Here's to another great year of preservation! And a little surprise...
It’s been an absolutely incredible year when it comes to preservation.
Below are some of my highlights of the year, keeping in mind this isn’t a definitive list.
- An early pre-Gearbox build of Duke Nukem Forever from 2001 was dumped
- A build of Duke Nukem Endangered Species was also dumped recently
- The source-code for the cancelled Captain Blood game was released under GPL
- A prototype of Segapede was released by Hidden Palace
- The Video Game History Foundation released a development archive and fantastic article related to the cancelled SimCopter 64
- Source code and art assets for Jimmy Neutron vs Jimmy Negatron
- A pretty substantial collection of content relating to Check Six (Spyro Enter The Dragonfly and Aliens Colonial Marines) and more, from a user called Mr. FO1
- Huge dump of artwork collections for various games
- Sega Dreamcast Info released a number of great pieces through the year, too many to link, including the source code for several games (always great to see)
- Forest of Illusion released a number of prototypes and marketing assets from the “Uncle Duffy Collection”, several PC builds from the early 2000s, Turok 3 prototypes for the Nintendo 64 and more
- The source code for the Dreamcast game Red Dog Superior Firepower was released under MIT
- Another pre-release build of Unreal Tournament was discovered (alternate with fixes)
- A build of the cancelled Lunatik for the Sony PlayStation was uploaded to GitHub
- Source code for the original Army Men from 1998 was uploaded to archive.org
- Source code for the 3DO title Escape From Monster Manor was released (licensed under MIT but mind the legal disclaimer)
- Another prototype, including a number of documents and source code for Epic Games’ cancelled Project Nano turned up thanks to a release by Obscure Gamers
- Foone released several copies of Argonaut’s Blazing Render engine under MIT; v1.1.2, v1.3.2 and others
- Microsoft’s 3D Movie Maker software was made open-source under MIT
- Overgrowth’s source code was released under Apache-2.0
- Several builds and copies of the source code for Duke Nukem Critical Mass were released
- The source code for Psygnosis’ Wipeout game was released
- PowerVR Series 1 driver source code was released under MIT
- A modified variant of the source code for Ubisoft’s CPA engine and tooling, which was being used to develop Rayman Raving Rabbids for the Nintendo DS (an early version of the game is also present)
I pretty much finished this list, thought that was it for the year, and then another one hit us!
- A prototype + source-code of Rayman Raving Rabbids from before it turned into the collection of minigames
Wow, didn’t expect that one! This was a super exciting one to see for me and something I’m sure I’ll write about at some point in the future.
Honestly it’s been a real struggle trying to keep up with it all, not that I’m complaining. I hope that list might bring to light something you might’ve missed yourself during the busy year, and if there’s anything else, feel free to let us know in the comments.
It’s worth pointing out that I’ve also uploaded a few more interesting pieces to archive.org since my post in July.
- Immercenary for the 3DO from Jan. 1995 (here)
- Pre-release build of Headhunter Redemption for the PlayStation 2 a little over a month before the final build (here)
- A debug build of the Ghost in the Shell Stand Alone Complex for the PlayStation 2 (here)
A massive thanks to Lemurboy12 for adding pages to Hidden Palace for my earlier releases, I really appreciate it!
There’s more on the way.
Anyway, with all that out of the way, here’s my Christmas gift to everyone; a build of Prey from 1995!
I’m sure many of you know how much of an obsession I have over Prey, so being able to share this with everyone is an incredible honor, and I’m so happy that this can finally be preserved and available for everyone to see.
Here’s to another great year of preservation.