John Dark: Psychic Eye
(Do you know where this box-art originates from? It just showed up on the Internet one day.)
Welcome to the micropage for John Dark: Psychic Eye! This should be your one-stop shop for info relating to this unreleased PC/CD-i title!
Sections:
Info Table -- Articles and Interviews -- Leftovers in Chill Manor?
Info Table
Developer | Status | Available? | Genre(s) | Players |
---|---|---|---|---|
Animation Magic | Unreleased
Cancelled due to internal politics |
No - only mentions and
possible leftovers |
Action
Puzzle? Fighting? |
Unknown |
Articles and Interviews
To unravel the mystery of John Dark: Psychic Eye, it's best if we started out with the first (and, for a while, only) mention of the game anywhere. That would be in the February 1995 issue of CD-interactief, a https://aypos-library.neocities.org/other_non/jdpeDutch magazine dedicated to the Philips CD-i. Inside this issue was an article detailing Philips' showcase and exhibition at the then-recent 1995 Winter CES, with one event in particular being of importance:
John Dark: Psychic Eye was shown off at a "video presentation" in a private press conference. While there aren't any photographs of the game, the magazine was able to give an overview of the game. It was going to take place in a "three-dimensional wonderworld" in which the titular character, a ghost hunter and private investigator named John Dark, had to fight and outsmart numerous foes. The game was going to be released on the PC first, and then get a CD-i port afterwards. The article also revealed that John Dark: Psychic Eye was the first project done by Animation Magic and Capitol Multimedia/CapDisc, as the former company had been acquired by the latter.
An interesting start, for sure! Given the timeline of events and what Animation Magic was doing at the time, it's safe to assume that John Dark: Psychic Eye started production at the end of I. M. Meen's development or shortly after it went gold.
The March 1995 issue of Home PC Magazine also mentioned John Dark: Psychic Eye, and gave it a scheduled release of Spring 1995. Pretty dang close to when this issue was released!
So why was John Dark: Psychic Eye cancelled? You can blame Capitol Multimedia for this one.
On the (sadly now-defunct) Interactive Dreams blog was an interview with a former CapDisc employee, done around a decade after the aforementioned 1995 Winter CES preview. The acquisition and merger of Animation Magic with Capitol Multimedia was not a smooth one; management decided to lay off half of the staff in a effort to restructure the company. This wasn't a good idea. More employees left as their friends and coworkers had been fired, and when Capitol Multimedia had to rehire their fired employees to finish their contracted projects, most of them had been rehired by competing businesses.
Needless to say, the Capitol Multimedia conglomerate didn't survive past 1997 or so.
As for John Dark: Psychic Eye itself, some progress was made on the game during these difficult times. The aforementioned CapDisc employee wrote the intro story for the game and saw some of the game's cutscenes after being laid off. However, this wasn't enough, and the game would be silently cancelled soon afterwards.
Or was it?
Leftovers in Chill Manor?
There are three files in the main directory of Chill Manor that might just be leftovers from John Dark: Psychic Eye. Let's check them out real quick.
The first of these files is TEST.SCN, a list of cutscenes and their respective backgrounds. A similar file, CHILL.SCN, is used by Chill Manor to gather the assets used for its in-game cutscenes. The name "dark" appears several times in the backgrounds' list, implying its connection to JD:PE. Check it out:
Animations | Backgrounds |
---|---|
sc08 sc58 sc59 sc30 sc71 sc31 sc32 sc34 sc35 sc33 sc51 sc52 sc21 sc69 sc22 sc09 sc63 sc10 sc11 sc64 sc12 sc53 sc54 sc13 |
derlet8a.pcx fidd5859.pcx gina30.pcx dark71.pcx gina31.pcx gina32.pcx gog3435.pcx hatma33a.pcx hatma33b.pcx isis51.pcx isis52.pcx yevet21a.pcx yevet21b.pcx dark69a.pcx dark69b.pcx rich.pcx dark6364.pcx dark63a.pcx rich11.pcx tas5354.pcx tas53.pcx anabel_a.pcx anabel_b.pcx |
TEST.SCN lists 24 cutscenes, but its naming format implies that it either had (at least) 71 cutscenes. Interestingly, this format is similar to the one that I. M. Meen uses, AND the file has a last modified date of January 23rd, 1995; this lines up with it being developing around or after that game's tail-end.
The second file is JD.INI - JohnDark.INI? - which contains a set of key binds meant for a game that is not Chill Manor. I'm certain about this because that game uses CHILL.INI for its key binds instead. Here's a comparison of its two .INI files, with extra key definitions added for CHILL.INI:
JD.INI | CHILL.INI |
---|---|
ESCAPE 0x01 VB_ESC, UP 0x148 VB_UP, DOWN 0x150 VB_DOWN, FORWARD 0x148 VB_UP, BACKWARD 0x150 VB_DOWN, TURN_LEFT 0x14b VB_LEFT, TURN_RIGHT 0x14d VB_RIGHT, MOVE_LEFT 0x14f VB_END, MOVE_RIGHT 0x151 VB_PGDN, SHOW_MAP 0x0f VB_TAB, SHOOT 0x11d 0x39 VB_SPACE, OPEN 0x39 VB_SPACE, USE 0x1c VB_ENTER 0x3a VB_CAPSLOCK, STRAFE 0x138 VB_ALT, SPEED_UP 0x12a VB_SHIFT, ZOOM_IN 0x0d VB_PLUS, ZOOM_OUT 0x0c VB_MINUS, WEAPON_1 0x3b VB_F1, WEAPON_2 0x3c VB_F2, WEAPON_3 0x3d VB_F3, WEAPON_4 0x3e VB_F4, WEAPON_5 0x3f VB_F5, WEAPON_6 0x40 VB_F6, WEAPON_7 0x41 VB_F7, WEAPON_8 0x42 VB_F8, WEAPON_9 0x43 VB_F9, SWITCH_TOOLPACKS 0x14 VB_T, TOOL_LEFT 0x27 VB_COLON 0x1e VB_A, TOOL_RIGHT 0x28 VB_QUOTE 0x1f VB_S, ENTER_CHEAT 0x2e VB_C, KILL_ALL 0x3f VB_F5, RECHARGE_LIFE 0x40 VB_F6, RECHARGE_MAGIC 0x41 VB_F7 SAVE_DIR "" CD_PATH "w:\bin\" |
BACKWARD 0x150 VB_DOWN DOWN 0x150 VB_DOWN ENTER_CHEAT 0x2E VB_C ESCAPE 0x1 VB_ESC FORWARD 0x148 VB_UP GOTO_GUIDE 0x22 VB_G KILL_ALL 0x3F VB_F5 MAP_MODE 0x1 VB_ESC MIDI_VOLUME 0xFF MOVE_LEFT 0x33 (Comma) MOVE_RIGHT 0x34 (Period) OPEN 0x39 VB_SPACE OPEN_DOOR 0x39 VB_SPACE RECHARGE_LIFE 0x40 VB_F6 RECHARGE_MAGIC 0x41 VB_F7 SHOOT 0x11D VB_SPACE SHOW_MAP 0xF VB_TAB SPEED_UP 0x12A VB_SHIFT STRAFE 0x138 VB_ALT SWITCH_TOOLPACKS 0x14 VB_T TOOL_LEFT 0x1A (Left Bracket) TOOL_RIGHT 0x1B (Right Bracket) TRANSPARENT_MAP 0x32 VB_M TURN_LEFT 0x14B VB_LEFT TURN_RIGHT 0x14D VB_RIGHT UP 0x148 VB_UP USE 0x1C VB_ENTER WAVE_VOLUME 0xFF WEAPON_1 0x02 VB_1 WEAPON_2 0x03 VB_2 WEAPON_3 0x04 VB_3 WEAPON_4 0x05 VB_4 WEAPON_5 0x06 VB_5 WEAPON_6 0x07 VB_6 WEAPON_7 0x08 VB_7 WEAPON_8 0x09 VB_8 WEAPON_9 0x10 VB_9 ZOOM_IN 0xD VB_PLUS ZOOM_OUT 0xC VB_MINUS AD_KBD 1 |
Overall, the biggest differences in terms of controls are moving the weapons to the number keys instead of the function keys, and moving the "toolpacks" keys to the left/right brackets. Neat. JD.INI is the newest of the three files, last modified on April 18th, 1996.
The third and final file with ties to John Dark: Psychic Eye is JD.VMC, which is dated July 3rd, 1995 and appears to be related to some sort of virtual machine. There's not much in it, only having four strings as its contents:
minmem = 2000 virtualsize = 8192 deleteswap swapname = c:jd.swp
The existence of these remnants and their used equivalents implies that code from John Dark: Psychic Eye was reused for Chill Manor and possibly Math Invaders, though it's hard to tell if the game actually evolved into one of those two.
Return to top
Last updated: November 3rd, 2024.