlok to bring him supplies, etc. Some NPCs die on foot. Maybe they are wearing some huge shoes to not fall! In the Plane of Fire, you can find several still-fresh corpses. Where did they come from? I think the Avatar didn’t understand very well the actual situation because he even tried to talk to them (double-click on them – many times, preferably).
Mages usually kill you in 1 hit. There’s no chance to block or to counter attack them normally. In my opinion, it’s similar to a non-linear game. While the latter fact limits your right to come and go, the former eliminates any chances you have to survive, hindering the Avatar from moving and from defendinding himself. A good fight would be a better option. Beren can find you anywhere. This contradicts the manual that states that the Flash spell can only be cast to arrive on places already visited. This problem is evident when you attack the peasants of the Slayer subquest. The mages seem to be low on battery, since they usually attack you only once. The exception are the Sorcerers (at the Enclave), the only ones who attack another creature, besides you, with spells. Stellos and Holy Cyrrus can perform their magic even after you take the blackrock stone from Stratos. While the Call Quake is supposed to be the main spell for attack of Necromancy, it is useless, since your enemy is not damaged (except for Spiders and Skellots) and both you and everybody on screen keep falling on the floor (you are hurt by your own spell?). At least it should bring some status effects. There’s no real use for the reagents: Sticks (Dead Man’s Elbow) and Sliced Executioner’s Hood. All Sorcerers will get real mad if you steal or attack one of them (this is perfectly acceptable). Nevertheless, why do all Sorcerers want to kill you when just a member of the Cabal insulted you or was insulted? This is just a personal afair and if someone wanted to attack the Avatar, he/she would have to attack the other aggressive Sorcerer as well (especially if he/she is an adversary). The Hear Truth Spell is not very effective. Just works for Orlok, Aramina, Xavier and Cyrrus. Don’t work for Bane, Vardion, Shaana, Torwin, Gwilli(a)m, Kilandra, Hydros and Orlok’s ghost story (which is a lie!), that also involves Gwilli(a)m, Kilandra and Darion. My opinion is that Mythran is also lying (he knows much more than what he actually tells you). The Reveal Spell can’t dispel all forms of invisibility as Stellos mentioned in ‘The Chronicle of Pagan’. The Invisible Man, Ghosts and the book ‘The Destruction of the Temple’ in Mythran’s house cannot be made visible with this spell (maybe the book was not there, it could’ve been teleported). Xavier usually tells you the wrong location of Honorable Stellos. By the way, the old man never goes to Windy Point. I was disappointed to see that you only need to use the Blackrock fragments to dispatch the Titans. There should at least be a fight after their were weakened (for example: you’d need the Necromantic and Sorcerous power to defeat Hydros). If you return the Breath of Wind to Stratos, you’ll not be able to retrieve it afterwards (meaning that you won’t be able to finish the game). And, even then, you won’t be able to cast Air spells and Stellos will die anyway. Rather strange...I don’t know if this is a bug or a trick played by Stratos. You can use the Breath of Wind on Stratos at Argentrock. It can also prevent you from finishing the game. The Conflagration Spell seems to be very slow and weak. Sometimes it can’t even kill a Ghoul. Now it’d be different if this spell was targeted... You can’t cast a Summon Ghoul spell (Kal Corp) that Vividos casts during the Ceremony of Eternity. And he was only an apprentice then. You don’t manage to cast the Resurrection spell. Maybe it was supposed to save the ones killed directly or indirectly by Mordea and to bring happiness to Rhian again? Or to resurrect the Zealans from their undead slavery? Or to restore the Tree of Balance? Who knows? It’s important to note is that ‘The Chronicle of Pagan’ mentions that the runes for the Resurrection spell are ‘Vas An Corp’. The peculiar part of the story is that the Withstand Death Spell also uses the same runes. Since this spell can also bring someone back to life, could this be the easier way to cast the Resurrection spell that Stellos was talking about? There’s just one Staff in the game (if you are playing the game normally – the other one is with the Master and can only be obtained if Pyros is set free during the Ritual of Fire) and two spells that use it (Explosion, Create Fire). Then, you’ll have to choose which spell you really want. There should be at least another one. Maybe you could find it inside Corodin’s grave (or even inside of Maedron’s, who had killed him), since he was the one who created the first staff, but you can’t. On the same subject, Maedron probably killed Corodin by summoning a Daemon to attack him. If so, Corodin would be bound to Pyros, not Lithos. Then his grave could not be there. If you cast Summon (whatever) Creature to assault Beren in Tenebrae, he’ll kill you, instead of the creature. Before your conversation with Beren near the River of Lava, if you haven’t talked to him yet or if you have angered him in Tenebrae (or even in the Enclave), there will be a opening dialogue (he’ll be either surprised or irritated because of the flow of water that appeared there, cooling the River of Lava). If he’s not angry with you this dialogue will be missing and Beren will appear as if he has been talking to you for some time. Now, if he is completely mad at you, he’ll atempt to kill you, but he’ll not succeed because the game will freeze first. Malchir has not the Tongue of Flame (and the book) nor the Magical Arm Guards, before the Ritual of Fire; items that are supposed to be with him 100% of the time. He is also much less resistent to attacks before the summoning of Pyros than by the time you’re challenged by him. The Confusion Blast spell, contrary to the other Thaumaturgic spells, can only be cast once. To cast it again, you must once more gather all the reagents for this spell. No Death Blast spell is learned from Mythran. The Devastation spell is a joke. It was meant to kill everyone from Pagan, just like the Armageddon Spell from Ultima 7 does in Britannia. However, it only makes your on screen enemies disappear for a while and it also activates the firestorms. You cannot return to Pagan once you have cast the Ethereal Travel spell. There could be some sort of feedback indicating the effects of destroying a Titan (e.g. the rain stops – or you command it to stop - after you destroy Hydros). According to the book ‘Journal of Veras, the Healer’, the magical weapon which defeated the Trolls was Nehdra’s Needle’. However, in the game it’s called Protector (why?). With the patch, this mistake is corrected, and the name of the weapon is changed... but in the correct source, the book. Why? Nehdra’s Needle was much better than Protector. Besides, Veras herself told (in the Unpatched version) that she had labeled this weapon of Nehdra’s Needle. The Ancient city of Knarl (Cheat Room) was a Zealan city (before the war with the Titans). So why are the weapons Bone Crusher, the Protector and the Daemon Shield (clealy weapons from the Third and Forth Epoch) still there?
According to some books, Skeleton Warriors can be destroyed with the Bone Crusher. This never happens. You can only kill a Skeleton with fire (flask of oil, fire gem, fire darts, Flame Sting, Sorcerers’ spells -except for fire shield-, campfire, Daemon attack, etc) or with Necromantic powers (Grant Peace). Again, these Skeletons only use axes in the game; nevertheless, ‘The Chronicle of Pagan’ also mentions swords, shields, armor, and so forth. Not to mention that its inventory is always changing (and doesn’t include the particular axe the Skeleton uses). Bone Crusher Hammer should be more effective to undead creatures of Earth. For example, it should kill a Skeleton Warrior forever (like a Grant Peace spell does). All creatures seem to hate the Avatar so much that they don’t attack anybody else, just him. There are some, like the Troll and the Seeker, that wants to attack anyone. However, if you and another living thing is on its sight, you’ll be its main target. If a creature is fighting another and you attack one of them, the two will probably charge you. Also, even if you don’t interrupt them during their fight, the winner will most likely be happy to kill you too. This problem is evident when you cast Summon Creature/Dead or Create Golem spells. The only one that is (usually) safe is Summon Daemon. The Kith could be de-venomed. Maybe to use it’s venom on a weapon? The game doesn’t explain how the Changelings shapeshift. Moreover, the creature only transforms into Avatars, flora and stones normally (id est, without cheating). Trolls are said to be an offshoot of the Zealans. However, because it’s not possible to enter in the Lost Vale and, consequently, in the Ancient Gods’ city, these noble and wise spellcasters could never be found. Despite the fact that the origin of the Seeker is unexplained, ‘The Chronicle of Pagan’ informs that the explosion the Seeker creates after it dies can hurt you, but it can’t in the game. The Aerial Servant can transform the objects they touch into currents of air as well. However, it can’t transport a locked door out of your way or, at least, unlock the door using this technique. OK, it would be cheating so it’s not a good idea. Still concerning Aerial Servants, some of them can attack you, contradicting ‘The Chronicle of Pagan’. Legends claim that Daemons can hurl destructive balls of fire, but the only one who does that is Arcadion, who is a Sorcerer. Maybe they are referring to the ancient Daemons (being Arcadion one of them) who are not bound to Pyros. ‘The Chronicle of Pagan’ mentions that Ghosts can attack with their draining touch, but they can’t. Moreover, why can they summon Ghouls if they are not bound to Lithos?
Strangely enough, the Carthax Lake, the Argentrock Isle, the Shrine of the Ancient Ones and the Sorcerers’ Enclave can only be accessed via Catacombs. A pitfull excuse for a linear game (ironically, the only place you should actually have reached using the Key of Scion is The Pit of Death). Why couldn’t they use only caverns? Also, thinking that way, you must be a student of Necromancy and had already met Lithos in order to become a Theurgist or Sorcerer. Darion never manages to convince you to marry Jenna. Nor she is interested in marrying anyone. However, she wants to travel throughout the world. Maybe if you helped her, she’d be more kind to you. During the game, Lithos doesn’t seem to care if you take or not the Heart of Earth from the Pit of Death (you can even talk to him with it in your possession). However, he was supposed to send earthquakes and an army of Ghouls to invade Tenebrae. In addition, you were not supposed to enter the Pit of Death through Stone Cove (when you create a Golem to open the doors to the Hall of the Moubtain King). You were supposed to enter there through the Lower Catacombs (using the Key of Scion) as a part of your Pilgrimage. Maybe in the add-on the cave there would not be blocked... Kilandra’s baby, Elaina, died, was interred and then sent over to Lithos. That’s confirmed by her gravestone in the Cemetery. Moreover, even Kilandra tells you that her daughter had passed to the Pit of the Dead. However, what’s strange is that Elaina appears in the game as a ghost: not bound to any of the Titans and she even talks to her mother sometimes. Where does Devon go after he kills Mordea? What he does there? And what does he mean by saying he’ll contemplate the recent events away from Tenebrae? The ancient city mentioned in the book ‘The Forgotten Riches of Knarl’ is most likely the Cheat Room; however, the lack of work on this topic made this city turn into a hole in the Catacombs. The Ship of Doom, the Zealan’s Ship, the Vengeance Bay and the Lost Vale; clearly places well mentioned, either in the game or in the manual, were never implemented in the game. You never know what the Avatar was planning when he set Hydros free. At first I thought that she would indeed grant you some Tempestry powers. However, after you do that, you notice that his true intention might have been to cool the River of Lava. Who knows what he had been thinking? You also don’t know what was the Avatar’s intention when he went to Malchir’s Inner Sanctum. Was he there to ask for information or to, in fact, obtain the Tongue of Flame (by force, if necessary)? You don’t know why the Avatar needs so desperatly the Breath of Wind until you are very near to the end of the game. Regarding the Heart of Earth, you don’t even know what it actually is by the time you take it. Another one: why does the Avatar free Pyros? Maybe to control the flood in Tenebrae with the firestorm? The purpose of the Pilgrimage in the Catacombs seems to be so stupid that makes me think that this event was meant to be much more important and would take you to another place. Also, why would the Birthplace of Moriens be somewhere that is forbidden by the Titans to enter? Guesses: maybe it would be near the Lost Vale, since Lithos was the one who sealed it (the Skull of Quakes could play a major role here); or in the sealed cave in the Pit of Death (since Vividos told the Avatar to go there for the Pilgrimage – unpatched version only). When you find the Bone Crusher, there is only one Skeleton Warrior guarding it. Now, Lord Esmil could destroy hundreds of them with this weapon. Why would he lose to this last one? My suspicion is that he was slain by a Golem, since it is very resistent to blunt attacks. Also, wouldn’t it be cool if Lord Esmil, now a Undead Tempest serving Lithos, was there to protect the Bone Crusher? Alexis was resurrected by Stellos. She was not interred (or at least she should not have been) where Kalen blocked the flow of water to the Temple of Flowing Waters. She really died several years after Hydros had been trapped. Also, Hydros had probably killed her to end the pact between the people and Lithos, since Alexis was Kalen’s apprentice, so she was possibly supposed to be resurrected to be able to take Kalen’s place as the Necromancer. However, it’s strange that Kalen ends up interring her; by the way, in the wrong place (not in the Cemetery). If you free Hydros from Carthax Lake, she’ll tell you that she will have her vengeance on Devon, even if you hasn’t deposed Mordea yet. This could spoil your game if you are playing Ultima 8 for the first time. Moreover, you cannot warn Devon about the danger he got into and Mordea doesn’t seem to care about the heavy storm. What was Mordea’s intention when she took the Necromancer’s Ceremonial Dagger? And why she wanted to hide the Skull of Quakes in the Catacombs? Possibly, Lieutenant Vittek knew her reasons, and I think he was murdered by Mordea for knowing too much. Maybe she knows of the Lost Vale, since she is very knowledgeable on the ways of Necromancy and the Ancient Ones. Nadayr mentioned a deep Undersea City (maybe it’s referring to the ‘Sunken Lands’) in his book. Maybe you were supposed to have entered this city using your never-earned Tempestry powers (add-on?) to retrieve the Tear of the Seas from the Lurker’s domain (instead of taking it from Devon). There’s no explanation of Arcadion in the game. They should’ve planned some story for him to explain why he doesn’t remember anything from the previous Ultimas. I think that he lost most of his power because there were no soul to feed him in Pagan, since the Titans owns them all. Note: why does he disappear after the Ritual of Fire? Some of the Necromancers don’t appear in the game. Two of them are Moriens and Kalen. They could teach some things important to you (including how to use the Key of the Necromancer or how to cast Tempestry spells using Necromantic artifacts). Unimplemented side-quests related to some stories like: ‘The Ear of Arricorn’ (maybe to obtain the Shadowlander’s Dark Blade?); the ‘Eye of the Boulder’ and its power; how the Trolls, from respected and wise spellcasters, suddenly became mindless brutes, described in ‘Honor Lost’ and ‘Captain’s Report’; Salem’s related stories (maybe in the Vengeance Bay or in the Undersea City) like ‘The Voices of Mary’ or ‘Expedition Journal, Book II’ that can also explain how is a ‘life’ of a dead person (every day of his ‘life’ seems to keep repeating) and the correct location where the Sun stopped (Guardian’s Keep?), but what is that mysterious Speaking Stone the writter talks about? I think the Avatar was supposed to learn the Resurrection Spell (probably during a quest), but he never does it. The game doesn’t explain why the Sun has stopped cycling Pagan and why the Titans are so reluctant to talk about this topic. Maybe they are draining power from it? Malchir seems to be also interested in the Sun subject. Maybe to control a huge power, to overthrow the Titans or to simply test the limits of knowledge of Pyros. What is the relationship between Shaana and Mythran (besides both being Thaumaturges)? Is she Mythran’s granddaughter as Jeff Abramson (in his FAQ/Walkthrough) had speculated? Mordra was supposed to play a major role in this game. However, since the add-on was never released, she couldn’t be inserted into the plot. I think she is the old woman that appears in the Lost Vale screenshots after having returned unsuccessfully from her trip to Britannia. Or perhaps she never left Pagan and the Mordra from Ultima7 has nothing to do with the one from Ultima8. After you take all the Blackrock fragments, the Titans were supposed to punish the Pagans. Hydros sent her rainstorms to wash away the inhabitants of Tenebrae; Pyros activated once again the sleeping volcano; Lithos sent terrible quakes to Tenebrae as well as hordes of Undead. However, Stratos’ related tragedy is only mentioned by the Theurgists and by Mythran as being a long-term tragedy. In my opinion, it would be cool if some sort of plague affected the Pagans because Stratos is not sending fresh air anymore or, at least, some Tenebraens (especially Devon, who was supposed to be hurt by Hydros) could be asking for the help of the Theurgists because of the harm caused by the raging Titans. The pedestal in the form of a Pentagram over which once stood the Great Obelisk seems to be still intact. The Edifice is said to be destroyed, but the Temple itself was not damaged and was sent to another dimension... who or what protected the Temple? The Key of the Necromancer (so far this is similar to the Caretaker’s): 232/4 Pot full of Eyes of Newt: 399/17 The Strange Vial of Blue Liquid: 543/0 Three kinds of Torches (so far, it’s not possible to ignite them): 568/0–3 Two kinds of Bell Ringers (don’t work): 694-695/0-1 An Egg that triggers the windy sound (don’t put it inside of your backpack): 712/0 The mysterious spheres used in the Plane of Fire: 784/0 A Trowel used to find Dirt (use in on the ground): 834/0 A strange little fish (you cannot eat it): 256/0-5 Strange balls (*some are even more strange): 260/0-3,*4,*5-8 Different frames for Thaumaturgy reagents: 399/3,5-10 Torax Statue: 443/2-3 Strange Pedestal (note that the left or right eye is missing): 629/2,4
In case you have not been informed, there should’ve been Earthquakes and Ghouls invading Tenebrae after you steal the Heart of the Earth from Lithos. Devastation was supposed to be a spell whose effects would be similar to the Armaggedon’s in Ultima7 (all creatures of Pagan would die). However, probably because of technical limitations, they had to turn it into an impossible-to-be-cast spell, making the caster die too. There are two spells that are not written in any of the Sorcerers Spell Books, but they are considered grave errors either by Bane or Vardion. They are, in fact, almost useless- Summon Daemon and Conflagration. Although the third spell uses a Pentagram, it is a Thaumaturgic spell. It’s only mentioned briefly in the Ethereal Travel Spellbook.
Ultima Ascension: A series of three full games, made to tie up all loose ends and expectations in the series. Focus on u7 non-linear gameplay, immersive NPC dialogue, NPC schedules. Choices, such as romantic interest (Cassandra, Raven, or Wench).
Part I: The Avatar saves Britainnia as the Ether Titan, and fights an anti-Avatar (the culmination of repressed anti-virtue in the Avatar) made by the Guardian. Lord Blackthorne and an army of renegade Gargoyles are under mind control. Completely redoes the original story with plot fixes and new plot. Some story elements are retained in an improved and non-linear fashion. Addresses plague and destruction, town conflict, Wyrmguards, black pillars, friendly and corrupted gargoyles, gargoyle temple destruction, peasants revolt against British, Blackthorne explanation, Brittanian armies against Guardian, people dictate their own virtues and are not controlled by runes. . Part II: The Avatar travels to other worlds to undo the Guardian's work and rally the worlds to fight. Revisits Savage Empire (reveals Ophidian/Kotl connection and Sosaria's serpentine ancestry), UW2 worlds, and Pagan (destroyed).
Part III: Final confrontation with Guardian. Appearance of Wing Commander races. Origin and true goal of Guardian revealed. Avatar must choose between going home and sacrificing Britannia or sacrificing self to destroy Guardian.
Ultima content distribution service with multiplayer, ranking, trophies, missions and expansion packs. Trophies for defeating different modes in single/multiplayer.
Includes scenarios for Ultima manga (The Terror of Exodus ☥ Quest of the Avatar ☥ The Fall of Magincia ☥ The Maze of Schwarzschild), (The Ultima Saga trilogy The Forge of Virtue, The Temper of Wisdom), The Technocrat War trilogy, details included in strategy guides, Exodus Anime, Ultima Underworld, Ultima: The Lost Runes, Ultima: The Cabal of Zole the Mage, Ultima Vol.2: Quest of the Avatar, Adventure Novels: Ultima I, Adventure Novels: Ultima II, Adventure Novels: Ultima III, Adventure Novels: Ultima IV, Ultima: Monstrous Metamorphosis - Vol. 1 - Book of the Water Dragon, Ultima: Monstrous Metamorphosis - Vol. 2 - Book of Magic, Ultima: Monstrous Metamorphosis - Vol. 3 - Book of the Crimson Fog, Ultima Gaiden: Lovers of Cyber Tower (part of Fantasy Kingdom 〈1>, Ultima: Crisis in the Kingdom of Britannia, Ultima VI: Survive and Fight!, Ultima Underworld 1.5: Bride of Another Dimension, Ultima: The Terror of Exodus , Ultima: The Quest of the Avatar , Ultima: The Fall of Magincia, Ultima: The Maze of Schwarzschild, GamePlayer COMICS Vol.4-7, Famicom 4-Panel-Comic Kingdom Vol.2 , Million People's Sleep-Avoiding Software, BASIC'N Vol. 2-3, Road to Addiction (includes digital copies of source material), Multi-player Ultima, Ultima Reborn, Arthurian Legends, Mythos, Multima, Ultima Resurrection, Ultima Online 2, Ultima X, Tabula Rasa beta, Runes of Virtue I-II.
Alternate modes for main campaigns includes changes from consoles/ports:
Atari 8-bit Ultima
Interestingly enough, all of the glitches were converted 1:1 to the Atari 800 port. One small new detail was added: The four continents got names for the first time, namely "The Continent of Ho", "... of Eyo", "... of He", and "... of Hum". The names were taken from the song of the jester and they are different from the names adopted in the re-release.
FM-Towns Ultima Trilogy, UVI UIII-V NES UVI-VII, Savage Empire SNES UW PSX
Fallout Collection- Fallout 1, 2, Tactics (Updated engine, graphics, and movies)
Bioware Collection (Updated engine, graphics, and movies)
Baldur's Gate & Tales of the Sword Coast, Baldur's Gate II and expansion Icewind Dale I & II
Might & Magic Collection (Original and 3D remake) Includes novels as bonus. Wizardry Collection (PC and Console versions, original & 3D remakes) Bard's Tale Collection (Bard's Tale I-III) 3D remake and original versions Krondor & Antara Collection- Betrayal at Krondor, Betrayal at Antara, Return to Krondor, includes novels, soundtrack Dragon Knight Collection (Dragon Knight I-IV) 3D remake and original versions Heroes of Might & Magic Collection, includes Heroes of Might & Magic I-IV and all Heroes games (Original & 3D remakes) Tales of Might & Magic Collection, includes all licensed Might & Magic games not in Heroes or original series (Original & 3D remakes)
RPG Collections, includes full 3D remakes and updated engine
Eye of the Beholder 1, 2, 3, includes elements from all versions (PC, SNES, GBA) Pools of Radiance, Curse of the Azure Bonds, Secret of the Silver Blades, Pools of Darkness Gateway to the Savage Frontier, Treasures of the Savage Frontier Hillsfar, Dungeon Hack, Menzoberranzan Blood & Magic Blood & Steel, includes new controls & engine Descent to Undermountain, includes new controls and engine Dragonstrike, includes updated 3D version
DARK SUN: SHATTERED LANDS
Publisher/Developer: SSI Original Release Date: Fall 1992 Actual Release Date: Fall 1993
By May 1993, SSI was saying the game would ship that August. In fact, it didn't arrive until October. Those games did fairly well for SSI, but soon role-playing fans wanted something new. SSI responded by creating new games based on various AD&D worlds such as Krynn and Savage Frontier, but the basic design remained pretty much the same. And as other companies moved into the world of VGA graphics and full sound-card support, it became clear that SSI needed to completely overhaul its AD&D line. So in June 1992, the company announced Dark Sun: Shattered Lands, set in a new AD&D world featuring state-of-the-art graphics, audio effects, and a spanking new interface. SSI said the game would ship sometime in Fall 1992, and gamers who'd stuck with the AD&D line for several years sent up a collective shout of joy.
That shout of joy was a bit premature, however; when Fall rolled around SSI postponed the release of Dark Sun to early 1993. Unfortunately for SSI, it turned out that fantasy role-playing fans who'd been fed a steady diet of AD&D titles wanted their new game world and they wanted it pronto. SSI tried to appease them with non-AD&D role-playing games like Prophecy of the Shadow, as well as a last hurrah from its old AD&D line (Dark Queen of Krynn), but it wasn't enough to stop the bleeding: SSI laid off 20 percent of its employees in early 1993, allegedly because the company had factored in profits from Dark Sun into its projected income for 1992. By the time Summer CES was held in May 1993, SSI was saying the game would ship that August. In fact, it didn't arrive until October - little more than a hiccup in the production cycle when compared to the "revisionist" release dates announced by other companies with products that eventually were much, much later than Dark Sun. So why does Dark Sun garner a spot in my Hall of Shame? Because like Strike Commander, it was a very high-profile game, and its lateness contributed to some very serious financial troubles at SSI. SSI rebounded about as well as could be hoped after the Dark Sun fiasco, but the revenues generated by solid wargames like Clash of Steel, War in Russia, and Great Naval Battles didn't compensate for the loss of the cash cow that was the AD&D line of games. In the Summer 1994, SSI was bought out by Mindscape, an outcome that some say can be traced directly to the sluggish sales of Dark Sun - and those sluggish sales can be blamed on how long it took to get the game out the door.
Maxis Sim remakes, part of sequels based on originals. Uses a download service to get more games, patches, and add-ons. Keeps track of scores server side to compare progress to other player accounts, with detailed statistics. Play in latest mode or classic mode that simulates classic rules with modern graphics.
2D remakes with updated sprites, part of classic archive collection, available to consoles and portable systems:
Sim Earth SimTown SimSafari SimTower El-Fish SimAnt SimFarm SimSafari SimCity Basic (simple, resembles SNES and PC versions) SimCity 2000 (includes racing, copter, and multiplayer modes in all new version) Sim City 3000 (includes expansion).
3D remakes, full remake/sequel expanding on original design:
Sim Earth SimTown SimSafari SimTower El-Fish SimAnt SimFarm Sim Mars Sim City 3D
Remake of STRIKE COMMANDER, Pacific Strike and related games Publisher/Developer: Origin Systems Original Release Date: Christmas 1991 Actual Release Date: May 1993
It's not the most-delayed game ever, and when it did come out it was actually pretty good. But Strike Commander was one of the first major games to ship more than a year after its original release date - an embarrassment compounded by what can be generously described as a "snafu" by Origin’s marketing department. Clearly, one person simultaneously producing two computer games - especially games like Wing Commander II and Strike Commander - is no small task; getting them both out the door on schedule borders on the insane or impossible. But apparently someone somewhere at Origin thought that's what would happen: movie-style ads featuring an F-16 emerging from a huge fireball and the inscription "The Assault Begins Christmas 1991" began popping up in gaming magazines. There wasn't anything wrong with that - until Origin announced that Strike Commander wouldn't be ready by Christmas. And when that happened, the big-bucks ad campaign backfired: everyone knew about Strike Commander, but the one thing that stuck in their minds was that it was late.
Strike Commander finally hit store shelves in May 1993, and was greeted with a lukewarm response from both critics and gamers (it did grab the number-one spot on a couple of sales charts for a month or two thanks to preorders, however).The hardware requirements were steep, the graphics engine was rough around the edges, and to hear digitized speech owners had to shell out an extra $20 - something more than one gamer took umbrance to. And the RealSpace technology that took so long to develop? It was used in a couple of games, but one of them - Pacific Strike - was a flop of the first magnitude.
Designer Chris Roberts is best known for his work on the successful and extremely popular Wing Commander series, but not many people know that he also helped create a completely different type of "Commander" game in the early 1990s. Called Strike Commander, the game was a flight simulator of sorts that was released soon after Wing Commander 2, and it put you in the role of the leader of a mercenary fighter squadron. The game was set in the near future, during a time when the world had been overrun by airborne bandits and nations settled their differences at the business end of a Sidewinder.
Much like Wing Commander, the dogfights in Strike Commander were somewhat simplified, the story was told through a series of stylized cutscenes in between missions, and your character was able to walk around a staging area where you could outfit your F-16 with a variety of weapons, browse a list of mercenary contracts, and interact with your wingmen. The mercenary nature of Strike Commander meant that you had to earn enough money to maintain and upgrade all the parts for your squadron's planes, which was something that hadn't been attempted in modern flight combat simulators at the time. The game's campaign was long and varied, including everything from escort missions to massive ground raids, and it all built up to a final showdown between your character and his archnemesis, both of whom were after the same thing: one of the world's only remaining F-22 Raptors.
In a time when cold, faceless flight simulators ruled the day, Strike Commander introduced the concepts of plot, character interaction, and character advancement into an otherwise soulless genre. Unfortunately, these same concepts prevented the game from attaining the level of popularity and commercial success it deserved. Of course, countless delays and higher than average system requirements probably didn't help its cause, either. That same year, Origin released a speech pack and a subsequent add-on called Tactical Operations that let you fly Strike Commander's coveted F-22 throughout the entire game, but the Strike Commander series died there.
Interestingly enough, in 1999 Bethesda released F-16 Aggressor, which attempted to mimic Strike Commander's mix of narrative and flight sim, with lukewarm results. While a sequel to Strike Commander might seem like a pipe dream, its spirit seems alive and well in Namco's recently released Ace Combat 04: Shattered Skies for the PlayStation 2. It doesn't contain the same level of character interaction as Strike Commander, but its excellent plot, accessible controls, and financial gameplay element make Ace Combat 04 a reasonable facsimile of that other Commander game. But we'd still prefer an all-out remake.
Magic the Gathering remakes, collects several into newer sequels, such as MtG MMORPG, featuring game as bonus.
-Magic the Gathering Battlemage: Turn based mode, optional real time, improved AI, timing, interface, graphics. -Magic the Gathering (Dreamcast), improved AI -Magic the Gathering Armageddon -Magic the Gathering (Microprose)
Sierra Adventure 3D remakes
Recreates the King's Quest games in 3D, with camera and rich art style meant to simulate the older look and gameplay perfectly. Original text and art style is preserved, including all text jokes. Includes icon mode and text input mode, with puzzles and text altered to fit appropriate mode. Also includes original 2D games (with Kq1 and Kq5 low and high graphic versions), and redone graphical 2D games. All games use one selection menu with old and new versions available. Includes manual and hint book viewer. Contains CD audio, with option to use older Roland style music.
KQ 1 & 2 Collection- Includes Wizard and the Princess remake. KQ 3 & 4 Collection KQ 5 & 6 Collection- Recreates breathtaking art and music in 3D. KQ 7 & 8 Collection- Recreates KQ7 cartoony feel in 3D, and updates KQ8.
Sierra 3D remake collections:
Space Quest 1-3 Recreates original style in 3D (Includes original EGA and SQ1 VGA) Space Quest 4 & 5 Space Quest 6 w/ Sq6 Demo
Quest for Glory 1 & 2 Quest for Glory 3 & 4 Quest for Glory 5
Police Quest 1-3 Police Quest SWAT 1-4
Liesure Suit Larry 1-3 Liesure Suit Larry 5 & 6
Conquest of the Longbow & Conquest of Camelot
EcoQuest 1-2, Mothergoose, and other kids games Jones in Fast Lane, Phreddy Pharkas, Willy Beamish Codename Iceman, Manhunter, Rise of the Dragon Gobliiins collection (Gobliins, Gobliins 2, Goblins 3) Dark Crystal & Black Cauldron collection Hoyle Collection and The Sierra Network Laura Bow Colonel's Bequest & Dagger of Amon Ra Dr Brain Collection
Incredible Machine Collection: Includes The Incredible Machine, The Even More Incredible Machine, The Incredible Machine 2, The Incredible Machine 3, Return of The Incredible Machine: Contraptions, The Incredible Machine: Even More Contraptions, and Sid and Al's Incredible Toons. For PC and portable systems.
Gabriel Knight Collection Phantasmagoria Mystery House, Gold Rush Pinball, Casino, Laffer Utilities Zeliard (Portable) Stellar 7, Nova 9 Torin's Passage InterAction Magazine Collection, Demos, Articles, special files & memorabilia
Other Adventure game remakes: Highly detailed 3D engine and 3D environment allows for true immersiveness. Classic dialogue and interface is kept intact. Music, sound, and voices are redone.
Spellcasting Collection: Spellcasting 101, 201, 301 Discworld Collection: Discworld I & II I have no mouth and I must scream Ringworld Simon the Sorceror Kyrandia Fables & Fiends: Kyrandia I-III Monkey Island I-IV Grim Fandango (Updated 3D engine) Alone in the Dark 1-4 Hugo's House of Horror
Star Trek adventure remakes, redone graphics, game engine, interface, voices.
25th anniversary Judgement Rites Secret of Vulcan Fury A Final Unity Generations The Kobayashi Alternative, The Promethean Prophecy, The Rebel Universe Star Trek Klingon, Star Trek Borg Hidden Evil Harbinger
Diablo Collection: Diablo, Hellfire, Diablo II, Lord of Destruction. Uses new graphics and gameplay engine for both games. Hellfire classes and story only becomes unlocked after first playthrough, and can be enabled/disabled on menu. Finishing game unlocks enhanced mode which includes all cut features from Diablo, including level 5 spells, map of the stars, and more quests. Also allows "classless" character that can learn skills without being restricted to class.
At the start of Diablo, you enter the ruined and almost deserted town of Tristram. When you enter the town, you are welcomed and greeted as an old friend. However few people who played Diablo, realized that your character -the hero- has actually strong ties to the town of Tristrim.
According to the WarCraft II- Diablo Preview (which can be found on the original War2 CD), "[Enter the town of Diablo] and if you survive long enough you will discover what killed your family." Originally the Hero from Diablo was brought up in the town of Tristrim, and you [The hero] return to find out why your family was killed, and to extract vengeance against those who killed them. This detailed "role playing environment" was something that was never included in the final Diablo. Originally, according to the preview, one of the central sub plots of the game was finding out who your family were and why they died. It was only after you uncovered the events associated with your family demise, that your ultimate quest to kill Diablo became apparent.
So who were your family in Diablo? Could they have been some of the poor souls lead down and slaughtered by Lazarus and The Butcher? Could you have been a blood relative of King Leoric and Albreicht? This second possibility would tie in a lot of loose threads from Diablo, and would definitely add to the environment of the game. Yet no one but Blizzard knows the answer and all we can do is speculate.
Rumors have always been circulating about the Diablo character classes, but few if any, have considered the strong possibility that there might only have been one Character Class originally planned for Diablo. Let me explain;
As I have already said, Diablo was meant to place a much greater emphasis on "role playing", as such, this involves you, the player, taking on a particular character and acting in different ways, in different situations, to make your character unique. One of the two things that have always struck me about the opening cinematic scene of Diablo, was the fact that the scene only displayed the Warrior character class, and made a special effort to display him consistently. This opening cinematic scene was created very early on, in Diablo's development. Wasn't it strange that they completely ignored the other two character classes in the cinematic scene and only displayed the warrior?
The possibility that Blizzard originally only planned for one character class, is enhanced after you view the Diablo preview on the WarCraft 2 CD. The CD only features screenshots and images of the warrior character class. Just as importantly the preview talks about acquiring new weapons and magical abilities as your character progresses. In the screenshots you can see the warrior wielding a of variety of magical abilities, bows and normal "warrior" weaponry. It is highly possible that originally your character in Diablo would have been neutral, and as the game progressed would branch off into different fields, thus becoming a Warrior, Mage or Rogue.
One of the most interesting things which I discovered about Blizzards original plans for Diablo, was that the Blizzard Skills System, used in Diablo 2, was originally going to be implemented in some minor form in Diablo 1. We all know that each character class in the finished version of Diablo has one unique skill (item repair, detect traps and recharge staffs). However the WarCraft II Diablo Preview, shows us that Diablo might have originally planned to place a much greater emphasis on skills.
The preview talks about acquiring new skills, when building up your character. This is very similar to the way in which you acquire skills in Diablo II. However the Diablo One preview makes special emphasis stating that skills, magic and fighting abilities are different aspects of character development. What constituted as an acquired skill in Diablo? Could some of the fabled Fifth Level Spells such as invisibility have been acquired skills? Or could the entire feature and skill list have been removed from Diablo.
The Unlikely Hero - The Traveler
Although there isn't much information on this, I believe it is important to mention that the hero of Diablo originally wasn't the honor bound, 'natural' hero we believe him to be. The WarCraft II -Diablo Preview, quotes that Diablo is a game "where unlikely heroes, must battle the forces of darkness." I have my own opinions about what this might have meant, and how this might have affected playing Diablo. This time however I will let you think about it, and draw your own conclusions on the unlikely hero, brought up in Tristram.
Taking a look at the buttons again, let's go through them from left to right. You will probably notice minor things such as the fact that the character and inventory buttons have switched sides in the more recent screenshots. You'll also notice that the map button was originally displayed using a funny looking compass.
Whats more importantly though, are the two buttons in the bottom left of the original image. These buttons were never included in the final release. The button, which contains an engraved pentagram, related to the Map of the Stars. The Map is described in detail later, for now let's just say that this was originally central to the plot for Diablo and that there was a reason for why you entered Diablo's lair through a red, five pointed star (pentagram).
The other thing of interest is the large buttons sitting just to the right of the star. I mentioned the implementation of skills earlier. I believe that this blank button was going to become the skill button. At the time of these original screenshots, it is obvious that the skills feature hadn't been fully implemented. You will notice the overzealous drop shadow going from the red life sphere and hand, which is attempting to cover this button.
My final general comment about these prerelease screenshots relates to the bottom right button (funny looking arrow). I assume that this button was originally an attack type or an attack status button. What do you think?
If you open up the screenshot you will see that all of them feature the warrior character class. This helps to prove that Diablo did indeed only plan for one character class originally; that's obvious. However there is something just as important in these screenshots which isn't so obvious. Look at the weapon and magical abilities used by the warrior in each of the screenshots. The hero wields everything from bows, to magical spells, to axes, to combinations of each. The Warrior in the release version of Diablo did not have the character distribution for combinations of high level magic and dexterity. Something has definitely changed in between these screenshots and Diablo's release.
Blizzard only planned for one character class.
The original screenshots also show us that the Town of Tristram has had quite a facelift. Unfortunately I have only found one screenshot of the town, and this screenshot only shows a small part of Tristram. However from this small part we can work out quite a few things, and do a bit of speculating.
The demon blade Shadowfang, was forced in the depths of hell, in the year -985. This cursed blade was a centre-point of demonic energies, and had the power to eternally corrupt and madden any mortal. Shadowfang was originally a massive sub quest planned for Diablo. This sub-quest involved a secret character named Tremayne the Priest, (which was removed from the game) and a powerful boss character named Fleshdoom. The quest storyline forced the hero to venture into Hellforge itself, in order to be rid of the demon blade. I believe that this quest was directly tied to another subplot, Izual the Fallen Angel. Izual and his Runeblade Azurewrath will be explained later. For now I will just say that both he and his powerful blade had a role in Diablo.
Who was Tremayne? Tremayne was originally conceived as a central none playable character for Diablo. This priest was originally responsible for giving you two key quests in the game, and acted in a very similar way to Peppin the Healer. Rumor has it that Tremayne was later replaced by Peppin, I believe that this rumor is true.
Tremayne was meant to hang around the church a lot, supposedly near the position that the slain villager now inhabits at the start of Diablo. However rumor has it that in Diablo he would appear and disappear as the game progressed. Tremayne was responsible for giving you the quest to kill Lazarus and upon completion of this quest, he gave you the powerful unique mace 'Lightforge'. This unique mace was actually never removed from Diablo, and often appears as a hacked item. Tremayne's final role in Diablo was to issue the quest to find Shadowfang. After you recovered Shadowfang and handed it over to Tremayne, he was killed by the demon-blade.
The Quest Itself The quest begins by Tremayne telling you a story:
demon Fleshdoom and slay him. Bring the sword to me and I can destroy it. Do not wield it, for its power can corrupt absolutely."
Very little is known about the demon Fleshdoom. We know that you would have fought Fleshdoom after the death of Lazarus. We also know that Fleshdoom was most likely located in a unique area of the game. After listening to Tremayne's story, we are told that Fleshdoom had fled into the Labyrinth, but he also tells us that Fleshdoom is not located down in the depths of hell. If this is the case, then where exactly is Fleshdoom, could he have had his own unique level?
Another thing that we know, is that even though Fleshdoom was involved in the Shadowfang quest, he did not actually wield the Demonblade. After you kill Fleshdoom and return to speak with Tremayne, you hear another wav sound. In this .wav, Tremayne tells you that although you have done well in killing Fleshdoom, the Demonblade. still remains and must be found and destroyed. No other information on Fleshdoom exists on the CD, so all we can do is speculate.
Once Shadowfang is found this quests takes a very, very interesting turn. When the demon sword is given to Tremayne, the sword consumes the priest with hellfire. Tremayne's final instructions as he burns, are to take the blade back to the Hellforge, from which it came. To do this, you must venture into the very depths of hell itself.
This quest raises a hundred questions, and yet I can only address a few in this article. The first question that I need to ask, is where exactly was hell located, in the original game and how were you meant to get to it? According to the Shadowfang quest, you still had not ventured into hell, well after you killed Lazarus. Was Lazarus originally an early boss character? Or was Diablo originally a much, much bigger game. Speaking of bosses, when exactly did you actually get to fight Diablo? The Shadowfang quest implies that you would have not been able to face Diablo until well after level 16.
A lot of other questions that I have been pondering on, but haven't been able to answer, concern Shadowfang itself. How would you have found Shadowfang? It obviously wasn't found when you killed Fleshdoom. And it wouldn't have been found in hell itself, because you were meant to return the weapon to hell, after you found it. This would have been an amazing quest had it been put in.
Izual the Fallen Angel The Angelic Runeblade AzurewrathDuring an attack on Hellforge in the year -990, Izual and his Runeblade Azurewrath were captured. The Prime Evil, Mephisto then tortured Izual. Tragically Izual fell to the powers of darkness, and became a Fallen Angel. His mind was altered and he became a loyal servant to the three Prime Evils.
Izual was originally a character involved in Diablo. Both he and his mystic blade Azurewrath remain partially implemented in Diablo. Izual has his own .wav sound file, which you can listen to here. The graphic for his blade Azurewrath is shown on the left. Most likely as you ventured through hell in your efforts to be rid of Shadowfang, you would confront Izual. Assuming that you battled with Izual, the battle would have probably been the hardest in the entire game. More importantly: would Blizzard have let you kill off this character? I strongly believe that battling Izual was a run off quest from Shadowfang. And I also believe that you would have battled against Izual before you confronted Diablo.
Izual says "Hows much does it take before you lose your grace mortal, let me show you." This implies that you would have indeed battles Izual. The only other thing we know about this battle is that it would have taken place in Hell, because Izual has been situated in Hellforge since he fell to the forces of darkness. This would have been a very interesting sub quest. It is a shame that enemies of this caliber were never introduced in the finished game, and this definitely hampered Diablo's overall gameplay.
The end product of Diablo only had a few of all the planned sub-quests implemented. Around 20 quests have apparently been excluded from the game. In this section, I will display information on a few of these quests that were removed from Diablo. Unfortunately most of the quests I cannot verify, and I do not have the room to discuss all of them.
Map of the Stars
The Map of the Stars, was originally a key component to Diablo. The Map is the only removed quest that Blizzard has even confirmed. Blizzard says that the map was removed, because it changed the entire game, and ruined part of the game emphasis and environment. Basically the map was supposed to be used by your Character. The map depicted a time when all of the Stars and planets would come into alignment.
Rune of the Stars
Rumor has it that by using the Rune of the Stars, you were able to gain access to hidden levels. Apparently if you had both the Map of the Stars and Rune of the Stars, after you beat Diablo you would be transported to level 17-20. I believe that this rumor is complete rubbish, and I also believe that originally you were not supposed to face Diablo until well after level 16. Whether the game continued after Diablo's death is sheer speculation. But why would Blizzard have named their game Diablo, if they were going to have extra levels implemented after Diablo's death? Also I found no mention of a "Rune of the Stars" on the Diablo CD.
The Warlock This is something that I found when I searching through the Diablo CD, but something which no one else commented on. In a viewer, I found a wav called wlock01.wav. In this wav the Warlock says:
"Mortal free me from my imprisonment and your reward will be more then you can imagine. Read the book and I will be released"
As we know, the key plot for the expansion pack Hellfire, involved one of Diablo's underlings who The Lord of Terror had imprisoned. Could this warlock be another demon imprisoned by Diablo? Could this be some type of trap designed to capture the hero? Or could the plot from Hellfire originally have been a quest in Diablo. No other evidence of this quest exists on the CD.
Town Worms One of the extra sub-quests from Diablo supposedly involved Gillian. Gillian was involved in two quests, the first one she would issue early in the game. Rumor has it that Gillian requested that you cleaned out a cellar in one of the town houses. "Giant Worms" had invaded the cellar. To complete this quest, you needed to enter a town house, which supports the rumors made in the screenshots section (entering the tavern). A very interesting thing to note is that there is an abandoned house inside Tristrim with an opened door. Could this be the house you were meant to clean up. I couldn't find any information to support this on the CD, if anyone can help, please contact me.
Floating Island Another rumored sub-quest involved a Floating Island where monsters would go to heal their injuries. This island most likely contained a Blood Fountain, and would have been a good quest to introduce Blood Fountains in the game. It is obvious that there was no need for this quest, once Blizzard gave monsters the ability to heal themselves in the game.
I have been given a list of about 15 other sub-quests that are supposedly excluded from Diablo.
Diablo has two movies hidden on the CD. The first movie is a movie of Diablo, which involved the Map of the Stars. The second movie is a movie of the Butcher, similar to the preview movie you get before you face Lazarus. To view the movies you need to download DiabMov.exe. You also need the smacker gaming tools, which can be found here. For instructions and screenshots of the movies go here.
The movie involving Diablo was removed from the game, when Blizzard chose to remove the Map of the Stars. The Butcher movie was probably removed because of the fact that it was rather low detail, and looked *really fake*. Still, it is a nice little movie, and worth a look if you haven't seen it before.
Secret Monsters If you have a look through the Diablo CD you will notice that there are cels for a few monsters who never saw the light of day in the game. There are a total of seven secret monsters, four of which I have found, that were removed from the game. Raymond Tan, known for his Diablo Hack, was the first person to find these seven secret monsters, Bone Demon, Devil Kin Brute, Incinerator, Invisible Lord, Lord Sayter,The Arch-Litch Malignus and the Unraveller, which can all be viewed at this link. To re-add these monsters to the CD, go get Raymond's Hacker Diablo Trainer. These monsters were actually left on the Diablo CD, but were probably removed at the end because of balance issues of the game.
Level 5 Spells Page 5 spell icons
Page 5 spells, were the more powerful spells that ended up being removed from Diablo. The graphics for these spells can be seen in the image above. In Diablo you can still access page give in your spell book. If you open up your spell book, you will notice a very tiny area of about 2 pixel's in between the page 4 button (at the bottom) and the border. If you click on this small area you get to see a minor Easter-Egg. A blank spell page appears with no corresponding button. This is the page five of your spell book.
Some of the spells on this page include, Etherealise, Blood Boil, Doom Serpent, Blood Ritual and Invisibility. I have no idea what the other spells are. Some of these spells were implemented later in Hellfire, but most are still unused. Early hacks like ghost mode are actually based off these spells.
The spells themselves were apparently removed because of balance issues. But imagine how much more interesting Diablo would be, with spells such as Invisibility. Doom Serpent was rumored to be a more powerful Guardian that used lightning attacks; this would have been great for defensive sorcerers in Diablo. Etherealise could have meant two things. Firstly this spell could have been used to temporarily make your character and your allies stronger. Or secondly it could have been used to detect invisible enemies. Again this would also have added to the challenge and excitement of playing Diablo, as both possibilities would have been great for both team play and Player vs Player games.
Blood Boil and Blood Ritual were probably originally intended to be more powerful variations of the spell "Blood Star". Blood Star, as a spell, never had the kick of other spells such as Fireball or Elemental. These more powerful versions of Blood Star would have helped correct this problem.
Sadly none of these spells were used in Diablo; it is unfortunately that Blizzard was never able to implement them.
Items Items - Click to enlargeA huge number of unique weapons and inventory items were never implemented in Diablo. This screenshots which comes from the Diablo Tomb of Knowledge, showcases most of Diablo's hidden items. A few of these items were implemented in Hellfire, however most have not been used. As a final note for this section, check the image and look at the huge variety of unique weapons.
Make special notice of the two Sickles in the image. Also check out the funny jewelry pieces that appears to be wristbands, very interesting. The huge number of inventory items also implies that there were a lot of item oriented quests, taken out of Diablo.
Warcraft Collection: Warcraft I, Warcraft II & Expansion (Uses modern 3D engine, retains original gameplay), and Warcraft III & expansion. Includes archive of official and unofficial maps, and map converter. Cutscenes and intros in realtime 3D. Orchestrated music. Includes access to cut monsters and heroes in Warcraft III, and Scourge campaign.
Adult hentai games 1-1 JAST collections 1-2 ELF collections 1-3 Megatech collections
Heart of Stone Developer: Pyro Studios Publisher: Eidos Way back in May of 2000, Commandos series developer Pyro Studios offered a surprise: a story-rich blend of adventuring and real-time strategy set in 16th Century Europe. Heart of Stone had a heart of promise: rather than the usual item-based puzzles of conventional adventures, the game's puzzles would make heavy use of non-player characters, each having his own abilities and interests. It would also play in a 3D isometric perspective, adding to the RTS feel. The game's story -- or what little we knew of it -- involved murder, intrigue, and a journey through at least a half-dozen countries. From the small bit we saw, it looked as if Heart of Stone wouldn't be quite like anything else, however much it borrowed from tried-and-true game conventions.The game was first given a Holiday 2001 release, but obviously that time came and went, with no sign of Stone. Pyro hasn't been idle, of course, releasing more excellent Commandos titles, but the promising action-adventure remains in the strange limbo that so many refreshing, ambitious games slip into. We checked with Eidos to find if the game was still alive, but to no avail -- its fate remains a mystery. Pyro has done great work with RTS conventions in their Commandos series, and it was exciting to think they could put many of these elements to work in an action-adventure context. Without more information, it's tough to say whether Heart of Stone has a future. Our best guess is that Commandos 3 became the priority for limited development resources. Now that that game is done, perhaps we'll get happy news from the Spanish studio. This one is truly Missing in Action.
Harpoon 4 Developer: Ultimation Publisher: SSI The Harpoon series stretches way back to 1990. Based on best-selling author Larry Bond's successful naval board games, no other naval sim titles could touch the Harpoon games when it came to realism, variety, and game play depth. And Harpoon 4, first presented by Ultimation at E3 2000, was set to be the best of the bunch. Featuring up-to-date (at the time) naval weaponry, more than 250 platforms of ships, submarines, and aircraft, 14 different countries, real-world land and sea mapping and a full campaign story penned by Larry Bond himself, Harpoon 4 would offer more by far than any of its predecessors. And the title would bring the series into "modern" gaming with a true 3D engine. For sim heads, especially back in 2000, this was all very exciting.Well, of course, it's now 2004, and there's been literally no word on the title. Ubisoft picked up rights to SSI titles when the French company purchased some of the former Learning Company properties in 2001. When we checked with Ubisoft, however, we were unable to track down any details on Harpoon 4 by the time of this writing. Is the game lost forever? Perhaps not, but we doubt it's a very active title, given that our primary contacts at Ubisoft don't have immediate information. Okay, yes, we admit it: the audience for hard-core, detailed naval simulations these days is rather limited. It always was, but especially now that gaming is reaching a wider audience than ever, such a specialist sub-genre probably seems a little quaint. But for those who do know the joys of masterminding a fleet of subs and carriers in a strategic ballet of destruction, Harpoon 4's disappearance is sad news. You know that famous triangulated area of ocean where huge things mysteriously disappear? You know the one. There went Harpoon 4.
Resident Evil, remade for modern portable system Platform: Game Boy Color Publisher: Capcom Developer: HotGen Resident Evil for the Game Boy Color was to be a scaled-down version of the original Resident Evil game--survival-horror made bite-sized for the handheld. GameSpot News reported that Resident Evil for the Game Boy Color had been canceled after delays because Capcom felt that the title needed more work. According to a source at Capcom, the company pulled the plug on the project entirely because Capcom of Japan felt that the portable platform couldn't do justice to the game. UK developer HotGen was working on Resident Evil for the Game Boy Color before it was canceled.
Tyrannosaurus Tex, originally by Slitherine Software for the Game Boy Color, remade for a modern handheld. November 1st, 2000 - In development at Slitherine Software, Tyrannosaurus Tex will be the first Game Boy Color-exclusive 3D first-person shooter, and will even feature a deathmatch game for two players. Features 18 levels, Smooth 3D engine, Link cable support for two players. Tyrannosaurus Tex for the Game Boy Color will utilize a game engine similar to Wolfenstein 3D where you hunt down dinosaurs and robots in a through-the-eyes, 3D perspective. The game will span 18 levels, and include a few deathmatch levels where two players can link-up two systems with a Game Link cable. Slitherine Software has been working on its proprietary 3D engine since 1999, and the development company hopes that it can come through with the system's first real 3D shooter in 2000. While a 3D game had certainly been accomplished in the past with Faceball 2000, Tyrannosaurus Tex will be the first Game Boy Color-exclusive attempt at the first-person shooter genre. Not only will the game feature a smooth 3D engine tailored for the Game Boy Color, but the game will also utilize the Game Boy Color's hi-color mode to display cutscenes throughout the adventure. These stillscreens will utilize more than 2000 colors and show off some brilliantly painted artwork. The game has seen more delays than a shuttle launch, but the game is indeed real and is on its way to market, currently slated for release this January. The company has signed a new publisher for the title -- it was originally set to be released by Eidos, but the company opted out earlier this year. The new publisher isn't ready to step forward with an announcement yet, but we'll keep you informed on any new details.
Sega remake collection: Shinobi, Shinobi Nightshade, Juuouki Project Altered Beast. Includes new replay, bonus, score keeping, extras, unlockables, play modes, difficulty levels, multiplayer/online vs, fixed game glitches.
Dungeon crawler remakes, uses modern engine to remake old games as "campaigns," collecting several games. Variable difficulty levels, manual and auto customization, auto-challenge difficulty or default challenge balance, single and multiplayer campaigns. Dungeon Crawler online service allows easy purchase and download of games as part of a library.
Pool of Radiance, collects all games, final game has more customization options, levelling options, music, sound effects, graphical variety, animations, balance, NPCs, real time cutscenes, and story details implemented from manual and novelisation. Includes difficulty adjustment, levelling auto or custom, race and class modifiers, more race and class selection, abilities, skills and feats. Can set dungeon length as short, normal, or large. Eye of the beholder I-III Dungeon Master I-II Swords & Serpents Magic Candle Realms of Arkania Temple of Apshai Scarab of Ra
Wasteland and cancelled Meantime Battletech 1-2
D3 Publisher/Tamsoft collection: Imports several budget titles in one collection. Several large volumes span entire series. Simple 2000 series, Oneechanbara, Oneechanbara 2, All Stars, etc.
Guilty Gear Collection: Guilty Gear, Guilty Gear X, Guilty Gear Dust Strikers, Guilty Gear Judgement, Guilty Gear X2 with selectable modes for #Reload, Isuka, and Slash.
Shadowgate Collection: Shadowgate & Shadowgate 64 Deja Vu 1-2 & Uninvited Collection Splatterhouse Collection: Splatterhouse I-III and SD Ninja Gaiden Collection: Ninja Gaiden I-III Shinobi Collection: Shinobi, Revenge of Shinobi, Cyber Shinobi, Shadow Dancer I & II, Game Gear I & II, Shinobi III, Shinobi IV Metal Slug Collection: Metal Slug I-V, X. Wonderswan
Nintendo Wars collection, translated, updated graphics. Renamed to US systems for US release. Famicom Wars, Super Famicom Wars Game Boy Wars, Game Boy Wars 2, Game Boy Wars Turbo, Game Boy Wars 3 Battalion Wars Advance Wars 1-3
Phoenix Wright collection: All Phoenix Wright games
Legaia: Legaia 1-2, other related games
Street Fighter Saga: Includes all Street Fighter games, with updated storyline for continuity, and updated gameplay. Includes campaign mode to play through an entire character's story. The main saga ignores SFA 1 and SF III 1, but these may be unlocked along with all other game versions in their original form (SFII versions). Official story (saga mode): Street Fighter/Fighting Street, Alpha 2 (includes some Alpha 1 levels), Alpha 3, Super SF II Turbo, SF III 2nd Impact, SF III Third Strike Unofficial story: SF Alpha, SF Zero Alpha, SF Zero Alpha Gold, SFII, SF II SNES, SFII Genesis, SFII:CE, SFII Turbo, SSFII, SFIII.
Street Fighter EX Collection: Streetfighter EX 1-3, with updated 3D engine
Final Fight Collection: Final Fight 1 Arcade/GBA/SegaCD, 2, 3, Revenge, Guy, Mighty. (Story mode allows play throughout a character's career, including GBA mode.).
Capcom VS Collection: Marvel Superheroes, X-Men vs Streetfighter, Marvel vs Capcom, Marvel vs Capcom 2
Fatal Fury/KOF Saga: Played in Official Mode and Dream Match mode. Includes career mode that focuses on one character throughout series of games. Includes original ports and remake engine version. Official Mode: Fatal Fury 1-3, Special, Kof 94, 95, 96, 97, 99 Evolution, Kyo, 00, 01, 02, 03, Garou Mark of the Wolves Dream Match: Real Bout Fatal Fury, Real Bout Special, Real Bout 2, Wild Ambition, KOF 98, 99 Dream Match, Quiz
KOF Portable Collection: Fatal Fury First Contact, KOF EX 1 & 2, Nettu 95 & 96, R-1, R-2, Battle de Paradise
SNK KOF Classic Collection: Athena, Psycho Soldier, Ikari Warriors I-III
Samurai Spirits Collection: Samurai Spirits I-IV. 64 I & II Art of Fighting Collection: Art of Fighting I-III
Psikyo Sengoku Collection: Sengoku Ace I & II (Includes saturn fanart) Psikyo Strikers Collection: Strikers 1945, 1945 II, 1945 Plus, 1945 III, 1999 Capcom Alternate Collection: Gunbird 1 & 2, Cannon Spike
Portable adventure collection: Collects adventure games for portable systems, retranslates and localizes foreign games. Konami collection: Snatcher, Snatcher SD, Zone of the Enders Mars
Douglas Adams adventure games: HHGTTG Beauracracy
I have no mouth and I must scream
Raycrisis & Raystorm (Updated 3D engine) Tobal Collection (Tobal 1 & 2)
Raiden Collection: Viper Phase 1 & New Version, Raiden, Raiden DX, Raiden Densetsu, Raiden Fighters, Raiden Fighters Jet, Raiden Fighters 2, Raiden Project, Raiden Fighters Evolution
Dungeon Keeper Pirates Battletech 1,2 Mechmarrior 1-4, Battletech console games, etc. Crusader: No Remorse & No Regret
Classic RPGs, includes original and enhanced remake: The Quest for the Rings (Odyssey 2) Advanced Dungeons & Dragons (Intellivison) Adventure (Atari) Magician Lord (Neo Geo)
Sega games: Landstalker Dragon Force
3D remake: Warlords (arcade), adapts four player game to fully 3D buildings and landscape, online play. Includes original game.
3D remake: Combat, translates the strategy of tank manuevering and shooting with Scorched Earth variety of weapons, destructible terrain, and fun. Multiplayer and online. Includes original game.
3D remake: Robotron 2084: Fast shooter with tremendous amount of onscreen enemies. Switches from top-down overhead, 3rd person, first person, sniping, remote control missile/bombs and other views depending on area. Levels require fast and furious reflexes, and knowing when to retreat and run down a corridor or hide and sneak before engaging tons of enemies.
Broken games: These are games which were previously regarded as broken, unplayable, or simply bad. A new engine design, superior control, and interesting new elements are used to make the game great instead of mediocre.
Prince of Persia 3D Bubsy 3D Earthworm Jim 64 Clayfighter 64 Descent to Undermountain AD&D: Blood & Steel Messiah Fade to Black Champions of Might & Magic Virtual Hydlide
Shadowrun SNES & Genesis remake
Zero Wing Collection (Zero Wing Arcade, Genesis, and TG16 story modes, improved engine & gameplay)
Star Wars remakes Tie Fighter Collection: X-Wing, Tie Fighter, X-Wing vs Tie Fighter, X-Wing Alliance (Combines all games, with new engine) Rebel Assault I & II (Modern 3D engine) Jedi Knight Collection: Dark Forces, Jedi Knight & Mysteries of the Sith, Jedi Knight II (Modern FPS engine)
Wing Commander remakes Wing Commander Saga: Secret Missions I & II, Wing Commander II & expansions, Wing Commander III, Prophecy & Special Ops (All games using one advanced 3D engine. In combined game mode, all games can transfer characters and plots from previous games, so that the death of a copilot will affect later games) Wing Commander side stories: Academy, Privateer I & II, Armada (Uses advanced 3D engine)
FPS remakes: Heretic/Hexen Saga: Heretic & Expansion, Heretic II, Hexen, Hexen II (Uses advanced 3D engine and continuous story mode) Shadow Warrior Duke Nukem collection (Duke Nukem, Time to Kill, Planet of the Babes, Forever) Wolfenstein (converts old maps & custom games to 3D) Spellbinder: The Nexus Conflict Blood Gore Soldier of Fortune Chex Quest I & II Rise of the Triad Blake Stone Corridor 7
Atari game sequels in 3D River Raid- travel down a river full of enemies and fire rapidly M.U.L.E- Four player space resource management. Archon- 3D Chess World with turn based movement and real time combat on terrain tiles. Joust Space Invaders
NES game sequels in 3D (or sequel to 3D game if already made) Bionic Commando- Console and arcade style action, developed story Smash TV- 3D arcade style shooting, prizes, weapon/item shopping Shatterhand Powerblade Kabuki Quantum Fighter Legend of Kage- Excessive ninja anime physics, leaping, throwing, slashing Strider Rad Racer Spy Hunter Ikari Warriors- Arcade style shooting action, evasive dodging Rygar Battletoads Snake Rattle n Roll Solar Jetman Deadly Towers 2- Exploration of enemy-filled rooms, puzzles, level building, nonstop zelda-style action Skate or Die, multigame arcade style skating 720 degrees, skate through town and impres people with stunts Bad Dudes, includes original NES & Arcade versions
Sequels in 2D or 3D on a 2D plane Contra, ties in all continuity from previous games Mario Story, ties in all continuity from previous games Castlevania, ties in pre-Simon, Simon, and Dracula X stories
PC game sequels in 3D Wing Commander: Fleet Commander, create mission plans against enemy threats Wing Commander: Space Station, manage a space station with crew and ships Wing Commander: Vigilante, work as a freelance pilot for any side Wing Commander: Custom, build your own ships Wing Commander: Worlds, Adventure elements, visit other planets, have negotiations and treaties against opposing sectors Wing Commander: Privateer 3, play as a merchant, smuggler, mercenary, and freelance pilot. Open-ended world, non-linear missions. Wing Commander: Armada 2, play online, can use customized and single player ships from supported WC games. Star Trek: Starfleet Academy online Star Trek: Starfleet Commander online Star Wars: Rebellion vs Empire Online Might & Magic Online (Uses all elements of Might & Magic games including Heroes, and cancelled online game) Drakken King's Quest 9 & 10: Ties in all story elements of series, can visit previous lands Space Quest 7 & 8: Ties in story elements, new story direction, prepares for "future" games Space Quest Worlds: Massively Multiplayer Adventure, explore weird civilizations, resolve intergalactic disputes. Includes "Clone lab FPS." Police Quest 4: Continues original series Liesure Suit Larry 7: Style of original series in modern 3D Quest for Glory 6: New story in a new direction Quest for Glory Multiplayer: Massively Multiplayer Adventure RPG, interact with world and NPCs, includes "Character combat arena." Torin's Passage 2 & 3: Continues original story Krondor 3: Ties in previous story elements Willy Beamish 2: Original teenager concept Shogo, improved engine, controls, moves, customization, AI, multiplayer Oni, improved controls, moves, physics, story, graphics
PC game sequels in 2D Commander Keen, uses modern sprites & 2D gameplay
Console & Arcade sequels Toshinden Final, concludes Toshinden story after Toshinden Collection Darius V, ties in stories from previous games, advanced 3D engine on 2D plane Darius Final, concludes Darius story after Darius collection Zero Wing 2, advanced 3D engine on 2D plane, continues story Tobal 3, concludes story, uses advanced fighter and RPG engine Phantasy Star Metal Slug 3D Magic Sword 3D Chiller, House of the Dead style Slave Zero, improved graphics, physics, moves
Portable collections: Spy vs Spy, collects Spy vs Spy, Spy vs Spy Vol. II - The Island Caper, and Spy vs. Spy Vol. III - Arctic Antics Herzog Collection- Collects Herzog and Herzog Zwei with updated graphics and multiplayer, as well as bonus game modes and levels.
Zork Collection (Zork 0-III, Mini, Quest I-II, Beyond, Return to Zork, Nemesis, Grand Inquisitor)
Sierra edutainment rereleases, uses cancelled game designs including Math Garden, EcoQuest, Pepper's Adventures, and others:
Jonathan Bock - Designer, Art Director:
I hatched a grand scheme I called "The Math Garden". We visited local schools and drew cartoon animals for second and third graders to get a feeling for what they might like to see. This was my first exposure to focus groups, an indispensable tool in the game design process! We guaged the weight of their responses through the volume of their giggles, shreaks, and screams. Our conclusions: Girls liked colorful characters with big eyes and floppy ears; boys like characters that eat colorful characters with big eyes and floppy ears. I had a ball sketching lop-eared bunnies, humerous hedgehogs, burrowing bookworms, and bothersome beetles. We immersed ourselves in building a lesson plan, brainstorming puzzles, and designing math problems structured around a secret animal world in a backyard garden, where bugs, birds, and butterflys worked together to learn basic math. Unfortunately, others on the team did not share my vision of a garden microcosm where cute, jolly bugs and a "Picachu" like hamster learned to multiply and divide. A strong faction rallied around the idea of "Monster Math" with a cast of wacky and cuddly monsters, putting my Math Garden brain child in jeopardy.
The Dr. Brain franchise was handed off to the new and improved education division. "Pepper's Adventures" and the "Ecoquest" franchise met with the gaping maw of "The Can". My creative lovechild, "Math Garden", became "Mojo s Monster Math" OK! they were cute little monsters after all! Caught in the perilous tides of reorginization. Monster Math tumbled helplessly into "The Can" a short time later, and our in-house educational development group was no more.
Sierra Network, recreates The Sierra Network (ImagiNation Network) as a standalone multiplayer game, or as part of an existing gaming service. Updated graphics.
ClubHouse: Checkers, Chess, FlipFlop (previously called Reversi), Go, Backgammon, Bridge, Hearts, Spades, Euchre, Cribbage LarryLand (a.k.a. CasinoLand): Poker, Black Jack, Craps, Roulette, Veracity MedievaLand: The Shadow of Yserbius, The Fates of Twinion, The Ruins of Cawdor SierraLand: NTN Trivia, Minigolf, 3D Golf, Paint Ball, Boogers (Ataxx clone), 3D Tic Tac Toe, Red Baron (later moved into the Arena Land) Graffiti (collaborative art drawing board), Rocket Quiz (later moved into the school house), Stratego FunHouse ( AKA School House): RocketQuiz (1 to 3 player math quiz game) Arena: Red Baron, Front Page Sports: Football
Sierra remake: Torrin's passage, includes cancelled Torin's passage 2 and 3 design.
Portable Nintendo games: Includes original and unreleased or limited sequel. -F-Zero and F-Zero 2 -Legend of Zelda and BS-Zelda -Starfox and Starfox 2
Portable specific collections:
Ports and collections from arcade, console, and portable systems to modern portable systems. May also be released on console systems, especially with newer games or graphical updates.
Kid Dracula Older 2D sports titles collection (NHL, Madden, etc) Twinbee Collection Wonderswan & Wonderswam Color Collection Gamegear Collection NeoGeo Pocket & NeoGeo Pocket Color Collection Game.com Collection Tiger LCD Collection Other LCD Game Collection Arcade Shooters Collection Console Shooters Collection Atari 2600/5200/7200 Collection Megaman Portable Collection 1 (Megaman 1-5 Gameboy) Megaman Portable Collection 2 (Megaman Gamegear, Wily Wars, Megaman PC I & III) Sega Portable Collection (Gamegear Sonic, Gamegear Shinobi) Lynx Collection Portable Dragonball Z collection Portable Mario/Wario collection SaGa Collection Turrican collection Gameboy and Gameboy Color Cellphone game collection Virtual pet museum, keeps track of several Tamagotchi-style games, rewards for time spent
Ports of shareware games (Contains all episodes), original and enchanced versions
Duke Nukem 2D 1 & 2 Castle Wolfenstein 2D Solar Winds 1 & 2 Commander Keen Collection Microman
Ports of console style PC, DOS, Commodore 64, Amiga, Apple, and Macintosh games
Zeliard PC Megaman & Megaman III PC Bomberman
Remake games by tracking down original team, remnants of design docs, art, software, plans, project timelines. Remake game to modern standards using 3D and expanded design to match current games.
STONEKEEP Publisher: Interplay Productions Developer: Interplay Productions Original Release Date: First Quarter 1994 Actual Release Date: November 1995
You'd think that a game that ships a year or two late would be either the most cutting-edge product on the market because it uses new technology, or a stink bomb saddled with aging graphics and riddled with flaws due to the indecision and stutter-steps that must have marked its development. But the truth is that most Vaporware games fall somewhere in between: they're usually good enough to play and enjoy, but flawed enough to make you scratch your head when you think about how long it took to create them.
Unfortunately for fantasy role-playing fans, Stonekeep is one of those "why'd this take so long?" games - and its mediocrity is made even more glaring by the hoopla that went into the promotion of the game. When Stonekeep was first announced in January 1993 at the Winter CES (some sources say the game had been in development for several years by that time), Interplay hosted a gala reception - complete with sword-toting skeletons and multiple smoke machines to create an appropriately dungeony atmosphere - to prominently display what was undoubtedly their most ambitious project to date.
The main selling point for Stonekeep was that blue-screen film footage of the characters and creatures would be superimposed over rendered backgrounds to give the game a "realistic" look unlike any other role-playing game on the market. With the pride of a new father, Interplay showed snippets of character animations and graphics, apparently convinced that a little eye candy would go a long way toward convincing players who'd shied away from fantasy RPGs that Stonekeep might just be worth a try (read: buy).
No hard release date was given at Stonekeep's first CES appearance, but five months later, at Summer CES, Interplay was showing more of the game and saying that it would ship in the fourth quarter of 1993. This marked the start of Interplay's constant backpedaling for the game's completion date. When 1994 Winter CES rolled around in January, the company said the game would be ready sometime in the first quarter of that year; at Summer CES few months later, the official line was that it would arrive sometime in 1994. In January 1995, at the last CES ever held, the new line was that finishing touches were being put on the game, and that it would be ready shortly - and they were right, too, if you consider eight or nine months a short period of time.
HARVESTER Publisher: Merit Software Developer: DigiFX Interactive Original Release Date: August 1994 Actual Release Date: September 1996
What do you do when you ship a game three years late? Why naturally, put out a press release reminding everyone just how late you were getting the product to market. At least that's just what Merit Studios has done with Harvester. On October 1, Merit and DigiFX Interactive posted a news release at the Harvester web site with a headline that reads, "Graphically Violent 'HARVESTER' Ships, After Three-Year Wait."
But after the August release date rolled around and the game didn't ship, the gaming media began to lose interest. To show that headway was being made in the game's development, Merit decided to move from screen shots and press releases and actually feature a gameplay sequence at the last CES held in January 1995 - and it didn't bode too well for the game's future. Journalists who gave the game a hands-on test were amazed to find themselves fighting a comical, chainsaw-wielding clown who bounced all around the screen; the graphics already looked a year old and bore little resemblance to the blood-drenched screenshots that had been distributed over the previous 12 months.
To the credit of Merit Studios and DigiFX Interactive, however, they didn't keep pushing back release dates while simultaneously promising the game would be shipping soon. And both companies used the long delay to add some solid adventure gaming to the heaping helping of blood and guts: even though the game just shipped at the beginning of October, it seems to be getting a lot of favorable reviews from both writers and gamers. There's no doubt about Merit's marketing strategy for Harvester: give them blood, and they will come. In the aforementioned press release, Lee Jacobson, president of Harvester developer DigiFX Interactive, is quoted as saying, "I fully expect to see protests against Harvester by any number of organizations... Groups such as NOW, Gay and Lesbian Task Forces, and religious organizations are probably gearing up right now, because of the attention that Harvester received while it was being developed." Jacobson also calls accusations of the product's misogyny and cannibalism "overblown," and Merit Studios president and CEO Jack Irons is quoted as saying "We're going to turn some stomachs out there."
Great stuff, eh? It's almost like one of those old Z-grade horror movie promotions where a psychiatrist would be on duty in the lobby in case anyone went insane watching the flick. Personally, I doubt there'll be any significant protests against Harvester, and I've seen gorier stuff in other games - but there's no denying a lot of people will buy it simply to find out what all the fuss is about. And it's refreshing to see a game publisher spending its time actually creating a good game rather than constantly making excuses for why it's late.
DUNGEON KEEPER Publisher: Bullfrog Developer: Electronic Arts Original Release Date: November 1995
The second factor, occurring almost simultaneously with the Dungeon Keeper announcement, was Electronic Arts' purchase of Bullfrog. The mega-merger served as heavy hype ammo, bolstering the promises made by the two companies and lending an added measure of credibility to the rave press previews which materialized almost overnight. Dungeon Keeper graced the covers of numerous magazines, and ads showing a zombified waitress serving a rat to a shackled diner patron began appearing everywhere, along with smattering of what would turn out to be some of the most oft-reprinted screenshots in gaming history. "Here's a switch," the ad copy read, "An RPG where you play the monsters (plenty of 'em)... Happy Feasting."
As it turned out, players wouldn't be served Dungeon Keeper any quicker than those diners were served their stewed rodent - the game not only missed its November '95 date, but its subsequent December '95 date as well. "February, 1997" promised Bullfrog's web site, but that date came and went with nary a new screenshot - as did later announced release dates in May, June and September. Delays are nothing new in the gaming world, but after a time it became apparent that Dungeon Keeper wasn't suffering run-of-the-mill-setbacks. Almost six months after the game's initial ETA had come and gone, Bullfrog announced somewhat bizarrely that it was drastically revamping the game, unceremoniously dumping many of the features which had made it unique in the first place. Furthermore, Molyneux was growing weary of working with his new American partner, going so far as to threaten to leave Bullfrog, the company which has become synonymous with his unique game design abilities, once Dungeon Keeper was finished.
It is unknown whether the renovations found in the "new" Dungeon Keeper are intended to improve an already great game design, or are merely an attempt to salvage a game which promised too much and delivered too little. It is interesting to note that the three Bullfrog games which have made it to shelves since the announcement of Dungeon Keeper (Hi-Octane, Gene Wars and Syndicate Wars - the last two suffering interminable delays of their own) have all fallen short of critics' and players' expectations. At this point, only one thing is certain: The game which bears the name Dungeon Keeper, now slated for release in mid-1997, will probably bear only a passing resemblance to the revolutionary RPG which was promised two years ago.
TOTAL DISTORTION Publisher: Pop Rocket, Inc. Developer: Pop Rocket, Inc. Original Release Date: Fourth Quarter 1993 Actual Release Date: November 1995
There's something very fishy going on at Pop Rocket's Web site. If you check out the press releases, you'll find one called "Sparks Launches Pop Rocket" which announces the creation of Pop Rocket and info on the company's first game, Total Distortion. The press release, dated January 1, 1992, says that "the Macintosh and Windows version will be available in Summer 1995."
Now think about this for a minute. Either Pop Rocket really did have the chutzpah to issue a press release announcing it would take them three and a half years to do their first game, or they went back and changed the date to make it seem like they knew all along when the game would finally be completed. Me, I go for the latter theory - because no one in their right mind would allocate 42 months for the development of one of the most stunningly mediocre "interactive media" products to limp down the Vaporware Highway.
As a matter of fact, I know they must have changed that copy, because I saw the product in person at the Winter CES in January 1993 and five months later at Summer CES - and it was then that Pop Rocket said the game would be released "in the fourth quarter of 1993" (some sources indicate that Joe Sparks, founder of Pop Rocket, originally claimed the game would ship in late 1992). In fact, Pop Rocket never even came close to shipping the game by the fourth quarter of 1994, much less 1993; the game finally made it to retail outlets in early November 1995.
You might think journalists, after repeated postponements of Total Distortion’s release date, would have been a little gun-shy when it came to considering it for a preview, feature story, or review. But Pop Rocket was able to garner quite a bit of press during Total Distortion's interminable incubation period by sending out "preview" versions of the game along with assurances that the game would be out in just two or three more months. And it wasn't just computer gaming mags that fell for the sweet song of Joe Sparks. In a May 1994 cover story on multimedia entertainment, Business Week featured Pop Rocket prominently, and quoted Sparks as saying that Total Distortion would be out that summer.
In some cases - when a company is developing a new technology, for instance - it's easy to see why a game's release has been pushed back. Not so with Total Distortion: there's not a single thing about it that couldn't have been done just as well a year or more earlier. The premise doesn't bode well in terms of interaction - you're cast as a video producer who's traveled to the "Distortion Dimension" in search of footage to use in music videos - and things pretty much go downhill from there. Players hyped on the idea of editing real digitized video footage will be disappointed to learn that you don't really work with video per se: the entire game consists of Quicktime animations of so-so quality at best. The voice acting is amateurish and stilted, the writing (especially dialogue) borders on the sophomoric, and gameplay mainly consists of flipping switches and manipulating inventory items. If done with imagination and flair, Total Distortion could have offered an interesting combo of eye and ear candy; instead, it marches in lock-step with all the other stultifyingly average "multimedia games" we've seen over the past few years.
STAR TREK: THE NEXT GENERATION "A Final Unity" Publisher: Spectrum Holobyte Developer: Spectrum Holobyte Original Release Date: Early 1993 Actual Release Date: June 1995
When Spectrum Holobyte announced it had acquired the license to create a game based on Star Trek: The Next Generation (STTNG for short), there was every reason to believe that the product would be one hot item. The TV show was consistently one of the highest-rated shows in syndication over the course of its seven-year run, and Spectrum could count on many thousands of hard-core fans buying the game as soon as it appeared. And they did, too - when STTNG "A Final Unity" finally shipped more than two years after its original release date.
It was in Spring 1992 that Spectrum announced it would be doing a game based on STTNG; that summer they said the game would be released in March 1993. That date came and went, and there was still no product - but Spectrum Holobyte did announce it had received $10.3 million in equity funding. Most folks assumed Spectrum would use that money to speed up the development of their marquee product, but a few months after receiving the capital Spectrum turned around and invested $10 million in MicroProse as part of their merger with that company (Spectrum did get 60% of MicroProse's stock in return, however).
At the 1993 Summer CES, Spectrum felt confident enough about the progress on STTNG to announce that it would ship in the first quarter of 1994, marking the first in a long series of postponements that would eventually put the company in the red for the 1994 fiscal year.
By January 1994, Spectrum was saying the game would be ready by the end of March; in June, they'd moved the date back to the end of 1994. By January 1995, Spectrum had finally gotten wise enough to be more general in their estimates of the ship date - at the 1995 Winter CES, the company merely said that STTNG would definitely arrive in 1995. This time they were right: STTNG did ship in June of that year. One of the things that makes STTNG stand out among this list of Vaporware classics is how much attention Spectrum Holobyte drew to the lateness of the game by constantly featuring a STTNG motif for their display area at trade show after trade show, complete with PR personnel dressed in Star Trek uniforms and a few menacing Klingons hoisting batliffs. It didn't help matters much that each version of the game that was displayed at these shows didn't look a whole hell of a lot different from the one shown six months earlier.
And because the gaming press never really got any hands-on experience with STTNG at all these shows, about all they could say in print was something like, "Spectrum Holobyte's STTNG seems to be coming along nicely, with impressive 3-D-rendered characters, blah blah blah - look for it some time this year." It was precisely the sort of vacuous copy that reeked to high heaven of Vaporware. What went wrong? In late 1993, I spoke with someone who'd left Spectrum Holobyte several months earlier, and he told a tale of mass confusion. Apparently the merger with MicroProse had left major shakeups at the company, and work on STTNG suffered because of it. Entire programming and art teams were canned because they failed to meet their developmental mileposts; because their replacements had to be brought up to speed on the project, the end result was even greater delays than would have been encountered if the "slow" team had been allowed to finish their work.
Then there was the nature of the product itself. Spectrum knew that the people who bought this game would expect it to present the Star Trek world perfectly (the game's executive producer noted that it was "perhaps the first game that will be compared not to another game but to the show itself"), and that if they made even the littlest slip they'd be dogged relentlessly by Trekkies. The internal debates that must have raged on various issues relating to the game's "authenticity" - a strange word to us when you're talking about a 24th-century space combat and exploration game - undoubtedly translated into even more delays.
Did those delays translate into a better game? Hardly. STTNG: A Final Unity does a good job of remaining faithful to the show, but it doesn't bring anything new to the graphic-adventure table - it's a fair-to-good game at best. And in most instances where a publisher has invested this much time and energy in a product, "fair to good" translates into "financial fiasco." But that wasn't the case with A Final Unity: the game has sold a half-million copies thanks more to the Star Trek license than to the quality of the game.
CHAMPIONS Developer: Hero Software Original Release Date: Early 1992
All right, you young whippersnappers. We're going to take a little time trip back in time to 1991. Nintendo and Sega were all the rage then, with PC games still confined to a relatively small niche market that didn't look to be breaking into the "big time" anytime soon. That's not to say there weren't hit PC games back in 1991 - Wing Commander springs immediately to mind - but nothing that could match the figures (and profit margins) racked up by videogame manufacturers.
When videogaming giant Konami announced in early 1991 that it would begin publishing computer games, however, the entire industry got a shot in the arm. After all, if big-bucks Konami thought the PC gaming market was about to take off - and they must have, or they wouldn't have announced the release of more than 15 PC titles - then it must have be so, right? Well, apparently not: after a couple of years of half-hearted attempts at convincing the PC gaming community it was serious about computer games, Konami walked away from the market - about a year before the really big money started flowing in from every venture capitalist in the free world and sales records started being broken on a monthly basis.
The titles released by Konami during its short-lived existence as a PC games publisher ranged from mediocre (Riders of Rohan, Utopia, NFL Video Master Football) to asinine (Plan 9 From Outer Space) to genuinely good (Gods, Speedball 2, the retail version of SVGA Air Warrior). But there was one game Konami announced it would publish that generated more ink in computer gaming magazines than all the other products put together: Champions, based on the pen-and-paper role-playing game of the same name created by Hero Games and published by Iron Crown Enterprises.
And gamers would indeed follow Champions for many moons to come; the problem was they were following it in the press rather than playing the damn game. Champions was first shown in May 1991 at Summer CES, where it was announced the product would ship in early 1992. Over the course of the next three Consumer Electronics Shows, Konami continued to showcase the game; sometimes they would mention a release date, other times they would simply say "the date isn't firm," and never did they display any gameplay sequences of any length or consequence. Finally, in the last half of 1993, Konami straggled out of the PC gaming market - and Champions went with it. Before that happened, though, came a lovely little bit of bravado from Hero Software. At the 1993 Computer Game Developer's Conference, there was a symposium on creating advanced artificial intelligence led by none other than two of the top honchos from Hero Software - creator of the non-existent and never-to-exist Champions computer game. Looking back, it's hard to blame them for taking on the gig: it's a lot easier to yakety-yak about what makes great AI than it is to get a game out the door.
Actually, that's a little harsh; no one is sure just why the game never shipped. But the fact that Champions has, to the best of my knowledge, been shelved forever makes it Vaporware of the first order. And Konami's ineptitude in handling the project, combined with the heightened expectations of thousands of hard-core computer RPG fans, easily earned it a spot in the Hall of Shame.
In 1981, the first edition of Champions was published. Designed by Steve Peterson and George MacDonald, the superhero role-playing game was an instant success, establishing Hero Games as a serious player in the then-competitive pen-and-paper RPG market. The game differentiated itself from Advanced Dungeons & Dragons and the like by not being experience based, and to this day many avid gamers consider the Champions system one of the best role-playing systems ever developed.
With this kind of success, it was only natural that a PC game based on Champions would go into development. And the success of such a game seemed almost a sure bet. Computer games were still a fringe phenomena at this point, but the crossover between role-playing gamers and computer gamers was immense. Throw in the comic-book factor, and you had a game with a potentially huge audience.
So it was no wonder that, shortly after the launch of the pen-and-paper game, Steve Peterson began formulating the idea for the electronic adaptation of Champions. But, due to the technical limitations of hardware in the mid-'80s, it would be several years before the game would actually go into development. And it would never be finished.
Despite the seemingly perfect combination of elements behind the game, the PC version of Champions wasn't to be. Perhaps, like so many non-AD&D-based role-playing games, it was affected by that mysterious ailment that caused the disappointing adaptations of games like Magic: The Gathering and Bureau 13, and killed other adaptations outright, such as Interplay's GURPS (which transformed into Fallout).
Or perhaps it was the curse of the superhero game, which began with Champions. While it is a common cliché to cite this so-called "curse," it's hard to ignore the fact that many promising superhero games (Microprose's Agents of Justice, Bullfrog's The Indestructibles) have been shelved during development. And while numerous games based on superheroes have seen the light of day (such as Steve Meretzky's Superhero League of Hoboken and Scott Adams' Marvel Comics-based adventure games), no game has managed to invoke the feeling of playing a being endowed with incredible powers.
Champions would have been that game.
In 1990, Hero Software was formed as a division of Hero Games. The team consisted of six people: Steve Peterson and Ray Greer (both designers on the pen-and-paper Champions) and four programmers and artists. Konami, looking to expand from consoles into the growing market of PC games, took on a publishing role.
The game design was more in line with adventure games than with traditional computer role-playing games. Players would be allowed to choose from ready-made characters or create their own using Champions' very flexible character-creation rules, which allow for a wide variety of superhuman powers and skills.
The game itself was broken into chapters (or "issues" in the game's idiom). Players would take their characters into the world, have a secret identity, a day job, a personal life. They would solve the crime of each issue, some of which would be interconnected. Combat took place from an isometric perspective, in either real-time or turn-based (predating many isometric turn-based strategic combat games like X-COM, and wildly predating real-time/turn-based hybrids like X-COM Apocalypse).
The game promised everything that made comic books popular: the melodrama, the incredible combat, the detailed storylines. And those who were shown the game in the early days liked what they saw. The game was a big favorite at the Consumer Electronics Show in May 1991. And it was a big favorite the next year. But then Champions disappeared from the radar.
The cancellation of Champions has been the subject of much speculation and a number of rumors. The most common of those is that the game was finished, but was deemed too open-ended by focus groups. As the story goes, players could travel anywhere in the huge game world, conversing with hundreds of NPCs who may or may not have anything to do with the plot. Gamers who played this legendary final version reportedly found themselves hopelessly lost in a game world that was deemed "too real."
But as GameSpot found out, this rumor bears little truth. We talked to Steve Peterson, one of the designers of both versions of Champions, to get the real story.
Steve Peterson is one of the founders of Hero Games and one of the designers of the Champions pen-and-paper game. He was also one of the creators of Hero Software, and a driving force behind the PC adaptation of Champions. Peterson was kind enough to answer our questions regarding the real story behind the cancellation of Champions, and the future of Champions on the PC.
GameSpot: Can you give a little background on the Champions role-playing game?
Basically, we sell PDF files with all the usual art, graphics and such, and we sell them for less than what the normal bound book would cost (usually 30 percent to 50 percent less). We sell these electronic books both directly from our web site at www.herogames.com, and through retail stores across the country (on floppy disks). You can see and download some samples on our web site. We also have many new paper products coming out from both R. Talsorian Games and Gold Rush Games for Champions, and we're also publishing a new paper product (Wildstrike!), a fast arena combat game set in the Champions: The New Millennium universe (build a superhero and slug it out, with four-color components, all for $10).
To sum it up, 17 years after the initial publication, Champions is still the number-one superhero role-playing game, and it's stronger than ever, with a busy schedule of new product releases.
OK, that gets all the background (and the thinly veiled commercial) out of the way
GameSpot: Champions is a very open-ended RPG, which allows players to create heroes to their liking, not just cookie-cutter versions of existing heroes. Was this the basic premise of the PC version? Can you describe the basic mechanics of the PC version?
Peterson: Champions allows you to create any character you can imagine (assuming the GM allows you enough points to spend, that is). The PC version was intended to be very similar indeed to the paper version. You'd create a character (though of course you could use a prebuilt one) according to preset campaign guidelines. (In other words, a certain number of starting points and restrictions on what powers were available.)
Stories would last for an hour or two, and some would be "one issue" stories, where others would connect to further stories. We had about two dozen stories ("issues") plotted and written.
When you had no further idea of how to proceed in a story, or you needed to report to your Secret Identity, there were also personal subplots involving your daily job. You could return to your apartment at any time and conduct an investigation from there, spend time, go out on patrol looking for random encounters, or head to the danger room to work out.
In designing your character, you'd not only design their powers and skills, but also their costume, their appearance, and the special effects of their powers (visuals and sound effects).
GameSpot: Can you provide any specifics regarding the story (or stories)?
Peterson: There were about 20 stories included; some were stand-alone episodes, others were continuations of storylines. The most important storyline followed Mechanon from his origin, through his recurring attempts at gaining greater power, to his final bid for domination of the city. There were several stories that revolved around your secret identity, and subplots involving your job and significant other. The stories were designed to give you a solid game experience in about one to two hours. And, of course, you go just go out looking for random encounters, or go work out in the specially equipped gym at a research lab.
GameSpot: There were a lot of rumors about the Champions PC game. One of the most common is that players could go anywhere (even to specific street addresses) and do almost anything within the game world. It's easy to see how this would create balance and pacing issues in a PC game. Did this have anything to do with its cancellation?
This was indeed ambitious, but not really as difficult as you might think. It's an entirely different structure than other RPGs - more like adventure games, but with some key differences. Still, this had nothing to do with the cancellation. We had solved all the major design issues and had a good handle on the task.
GameSpot: What led to the cancellation, then? Was the decision wholly Konami's? Or did Hero Games have any say in the matter?
Peterson: The cancellation was entirely driven by Hero Software. Essentially, our team came apart. We were entirely self-financed, and the project proved to be beyond our scope; it was very stressful for all of us. The two lead programmers (who were married to each other) got a divorce and we were unable to work together any further, so we threw in the towel.
GameSpot: How near was the game to completion when it was cancelled?
Peterson: It was about 50 percent completed. The most difficult tasks, that of getting the entire design in hand, creating the story description language and the compiler, and all the basic artwork, and the basic combat engine and character creator, were done. What was left was still a lot: art directing and putting together all of the story pieces, finishing and refining all the code, and then playtesting.
GameSpot: What makes an in-depth superhero game work, and why has this never been successfully executed on the PC?
superstrength to punch a normal person and turn them into a fine red mist, because that just doesn't happen in the comics.
Another problem is the question of scale. Superheroes deal with a huge range of power, from normal people to Superman, and everything in between. So your game system has to be able to handle an enormous range, and most game systems only work within a narrow range. Champions (and the underlying Hero System) has proven its ability both to work with a huge range of power and to deliver a very comic-book feel to superhero action.
GameSpot: What is the licensing situation on Champions at this point? It seems like a perfect opportunity for a PC game with a great deal of appeal. Any plans to resurrect the project with another developer?
Peterson: We have had discussions with several publishers, but nothing has come of it so far. We'd love to see the game happen; the technology today would enable our design to really fulfill its promise. I follow the electronic-game market closely, since my "day job" is marketing consulting for entertainment software companies; I've been doing that since 1986. There is still nothing like Champions out there, particularly in the overall game structure I designed, nor in the interaction interface and algorithms.
In fact, I first conceived of the Champions computer game design in 1984, but the technology was nowhere near ready for it at that point; we did engage in early discussions with some programmers about developing it for the Macintosh, [which was] the only platform at the time with the horsepower and resolution to do something even vaguely similar to what we envisioned.
GameSpot: If you were to make a Champions game today, how would it be different?
Peterson: Structurally, I'd want to see it pretty much the same - with stories being the driving force behind it. Of course, the technology has improved tremendously for display. A true 3D world would be awesome for a superhero game, especially since we have the game mechanics to deal with literally anything in the real world - what happens when a superhero picks up a car and throws it, for instance.
With today's technology, the Champions game would be much more cool. Obviously, the combat environment would be true 3D, which would make the task of dealing with everything in the environment much easier, since the game system lets you know all the essential qualities of everything - how hard it is to break things, how hard it is to lift and throw things, the effects when you do throw something at someone, and so on. This would make it easy to handle combat even at long ranges or between flying characters, which we had difficulty dealing with in the 2D model we worked in at the time of development.
The entire game would be more seamless; the design could be refined to work entirely within the 3D environment. It would be more like participating in an animated show, but with extreme detail in combat, if you wanted to deal with it to that depth. I'd still want to implement the "autopilot" we had planned, which would let you sit back and let the computer run your character in combat, though you could step in at any time and override, or get in and deal with each second of combat and each erg of power being used, if you wanted to be that much in control.
GameSpot: Have you ever considered the possibility of a Champions-based, online, persistent world RPG?
Peterson: Yes. I think the superhero setting actually works better than any other genre for a persistent world online RPG. Everyone knows what it means to be a hero, and they all want to fight crime. You get around the whole player-killing thing - and if you wanted to do that, why then you're obviously a villain, and have to deal with the police and superpowered agents and other player characters. With a good combat model such as Champions, combat would be a tremendous amount of fun in such a setting.
Full Throttle: Hell on Wheels Developer and Publisher: LucasArts
The Story: Tim Schafer is one of the reasons we really believe in PC gaming. He may not have innovated in action and body count like John Carmack or CliffyB, and he may not be a game play depth mastermind like Sid Meier, but few games offer the wit, storytelling, and sense of humanity found in Schafer's classic LucasArts adventures. The shiny Schafer pedigree includes Sam & Max, Day of the Tentacle, Grim Fandango, and the original Full Throttle. Oh, and a little series known as Monkey Island. This guy is not short on creativity.
It was at E3 2002 that we first heard word from LucasArts of Full Throttle: Hell on Wheels, a sequel to the beloved biker-gang adventure. The sequel would continue the story of outlaw biker Ben and his Pole Cats gang, bringing the gruff anti-hero and many of his cohorts into full 3D. When we had a look at a playable build a year later, we were impressed with the incorporation of even more fighting and racing action than the original, however rough the game looked at the time. Given that we have several editors with fond feelings for the original game, we were getting pretty excited about the sequel. I mean, do you want another stale WWII RTS, or an action-adventure game about a kick-ass, wisecracking biker dude? Yeah, that's how we feel too.
But, as too many of these stories go, there was darkness at the end of the road. Last August we brought the grim tidings that LucasArts had canceled Full Throttle without offering any real explanation.
Another courageous maverick bites the dust. Months later, we'd hear of Sam & Max: Freelance Police's similar demise. Which is the damning element here: that Full Throttle is at heart an adventure title, or that it's based on an original and now-obscure franchise? Either way, it's a loss for anyone craving more than twitch-shooting or cookie-cutter strategy titles in their PC gaming.
Dungeon Keeper III Developer: Bullfrog Publisher: Electronic Arts
Peter Molyneux's Dungeon Keeper games, along with classics like Populous and Syndicate, are what made the celebrity game designer's reputation. A typically refreshing Molyneux concept, Dungeon Keeper challenged players to become the evil force behind a monster filled dungeon. The more successfully you repel would-be heroic adventurers with your creatures and traps, the better. It was a delicious inversion of standard gaming roles, and remains one of the most original concepts in PC gaming (only now being echoed with titles like Ghost Master and Evil Genius).
Dungeon Keeper II arrived in the summer of 1999, to much rejoicing. Not so long after, in August 2000, we caught word that Dungeon Keeper III was already being discussed at Bullfrog. And there was much rejoicing. Yet only four months later, the sad news came, from an official Bullfrog posting: "A third episode of the Dungeon Keeper saga was underway, but opportunities to develop new intellectual properties on new platforms such as PlayStation 2 have meant that DK3 has been put on hold."
Apparently the game never got very far in development, as a talk with Electronic Arts revealed that from their side of things, Dungeon Keeper III never existed as a project at all.
Even if it was only in conceptual stages, it's safe to assume that Dungeon Keeper III was put aside to devote resources to Black & White, likely the console versions especially (which never did appear). We're sad to see Dungeon Keeper in hiatus, because as with so many games on our MIA list, it would be a welcome jolt of originality among today's standard-fare PC titles. Will we ever see the next DK game? We can't say for sure, but the franchise still carries weight, and unlike adventure franchises, the game play would be just as fresh now as it ever was. Zero-G MarinesDeveloper and Publisher: Strategy First
Boy, did this one get our PC guys excited. We first had a look-see at Zero-G Marines at E3 2000, but it wasn't until October of that year that we were able to get you some actual screens and further details. But what was the hullabaloo all about?
Strategy First sought to combine first-person action with real-time squad and resource management, all tossed about and stirred in a free-floating, zero-gravity environment. Boasting impressive (at the time) visuals and an intriguing game play idea, Zero-G Marines promised to transcend the conventions of the stale shooter and strategy titles which were rife at the time (and still are). The action took place on a Martian colony, where specialized domes provided various resources (a research dome provided better weapons, an industry dome provided more weapons). Further, you'd eventually add members to your squad, offering the team-based tactics which have become more common lately.
But then, silence. No further details emerged, and Steve was left clutching his hand-drawn Zero-G action figure designs desperately to his chest, whimpering. With no official cancellation reported, we eventually left the title for gone.
We checked with Kelly Ekins at Strategy First, however, and got the proper end to the story. It turns out that about a year and a half ago Strategy First merged their Ottawa studio with their main offices in Montreal. Many of the games handled by Ottowa were dropped in the move, and our brave Marines was among them. Our space-suited heroes may have done well in low-gravity, but a hard landing on Earth finished them. Zero-G Marines was dropped, and permanently grounded.
Outcast II: The Lost Paradise Developer: Appeal Publisher: Infogrames (Atari)
In September 1999, the world had its taste of Outcast, a well-realized sci-fi action-adventure from Belgian developer Appeal, featuring a great story and fairly awful graphics. Despite its presentation issues, we were charmed by Outcast's colorful characters and unique universe. The story -- about a scientist sidetracked from a world-saving mission and trapped in an alternate dimension -- was rich and compelling, and the action satisfying. It was enough to generate a small, devoted fan-base, who soon were drooling for more.
IGNPS2 were the first to report on Outcast II: The Lost Paradise as a real project, eventually grabbing some impressions and screens as well. We figured the title was coming to the PC as well, though only PS2 builds were ever seen. Then in August 2002 came word that Appeal had closed its doors due to financial troubles. Many of the Appeal developers went on to form Elsewhere Entertainment, a studio headed by former Appeal lead Yves Grolet.
While Atari's ownership of the Outcast license may complicate matters, it looks as though the Elsewhere folks have no plans to continue work on Outcast II. Here, translated from German, is what Grolet posted on a fan site: "I left Appeal because I was in disagreement with two of my partners what direction Outcast 2 should take. My partners wanted to invest more into graphics development than game play. […] We disagreed over how we should use the development budget. I respected my partners opinions and thus decided to leave Appeal so that we could all follow our own visions."
For anyone enthralled with the first game, all of this is bitter news. For everyone else, we've lost a chance at what may have been an innovative, immersing action-adventure, even more so if the first game's graphical quirks were being addressed. Still, with much of the Outcast talent at work on new projects, we can hope for a new form of Belgian goodness in the near future. Outcast II has indeed been left to exile, with little hope of being heard from again.
Sam & Max: Freelance Police Developer and Publisher: LucasArts
"The Sam & Max sequel, much like the recently announced Full Throttle II, perfectly complements LucasArts' renowned adventure game legacy and lends further support to the company's commitment to investing in and developing more of our original properties."
That was LucasArts president Simon Jeffery back in 2002. Ah, what tasty, tasty crow. The original Sam & Max Hit the Road is beloved by all who were lucky enough to play it, a crowning jewel not only for LucasArts, but for adventure games in general. Steve Purcell's detective dog and naked, fairly psychotic rabbit were brought to life as two of the best-realized (and unrelentingly hilarious) game characters ever. When the sequel was announced a few years ago, the promise was huge: more savvy puzzles, more cutting pop culture references, and a shiny, modern 3D presentation. Instant droolage for any long-time PC gamer, and possibly enough to rejuvenate adventure gaming.
It was, indeed, too good to be true. Early in March, seemingly out of nowhere (the game was far along in development), LucasArts, citing "current market place realities and underlying economic considerations," announced that Sam & Max had been stuffed back into their graves.
Oh LucasArts, why have you forsaken us? As if canceling Full Throttle: Hell on Wheels wasn't enough, the sudden death of the new Sam & Max came as harsh, harsh news to anyone with fond memories of the first game, and is another nail in the coffin of the adventure genre on the PC. As respectable as a few titles such as Syberia have been, a golden age of adventuring, of which LucasArts was a shining star, is far behind us. Who is to blame: an unadventurous public unwilling to consider anything but strategy or FPS titles? Or do publishers underestimate the taste and intelligence of their audience? The "Lucas" name used to have a tight association with creativity and some risk-taking.
SWAT: Urban Justice Developer and Publisher: Sierra
Time was, Sierra's SWAT franchise was a major player in the realm of realism-based tactical shooters. But it's been a while since we've heard from the series, leaving the genre to domination by the redoubtable Tom Clancy titles and chestnuts like Counter-Strike (we'll count Condition Zero in this category). Sierra's last entry was way back in 2000. Granted, SWAT 3 was a great game, and gathered a respectable amount of critical praise, but much has happened in four years. Is there a new SWAT to challenge Ubisoft's reign?
For a while now, the next SWAT in line was Urban Justice, originally shown at 2002's E3. The title was set to feature a brand-new engine, a revised arsenal of weapons, and new hand-to-hand abilities. At first we were told to expect it later in 2002, which of course came and went, SWAT-free. Then there were rumors that Urban Justice was set for a Summer 2005 release.
We checked with Mike Larson at Vivendi Universal Games (Sierra, of course, is now one of Vivendi's publishing brands), and got some slightly more solid information. While there's still no solid date for Urban Justice, we can report that the Summer 2005 rumor is not true.
More importantly, it turns out an entirely new SWAT title, separate from Urban Justice, is in development for the PC. Try as we might (and even offering Steve's collection of three-year-old Hostess cupcakes as a bribe), we weren't able to get more information than this. However, Vivendi says they're on the brink of making a big announcement about the new title. Of course, we'll get you all the details as soon as they come in.
The SWAT series has been a standard-bearer for careful, tactical shooters, and we think the franchise can still make a splash, even four years after the last title. Evidently Vivendi feels similarly, as something big and SWAT-flavored seems to be on the horizon. Even if it isn't Urban Justice, we're glad to hear it's coming. Urban Justice or not, SWAT is still alive and kicking.
Citizen Zero Developer: Micro Forte
Australian developer Micro Forte, the brains behind Fallout Tactics: Brotherhood of Steel, have big ambitions for massively multiplayer gaming. Existing first as merely a project code name, BigWorld has since been revealed as an entire technology platform on which to build MMO titles. BigWorld technology makes big claims: huge, server-distributed game worlds, detail optimization for huge draw distances, seamless transitions between areas (including indoor to outdoor transitions), dynamic weather systems, standards-based scripting, and much more.
We'd heard about the mysterious "BigWorld" project for a while, but finally, in 2000, we had a glimpse of Citizen Zero, the first title based on the BigWorld technology. Two years later, we took a closer look at what Citizen Zero was shaping up to be: a huge, ambitious, sci-fi flavored MMORPG whose dynamic, often team-based missions promised to avoid the tedium of EverQuest-style game play. And this was the last we'd heard.
It turns out that Citizen Zero has changed into something different. In fact, according to the official web site, the PC version as we knew it is no more. It looks as if much of the work done for Citizen Zero is being put into an Xbox MMORPG title using BigWorld technology. Could it be this little nugget we saw at GDC 2004?
All of us here would like to see some real innovation in MMORPGs, so we're looking forward to seeing how a BigWorld-powered game turns out. If we also get the double pleasure of seeing the first MMORPG on the Xbox, even better. (Hey, we PC guys do grab the ol' Controller S now and then.) Whether the new incarnation of Citizen Zero shows up on the PC or not, BigWorld technology is alive, and could change the shape of MMORPGs in the near future.
Uncancelled games are games where the IP is licensed and the game design and production materials are kept and reused in a modern engine for a modern audience, adapting the game to modern standards.
- List of cancelled video games