CuteFloor
DOOM
updated
You can get the Enhanced Resource Pack there:
moddb.com/mods/enhanced-resource-pack-for-duke-nukem-3d
In this video, you can see the shareware episode played in EDuke32 using the Polymost renderer. The Polymer renderer is not supported by this mod.
Even though the developers didn't make any active attempts to promote the game, news spread by word of mouth and Beats of Rage quickly gained popularity. They just made this game for fun and didn't think that more than 10 people would ever play it. In 2006, more than a million copies of the game were downloaded. It was originally done for MS-DOS and has been ported to several platforms.
The source code of Beats of Rage has been released and the underlying engine later went on to become the Open Beats of Rage (OpenBOR) project.
Senile Team also planned a spiritual successor, Age of the Beast, but it got cancelled later.
In this video, you can see a recent beta version of Extermination Day, a map pack done by the same author as an add-on for Brutal Doom. It features remakes of DOOM and DOOM II level design in a Build Engine style.
Apogee started development in 1996, just before they knew how successful Duke Nukem 3D and how much of an impact a 3D first-person shooter would be. In the late 90s, everyone looked for 3D games. So, they scrapped the idea of another 2D platform game and started over to make Duke Nukem Forever stuck in development hell forever ... or at least for 12 years or so.
In late December 2022, four prototype builds of Duke Nukem 4 got leaked to the public. Coming from rendering 3D models as 2D sprites, the look resembles more the style of Donkey Kong Country on the SNES than classic pixel art of the previous games. Since you aim with the mouse, the gameplay reminds a bit of Abuse.
The prototypes don't have any music. The idea was to allow the players to listen to their own audio CD while they kick some butts. In this video, the game music of Duke Nukem II was used instead.
0:00 Duke Nukem Forever
0:15 October 8, 1996
5:33 October 21, 1996
8:40 October 24, 1996
9:56 November 8, 1996
10:51 Windows 95 Test
11:55 Duke Nukem Editor
There have been several attempts to bring voxel models to DOOM in the past, but Voxel Doom is a GZDoom mod done by Cheello, which replaces *all* characters, weapons, items and props with a 3D voxel representation of the original artwork. It's so faithfully done that you won't even notice a difference from the distance.
You may get it on (GZDoom required):
moddb.com/mods/doom-voxel-project/addons/voxel-doom
By the way, what you see here is a custom map that we created just for this video. It's not part of the mod. You may get it there:
drive.google.com/file/d/1ddMukS3vMWDV9uk19BSnoGy3W84rSvyX/view
This game was originally released for Atari Jaguar, Sony PlayStation, Sega Saturn, and in 1996, for PC MS-DOS. In later years, it has been ported to Game Boy Color, Game Boy Advance, Nintendo DSi, as well as Apple iOS and Android. Versions for 3DO, Sega 32X and Super Nintendo Entertainment System were planned but never released.
In this video, you see the PC MS-DOS demo version.
Using the same name as one of Bobby Prince's songs, Nobody Told Me About id is a GZDoom mod done by CantSleep in 2020. It attempts to create the spirit of the BUILD games in DOOM. So, you'll find things like non-centered weapons, excessive gore, changes to monster behaviors and other stuff that you might see in a BUILD game. It also comes with a less slippery movement, higher resolution monster graphics and additional weapons. Some weapons have unique alt-fires that require different ammo and some items can be used through an inventory.
You may get it on (GZDoom required):
github.com/LocalInsomniac/NTMAi/releases
They started to work on this game in December 1999. A few months later, they presented an early tech demo on the E3 trade show. Unfortunately, the company didn't have the resources to fund another 6 to 12 months of development and they couldn't find a publisher to invest in the game. So, it eventually got cancelled in mid-2000. Most of Impale's other projects suffered the same fate.
Zamolxe is set in the ancient world and mainly inspired by the history of Romania. It was planned to play on multiple territories simultaneously with a unitary army and shared resources, especially in multiplayer mode. So, if a fortress is under siege, you could come with reinforcements from other regions. You also would have been able to use siege tools like ladders, boiling oil and siege towers. The E3 demo was already packed with unique features like the 180 degree view and the formation system, as well as original music by the Romanian band Phoenix, to show a sample of what Zamolxe would be like. Impale Ent intended to release the game by the end of the year 2000.
In this video, you can see the very last build. Lead programmer Ionut Matasaru originally provided it to the now defunct pcGTW website, dedicated to PC games that weren't. This build is about 30% completed. It is playable as a single-player demo and includes two nations, Romans and Dacians. However, there are no campaign missions and no computer AI either, apart from basic unit behavior.
Watch the full gameplay video:
youtube.com/watch?v=r6aRsbG97yY
In this video, you can see a playable demo version.
Jack T. Ladd, a notorious thief, was caught by Ysanne Andropath – not only a stunning red-head, but also a cop. Jailed aboard the spaceship Relentless, Jack escapes his cell and destroys the hyperdrive. Forced to land on a mining planet, the real disaster is Ysanne having to work together with him.
In this game, you may choose one of these protagonists to experience either side of the story. An Amiga version was planned, but never done.
This game takes place in London, 1888. The world's most famous private investigator Sherlock Holmes and his companion Dr. Watson were called to a crime scene in an alley behind a theater. Inspector Lestrade of Scotland Yard is clueless and need their help.
This game was released for CD-i, MS-DOS and Amiga CD32. Versions for Sega Genesis / Mega Drive and Atari Jaguar CD were planned, but never released. Several years later, Litil Divil has been ported to Microsoft Windows, Mac OS X and Linux.
In this video, you can see a pre-release demo of the MS-DOS version, done about a year before release.
25th Anniversary refers to the 1991 celebration of the Star Trek franchise, which began with the TV series in 1966.
On May 8, 2022, never-before seen screenshots and video clips of the 2001 version got posted on 4chan's board, announcing to leak the actual files in June. However, they were published on the very next day instead. They include the assets, full source code, the game editor and binaries for two builds, August 21 and October 26, 2001.
00:00 Intro
01:21 The Lady Killer
05:09 Lost Wages
07:15 Leaving Las Vegas
08:35 The Slick Willy
12:05 Stratosfear
15:48 This is not a boating accident!
17:03 Power Struggle
18:02 Countdown to Destruction
18:46 Born to be Wild
20:14 Heat Wave
22:34 Ghost Town
24:32 Ground Zero
30:46 Deja Vu
33:18 Rescue Mission
36:34 Operation Shutdown
41:55 Moon Patrol
42:53 Mother Ship
44:23 Extra Clips
53:45 Character Zoo
55:11 Credits
As the prototype reveals, much of the gameplay the 2001 trailer presented was staged. The game as a whole is very incomplete. Basically, you can roughly play through the chapters "The Lady Killer" to "Countdown to Destruction". The following chapters are barely playable and transitions between most maps don't work. Going further, in "Rescue Mission", "Operation Shutdown", "Moon Patrol" and "Mother Ship", you find yourself in a bunch of empty rooms. As you may notice, the chapter "Deja Vu" resembles the very first map of Duke Nukem 3D, Hollywood Holocaust.
The prototype comes with a completely different menu than the final game. In the prototype, you may freely change the color of its appearance and even change the background image. It comes with several background images ranging from color variations of the default one, gag images, a screenshot of the game Bad Dudes vs. Dragonninja, as well as several images of attractive women from the late 90s. Some backgrounds are not safe for work and would probably have been removed before release.
This game takes place about 20 years after the events of the first game. You take the role of Gordon Freeman again, who has just been awoken from stasis by the G-Man. Earth has been conquered by a huge empire called the Combine, which has implemented a brutal police state. The G-Man put you into a train arriving at City 17 to meet a resistance group and bring down the Combine.
Development of the game started in 1999, about six months after the original Half-Life game has been released. It was originally planned to be demonstrated at E3 2002 and ended up to be unveiled at E3 2003. In September 2003, however, Valve's internal network was compromised by a hacker and the source code of Half-Life 2 got leaked. Fans soon compiled a playable version which revealed how unfinished that game was. The whole incident damaged morale of the development team, so it took another year to get Half-Life 2 done.
For some reasons, the cruise liner SS Lucifer began to sink. It's been said that the captain pulled the plug from his bath and a fountain of water started to flood the ship. In this game, you take the role of the rescue attendant Kevin Codner, who takes his little submarine to rescue as many passengers as possible.
In this video, you can see the MS-DOS demo version.
Some would say there was a DOS version of this game. That's true, but it was from a different team, East Point Software, which came out in 1995. So, what happened?
Well, Francesco Iorio and his high school classmate Matteo Tesser were studying ever since they were teenagers how to develop video games and used to regularly send materials to the Italian magazine The Games Machine. It was through the magazine that Holodream Software, which already released several titles for years, got in contact with those guys. In that time, they were recently signing a publishing agreement with Team 17.
It was the publisher Team 17 who asked Holodream if they know someone who has enough skills to port Overdrive to the MS-DOS platform. So, they gave this idea to Iorio, who then worked on a prototype and sent it to Team 17. They seemed to like it and gave permission to Iorio and Tesser to handle the DOS port. These two guys called themselves Holografix.
However, this didn't last long. Team 17 never provided any source code of the original Amiga version, so Holografix had to write everything from scratch. After sending several beta versions, the publisher decided the project was going too slow and they commissioned East Point Software to do the DOS port.
Unlike the official DOS port, Holografix' version of the game featured four opponents on the track instead of two, completely different AdLib / Sound Blaster music, and it was designed to run smoothly at 60 FPS even on a 386SX.
The story is about a small doll that became alive in a toy factory. But she needs a lot of candy in order to survive. Your goal is to help her through several nice levels to make it to the land where candy grows and the refrigerators never run out.
In this video, you can see a preview demo using Roland MT-32 music. It was done about a year before release. The full CD-ROM version had broken MT-32 support and came with CD audio instead.
In this video, you can see Portal: The First Slice, a special demo version that was originally available to Nvidia users only. Later, Valve made the demo available to all Steam users.
We had already uploaded a video of this game years ago. However, it soon got blocked because of the Star Wars theme music used in this game as most of our Star Wars game videos did after a while. We hesitated to upload this for a long time since this game isn't the same without the music. So, imagine Star Wars themed scores in this one.
In this video, you can see the extended alpha demo that Nightdive published in March 8, 2021. Unlike the first demo, this uses the Unreal Engine 4.
In this video, you can see the pre-alpha demo that Nightdive published for their Kickstarter campain on June 28, 2016. It features a very early build of the first level and uses the Unity game engine. In 2017, they switched to the Unreal Engine 4.
How much do you recognize from the original game?
According to Peter, the EGA graphics mode is sparsely documented as VGA was more common, so he had to figure out for himself how it works. As you can see, he made it.
You can get the game at:
megakode.itch.io/spacefuel
Merry Chistmas!
In this video, you can see the shareware version featuring the first group of airplanes only. Since it doesn't have any sounds at all, the following music is used in this video:
"Lightless Dawn" Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0 License
http://creativecommons.org/licenses/by/4.0
"Beauty Flow" Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0 License
http://creativecommons.org/licenses/by/4.0
In 1994, during the development of the platform game Lollypop, some employees at Brain Bug did some research on the Mode 7 effect (a 3D-like mode on the SNES) for the PC and wrote a little demo. They showed it to Softgold, a German company which was publishing Lollypop. Softgold had close connections to Lucas Arts as they were responsible for German localizations of their adventure games.
To make the long story short: One of the favorite SNES games of the Brain Bug devs was Super Star Wars, so their demo had graphics that looked like its Mode 7 level. Brain Bug came up with the idea to port the entire game to the PC, Softgold told Lucas Arts about it and Lucas Arts gave it a go.
When the game was almost finished, the communication to Lucas Arts came to a halt. After asking several times about the status, Lucas Arts' reply wasn't a nice one. They had been changing their management and decided that it woudn't fit in their other Star Wars games they were working on. So, Brain Bug eventually had to stop development.
We had already uploaded a video of this game years ago. However, it soon got blocked because of the Star Wars theme music used in this game as most of our Star Wars game videos did after a while. So, imagine well done music in this one.
In this video, you can see a playable demo version.
This game was originally developed for the Apple IIe, which is said to be fully playable and well polished, but never completed nor published. The first public release was the MS-DOS version. In 1993, it was ported to Amiga CD32, which supports the 6-button CD32 gamepad. A HD remake was done for Microsoft Windows in 2015, and for the Nintendo Switch in 2018.
Join now and stay tuned!
» youtube.com/CuteFloor
Welcome to our channel of video gaming including early beta versions and games that never saw the daylight, brought to you by CuteFloor and SquarePulse!
We started with short gameplay videos on YouTube in 2006. In that time, DOSBox introduced the capability to record videos of DOS games – retro games. Since then, we have not only recorded several games you might know and love, but we also showed interesting development versions and even games that were never published after all.
Take a piece of gaming history!
--
00:00 MS-DOS
00:08 You miss the old games?
00:13 Zeliard
00:19 You'd like to rememer the games?
00:23 Commander Keen IV
00:27 Welcome to CuteFloor Classic Gaming
00:33 Alone in the Dark
00:38 Watch games for MS-DOS and Windows
00:42 Dyna Blaster
00:44 DOOM
00:46 Syndicate
00:50 Day of the Tentacle
00:58 Mystic Towers
01:02 Tyrian
01:08 Descent
01:14 Duke Nukem 3D
01:18 SimCity 2000
01:27 Road Rash
01:31 Quake II
01:39 Half-Life
01:55 Need for Speed III
02:07 Age of Empires II
02:19 See early alpha and beta versions
02:28 DOOM
02:36 Changed contents and features
02:44 Grand Theft Auto
02:48 Theme Hospital
02:52 Tomb Raider
03:01 Warcraft II
03:09 Track Attack
03:17 Serious Sam
03:25 Ken Silverman's BUILD2 Engine
03:33 Check out games that never saw the daylight
03:39 Transland
03:43 Their stories and why they got cancelled
03:50 Petko Das Debüt
03:58 Witchwood
04:06 Curly's Adventure
04:10 Warcraft Adventures: Lord of the Clans
04:22 Jazz Jackrabbit 3D
04:31 Join now and stay tuned!
04:37 Thanks for watching
Web build with demo levels:
http://xproger.info/projects/OpenLara
Project page:
github.com/XProger/OpenLara
By the way, today it's the 15th anniversary of our YouTube channel. It's been a while :)
Did someone ever get past the first couple of levels?
The story takes place in the land of Arké, a tear-shaped island that was previously peaceful. However, the powerful witch Zora has taken up residence in the eastern lands, turning the entire region into a stinking cesspool.
This game was planned to be playable in three different modes, where you could play as a human-elfish warrior, a leprechaun or a magician. By choosing the warrior, the game got strait arcade by using a sword and summoning elemental powers. The leprechaun mode made it an action game, where you had to use the right elements to get out of trouble. As a magician, it turned into an adventure with a notion to solve puzzles. In each mode, it should eventually be possible to play two heroes simultaneously.
In this video, you can see a very, very early and almost unplayable build of the PC version, which also includes an editor. It does not necessarily represent how far the game got done.
Thanks to the former pcGTW project for providing this demo.
You may notice that Lara actually has a braid and wears sun glasses, much like in FMV cutscenes and in some promotional materials. However, Core Design had technical issues implementing the braid, so it was replaced by a bun.
This prototype has only one map with a bunch of empty rooms. Some textures look a lot like those used in the City of Vilcabamba level in the final game. There is a small bear wandering around and a wolf that doesn't do anything. Those two animals allow to demonstrate the dual-aiming capability that was scrapped later. You can't shoot in this prototype. Lara has different and longer animations, and not all movements were implemented yet.
Raidercast discovered and shared this prototype, Gh0stBlade made it playable, and Tomb of Ash made it public. Some footage of this tech demo first appeared on the fansite Planet Lara.
In this video, you can see an early self-running demo from 1995, which is quite picky to get run properly. It has a completely different user interface and other stuff not seen in the final game. At that time, they still planned to release it in Spring 1996.
Also, they still intended the game to have four time periods: medieval, Victorian, modern and futuristic. You were supposed to start with the medieval era and progress through the later ones.
This demo appears to have some sort of sound support, but still, we couldn't get it to work.
0:00:00 1993, September 16
0:01:28 1994, May 23
0:07:09 1995, January 15
0:26:04 1995, February 10
1:09:11 1995, September 8
1:41:58 1996, June 11
2:17:22 1996, June 27
2:23:22 1996, August 12
2:26:32 1996, November 28
2:30:09 1997, April 4
☯ 1993, September 16:
The earliest incarnation is a simple proof-of-concept demo, which is just called Ninja. It was sent to Scott Miller of Apogee by Jim Norwood. The demo features a little intro and a Japanese-style environment with some ninjas wandering around. You can't do anything except exploring the map and quit. The Wolfenstein 3D-like engine was likely written by Gerald Lindsly.
☯ 1994, May 23:
This is a work-in-progress prototype using an early version of Ken Silverman's Build engine. It has a bright "medieval Japan" style of art and some sort of spell-casting system, which didn't make it to the final game. The very first public pre-release screenshots were done in this build or a build close to this.
☯ 1995, January 15:
This version uses rough photo-sourced images for the first-person hands and active weapons, which were not cleaned up yet. So, you may get a glimpse of the room where the shots were taken. If you look closely, you can even see the face of the guy that held the props and made the moves. Additional graphics like flipping through a spell book or playing Game Boy go unused in this build.
This prototype comes with four maps and introduces a rippling water effect, which was also used in LameDuke, the public beta version of Duke Nukem 3D. A similar effect appears in the final version of Ken Silverman's Build engine.
☯ 1995, February 10:
The February 1995 prototype is quite similar to the January prototype, but it includes a lot more maps to explore. Also, several graphics were changed or added, and code changes made the game more stable.
☯ 1995, September 8:
This prototype got much further. It has several new maps, enemies work well, and it now has a full set of weapons. The spell system was also improved a bit.
This is the closest snapshot before the in-house Duke Nukem 3D team took over development after finishing their game. After this, the game's direction was radically changed.
☯ 1996, June 11:
This prototype shows the game after development moved to the Duke Nukem 3D team. It introduces vehicles that you may use and new weapons that also appear in the final game. The spell system is about to be completely removed. There is also a mix of old and new maps. The new ones roughly go towards the modern urban theme of the final version. However, many of these new maps were cut later.
Now there is a proper title screen based on the scrapped box art that was published in magazine previews and advertisements in that time. It shows a shirtless ninja fighting the Serpent God boss. The new player's sprite is also based on this design.
☯ 1996, June 27:
In this June 27 prototype, the spell system is gone completely. The player's sprite has changed once again. It is similar to the June 11 one, but it was completely redrawn. The railgun has been added, and there are some new enemy sprites.
Surprisingly, several voxels have been introduced. They resemble some enemies and character designs that either got scrapped in this prototype or in a later version.
☯ 1996, August 12:
The August 12 prototype is on the way getting closer to the final version of Shadow Warrior. While most stuff is the same as in the previous prototype, the weapon arsenal is mostly finalized.
☯ 1996, November 28:
The November 1996 prototype is a demo sent to the publisher GT Interactive. At this stage, the game is quite close to the final game. Most things are in place and just need some polish, and the art style is pretty close to the retail version. Some maps are also quite close to be finished, while other ones still have a way to go.
☯ 1997, April 4:
This is a previously leaked version that was compiled shortly before release. It was shared by a tech support employee who wanted to play a net game with a friend of his. The prototype got spread around and as a result, that employee was soon fired.
A lot of data deleted from the final game is still present in this prototype. There are still some minor differences and only four shareware maps are playable by default. However, all other maps are present in the .grp data file and playable after extracting and loading as user maps. They range from old maps found in early prototypes back in 1995 up to new ones not seen before. Some of the maps made a last encore appearance before they got cut entirely.
In this video, you see a playable demo version that was distributed several months before the final release. If you know the full game, you may notice some differences.
After everyone blamed the jester Malcolm killing the Queen and the King of Kyrandia, Malcolm turned to stone and was dumped in a junkyard outside the castle. However, a thunder striked him and turned him into life again. Now it's his turn to tell his version of the story.
Like its predecessors, the original Sound Blaster and the Sound Blaster Pro cards, the Sound Blaster 16 quickly became a de-facto standard and widely supported by games in the DOS era. It was even so popular that Creative decided to produce PCI versions of the Sound Blaster 16. However, these are actually based on Ensoniq AudioPCI – technically unrelated to the ISA cards. The Sound Blaster 16 PCI cards don't have an OPL FM synthesis chip, instead they use the Ensoniq sample-synthesis engine to simulate it, which is considered very inaccurate.
In this video, you can see the MMPLAY demo that was shipped with the Sound Blaster 16 drivers in 1993.
Did you own a Sound Blaster 16 card? What are your experiences? Leave a comment! :)
The prototype of Master of Orion, Star Lords (not to be confused with Starlord also by MicroProse), has been released as freeware in 2001.