Category:Cancelled Dreamcast games
Pages in category "Cancelled Dreamcast games"
The following 72 pages are in this category, out of 72 total. This list may not reflect recent changes (learn more).
The following 72 pages are in this category, out of 72 total. This list may not reflect recent changes (learn more).
1. Discworld Noir – Discworld Noir is a 1999 adventure game developed by Perfect Entertainment and published by GT Interactive. The game plays on film noir genre tropes, parodying noir classics such as Casablanca, originally released for Microsoft Windows, it was later released for PlayStation by Teeny Weeny Games, the resurrected form of the already insolvent Perfect Entertainment. Pratchett consulted on the story and provided some of the dialogue, Discworld Noir is an adventure game. Much of the takes place in conversation, with the player being able to interrogate people with subjects from Lewtons notebook. When something is mentioned in conversation, a note may be added to the notebook, once a lead is of no further use, it becomes scratched out and unselectable. Part way through the game, Lewton becomes a werewolf, the player may then shift Lewton to werewolf form. Like the previous Discworld games, the PlayStation version of the game supports the PlayStation Mouse, the game uses a threaded structure, in which there are separate vignettes that the player may come to at different points. In one case, missing an early on in the game will cause a character to give it to the player later. The main character is Lewton, the Discworlds first and only private investigator and his investigation of a brutal murder gets him involved in a sinister plot. The games story line is an original creation, unlike the previous Discworld games. It is set in Ankh-Morpork, the largest city on the Discworld, the game features many new characters and locales, which do not appear in the Discworld books. Characters and locales from the books also appear, such as the Unseen University, the Dysk Theatre, Pseudopolis Yard, though Pratchett viewed the games as an parallel Discworld, Chris Bateman wrote the game attempting to fit it between the events of Feet of Clay and Jingo. The game opens on a text narration discussing the origins of the Tsortean wars, there is then a cutscene of Lewton being chased through the streets pursued by an unseen attacker, eventually being stabbed through the chest with a sword. Lewton begins an off-screen narration on being dead, before recalling how it all started, the game flashes back to Lewton taking a case for a woman named Carlotta, who asks him to find a man named Mundy. As Lewton pursues the case he runs into an old flame, Ilsa, Lewton finds Mundy but is immediately knocked unconscious. He awakes to find a murdered Mundy and the City Watch, commander Vimes names Lewton as his prime suspect and a suspect for all the Counterweight Killings, a series of ritualistic murders, before letting him go. When Lewton grills the Parrots owner, he reveals he cut Mundy down and looted his body, once Lewton has the coin, he is ambushed by a dwarf named Al-Khali, who searches him, finds the coin, and takes him to troll criminal Horst. Horst believes Lewton has killed Mundy and found the Golden Sword, Lewton discovers the Parrots singer, a troll named Sapphire, has suddenly run into a large amount of money
2. SWAT 3: Close Quarters Battle – SWAT3, Close Quarters Battle is a tactical shooter, developed by Sierra Northwest and published by Sierra Entertainment for Microsoft Windows-based PCs. It is the installment of the Police Quest series. As the first first-person shooter of the Police Quest series, SWAT3 received a new engine with cell and portal technologies for simulation of environments and advanced AI. The developers spent some time consulting with LAPD SWAT, including a real-life SWAT element leader and LAPD SWAT founder Daryl Gates in order to create an accurate, most of the animations in the game were motion captured from a real-life SWAT officer. SWAT3 is set in 2005 in Los Angeles, with the player assuming the role of a Los Angeles Police Department SWAT officer, leading a five-man element of computer-controlled teammates. Los Angeles is due to host a major, United Nations-brokered nuclear disarmament treaty signing attended by a number of powers, including the United States, Russia. SWAT3 also includes a mode, including traditional Deathmatch and Team Deathmatch modes. A Dreamcast version was planned for release in 2000, but it was cancelled for unknown reasons. SWAT3 is a tactical team-based first person shooter played cooperatively with computer or human-controlled teammates, the game is divided into missions, representing separate SWAT deployments to various crisis situations. Mission environments are typically indoors, necessitating room-to-room CQB tactics, operations include hostage rescue, armed standoffs and bomb disposal. Enemies, referred to as suspects, include individuals, disorganised small groups and trained, unlike military shooters, such as the comparable Rainbow Six games, the player and teammates are cast as police officers rather than soldiers. The primary objective when dealing with armed suspects is to arrest alive instead of shooting on sight, some incidents of unauthorized use of lethal force will result in mission failure. The SWAT teams equipment is focused less than lethal and CQB tactics. All weapons have a flashlight attachment, the game allows the different types of ammunition varying levels of penetration through different materials, making spray and pray firing risky due to the potential of hitting an unseen NPC. The player characters health is displayed as a vertical scale, in-game, this represents the readings of various sensors inside the officers clothing measuring blood loss, body temperature and other vital signs. Health does not regenerate and injuries cannot be treated mid-mission, officers cannot withstand a large number of injuries without being incapacitated. This encourages the player to use slow, methodical CQB tactics making use of flashbangs, missions can be approached in either stealth or dynamic mode. In stealth mode, the SWAT team moves slowly and deliberately, speaking softly and avoiding loud noises and this allows the SWAT team the element of surprise when choosing to engage suspects
3. Elite (video game) – Elite is a space trading video game, written and developed by David Braben and Ian Bell and originally published by Acornsoft for the BBC Micro and Acorn Electron computers in September 1984. The games title derives from one of the goals of raising their combat rating to the exalted heights of Elite. Elite was one of the first home games to use wire-frame 3D graphics with hidden line removal. It added graphics and twitch gameplay aspects to the established by the 1974 game Star Trader. Another novelty was the inclusion of The Dark Wheel, a novella by Robert Holdstock which gave insight into the moral and legal codes to which they might aspire. A third sequel, Elite, Dangerous, began crowdfunding in 2012 and was launched on 16 December 2014, following a period of semi-open testing. Elite proved hugely influential, serving as a model for other games including Wing Commander, Privateer, Grand Theft Auto, EVE Online, Freelancer, non-Acorn versions were each first published by Firebird and Imagineer. Subsequently, Frontier Developments has claimed the game to be a Game by Frontier, to be part of its own back catalogue, the player initially controls the character Commander Jameson, though the name can be changed each time the game is saved. The player starts at Lave Station with 100 credits and an armed trading ship. Most of the ships that the encounters are similarly named after snakes or other reptiles. Credits can be accumulated through a number of means and these include piracy, trade, military missions, bounty hunting and asteroid mining. In the game universe, stars have planets, each with a space station in its orbit. Stars are always separated by interstellar distances effectively untraversable using the ships sublight engines, travel between stars is accomplished by hyperspace jumps, and is constrained to those within range of the limited fuel capacity of the ships hyperdrive. Sublight fuel capacity is apparently infinite, an extremely expensive one-shot galactic hyperspace upgrade permits travel between the eight galaxies of the game universe. There is little difference between the different galaxies. However, in some versions it is necessary to travel to at least the second galaxy to access the games missions, the planetary layout of the galaxies is different, and many players discovered trade runs between closely positioned planets with fortuitous economic combinations. Elite includes several optional paid missions for the Galactic Navy, according to Braben and Bell, Elite was inspired by a range of sources. The developers cite 2001, A Space Odyssey, Star Wars, Hitchhikers Guide to the Galaxy, Braben also cites the works of Larry Niven, Jerry Pournelle, Arthur C
4. Half-Life: Blue Shift – Half-Life, Blue Shift is an expansion pack for Valve Softwares science fiction first-person shooter video game Half-Life. The game was developed by Gearbox Software with Valve Corporation and published by Sierra Entertainment on June 12,2001, Blue Shift is the second expansion for Half-Life, originally intended as part of a Dreamcast version of the original game. Although the Dreamcast port was cancelled, the PC version continued development and was released as a standalone product. The game was released on Steam on August 24,2005, as with Gearboxs previous expansion pack Opposing Force, Blue Shift returns to the setting and events of the original game, but portrays the story through the eyes of another person. The protagonist in Blue Shift is a security guard, Barney Calhoun, after a scientific mishap causes Black Mesa to be invaded by aliens, Calhoun must fight his way to safety. The game received positive reception. As an expansion pack for Half-Life, Blue Shift is a first-person shooter, the game continues Half-Lifes methods of an unbroken narrative. The player sees everything through the first person perspective of the protagonist, story events are conveyed through the use of scripted sequences rather than cut scenes. Progress through the world is continuous, although the game is divided up into chapters. The player battles through the game alone, but is assisted by friendly non-player characters. Security guards and scientists will occasionally help the player in reaching new areas, Blue Shift also includes a substantial section dedicated to keeping a major character in the story safe from enemy characters, and escorting him to a specific location. A selection of enemies from Half-Life populate the game, including creatures such as headcrabs. The player also encounters human opponents in the form of a detachment of US Marines who have sent to eliminate the alien threat. Blue Shift does not elaborate on the storyline in Opposing Force, the expansion pack. The player is given access to a limited selection of Half-Lifes original weaponry. Blue Shift is set in the location and time frame as that of Half-Life. The player guides Freeman in an attempt to escape the facility and close the portal, as in Opposing Force, Blue Shift shows the events of Half-Life from the perspective of a different protagonist. The player assumes the role of Barney Calhoun, a security guard working near the labs where the accident takes place, Blue Shift begins in a similar manner to Half-Life, as Barney Calhoun rides a train through the Black Mesa facility to reach his place of work
5. Max Payne (video game) – Max Payne is a third-person shooter video game developed by Remedy Entertainment and published by Gathering of Developers in July 2001 for Microsoft Windows. Ports created later in the year for the PlayStation 2, Xbox, a Mac OS port was published on 16 July 2002 by MacSoft in North America and Feral Interactive in the rest of the world. There were plans for a Dreamcast version of Max Payne, the game was re-released on 27 April 2009 as a downloadable game in the Xbox Originals program for the Xbox 360. The game centers on NYPD Detective Max Payne, who attempts to avenge the murder of his family, the game contains many allusions to Norse mythology, particularly the myth of Ragnarök, and several of the names used in the game are those of the Norse gods and mythos. Max Payne received very positive reviews and was praised for its exciting gunplay, the game won a large number of accolades, including the BAFTA Award. As of 2011, the Max Payne series has sold over 7.5 million copies and it also inspired a feature film under the same title. Max Payne is a shooter in which the player assumes the role of its titular character. Almost all the gameplay involves bullet time-based gun-fights, levels are generally straightforward, occasionally incorporating platforming and puzzle-solving elements. The games storyline is advanced by the player following Maxs internal monologue as the character determines what his next steps should be, several of the games levels involve Paynes surrealistic nightmares and drug-related hallucinations. Initially, the only weapon is a semi-automatic pistol. As the player progresses, other weapons become accessible, including melee, some of the games weapons can be dual wielded. Max regains health by taking painkillers, which the player collects, the games AI is heavily dependent on pre-scripted commands, most of the apparently intelligent behavior exhibited by enemies actually is pre-scripted. Although Paynes movement is slowed, the player is still able to position the aiming reticle and react in real time. Occasionally, when the last character of a group is killed. Likewise, the camera may follow the path of a bullet fired from a sniper rifle, the Dead on Arrival game mode limits the player to only seven saves per chapter, and the New York Minute mode forces the player to complete each chapter within the allotted time. Upon completing the game on Dead on Arrival, the player unlocks The Last Challenge, the story is told in medias res and consists of three volumes, The American Dream, A Cold Day in Hell, and A Bit Closer to Heaven. The game begins in January 2001, as New York City finishes experiencing the worst blizzard in the history of the city, the intro sequence shows Max Payne, a renegade DEA agent and former NYPD officer, standing at the top of a skyscraper building as police units arrive. He then experiences a flashback from three years ago, back in 1998, Max returned home in New Jersey to find that a trio of apparent junkies had broken into his house while high on a new designer drug called Valkyr
6. Panzer Dragoon Orta – Panzer Dragoon Orta is a rail shooter video game published by Sega for the Xbox. The game was released in Japan in December 2002, January 2003 in the United States and it is the fourth and final game in the main Panzer Dragoon series. After the release of the previous Panzer Dragoon game, Panzer Dragoon Saga, Sega disbanded Team Andromeda, many staff joined Smilebit, which went on to develop Panzer Dragoon Orta. The game focuses on a girl, Orta, who has been held as a prisoner her entire life. Panzer Dragoon Orta is a shooter, players can control the dragons position onscreen, and may briefly slow down or speed up. Attacking is performed by holding down an attack button, maneuvering an onscreen cursor over enemies. Orta is also equipped with a pistol, which can be used by tapping the attack button instead of holding it down. Enemies must thus be defeated before they vanish offscreen as the scroll by, with the exception of boss battles. An onscreen radar marks enemies in the immediate surroundings as red dots. Using the Right and Left Triggers, the player can rotate the view 90 degrees to the left or right and this way the player can look in front, to the sides or behind the dragon and take down incoming enemies. A Life Gauge displays the current health. When the dragons health reaches zero, the ends and the player will have to redo the entire Episode. If the dragon dies during the boss fight of the Episode. Ortas dragon can morph itself instantaneously between three different forms, the Base Wing, Heavy Wing, or Glide Wing, each of these forms can level up by collecting gene bases from certain enemies. Unique to the Glide Wing is the ability to have the dragon perform a roll by moving the thumbstick sideways in quick succession. Each dragon type has a different Glide Gauge, the dragons ability to slow down or speed up can only be done a limited number of times as it decreases the Glide Gauge. When the Glide Gauge is empty, the dragon can no longer slown down or speed up, the Glide Wing can speed up or slow down up to three times using a full Glide Gauge, while the Base Wing can only do so two times. The Heavy Wing cant slow down or speed up at all, as with the Glide Gauge, each dragon type also has a different Berserk Gauge
7. System Shock 2 – System Shock 2 is a first-person action role-playing horror video game for personal computers. The title was designed by Ken Levine and co-developed by Irrational Games, originally intended to be a standalone title, its story was changed during production into a sequel to the 1994 PC game System Shock. The alterations were made when Electronic Arts—who owned the System Shock franchise rights—signed on as publisher, the game takes place on board a starship in a cyberpunk depiction of 2114. The player assumes the role of a soldier trying to stem the outbreak of an infection that has devastated the ship. Like System Shock, gameplay consists of combat and exploration. It also incorporates role-playing system elements, in which the player can develop skills and traits, such as hacking, System Shock 2 was originally released in August 1999 for Microsoft Windows. The game received positive reviews but failed to meet sales expectations. Many critics later determined that the game was influential in subsequent game design, particularly on first-person shooters. It has been included in several greatest games of all time lists, in 2007, Irrational Games released a spiritual successor to the System Shock series, titled BioShock, to critical acclaim and strong sales. System Shock 2 had been in intellectual property limbo following the closure of Looking Glass Studios, OtherSide Entertainment announced in December 2015 that they have been licensed the rights from Night Dive Studios to produce a sequel, System Shock 3. As in its predecessor, System Shock, gameplay in System Shock 2 is an amalgamation of the action role-playing game, the player uses melee and projectile weapons to defeat enemies, while a role-playing system allows the development of useful abilities. Navigation is presented from a view and complemented with a heads-up display that shows character and weapon information, a map. The backstory is explained progressively through the acquisition of audio logs. At the beginning of the game, the player chooses a career in a branch of the Unified National Nominate, each branch of service gives the player a set of starting bonuses composed of certain skills, though may thereafter freely develop as the player chooses. The Marine begins with bonuses to weaponry, the Navy officer is skilled in repairing and hacking, operating system units allow one-time character upgrades to be made. An in-game currency called nanites may be spent on items at vending machines, including ammunition supplies, quantum Bio-Reconstruction Machines can be activated and reconstitute the player for 10 nanites if they die inside the area in which the machine resides. Otherwise, the ends and progress must be resumed from a save point. The player can hack devices, such as keypads to open alternate areas, when a hack is attempted, a minigame begins that features a grid of green nodes, the player must connect three in a straight row to succeed
8. Super Monkey Ball (video game) – Super Monkey Ball is a 2001 platform/party video game developed by Amusement Vision and published by Sega. The player must reach the goal without falling off or letting the timer reach zero to advance to the next stage, there are also several multiplayer modes, independent minigames as well as extensions of the main single-player game. Super Monkey Ball has three modes, main game, party games, and mini-games. The mini-games are unavailable at first, and must be unlocked by earning 2,500 play points through playing the game in single-player mode. By moving the stick, the player tilts the entire set of platforms that make up a level, called a floor. If the ball falls off a floor or the timer reaches zero. The speed, in miles per hour, at which the ball is moving is displayed in the corner of the screen, pausing the game and selecting the View Stage option allows one to rotate the camera around and examine the floor. A replay is presented after a goal has been reached, replays can be saved to a memory card. Every second remaining on the timer when a floor is completed adds 100 points to the players score, the player receives an extra life for every 100 bananas collected. The main game features three difficulty levels—Beginner, Advanced, and Expert, consisting of 10,30, and 50 floors each—as well as three modes—Normal, Practice, and Competition. In practice mode, any floor already played in normal mode can be repeated indefinitely with no penalties for failure. In normal mode, the experiences a Game Over when they have lost all of their lives. The following party games are available, Monkey Race, One to four players simultaneously race across six courses divided into three difficulty levels. Steering is handled with the stick, while the A button is used to activate items that can be used to produce an increase in speed or to adversely affect opponents. A Time Attack mode involves the use of three available speed items to achieve faster times. Points are awarded for knocking opponents off one of the three available arenas, with points being awarded when the player currently in the lead is knocked off. The player with the most points is declared the winner of a round when the timer reaches zero. Items can be used to extend the reach, size, Monkey Target, One to four players take turns rolling their monkey down a ramp, launching it into the sky
9. Black & White (video game) – Black & White is a god video game developed by Lionhead Studios and published by Electronic Arts for Microsoft Windows in 2001. The game was published by Feral Interactive in 2002 for Mac OS, Black & White combines elements of artificial life, strategy, and fighting games. The player acts as a god and takes control over villages, the goal is to defeat Nemesis, a god wanting to destroy all others and take over the world. A primary theme is the concept of good and evil, Black & White features a unique element, a creature who acts as the players servant, and whose personality is shaped by its interaction with him. Multiplayer is supported over a network or online. Peter Molyneux led the development of the highly anticipated game. Black & White was written from scratch using a great deal of custom software, and the intention was to have the user interface free of icons, buttons. Versions for games consoles were in development, but cancelled, Black & White received universal acclaim, reviewers praised the artificial intelligence, uniqueness, and depth, although the system requirements and bugs were criticised. The creatures artificial intelligence set a Guinness World Record for its complexity, Black & White won awards from several organisations, including the British Academy of Film and Television Arts, and sold over two million copies. Some reviewers re-reviewed the game and considered it over-rated, an expansion, Black & White, Creature Isle, and sequel, Black & White 2, followed. The player takes on the role of a god ruling over an island populated by various tribes, control is manifested in the animated, on-screen Hand, that is used to throw people and objects, tap houses to wake their occupants, cast miracles, and perform other actions. Key items in the story are gold and silver scrolls, gold ones initiate a significant event, and silver ones detail a task to perform and the reward upon completion. The principle behind the title is the conflict between good and evil. Nearly every action counts toward the image as judged by his followers, the player may be seen as a good god. The land, interface, and music according to that alignment. For example, a good gods temple is bright-coloured, and an evil gods is fashioned to look intimidating, the use of either is never required, although a balance of good and evil can be used to stay in the grey area. There are two advisers, one good and the evil, who try to persuade the player to do things their way. The primary goal is the expansion by constructing buildings and breeding villagers
10. Shinobi (2002 video game) – Shinobi is a 3D action-adventure video game developed by Overworks and published by Sega as part of the Shinobi series. It was released for the PlayStation 2 console on November 10,2002 in North America, December 5 in Japan, the game stars the ninja Hotsuma, who wields Akujiki, a sword that feeds on souls. He can also use magic, shurikens, and special moves. Upon finding a castle after an earthquake, Hotsuma makes it his goal to defeat the sorcerer Hiruko. Shinobi was originally planned for the Dreamcast, but due to the discontinuation of the console, the game was designed to place emphasis on the action elements of action-adventure gameplay and appeal to the action market. Other gameplay elements resulted from a desire to mix old and new elements, upon release, Shinobi was generally well received by critics. A comic book adaptation, soundtrack album, and sequel entitled Nightshade were also released, Shinobi is a 3D action-adventure game viewed from a third-person perspective. The player guides protagonist Hotsuma through eight levels that each consist of two sections and a boss battle, gameplay consists of quickly moving through levels and killing enemies. The game does not feature checkpoints, but allows the player to continue from the start of a battle should they die. Combat is hack and slash-based, involving large numbers of recurring enemies, Hotsumas sword, Akujiki, is his primary weapon. Akujiki feeds on souls, initially devouring those of the enemies he kills and this leads to an emphasis on killing all enemies in a battle as quickly as possible. The mechanic of jumping from enemies after dispatching them adds an element of platform gameplay, Hotsuma can also use shurikens to briefly paralyze his enemies. Three types of magic are available to him, Kaen, an area-based fire attack, Kamaitachi, a ranged shock wave attack, and Raijin. Raised together within the Oboro Clan, Hotsuma and Moritsune were seldom apart during their youth, being the younger of the two, Hotsuma looked up to Moritsune, and considered his older brother to be a superior warrior. Eventually, the Oboro Clan commandment was revealed to the two boys after they discovered Akujiki, the evil soul-stealing sword that would be used in the ritual to decide the clans leader. The commandment deems that the clan leader must be determined by a duel to the death between the eldest clan heirs—in this case, Moritsune and Hotsuma. Aware of their destiny, the brothers trained incessantly, instructed by their foster parent,10 years passed as the brothers refined their techniques and honed their senses, preparing for the longtime duel and training their skills. Four years after, a earthquake struck Tokyo, and a mysterious Golden Palace appeared in the center of the destroyed city
11. Commandos 2: Men of Courage – Commandos 2, Men of Courage is a real-time tactics video game, the sequel to Commandos, Behind Enemy Lines. It was developed by Pyro Studios, and published by Eidos Interactive, the Mac OS X version of the game was released in 2005 by Feral Interactive along with Commandos 3, Destination Berlin as part of the Commandos Battle Pack. The game places the player in command of a squad of commandos, the action stretches from 1941 to 1945 and takes place on both the Western Front against the Germans and the Pacific theatre against the Japanese. At the beginning of each mission the player is the responsible for the Commando Corps. They are all exceptional and have been trained for missions behind enemy lines. Additionally, each one has unique skills and abilities that the player has the chance to exploit when assigning orders during the missions. In May 1941, commandos Paul Toledo and Natasha Nikochevski capture an Enigma machine and its codebook in a German submarine base at La Pallice in La Rochelle and they destroy the bases anti-aircraft guns and torpedo warehouse before escaping in the submarine. While in the North Sea, the Royal Navy submarine is caught, the enigma machine is confiscated and the entire crew captured with the exception of Blackwood and Hancock, both of whom evaded capture. After rescuing the crew, the commandos proceed to recover the Enigma and disable the destroyers main guns, under orders that the Enigma be hastily brought to England, OHara and Duchamp takeoff in a Fieseler Fi 156, while the rest escape in the submarine. A year passes and the commandos are deployed to the Pacific Theatre, in Burma, they rescue a spiritual leader and assassinate a Japanese tyrant with the help of Gurkhas. On 17 June 1942, the commandos are sent to northern Thailand, where they rescue a Colonel Guinness, the bridge is blown up just as a train of the Imperial Japanese Army high command crosses it, plummeting into the river. In July 1942, the land on the strongly fortified Savo Island to disable the large artillery guns. While on the island, they are assisted by a castaway named Wilson, OHara steals it as a souvenir. In Spring of 1944, the commandos are sent to Haiphong, Indochina, destroying the fuel depots. While out at sea, the sabotage the rudder of every A6M Zero. The Shinano is then bombed by American Vought F4U Corsairs, following their tour of duty in the Pacific, the commandos are recalled to the Western Front for the Normandy invasion. During the battle of Cherbourg, they rescue a wounded Private Smith, a few months later, Toledo is captured and taken to Colditz Castle where he is to be executed. The commandos save him and they help the prisoners of war housed there escape by disguising them in German uniform, while the prisoners escape, the commandos acquire top secret documents from three high-ranking German officers, revealing plans to devastate Paris with planted explosives before it is liberated
12. Croc 2 – Croc 2 is a video game released in 1999. It is the sequel to Croc, Legend of the Gobbos, Croc 2 was released on PlayStation, Microsoft Windows and Game Boy Color. A Sega Saturn version was advertised but was never released, the plot revolves around Croc searching for his missing parents, and saving the Inventor Gobbo from a revived Baron Dante. Set several months after Croc, Legend of the Gobbos, the Dantinis plot the return of Baron Dante, an Inventor Gobbo is captured when he witnesses Dantes return. Back at Gobbo Valley, Croc is playing at the beach, the message explains that the senders are looking for their child. A large number of Gobbos make a see-saw, Croc stands on one end and a Gobbo pushes a boulder on to the other end to propel Croc to the distant mainland, where his search begins. The gameplay in Croc 2 has changed compared to the previous game. Instead of simply finding six Gobbo in each level, the player must now complete various missions, another new aspect is Swap Meet Petes General Store. The store is owned by a large, anthropomorphic cat, named Pete, Pete is capable of teleporting Croc to other Gobbo Villages with the use of his Crystal Ball. There are four villages Croc must traverse through before reaching the end of the game, the four villages are the Sailor Village, the Cossack Village, the Caveman Village and the Inca Village. Each village has five levels, two bosses and one Golden Gobbo level, development of Croc 2 began after the release of Croc, Legend of the Gobbos in 1997. However, the game was delayed to a summer 1999 release, the Sega Saturn version was also cancelled when Sega discontinued the console. The original soundtrack features the guitarist Simon Gosling, a Dreamcast port of the game was in development, but it was cancelled for unknown reasons. A port for the Nintendo 64 was also in development at one point but was never released either, Croc 2 received mixed to positive reviews upon release. Aggregating review website GameRankings gave the Game Boy Color version 74. 22%, the PlayStation version 69. 65% and the PC version 67. 17%. IGN gave the game an overall 7. 5/10 for the PlayStation version, praising the voice acting, graphics, soundtrack and size but criticizing its difficulty. NowGamer also gave the game a review, giving it 8. 4/10. GameSpot gave the poor ratings, giving the PC version 5. 8/10 and the PlayStation version 5. 4/10, also criticizing the camera angles