After being on hiatus writing top 10s in the past 7-8 months, BlueGunstarHero's absolutely brilliant top 10 regarding Nintendo's skeletons in the closet made me think of my beloved Sega's skeletons in the closet; while there are not as many, and not as many "big name," titles as Nintendo (by big names, I mean titles that are commonplace or known in the videogame community), Sega does have its fair share of games that could not make it off of the development floor, be it for cost issues, market issues or other events/effects that have caused a title to be left in the dark. Especially since Sega has had a rocky history there are quite a few skeletons in comparison to other videogame companies, be it either major players (Konami, Square, etc.) or smaller development teams, and there have been many games by other companies cancelled on Sega consoles that could have been beneficial to Sega in the long run (such as Half-Life being cancelled for the Dreamcast soon before it was to come out); cancelled titles have hurt Sega's wallet throughout the years.

Almost all of Sega's major franchises throughout the years (Sonic and Shenmue among many others) have had games be cancelled, however there are also standalone titles that have failed to see the light of day on Sega's end, as well as even hardware; there are more skeletons in Sega's closet than one can really think about; hopefully this list will shed more light on Sega's past, as there are a lot of things the common gamer is unsure about when it comes to Sega. With the recent announcement of another loss of major cash for Sega, this list feels quite appropriate, if I do say so myself ;). On that note, on to the list!

Have you ever wanted to play a game where your G.I. Joe action figure would fight against your sister's Barbie? Or to switch things up a little bit, how about having your Beanie Baby square off against your plastic lizard? Sega created Toy Fighter to be just that type of game, in 1999. While Toy Fighter was released into arcades (albeit a very small release) in Japan only, it was for all intents and purposes, an unknown game. Tweaked for the Dreamcast, it was set to be released on the console in late 2000/2001, however that day never came. Even receiving a grade from a UK magazine (65/100) and previewed by Gamespot, Toy Fighter was also being pumped quite a bit by the Official Dreamcast Magazine (for those not in the know, arguably the best videogame publication ever), as the writers of the mag were rather enthusiastic about playing this game on their favourite console.

What would Toy Fighter have done for the Dreamcast if released on the console? It would have boasted another fighter from the company, aside from Virtua Fighter 3TB (released just after launch in the West, and at launch in Japan), and it may have boosted Sega's stock in the fighting game genre as well, however it was not until Fighting Vipers 2 (that is actually a fairly decent game by the way, hammered by critics for being a "too late," release) in 2001 that Sega would release another 3D fighter (or fighter in general, actually). Toy Fighter could have bridged the gap between the two games, and not simply whet our appetites.

Nuclear Rush was a cancelled Genesis game that was in fact going to be one of the two pack-in games for the Genesis' proposed Virtual Reality add-on. The Virtual Reality add-on, known as the Sega VR, would have been not unlike the Nintendo's Virtual Boy, just with a much better concept, not monochrome and it wouldn't cause you to develop scoliosis (though it was rumoured to possibly cause injury from movement, as well as motion sickness). The add-on to the Genesis was announced in 1991 and the final prototype was seen in 1993. The next year, it vanished completely and was cancelled itself, thus ending Sega's dabbling with Virtual Reality (though Nintendo WOULD eventually release the Virtual Boy which ended up as a disaster, though it had some redeeming qualities).

Back on the subject of Nuclear Rush, it would have been a scrolling FPS-esque shooter that had you at the controls of a hovercraft in the year 2032, when the world has been ravaged by nuclear war is in a post-apocalyptic state. The story went that nuclear matter was a hot commodity, and as such it is guarded and sold for a hefty coin. You are a pirate that must steal the matter/waste and make as much cash as possible, while fending off drones and robots that are said guards. It was a promising game and was the leading game showcased for the Virtual Reality add-on, thus the game vanished along with the add-on. However unlike most games that are cancelled in a situation such as this, Nuclear Rush was actually completed before the add-on was canned, thus even though it was on a non-existent console, the game is probably still out there somewhere and could have been/could be (though unlikely) converted for another console- most likely the Genesis- at some point. As the Genesis is dead though, good luck on that happening!

Changing tunes a little bit, a piece of hardware hits the list at #8; the Dreamcast's proposed Zip Drive. The Zip Drive was made by Imega Corporation, and it was conceived due to the fact that emails, web pages and to a lesser extent, maps for First Person Shooters would take up too much space on the flash memory of VMUs (as we all know, the Dreamcast had FULL online capabilities; browsing, downloading files, checking email on any web-based email, the Dreamcast could {and still does!} do it all). The drive could obviously also be used to save game data which bypassed the need for having 10 VMUs. This would have essentially made the Dreamcast unit the first hard-drive videogame console ever (preceding the Xbox by a year), or at the very least, the first console able to NOT use flash memory. Floppy disks would needed to be used to transfer (and store) data, and the drive would have retailed for around $200.00 or so.

The drive was ultimately cancelled due to the fact that Sega had pulled out of the hardware business (which also stopped the released of the AWESOME-looking, VMU-shaped MP3 player, and other related devices), as well as their cancelling of the SegaNet servers, which eliminated the need for the extra internet space. Had Sega stayed in the hardware business and this drive was released, it could have vaulted Sega above Sony (at least initially) as the PS2 never had a hard-drive (it could have also forced Sony to possibly create their own hard-drive for their console). It also could have helped Sega stave off death for a little more time (its death was inevitable), and possibly allow for a few more releases that ended up being cancelled (such as Black and White) making us Dreamcast gamers a bit happier.

Like Toy Fighter, the Zip Drive was being boosted to death (well, both weren't boosted "to death," however they were boosted a lot) by the Official Dreamcast Magazine, and the unit that was photographed and subsequently used in all of the boosting was merely a prototype. Fast forward to 2007, a prototype Dreamcast Zip Drive was put up for auction on ebay at a $20,000 reserve (idiotic to say the least). Needless to say, if it did sell (as the reserve was not met), it was for a lot less however the person who did snatch it up would have either a one-of-a-kind piece of videogame history, or a two-of-a-kind piece of videogame history even if it is just a prototype.

Eternal Champions was a series that spawned off of the popularity of the two giants of the 1990's 2D Fighting scene; Street Fighter II and Mortal Kombat. As such, the game was a hybrid of sorts of the two, though the fighting was more in the vein of Street Fighter than Mortal Kombat. Sega pushed the title to death it seemed, with promotion galore, spinoffs and sequels that were planned ahead of time, as well as a ridiculous range of promotional items, such as 7-11 cups with temporary tattoos on them (along with its own flavour!), 2 novels and even a tournament that was hosted by Electronic Gaming Monthly, before the game was even released at that! The sequel, Challenge From the Dark Side, was released on the Sega CD but was much improved, cleaner and fun than the first; it was clear that this was one of the better fighting games on 16 bit consoles (hell, it was one of the best on SEGA consoles period).

So what of the cancelled third game? Well, even before the Saturn was out a third game was planned (titled "the Final Chapter)" that would have presumably ended the series, however it was ultimately cancelled, a move made by Sega of Japan (who are not really known for making wise decisions as far as the company is concerned); from Wikipedia:

Sega of Japan felt that Eternal Champions was keeping Virtua Fighter from being more successful in the US and that it would be better if the company focused on only one franchise.. ..and as Sega is a Japanese company, the Japan side won. It was a crushing blow, and was the only time in working nearly a decade at Sega I considered quitting. I mainly stayed with the hope to change that decision, but sadly never could. Even when we did the NetFighter project for, we weren't able to use the Eternal characters as a hidden bonus. From Japan's view the game never existed, in spite of its stellar sales and even offers to do comic books and a cartoon around it.

Sadly, as the game was a Sega of America game with no input from Sega of Japan, it makes sense that this stance was taken, however it would have been nice to have a competitor (in-house, at that) to Virtua Fighter, especially if it would have made the transition to 3D (which is unknown, but expected considering the trend of fighting games of the era). Like Toy Fighter above, we will never fully know if Virtua Fighter's popularity would be compromised somewhat by another fighter...

Bounty Hunter, another Genesis game, was part of a bigger project as Nuclear Rush was. Bounty Hunter would have been one of 2 cancelled games to solely use Sega's failed Activator controller (the other being a drumming game, also developed by Sega called Air Drums). The Activator was a flat, octagonal controller that detected movements via infrared, somewhat similar to Konami's Police 911 games. The Activator was used on fighting games and a boxing game (along with Comix Zone), as they could operate more easily with your motions than say a platformer or a puzzle game (puzzle games don't even have humans, but you get my drift!). Ultimately the controller was a disaster and was hardly effective for said games, so bad in fact that it made #2 on IGN's worst controllers ever list. Bounty Hunter however, would have been a different breed of game to sue the Activator.

As the Activator was utilised for games where you cannot mimic movement that corresponds with your ENTIRE body, Bounty Hunter would have been the first to do so. You play as Garrot, a Bounty Hunter in the year 2037 that has to vanquish foes in 4 different worlds. What separates Bounty Hunter from say Mortal Kombat though is that you view Garrot from a 3rd person perspective, at all times (from behind). Literally your movements are his movements and unlike Mortal Kombat, in which I have zero idea how you could perform special moves without a joypad, you would be able to move at your own pace and not back and forth on the same plane as you would in Mortal Kombat. Bounty Hunter was previewed in Italian Game Power (a Magazine), with a screenshot, however that would be the only time the game would see any light of day in the public eye. It would be cancelled soon thereafter and yet another innovation (albeit probably a poor one) by Sega disappeared by the wayside...

No Cliché were a French developer that was owned and operated by Sega (almost as Rareware was under Nintendo, though No Cliché eventually were bought out by Sega, whereas Rare was their own company; they just signed an exclusive publishing agreement); a second party developer. Headed by Frédérick Raynal (Little Big Adventure, Alone in the Dark) No Cliché developed the absolutely awesome and highly underrated Toy Commander on the Dreamcast, that is one of the most fun games one could play, as well as the similarly made but incredibly shoddy Toy Racer, that was critically panned and really not that strong of a game (and fans didn't like it too much either!). After that, they only had one other game in development, and that was the quirky survival horror title, Agartha. Agartha was yet another property that the Official Dreamcast Magazine was pumping up big time and even did a full 2 page spread preview on it, that really whet the appetites of us fans. Sadly, the game was cancelled when Sega dropped out of the hardware race, and restructured the company for a hardware-less foray into the videogame world.

Agartha was a survival horror game, as already mentioned, however it was not the type of survival horror that Resident Evil or Silent Hill represented; rather it was more as Alone in the Dark was, as Raynal was the creator of the innovative series (apparently he was bothered that the sequels did not follow his vision of horror, thus Agartha was born). Set in 1929 in a Romanian mountainside town, it is winter and a landslide has buried half of the town. Kirk (you), his half sister Juliet and a military team are sent to the town to help rescue survivors, however what the crew does not know is that the landslide has ripped open a hole to the mythological city known as Agartha, where diabolical creatures and evil reside; you know its going to be a hellish ride! (no pun intended) Raynal stated that he was quite into the realm of mythology.

No Cliché put a ton of effort into Agartha, both from a story and technical (especially technically) point of view as Raynal stated in two different quotes:

The story is dark and the fear will come more from the monsters' behaviour and complex motivations than from their looks- even though these push every limit that's been set so far. You decide whether to kill them or not- and if you like, you can kill everyone. Even the main characters. Of course, it will be very hard to finish that way, but never impossible. It's just like in real life: you have to make many choices. Agartha is a game for adults

Our artists use Maya 3.0 and our engine is very powerful, which gives them a great deal of freedom. We sent a team to Romania to take lots of pictures; we're using these for our environments and textures to create a very coherent and realistic world.

The graphics were quite good for its time, and heavy attention was paid to minor details of the human body; hands, fingers, fingernails, faces, a lot of detail was centered around making the humans as realistic-looking as possible. Agartha would have also been the first survival horror game to have online capabilities, with minigames, a deathmatch mode as well as team play and an adventure mode. With great hopes for a release sometime in 2001 and with the Official Dreamcast Magazine talking about it constantly, the game never surfaced and No Cliché was forced to close its doors when Sega restructured following their departure from the hardware race. What of Frédérick Raynal? He bumped around from Eidos (as a contractor), then to Ubisoft France and finally ended off at Ludoïd as a developer. Agartha would have been his last big hit, sadly though we will never know just how big a hit it would have been.

Ambition is a wonderful thing at times, however too much ambition without the proper results could result in failure; that is essentially what happened to Psy-Phi. Psy-Phi was conceived by Yu Suzuki under the development team of Digital Rex (which was a studio owned by Sega) for Sega's Lindbergh arcade platform, which has churned out some excellent games and a half. The game consisted of a button-less cabinet with a 29-inch touch screen display; quite an odd way of playing arcade game however again, Yu Suzuki is a man of ambition.

The gameplay was that of a 1 on 1 combat shooter, where your character would face off against other characters, be it computer or human, and attack them with trailing paths by pressing corresponding buttons on the touch screen. A "different," style of combat shooter, however it appeared to be effective. One negative issue that could have contributed to the fact that the project was cancelled was that the graphics were apparently nothing special (even though they look decent in screenshots), as was said at JAMMA 2005:

the graphics are sharp, but they won't blow anyone away yet. The character models sport a high number of polygons and animate quite nicely. The special effects used for the various attacks are sharp and go crazy with particles and lighting. The stages shown were low-key open areas that weren't big on detail at that moment. (Personally, I don't see that description as really negative, but whatever)

Suzuki was intrigued by anime adaptations of certain works from H.G. Wells and Jules Verne, and stated that the main inspiration for Psy-Phi's plot was from the Manga Babel II; a sort of "futuristic dodgeball," was what Suzuki was aiming for with Psy-Phi. Comparisons were drawn with the Dragonball series and the Dreamcast's Psychic Force 2012 in terms of the blasts of energy that were used to attack in the game.

The release date for Psy-Phi was supposed to be sometime in spring 2006, however after a very minor release for beta-testing purposes got a handful of units out a bit earlier (to places such as Gameworks). While the cabinets were in transit in March of that year however, they were suddenly recalled back to where they came from and the project was cancelled outright. There was hope at E3 2010, where Yu Suzuki was rumoured to make an appearance; many thought he would speak about Shenmue or a new Virtua Fighter game. Others speculated that he would speak about Psy-Phi, in the hope that it would INDEED get released sometime in the near future. Suzuki did not show up, and Psy-Phi has been put on the backburner probably to never show up ever again.

When a travesty occurs in the world, media is affected in large ways; WWII changed the way the news was reported (also due to the fact that televisions were becoming popular around that time), the Vietnam war was exposed for being the disaster it was due to how much the media was present, and the September 11th attacks saw the change in media procedure, as well as the cancellation of a ton of things; one of those things was Propeller Arena. Sega's (in my opinion) greatest development studio, AM2, was (as stated in the previous entry) always incredibly ambitious; thanks in very large part due to Yu Suzuki being the head of said studio. With all of this ambition though, the studio had never created a shooter outside of the Rail or Static variety; this changed with the release of Outtrigger, a first person shooter that was highly ambitious, and tons of fun. Following that was the release of another first person-esque shooter, a plane dogfighting game known as Propeller Arena... or so we thought.

Propeller Arena is a dogfighter that could be played it either first person (difficult), cockpit (also difficult) or third person (the best far and away) view, and the goal is to shoot down your enemies (7 in total) in order to win the round. There were many characters to choose from, each highly colourful with, well, a ton of character! The graphics were absolutely superb for its time (especially through VGA), and the soundtrack plus the voice samples were superb as well (though one could find the soundtrack annoying as they are alternative {punk mainly} songs, plus 12 songs that were recorded in-house); esthetically Propeller Arena was a dazzling game. Gameplay-wise, the game plays like a dream with super tight controls, fairly easy system to pick up and enough extras to keep you coming back for more. This is all without mentioning that it was planned to be the Dreamcast's A1 online title (along with Phantasy Star Online), one of the first (along with Alien Front Online) to use the Dreamcast's microphone, and not have to type everything out as other games had it. Truly, even without knowing for sure what it would look like, Propeller Arena would have been an absolute killer online title, without a doubt.

With all of this praise, why did the game end up being cancelled? Well the third level, Tower City, is essentially Manhattan Island with two massive towers right in the center of the level. While we don't really know how anyone would have reacted, the release date was supposed to be 2 weeks after the September 11th tragedy and releasing a game that close to the event could have been disastrous PR for Sega, not only in the United States but also worldwide (planes flying into buildings that look as the World Trade Center towers looked? Not a good idea). The game was abruptly cancelled and Sega dropped it without ever pursuing it again. So how is it that I know so much about it?

In 2004, a rumoured former Sega employee leaked a CD image of the game (unfinished mind you; around 96% of the game is complete) on the internet and the game went flying around Peer to Peer sites, as everyone wanted to get their hands on the famed Dreamcast game that never was. Needless to say, many of us have at some point played Propeller Arena extensively (I acquired my copy legitimately, which is a bit of a paradox, I know) and many of us have become quite adept at the game; in fact its in my top 10 favourite games ever. It is just a massive shame that the entire world missed out on Propeller Arena in 2001 and if the attacks in New York did not happen, the world would have known the greatness that is Propeller Arena as it is truly one of the Dreamcast's best titles, period.

When Sonic the Hedgehog burst onto the videogame scene in 1991, he took the platforming world by storm, and left almost every other videogame mascot in his dust (no pun intended). Hit title after hit title on multiple consoles came out starring Sonic, and after 5 games (REALLY, Sonic and Knuckles was an extension of the larger game that was supposed to be Sonic the Hedgehog 3, the pinnacle of the series in my opinion), fans and casual gamers alike wondered how Sonic would fare into the 3D world. Sonic 3D Blast/Flickies' Island was released, however it was an underwhelming title (a solid 7/10 game, nothing more) and it was not a true three dimensional game; it was isometric (and it was released AFTER the Sonic Saturn project). With the Genesis being a poor platform for true 3D, as well as the 32X and Sega CD failing and not having a large fanbase respectively, all signs for a 3D Sonic pointed to the next console in Sega's life: the Saturn.

And thus a Sonic project was born for the Saturn and the name of the game was Sonic X-treme. The game was developed by two separate teams; one would handle the main game engine, while the other would handle the roaming 3D engine (which would have been used in the boss levels, which essentially was a different game style altogether), and both teams would collaborate on completing the game once both engines were developed. Four zones were planned and made, as well as a multitude of new moves were created for Sonic to utilise, including a ring-throwing ability, as well as a spin slash, and downward dash (some of these moves were incorporated into Sonic Adventure). The game was going to be one of the titles that would showcase the beef of the Saturn; a killer app.

So the story goes; the deadline for the game was Christmas 1996 and with basically two different games being developed that would eventually turn into one whole, the two teams had put quite a bit of work in for their respective games, even though the boss team had in reality created a lot less, since boss levels were not nearly as expansive as the main levels were. Sega of Japan's representatives, including the CEO Nakayama Hayao met with the teams to view their progress. They were unimpressed with team 1s showing and highly impressed with team 2s showing and as a result, they decided that the entire game should be reworked in the mould of team 2s game; problems ensued.

Not only was it a crushing blow for team 1, as they had spent months working hard on a ton of code, team 2 was now completely overwhelmed, as they had only a couple of months to write tons of new code to complete the game. The team was not large to begin with and manpower was at a premium, thus overwhelm-ment turned into virtually impossible. The team then worked 16 hour days, and requested to use Sonic Team's engine for NiGHTS Into Dreams, as the two games were very similar, though after two weeks the engine was stripped of them by Yuji Naka himself, as the head of Sonic Team threatened to quit the company if the engine was used by the Sonic X-Treme team. The straw that broke the camel's back was when team director Chris Coffin came down with pneumonia, effectively stopping the project, sending it into development hell and eventually cancelling the project outright (Coffin contracted pneumonia apparently due to the long hours working on the project; his body couldn't keep up, understandably so).

The team then went on to develop Sonic 3D Blast/Flickies' Island as an alternative, and Sega released two further Sonic the Hedgehog games on the Saturn in Sonic R, a super fun and deceptively good racing game, and Sonic Jam, a compilation game with all of the Genesis Sonic the Hedgehog games from the Sega Genesis. As mentioned, many elements from the cancelled Sonic-Xtreme project went on to be implemented in Sonic Adventure, however it wasn't until 2005 that a tech demo surfaced on the internet which was bought by a collector. The disc image was then leaked on the internet in 2007, and the world finally saw a glimpse into the Sonic X-Treme project. Sonic X-Treme may have saved the Saturn in the West as well, as the West love their Sonic games, however there was no saving the #1 game on our list and we may never know what will happen with it...

Have you ever had a game announced that you were looking forward to SO much, a game that was teased constantly, hinted at craploads and ultimately you will never know if it will be released or not? Many will immediately point to Duke Nukem Forever, a game which I too felt that way about... but it was made, and it came out; Shenmue III on the other hand, has not. Shenmue and its sequel Shenmue II began as "Virtua Fighter RPG," where you probably would have played as Virtua Fighter character Akira, and gone on to fight the various characters within the series, as well as training to build up your character's stats and ultimately fight your way through the tournament and win it. It was a great concept to further the Virtua Fighter series, however Yu Suzuki spent years and millions of dollars (not himself personally of course, but his team under AM2) studying China and Chinese mythology, a theme that became central to Shenmue's plot.

As such, the series shifted from its Virtua Fighter roots while still keeping elements of the Virtua Fighter theme, such as the looks of characters (Ryo resembles Akira greatly, Lan Di looks, sounds, and fights like Lau, Greg fights like and resembles Wolf, Chunyan has the same body type and fighting style as Sarah, Rod is the same ethnicity and fighting style as Jeffrey and Chai is the same fighting style as Lion) and the fighting system in-game, which is identical to the fighting system in every Virtua Fighter game. Shenmue then took on the title of Project Berkley and began its coded life on the Saturn. After 6 years of development on the console, it was shelved and the project moved to the Dreamcast, where the game took on a much better look and it was released. Sales were booming at first however to recoup the 70 million spent on both the first game and its sequel (which ironically began development before the first game) all Dreamcast owners would have to purchase multiple copies of the game. The second game was released, but a fiasco of a decision ensured that the English dubbed version would be solely on the Xbox, pissing off numerous fans (thankfully, the PAL version of the game was subtitled in English), though many imported the PAL version for their Dreamcasts.

Still super popular though, fans highly anticipated the third game in the series and began debating when it would come out, for what console (as Sega had bowed out of the console race), what additions/subtractions it would have and finally what direction the story would take. Sites such as the Shenmue Dojo had members talking extensively about all of this on their messageboard for the third game, with many skeptics citing the poor sales of Shenmue II as the reason why it was taking so long to come out, or stating that the poor sales of the second game were a reason why it would NEVER come out. There was hope in 2005, however not for long...

In August 2005, Adam Doree of stated that Shenmue III was ready for the current gen of videogame consoles and that the game would be a compilation of the first two games, plus the final chapters thus finishing off the series. In no time, the story was wiped off the site and Doree apologised saying that the game was NOT ready, it was NOT completed and that it would be best if everyone just forgot about the game as it would never be made. Shenmue fans around the world were stunned, stunned and angered; he recanted his article, stated his error and was ostracised by Sega fans around the world as a result. Many felt that the article was just to get publicity for his site, as it was the only bit of Shenmue news that anyone had to go on in the previous couple of years. With the announcement that the report was false, Shenmue III went back into that dreadful area known as Development Hell and it has been there ever since, even though there was some MORE hope a couple of years later.

2007 hits and there is news that a Shenmue title is in the works; fans rejoice and are enthusiastic yet again. Sadly, the game is not Shenmue III, rather its a MMORPG titled Shenmue Online. The game would follow the story of the first two games and dwell somewhat into the final chapter while also including a magical element into the game and newer characters that you could control aside from Ryo. Intrigue and rage were felt by most fans, as many wanted a sequel but were content with having another Shenmue game. Fast forward two more years and Shenmue Online was shelved as well, leaving fans even more hopeless for a sequel. It was determined in 2010 though that the storyline for the series had been completed for some time and that many (though not all) of the remaining chapters were developed for the Dreamcast (proof of this can be seen on the disks of the second game, which had images of possibly deleted scenes from future games; speculation abounds as to just what exactly these pictures were from and what they represented.

Finally, in 2010 it was revealed that Suzuki was developing a Shenmue Mobile game, known as Shenmue Gai (City) that fans hoped would have been a further extension of the story, however it was not to be as Suzuki stated that the game had nothing to do story-wise with the series. The game was fairly successful, though not the massive hit YS Net was hoping it would be and it was ultimately shut down late last year. From here, all Suzuki has stated is that he wants to finish the series and that it is possible; if it is affordable for Sega to do so. On the heels of this, he made appearances at various convention shows stating his desire to finish the game, as well as an announcement that the first game will probably see an HD remake come to Xbox Live and PSN. Fans wonder if this is being done in order to get a view on how the market reacts for a potential Shenmue III release. If that is the case, the game is released and the funds are there for Shenmue III to be made, then millions of fans worldwide will rejoice the fact that Ryo will leave his cave in Guilin and kick some ChiYouMen ass!

And there you have 10 of the most notable Skeletons in Sega's closet! It is truly unfortunate that many of these games will never see the light of day, though thankfully some of these titles had their mechanics and engine incorporated into other games, as opposed to having complete parts of these games vanish completely. With the announcement of Sega's losses two weeks ago, it appears that we will have a number of cancellations again from Sega, as they did when they pulled out of the hardware race; though $86.4 Million is a hefty sum to lose, it was an even greater joy to see Nintendo lose $458 million dollars!! HAHA!!!!!!!!!

As usual, thanks are in order; first and foremost to BlueGunstarHero for giving me his blessing on a top 10 that COULD have been a series, as well as for adding Sonic X-Treme's data to the Gamefaqs database (and offering guidance, although I didn't follow it fully!), to the Official Dreamcast Magazine where I got all my info about Agartha, as well as the multitude of sites from where I got a lot of my information from when it came to the titles I did not know much about; those skeletons have to be found and then exposed and these sites have done all the exposing! Again, while Sega's skeletons may not be as big name as Nintendo's, the ones in this list clearly show that there were some damn good ideas at the offices in Ōta, San Francisco and Lyon, hopefully they can come up with more ideas and hopefully they can stimulate our gaming minds with more brilliant titles. Any comments on the list? Head on over to the boards and have your voice heard! Just don't be too mean, please? Peace!

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