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Did you know? There’s been dozens of unreleased games that have since been recovered and preserved online. Video games we thought were lost forever have come back in the strangest ways, sometimes decades after they were cancelled. We touched on this topic in May of 2022, but there’s just so many fascinating stories about lost games that we had to come back a second time. Today, we’ll look at four games, why they were never released, how they got discovered, and where they are now. These are stories about cancelled games that were released online by their creators, given away as gifts, or even stolen in a heist. Look for some exclusive information in this video, as there’ll be plenty of it from the developers, collectors, and historians we contacted who helped get these games online. Let’s start off with one of the most infamous cancelled games in history: Star Fox 2. Star Fox 2 is a rare example of a cancelled project that eventually got an official release. After years of various builds getting leaked online, Nintendo announced the finished game would be bundled with their then-upcoming Super NES Classic Edition. Like its predecessor, Star Fox 2 was co-developed by Nintendo EAD in Japan and Britain’s Argonaut Software, who had formed a tight bond since their connection in the early-90s. The company originally had a three-title deal with Nintendo where they had to develop games using their high-tech Super FX chip. The original Star Fox was the first of these games. Two British programmers from Argonaut - Giles Goddard and Dylan Cuthbert - were sent back to Japan and split off with Goddard working on Stunt Race FX, while Cuthbert led development on the sequel to Star Fox. The development of Star Fox 2 started right after the first game was finished. According to leaked snippets of the game’s source code, programming began on February 16th, 1993 - five days before Star Fox was released in Japan. Cuthbert would serve as the lead programmer on the project, with two Nintendo EAD coders working under him. It was a small team of talented people overseen by Shigeru Miyamoto and director Katsuya Eguchi. Cuthbert recalls living in Kyoto during the production of Star Fox 2, having limited contact with Argonaut or the outside world in general. Both technically and in design, Star Fox 2 was a much more complex game than the original. It was decided early on that the title should use more powerful hardware. And with extra memory, the game could go beyond the on-rails shooter and give the player the ability to soar in any direction. It took months of planning to decide what Star Fox 2 would be. At first, it was literally up in the air. Eguchi wanted a more roguelike game set deep in the darkest corners of space, heavily inspired by a Famicom game called Star Luster. While researching the game's overall feel, Cuthbert tinkered with the Airwing's ability to transform and developed a 3D platforming prototype. It was then decided this was the way to go. The sequel would be half strategic space shooter and half low-ground dungeon crawler. Shigeru Miyamoto considered the original Star Fox an “experimental platform,” so it was natural that the next game would feature many new ideas that pushed the SNES to its limits. Star Fox 2’s story takes place right after the events of the first game. The main antagonist, Andross, returns to invade the army of Corneria, and it’s up to Team Star Fox to save the day - Falco, Fox, Peppy, Slippy, and two fresh female companions. On their way, the group encounters many evil entities throughout space. Most notably, they meet Team Star Wolf: the evil counterpart to Team Star Fox. Star Fox 2 would include a plethora of new characters. In addition to the wicked Star Wolf team, there were two new playable heroes: Miyu, a courageous lynx, and Fay, a little white poodle. There were plenty of other ideas for the updated Star Fox team. Looking at leaked sprite sheets, we can see designs for all sorts of creatures that could’ve made it into the game. There were gazelles, bison, bears, sheep, lemurs, dogs, pigs, rabbits, robots, and, interestingly, African American women. Were this in the final product, it would’ve been the first human character to appear in a Star Fox game and one of the earliest examples of Black representation in a Nintendo title. The exact name of this character - if they ever had one - is unknown, and Dylan Cuthbert has no memory of their creation. Star Fox 2 made its public debut at the Consumer Electronics Show in January 1995. Nintendo spent most of its time at the show promoting upcoming Super FX games, with Star Fox 2 as the top title. Coverage was mostly positive, with the game making the front cover of several magazines. It was clear that people were ready for more Star Fox. Star Fox 2 was finished by mid-1995 and was planned for release in August. However, at the end of development, it became apparent that 3D technology was advancing far quicker than anyone at Nintendo could’ve imagined. Star Fox 2 would look obsolete only months after its release. Nintendo didn’t want to risk this, and decided to scrap the project last minute. In a 2015 talk with Nintendo Life, Cuthbert recalls: "It was the summer of 1995, and the PlayStation and Saturn were suddenly doing very well in Japan. I think that caught Nintendo off-guard. The decision was made because they didn't want the old-gen 3D going up against the much better 3D of the next generation, side-by-side. The game was about 95 percent complete. Even after the decision was made [Argonaut] went ahead and completed it, taking it to be fully QA'd through [Nintendo’s testing subsidiary] Mario Club.” Nintendo decided to focus on titles for the upcoming Nintendo 64, including a new Star Fox game which began production right after Star Fox 2 was cancelled. You can see many elements of Star Fox 2 in Star Fox 64, such as Team Star Wolf and all-range mode battles. Cuthbert would leave Argonaut for Sony, as their contract with Nintendo was up. He couldn’t stay in Kyoto due to a non-poaching agreement made after Giles Goddard quit Argonaut to work for Nintendo EAD. Both Nintendo and Cuthbert would keep final copies of Star Fox 2 in their archives as a memento of a project they spent two years on, only for nobody to see it. Star Fox 2 leaking to the internet was inevitable. At the CES show in 1995, an Arizonan man named Shawn J. Freeman was arrested for attempting to steal a copy of Star Fox 2. Freeman, who was charged with felony petty theft, allegedly planned to pirate the game. He was caught in the middle of the show floor and tackled by Las Vegas police. With the rise of emulation in the late-90s, there was more interest in finding lost games that were never released. Sometime in 1999, an early alpha leaked onto ROM sites. This version contains numerous bugs and consists of debug menus and a broken multiplayer mode - not the ideal way to play the holy grail of lost Nintendo games. Another prototype leaked onto a German fan translation site in August 2002. It was a Japanese build much further along that was eventually discovered to be a near-final prototype dated June 1995. This version originated from an assembled binary kept by an anonymous Argonaut developer. Cuthbert denies being the person who released this ROM, and suspects they were stolen from his hard drive after he went to Sony. Whoever the culprit was, they brought Star Fox 2 to the internet, and we thank them for it. The story was over. At least, it was until 2017 when Nintendo announced the SNES Classic. The dedicated console would include twenty-one pre-installed titles, one of which being the final, final build of Star Fox 2. Twenty years after it got cancelled, the game was finally released. It even got a new box art drawn by Takaya Imamura, Star Fox’s original character designer. The announcement shocked everyone, including Dylan Cuthbert, who programmed the title over two decades ago. As Cuthbert told Games Industry.biz: “I didn't know about it at all. [My company does not] have any work with Nintendo right now, so there wouldn't have been an NDA-safe way of letting me know anyway. On the other hand, I got to have a big awesome surprise like everyone else, so I'm quite happy about that. It's an absolutely awesome feeling. Incredible really. Perhaps a first in the games industry even." The decision to include Star Fox 2 in the SNES Classic came from one of Nintendo’s producers, who thought it was a waste not to release it in the world. It was known for years that Nintendo had a master build of the ROM. It was even used when Dylan Cuthbert worked on Star Fox Command for the Nintendo DS, with them giving him the file for research. Nintendo has a dense archive, which can be seen in the infamous 4chan “gigaleak”, where tons of material from the company’s history, including Star Fox 2 ROMs and source code, were spread online in 2020. Star Fox 2 had a long journey getting online, from an attempted robbery to an anonymous leak to an official release from Nintendo. But believe it or not, this isn’t the only title to go through this pipeline -- another game was involved in an even crazier heist. This cancelled game that eventually got an official release is Akka Arrh, an arcade title planned to be released by Atari in the early-80s. Before it was leaked through somewhat controversial circumstances, Akka Arrh was considered a white whale among arcade collectors; a title that would likely never be shared online. A cross between Atari’s Tempest and Missile Command, the game is a space shooter where players use a trackball to defend their ship. Depending on the distance between you and the enemies, the game constantly shifts between two screens of warfare. Akka Arrh was the work of three developers at Atari: Mike Hally, Dave Ralston, and John Salwitz. Mike Hally was recruited out of college in 1977 to work in Atari’s pinball division, but would move to arcade game development. Dave Ralston joined the pinball division in 1979, their final year before closure, and would also jump to arcades. Because of their similar backgrounds, Hally and Ralston collaborated on a project that merged elements of pinball and video games. Hally was on programming, and Ralston was on art. The game would be known as Penetration -- a hybrid game where players shoot a pinball through hoops to destroy space invaders in corresponding rings on the screen. It was eventually renamed to Akka Arrh, likely because no one would take a game called Penetration seriously. There are conflicting stories on the meaning behind the title Akka Arrh. Many believe the name was a jab at Atari for not giving their talent the credit they deserved. Akka Arrh could be an acronym for an "Also Known As Another Ralston Hally” production. In interviews, John Salwitz has a similar, slightly less messy answer. The name was an inside joke about another employee at Atari, programmer Rich Adam. Adam previously worked on Missile Command, among other things, and once signed a document with a fictitious name and added, “Also Known as Rich Adam.” “Also Known as Rich Adam” could be shortened to “A.K.A. R,” or Akka Arrh. Whatever the truth is, the name was unofficial. Were it to recieve and official release, the game would have a different, more marketable title. Potential names included The Sentinel and Target Outpost. This is around the time when John Salwitz entered the picture. Hired by Atari in October 1981, Salwitz joined at the end of the part-pinball, part-video game idea. The team found that the pinball action wasn’t adding much, other than cost, and switched to traditional video gameplay. Here was the start of the Akka Arrh we can play today. The trio worked on the game for about six months before field testing. In early 1982, Atari sent a cabinet to a location in Florida, where it was tested against a little-known game — you might have heard of it — called Robotron: 2084. With its high-speed movement and addictive gameplay, Robotron destroyed the competition. Akka Arrh only made about $30 after about a week. It was clear who the winner was, and Atari decided to cancel Akka Arrh. The game, while essentially finished, would never be manufactured. Despite this poor first start, the three would find success following the game’s cancellation. John Salwitz and David Ralston thought their time at Atari was over. However, executive Dan Van Elderen told them: “Great try for a bunch of rookies. What are you going to do next?” Ralston then pitched a game about a delivery boy riding his bike down a street — an idea that eventually became Paperboy in 1985. The duo continued collaborating for years, moving from Atari to Electronic Arts, and eventually starting their own company, Blue Shift. As for Mike Hally, he stayed at Atari for years, having a big hand in everything from 1983’s Star Wars to 1995’s Area 51. Now — only three Akka Arrh cabinets are known to exist, all of which eventually ended up in the hands of private collectors.[7] Each cabinet was rescued from Atari's warehouses or bought directly from the development team. Mike Hally recalls being paid about $3,000 for his copy. Although ROMs were never shared, several private owners lent their cabinets out for free play at conventions, allowing the public to experience something they couldn’t elsewhere. Despite this generosity, many were disappointed that Akka Arrh had never made it online. But on April 15th, 2019, something unbelievable happened. On the MAMEWorld forums, a place dedicated to preserving and emulating arcade games, a prototype made it onto the internet. Akka Arrh was dumped by an anonymous donor and shared with the masses. After thirty-seven years, the game could finally be played by anyone at any time. But the story did not end there. Three days after the announcement, a user going by the handle "atariscott" entered the forum with a controversial claim: Akka Arrh was stolen and leaked online by an unscrupulous ROM thief. This person - whose identity is still unknown - entered one of the collector’s homes disguised as a repairman. He was brought in to fix some of his broken arcade cabinets. When the collector wasn’t looking, he ran to the Akka Arrh machine, opened it up, and copied the ROMS without permission, then anonymously uploaded the files. This comment from atariscott would be their first and last comment on the MAMEWorld forum. The man behind the account is believed to be Scott Evans, a well-known collector in the community who’d amassed dozens of rare, unreleased arcade prototypes. At one point, he owned not one but two Akka Arrh cabinets — both of which have likely been sold off. Following an investigation from ArsTechnica, another anonymous high-end collector came out with the same story. It can be argued that this was the worst way to go about video game preservation, as the ROM repair man stole data from the person who saved the arcade game. Rather than forming an actual relationship with the collector and building a path to public preservation, they probably just pissed them off and made them double down. But with the game now on the internet, it was reunited with the owners of the Atari license. They still owned the rights, meaning it could be officially released. And in 2021, Akka Arrh was bundled on the Arcade 1Up's Atari legacy cabinet alongside thirteen other titles. In 2022, it was a part of Atari 50, a curated collection of more than 90 playable Atari games throughout its history. There’s a few other unreleased games in Atari 50, and if you sort by date, you can see them grouped together since they don't have a release date. Atari 50 came out in November 2022 for Switch, Xbox, Playstation, and PC. On December 7th, 2022 — while we were writing this script — Atari announced a reboot of Akka Arrh. A reimagining by legendary game designer Jeff Minter, this would be a modern take on the 1982 title, with psychedelic elements seen in Minter’s previous work. The game released on February 21st, 2023, to positive reviews. Despite its controversial ROM release, Akka Arrh would see a happy ending. We briefly mentioned how Akka Arrh was cancelled because of the success of another arcade game, Robotron: 2084, but Robotron is also linked to another lost title that was later found. However, before we get into it, we need to explain a little about Robotron’s background. Released by Atari competitor Williams Electronics in 1982, Robotron is one of the most iconic arcade titles of the golden age. The game is a frantic top-down arcade shooter where the player runs around killing an onslaught of robots to save humanity, and its influence is still felt to this day. Robotron was developed by Vid Kidz, a design firm founded by ex-Williams employees who actually had a few unreleased games of their own. Vid Kidz was started by programmers Eugene Jarvis and Larry DeMar. Jarvis was another member of Atari’s pinball division who leapt to Williams in 1979; DeMar was a computer science graduate working for Bell Labs who left his job for the video game market in 1980. When the two started at Williams, the company was just turning to arcade titles, and was described by Jarvis as “an abandoned factory in complete isolation.” With such a small staff and little knowledge of the technology, Williams offered the programmers plenty of creative freedom. A small team led by Jarvis created Williams’ first original arcade game. Months of work led to Defender, a scrolling space shooter released in December 1980. Defender was a smash hit, selling 55,000 units and dethroning Atari’s Asteroids as the top-earning arcade game in the United States. Defender’s success brought Williams’ business way up, and Jarvis and DeMar's way down. Jarvis believed that, thanks to their game, management was pushing dozens of people to design more hits like Defender. He thought that the quiet, enjoyable atmosphere Williams once had was gone. This is when the duo left in 1981 to form Vid Kidz, an independent company that could develop arcade games the way they wanted. Its “headquarters” were based in Jarvis’ condo in downtown Chicago. Williams wanted the two to stay and offered to give them a $30,000 development kit if they got the rights to publish and manufacture any future games. Vid Kidz’s first title, a Defender sequel called Stargate, would be released by Williams in October 1981. Not long after, Jarvis and DeMar split off to start new, original projects for Vid Kidz. Jarvis started what would eventually become Robotron, while DeMar began work on a game called Conquest. Conquest was a multidirectional shooter set in the dark void of space. You are the captain of a spaceship, stranded in the center of a 2D universe. Surrounded by alien planets ready to attack, your mission is to destroy them before they destroy you. The ship is equipped with a scanner that can detect the remaining planets, and you can control the spaceship using a tiny wheel to rotate and two buttons to thrust and fire. An example of this control scheme can be seen in the 1981 arcade game Omega Race. Conquest was very much a bare-bones prototype. The scanner and score panels were fully functional, but only represented as faint white dots. The spaceship was still using placeholder graphics, with a design inspired by the ship in 1971’s Computer Space, the first commercially available video game, which Vid Kidz had a cabinet of in their office. With only one development kit at their disposal - and essentially one programmer doing all the work - Vid Kidz’s progress was sluggish. Jarvis would work on Robotron during the day; DeMar would work on Conquest at night. After two straight months, the game was still bare- bones. DeMar said in the 2020 book The Games That Weren’t “There was very little game there at the time. I had only created the 2D scrolling world, the ship control, the scanner, the ship's fireball shots, the collision detection and explosions, and enemy racking for the end of a wave. There were many notable gaps to fill overall, with a lack of player explosion when you died, and just a simple blank attract screen that slowly cycled through colors." Conquest was put on hold after Vid Kidz found out that a similar game was set to be published by Williams at the same time. Internally, Williams was working on Sinistar, another multidirectional space shooter developed by some of the Defender team. Jarvis and DeMar were worried that Williams would prioritize their own game over one made by an outside company. So Vid Kidz focused on Robotron and would decide later whether or not to resume Conquest. They never did. The company would put out one more game for Williams — the obscure 1983 title Blaster — before shutting its doors in 1984. Jarvis left to get his master's degree at Stanford; DeMar would return to Williams, with Jarvis following him soon after. A quiet ending for one of the most unrecognized arcade developers of the 80s. Enter Jeff Vavasour. An early expert in emulation, Vavasour was a Canadian developer who made a name for himself designing home computer emulators for the PC in the early-90s. In November of 1994, he was hired by Digital Eclipse Software working on some of the first commercial emulators. Digital Eclipse was mostly doing Macintosh work at the time, but was looking to branch out to the PC, Super Nintendo, and Sega Genesis. One of Vavasour’s first jobs at the company was the SNES version of Williams Arcade's Greatest Hits. The game was a collection of arcade ports from Williams’ golden age — including Vid Kidz’s Stargate and Robotron. During the project, Vavasour made friends with Larry DeMar, then the head of Williams’ pinball division. DeMar sent Vavasour the source code to all his games so he could render them as accurately as possible without emulation. The Vid Kidz library came with a special gift: the partial code for Conquest, dated June 30th, 1982. Conquest did not make it into Arcade’s Greatest Hits. Historical importance notwithstanding, it wouldn't make sense commercially releasing an unfinished prototype. Games like Star Fox 2 and Akka Arrh have had their final - or near-final - ROMs published; no such thing existed for Conquest. The source code was never shared, and stayed in Vavasour’s pocket for decades. In 2009, Vavasour established Code Mystics, a company specializing in retro game ports. Code Mystics has worked on dozens of titles, with credits on everything from Rare Replay to the King of Fighters series. They even have a special thanks for Atari 50, which Digital Eclipse developed. At the end of 2020, they released something that’d been in their archives for nearly 25 years. With the permission of Vid Kidz, Vavasour compiled the Conquest source code and uploaded it on their site as a free-to-play browser game. It runs smoothly on a custom Williams arcade emulator, and is the first look at an arcade title that was close to being lost forever. Conquest can be played on any PC at any time, anywhere. You can boot up the game right now in just a few simple clicks -- check it out after this video. Finishing today’s video is something completely different. Strap yourselves in: this is a strange one. Here is Drac’s Night Out, an unreleased Nintendo Entertainment System game planned to be released by Parker Bros in 1991. At first glance, this seems like a fairly average Nintendo game. You play as Dracula, the king of vampires, who’s on a mission to find his beautiful bride, Mina, before sunrise. Dracula — or “Drac,” as the game likes to call him — only has six hours to make it, and he constantly has to avoid angry mobs and monsters trying to get in his way. The game consists of two scenes. The first scene is in Drac’s castle, where you strategically sneak past enemies using a plethora of Rube Goldberg-style booby traps to kill anyone in your way. The second scene has Drac out on the town, where players must go in and out of strangers’ houses to find Mina’s location. If you can find her before the clock strikes six, you win. Even by NES standards, Drac’s Night Out is pretty simplistic. But what makes this game particularly interesting is the bizarre, blatantly last-minute promotional tie-in. Were it to be released, Drac’s Night Out would be the first video game featuring the Reebok Pump, a flashy line of inflatable shoes released by Rebook in 1989. While Drac is out killing innocent civilians and sucking people’s blood, he’s wearing some of the most stylish sneakers on the market. Good for him. It should be clear that the Rebook connection wasn’t always there. Drac’s Night Out was the brainchild of two men — Mark Lesser and Rex Bradford. Did You Know Gaming managed to get in touch with both developers, who gave us plenty of insight into the game’s bizarre creation. Mark Lesser got his start in video games in the early-70s, working on handheld games for companies like Mattel. In 1980, he was hired by Parker Bros., where he’d work on Atari VCS titles like Frogger II and an unreleased Lord of the Rings game that was entirely finished. It was here where Lesser met programmer Rex Bradford, who was also working on the VCS and became good friends with him. Bradford was not at Parker Bros. for long, as he left for Activision's short-lived office in Boston. When that division closed in the spring of 1984, he co-founded a company of his own with fellow Parker Bros/Activision programmer Charlie Heath. Microsmiths was a tiny team of talented developers based in the coastal town of Ipswich, Massachusetts. Mark Lesser came on about a year after Microsmiths started, and most of their run in the 80s and early-90s was just the three of them, plus freelancers. With a company run entirely by ex-employees, Microsmiths had a close relationship with Parker Bros. Starting in 1990, Parker Bros. began publishing games for the NES, with titles such as Heavy Shreddin' and, of course, Monopoly. Executives at the company had the original idea to do a Dracula-based game, and commissioned Microsmiths to design it. Rex Bradford would come up with the castle scenes, while Mark Lesser would do the other half with the town. Parker Bros. accepted the pitch, and development began on Drac’s Night Out. Bradford and Lesser would code, while a freelancer did the artwork. Microsmiths had no luxury of a hardware emulator on NES. All they had was a RAM-based cartridge where code could be inserted using a computer. Despite such limitations, Drac’s Night Out was a memorable project for both developers. Lesser, who was in the industry for over 25 years, says Drac was one of his favorite games to work on, even with its sad demise. Late into production, Reebok hopped on board, insisting that the Pump be added to the game to fulfill a licensing agreement with Parker Bros. Microsmiths objected, but had no say in the final decision. In the end, they had to do it. They distributed Reebok Pump sneakers throughout the castle. When Drac touched one, he ran at increased speed for a while, much like a Super Star in Mario. It was a small change, but it was the best they could do. Drac’s Night Out was in development for about a year. It reached the golden master stage, and was 100% ready for release before being cancelled at the last minute. The exact reason for Drac’s cancellation is unknown, but it is believed that Parker Bros. decided to exit from NES development right as the game was finished. It may just be that their publication license expired and they elected not to renew. Keep in mind that Parker Bros. had two other NES games in development at the time — both of which were cancelled. Bradford and Lesser were given free pairs of Reebok Pumps for their efforts in the game. Out of spite, Lesser never wore his Pumps. Regardless of no receipt, Bradford had a friend return his pair to the mall and split the money with her. Microsmiths would never develop another NES game, but continued doing titles for other systems like the Sega Genesis. They would close their doors in 1996. As Bradford recounts, “We did various other projects and tried to do more original games, but the scope of game development quickly got away from our small size, and we never rode the wave of building a big company. I went on to work at Looking Glass Studios in the 90s, and Mark and Charlie went on to other things too. Mark did the Sega Genesis version of NHL ‘94 for Electronic Arts and later formed MBL Research, and I did a couple of projects with him again. [Microsmiths] was a very fun and unique time.” When Drac was cancelled, the developers were able to take their work home. Mark Lesser and Rex Bradford kept their copies of the final game, and eventually gave them out over time. Here is where Gideon Zhi enters the picture. If that name rings a bell, Zhi is one of the most prolific ROM hack translators online. He’s done localizations for games like Cave Story and Shin Megami Tensei. He even did one for Star Fox 2 when the near-final build leaked in 2002. Zhi grew up in suburban Massachusetts, and had a lifelong love of video games. The NES was a big thing for him when he was in elementary school, and he found himself playing almost every day. Zhi’s parents were active in their town and knew most of the neighbors, so when they found out that someone on their street — a man named Rex Bradford — was working on a game for the system, they told him right away. Zhi got to play Drac’s Night Out in varying stages of development at Bradford’s house, working as a young playtester. Bradford would loan a near-final cartridge to him and other neighborhood kids, and eventually, he ended up with it permanently after its cancellation. It wasn’t until the late-90s, when Zhi started getting deep into the early emulation scenes, that he became aware of what he had. In the early-00s, Zhi loaned his cartridge to an NES ROM dumping group, where it was quickly preserved and shared online. Drac’s Night Out, a holy grail of the NES, was saved by the neighbor of the person who created it. Zhi’s family is still in possession of the cartridge which currently resides in a basement in Rhode Island. Another prototype exists in the hands of Jeremy Smith. Fans of Did You Know Gaming may recognize that name, as we mentioned him in the first Lost Games That Were Found video. An avid collector of unreleased NES games, Smith bought his prototype years ago in an auction. The seller was someone in the industry whose boss let them take a few Nintendo prototypes home from their office. Drac’s Night Out was the only unreleased title in the auction. Smith bought it for the measly price of $200, and it’s now one of the crown jewels of his collection. More recently, Smith purchased the original box-art painting, which gives us a peak at what Drac would have looked like on a store shelf. Look, he’s wearing sweatpants! While doing research for this video, Mark Lesser, co-creator of Drac’s Night Out, sent us something we were not expecting. Lesser, who is now retired, had kept a copy of Drac’s Night Out in his collection for over 30 years. If Lesser’s prototype is what the EPROMS claim it to be, it’s the long-rumored master build. It should be noted that while the Gideon Zhi prototype is beatable, we are unsure whether it is the 100% finished game. It contains several bugs during the town sequence and lacks any form of credits. So there is a chance that this prototype could be something new. Lesser was willing to get his cartridge preserved, and Did You Know Gaming knew just who to contact. The Video Game History Foundation, a non-profit organization we’ve discussed many times in our videos, has dealt with hundreds of NES prototypes. Its founder, Frank Cifaldi, had a hand in releasing most of the unreleased NES games we have today. If anyone could get the data off of Lesser’s chips, it would be Cifaldi. We put Lesser in touch with Cifaldi, and the conversation to get Drac’s Night Out — as well as any other game ephemera in his collection — preserved is still ongoing as of this recording. Here’s hoping something new can be found. Drac’s Night Out is one of many unreleased games that’s gone from forgotten to found. This video would not have been possible without the hard-working historians, developers, and collectors who’ve saved these titles from extinction. When video game preservation is done right, it can tell some truly unique stories. Did you also know that fans have found a 64DD port of Mario 64, as well as tons of other games? For more on that, check out the video on screen. Interested in video game preservation? Check out the Forest of Illusion YouTube channel, or our website. Thanks for watching -- see you next time.
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Channel: DidYouKnowGaming
Views: 275,021
Rating: undefined out of 5
Keywords: lost games, lost video games, lost media, cancelled games, canceled games, nintendo, nes, snes, atari, star fox 2, star fox, akka arrh, conquest, drac's night out, reebok, lost nintendo game, lost nintendo games, cancelled nintendo games, cancelled snes games, cancelled nes games, did you know gaming, didyouknowgaming, dykgaming, dykg, gaming
Id: 0CsPgc1SBik
Channel Id: undefined
Length: 27min 19sec (1639 seconds)
Published: Sun Mar 19 2023
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