No, not financial debt, but in the choice currency for internet sleuths: information. And crypto, but we won’t factor that in. I promised I’d make a massive update to my very first posts on this blog, so with little hesitation, let’s see how much progress has been made with the entries from those posts, as well as several new entries… though, then again, that’s in part because most of the lost media covered was found at the time of the first posts. HIT THE INTRO, JOHNNY!

What a strange world we live in.

As for Jeff the Killer, no one knows yet, and why should they care? Someone needs to get off their ass and solve the Squidward Community College conundrum. NOW. DO IT. Redefine the meaning of an armchair investigator, you lazy fuck.

It’s taken me time to realize that delving into cannibal footage on the first post was oddly and morbidly specific, so let’s get a touch more general and discuss crimes and tragedies with missing recordings. Now, considering 9/11 lost media is its own separate rabbit hole, it’s only logical to make up for lost time, as it goes well beyond just capturing the disaster. To preface, I didn’t even know what 9/11 was until a girl I knew in elementary school told me her dad was in New York when it happened (keep in mind, I was barely two years old when it did), but it was within my lifetime nonetheless, and I’m in full support of preserving its history with various footage so long as searchers don’t get too hooked on the blood and guts of it. Echoing through the noise of investigations into things like the music that played in the plaza on September 11 and even banned shock videos of the jumpers, an hour-long tape recorded on a Canon camcorder was recently digitized with collaboration between prominent searcher Between Two Towers and Edward Sferrazza, a contractor who filmed the events from 8:46 AM to 10:20 AM. Of course, 9/11 material covered by Between Two Towers and Blameitonjorge has always lay in this questionable moral position from my perspective, as Sferrazza was rather vocal after the tape’s release about how no one who wasn’t there in person would know how it felt, and Jorge even raised judgmental questions towards the relatives of 9/11 victims for not providing enough details about a photographer on scene during the first strike… never considering the notion that they might want to remain anonymous out of survivor’s guilt.

For now, let’s sidestep the subject of the Station club fire, as it’s become a repetitive trend to talk about in spite of how tragic it was. Moreover, you have the Mexia supermarket, which was a grocery store based in Fort Worth that was abandoned without any preparation, refridgeration, or god forbid, redistribution of its products. The level of rot that transpired infested the market with insects and rodents, and a hazmat team had to come in to clear out the developing biohazard. It was during this that footage was captured for the History Channel series Life After People. Although it retains far more of an obscure mystique than the Station fire, what makes it bizarre is just the sheer amount of effort that’s gone into unearthing as much visual material of this incident as humanly possible. I mean… it was the size of, like, three to five Trader Joes, and it was nothing but meats, eggs, and produce molding over and crawling with maggots. Should we really be so persistent on finding so many visuals of that?

I suppose, if missing person reports refer to real-world disappearances, you could argue they count as falling under the same category. A stretch, I know, but this is an interesting topic. In the same video where Blameitonjorge introduced his flock to Lucky 7, an incredibly obscure ’70s pirate TV channel that was broadcast briefly in the Syracuse area—it was hosted by a man in a gas mask, featured a catchy theme song and animated logo bumper, and aired famous pornos like Deep Throat—one such report managed to give the also-oversaturated Max Headroom Incident a run for its money in the sense of, “what the fresh hell is happening on my TV?!” See, when WMAQ-TV Channel 5 in Chicago was signing off one night in 1989, the national anthem rang out… followed by the most lackluster missing person report in history. The image was high-contrast enough to make the person in question, Joanna Lopez, look like an alien with no other leads to go off beyond a disconnected phone number for the Chicago police youth division. This stayed onscreen all through the night until the channel resumed the next morning. That’s it. That was all Joanna wrote. A couple repeated instances of this have also been shared online, one of which only lasted for a few seconds, but the best leads we have to go off are (a) a possible Jane Doe and prostitute who was found dead at the hands of a john and (b) a matching contact who spoke on the phone with searchers for some time before going radio silent for unknown reasons.

Jesus.

I’d consider it pretty apt to transition into beta content by discussing video game lost media last, so before we get to that, we have two incomprehensible examples that I’m honestly shocked weren’t covered in the first post. First on the docket is a little something called Uncle Walt, which was an experimental animated short by a film student in the 1960s named Robert Swarthe. His goal? That would be to host a loving tribute to Walt Disney by having Mickey and Minnie Mouse perform in a stereotypical African minstrel show; bare-breasted centaurs from Fantasia work in a red light district with Goofy as their pimp; a Mickey Mouse cult carry out a Bohemian Grove-style ritual in front of a dead Mickey in his mausoleum; and young children watch the transformation of the evil queen from Snow White in horror. Yeah, it’s not exactly a surprise that this thing ended up lost, but a few months ago, Blameitonjorge discussed how the film was being released on an unliscensed Mickey Mouse cartoon DVD compilation called Public Domain Mouse Adventures… only to be omitted from the set due to, as the head of the production company Thunderbean vaguely explained, “several factors related to the film”. Although Jorge didn’t seem to understand that the short contained Disney properties that are not yet public domain, or that Swarthe himself may not have wanted it released out of embarrassment, he referred to this as a disheartening end for Uncle Walt… and then, a digitized 16mm print of the short was dumped online a month or two ago.

I mean… he was right about this shit being unpredictable. Where’s the Smash Bros. Shitfest ’99 livestream at, Jorgie? You said you were confident we’d get to see that!

Ahem. I digress. Let’s talk about Hitogata! What’s that? What the hell is a Hitogata, you ask? Well, it essentially means “doll” in Japanese, but that has very little bearing on this subject matter. At some point in the early and mid-2000s, students in Japan were exposed either on TV or at school assemblies to a PSA that seemed crafted with the sole purpose of traumatizing them. According to users on 2channel, or Japanese 4chan, it featured two pale humanoid silhouettes in front of a colorless backdrop—they seem to remember it being a railroad—and blinking in and out, one after the other. As this happened, a voiceover and onscreen text said something among the lines of, “Somewhere on Earth, a person dies every two seconds.” Other than the harsh sounds the figures made when blinking, very little else happened, and there didn’t seem to be any real educational value beyond, “bad things happen, man.” For good reason, this has become a popular urban legend on the Japanese internet, and the Lost Media Wiki even launched an “On the Hunt” campaign for it. The search involved contacting public service organizations and broadcasting networks like AC Japan, but they’ve denied any involvement. Honestly, if Slamfest ’99 has a minimal chance of getting out there, I have a strong feeling this PSA is either the result of the Mandela Effect or just an elaborate hoax. Either way, it’d be interesting to see it for real as opposed to the dozens of reenactments, but then again? The mystery is part of what makes it unique.

Of course, I just brought up 4chan, so here’s where I embed my obligatory “4chan users in a nutshell” clip from Pink Floyd – The Wall.

Off that subject, though, I feel like Minecraft has been starved of the spotlight here for a little too long. See, I’ve heard of the super early pre-alpha builds where it was basically just a bunch of Steves hobbling around a comparatively vacant world, but perhaps, at the time I was checking the Minecraft Wiki for the player models’ skin templates—I was working Steve and Alex into Smash Bros. Brawl and Sonic World—I wasn’t fully prepared to uncover the game’s deeper origins. As it were, Minecraft technically began as a lost game called Zombie Town, which was developed by Minecraft creator Notch among a myriad of other Java development projects from 2005 to 2009. The properties he worked with included Sonic, Mega Man, and even a zombie survival sim inspired by Left 4 Dead; ultimately, Zombie Town was an improved sequel to this third project, and upon realizing how well its blocky assets fit into a low-key sandbox setting, he worked the player models and zombie characters into his eventual masterpiece.

The cutscene dialogue for the start of this mission.
The cutscene dialogue for the end of this mission.

The second mission is… well… it’s Of Mice and Men. It’s just Of Mine of Men. So blatantly, in fact, that it’s no wonder why it was cut. John runs into an ornery little person and decides to find him a friend, after which a drunkard points him to the lair of a proclaimed giant. The giant and the little guy try to break it off, but the former accidentially kills a woman in the process of hugging her. John has a choice of putting the poor bastard down, but if he chooses not to, the little guy does the shooting himself. Yeah, it’s, uh… it’s pretty blatant. Some extra trivia is that this mission was reimagined from the ground up in the second Redemption and titled “The Smell of Grease Paint”. The giant, now named Bertram, is inspired by sideshow star Schlitzie while the little person is Magnifico the tiny magician. Also, it bears zero resemblance to Of Mice and Men, and it’s actually rather lighthearted and short.

The dialogue for the first cutscene. The short grumpy fellow’s obviously our George stand-in.
An alternate universe Mike from RedLetterMedia gives John some intel.
Turns out, the giant has a giant temper, and John’s forced into a brawl.
This happens after John wins the fight.
Lenny pets the rabbit too hard.
George is a giant hypocrite.
One friend sends the other off to the bunny farm.

Oh, and here’s a bonus clip in the form of a placeholder recording for the start of the Pete Turner mission, as I’m pretty sure it hasn’t been documented anywhere.

Of course, it’d be a war crime not to shift attention over to the second game. You have Arthur looking like a rougher and meaner Roger Clark, Guarma as a fully explorable island called Guama, the remastered but unfinished expanse of Nuevo Paraíso, the car-sized legendary channel catfish that devours Jeremy Gill, the ability to put a knife to a kid’s throat and sock him in the chest cavity… uh, you know what? We’ll tiptoe around that one. Lesser-known material cut from this game includes an avalanche from an extended prologue alongside Tempest Rim, an inaccessible plateau in the Grizzlies with animals and vegetation; mountains outside the boundaries that reach at least double the height of Mount Hagen, the highest point in the game; green sea turtles and tiger sharks that can’t be interacted with despite appearing beyond the limits of Guarma, alongside unseen rock arches and a textureless cube the size of a skyscraper; 1899 and 1907 variations of a giant, who was meant to physically appear during his random encounter; an obese woman intended to appear at Butcher Creek who may have been the incestuous mother of the Murfree Brood, a dynamic likely based on that infamous X-Files episode; a hidden shoreline where Arthur’s coded to cough like a machine gun for no apparent reason; horrific noises made by the removed Loch Ness Monster that was later repurposed for Cayo Perico in GTA Online; and, oh, my sweet, merciful god, why didn’t I talk about this sooner?! Please, next section, save me from the stranglehold of regret!

As for GTA V, NO. SHUT UP. Don’t even say it. There will be no talk about its planned singleplayer DLCs because the sheer excess of YouTube comments complaining about their cancellation gives me a headache. Instead, let’s explore GTA IV, as it was admittedly neglected at the time of my initial post. In the case of this game, which I respect minus all the gay slurs used, the most immense scrapped idea was by far a whole fictitious state for the game’s map, meaning GTA VI would not have been the first to go there. It was because they began development on RAGE, their personal game engine that allowed for groundbreaking physics and visual quality, that they shrunk the map down and focused on gameplay instead. This is almost paradoxical, though, as a shot of the ferry terminal from the first trailer showcased ferries that never made it in, alongside seagulls. These seagulls appear in-game, but only at this one location and popping in out of thin air at the specific time of day from the trailer. Add to this removed barbershops, clothing options like fingerless gloves from character illustrations of Niko, weapons like the silenced pistol, a zombie survival minigame like the one from Saints Row 2, and most of all, flyable planes that never showed up because the map was too small, and it makes the game feel just a kiss or two less impressive. As saying this could in no way result in comments calling me a soulless worm who deserves to kill himself, Saints Row 2 is by comparison a highly customizable experience from the same year that almost never gets boring, boasting a map close to the same size but a thousand times more diverse and explorable (one could argue more interactive, too, but that’s debatable as both games are so different.) GTA IV does seem to be one of the last games to feature test maps to experiment with the capabilities of its engine, though, so at least there’s that.

Sketch-ups of “Liberty State”, courtesy of The Cutting Room Floor.
An alternate haircut alongside the unused gloves and flak vest.
Brewer’s beta abode, courtesy of The Cutting Room Floor.
An official announcement screenshot from Rockstar’s website.
Note the noir quality of the bottom-right piece.
Note the sci-fi quality of the bottom-left piece.

Although the PS1 predated me by a longshot, Spider-Man 2: Enter Electro has a couple of the more famous restored beta assets in the past year, and this brings us back to 9/11. No, that’s not the setup for a dark humor bit. The last fight was meant to take place at the height of the World Trade Center, but you can work out what happened there in your head. Beyond that, though, another surprise involving this same game came late last year, that is a lighthearted removed scene of Spider-Man meeting Thor upon Electro’s defeat. Of course, if we’re going to stick to Spider-Man—I don’t discuss him nearly as much as I should, considering he’s my favorite Marvel hero next to the Hulk—you have the adaptation of the first Raimi movie, which I only remembered until a few days ago for the black and red grid acting as the tutorial level’s skybox (this was one of those games I’d play with an old friend and/or neighbor of mine in Pennsylvania, as discussed here.) They managed to sign on both Tobey Maguire and Willem Dafoe for the roles of Peter and Norman, respectively, but as I just learned, neither actor puts in much of a performance until the latter hams it up once more as the Goblin. In fact, Bruce Campbell, the star of Raimi’s Evil Dead who narrates the tutorial, acts far better and is genuinely funny! This was in 2002, back before games like GTA: Vice City introduced the caliber of Hollywood-level voice casts that we’re fortunate to be the norm now. Video games just weren’t taken seriously yet by major stars, but in the case of voice actors for whom these roles are their bread and butter, most like one Mr. Josh Keaton clearly did. For the most part, this guy has been the Kevin Conroy of Spider-Man in animated adaptations like The Spectacular Spider-Man, but when they signed on Tobey Maguire for this title in particular, whatever Keaton recorded before he left the project became lost… except for his Harry Osborne lines. See, the game has a neat “Goblin Mode” feature that not only makes the Green Goblin playable, but it tells of Harry donning his father’s suit and finding out his secrets, basically rewriting the story as soon as the cheat code’s entered. Keaton lends his voice to this mode, and by some ripple in the fabric of the entertainment industry, he sounds at least five times better than Maguire. The more you know.

Moving on, though, I’ve gone over the Mafia series before on this blog, but probably not enough of Mafia II. See, that game practically aims to gobsmack you with its hoard of beta content—a lot of this includes cut missions—but the most critical would’ve spared players the nihilistic final ending. Before Mafia III revealed Vito’s buddy Joe as having been kept alive as Leo Galante’s chauffeur, the implication of this ending was his inevitable execution as he wasn’t part of the agreement Leo came to with Vito. Granted, the sigh of relief the third game allowed us to heave was an afterthought, as remnants in Mafia II’s files insinuated that Vito would have broken the agreement to save Joe and hunt down all of their remaining enemies. This was all restored via the popular epilogue mod, but this was never updated for the definitive edition, as far as I’m aware. Look, I’m not about to give The Old Country hell, as it seems to be another Mafia III situation where it gets by on the narrative but falters on the gameplay, but I can imagine the epilogue mod being far more enjoyable in a general sense. That and the Friends for Life mod, but we’ll save that for another post.

Hey, remember Duke Nukem Forever? Well, I thought it was pretty okay minus the excessive immaturity, but is that not a tradition with this series? Well, that and constantly stealing action movie one-liners (“Hail to the king, baby” from Prince of Darkness, “Sometimes, I even amaze myself” from Star Wars, “I like to kick ass and chew bubblegum” from They Live, etc.) Regardless, it was bought out by Borderlands‘s own Gearbox Studios after the dissolution of 3DRealms, who intended to release the game all the way back in 2001 before it entered development hell. Funny enough, the game was eventually released in 2011, ten years after the intended release date, but those who relish the series beyond the fact that Duke’s actor played both Omega and Big the Cat in Sonic Adventure and Heroes always wished to see the game as it was once envisioned. However overpassionate they might be, they got rather lucky when a short video of the prototype was submitted to the nightmare realm that is 4chan by a mysterious hacker group alongside a message that was as cryptic as it was strangely wholesome. The full build was leaked on May 10 of that year, and although I’ve yet to play either that or the 2D sidescroller prototype from 1996 that was leaked thereafter, the level of interactivity seems comparable to that of the official release, which is not, in fact, an insult.

Wait… uh-oh. Did I just say “4chan”?

Check this out! You’ve got Nico, Tramplin’ Stu, the early F.L.U.D.D and pianta designs, the…
…oh. Ohhhhhh. Oh, boy, someone tell Jack the dull boy here to lay off the red rum.

Queue The Devil Inside. Just kidding, that movie’s only ever talked about so critics can say it doesn’t have an ending because that’s its only noteworthy quality. Lost media and beta content, on the other hand, is a gift that keeps on giving because there will always be more to uncover, and even if some is never, ever found—and much of it won’t be—the slow learning experience of finding out more about it is comparable to mindfully eating a well-composed meal with chopsticks. We’ll probably never see The Day the Clown Cried or Spider-Man vs. Kraven the Hunter in full, but honestly? They just wouldn’t retain the same magic if we were to see them in full. Hell, a short tech demo for the PS1 Spider-Man game was pitched by New Level Software in 1998, and now that it’s seen the light of day, well…

More than anything, what lost media and beta content reflect is that there’s a story to every piece of media, and they often tell us more about the people behind them than the pieces of media themselves. You have the tangled mess of A Day With SpongeBob with cagey alleged employees, potential money laundering, and even pointers to sexual message parlors; on the other hand, there’s TV8 Kids’ Fun Fest, the true name behind the obscure and unsettling Pink Morning Cartoon, and namely how it preserves the wholesome memory of a devoted mother and pastor; and in a future post where I’ll be addressing my curiosity with morbid subject matter online, some terrifying pieces of actual found footage will have their own intricate backstories explained in detail (spoilers: Graverobbing For Morons will not be one of them, but it will be mentioned briefly.) This all goes to show that it’s not just a niche online fascination—it captures stories about countless hours of lost work and the preservation of human history, as that’s exactly what it’s all about: art preservation.

Oh, but apparently, Blameitonjorge just talked about something called Go For a Punch for the eightieth time. It’s a fake anime someone on 4chan made up that involved nothing but undressed female characters who are locked in a bathroom and violently kill themselves after spilling poetic nothings. Unlike Clockman and Cracks, there’s no truth behind its existence at all. It became popular solely because it was anime. Looks like someone needs to reprioritize their lost media focus! Plus, I just mentioned 4chan again, so…

Leave a Reply

Your email address will not be published. Required fields are marked *