A very old platformer starring a Koala made in MED. He was running and jumping, but that's about it. He was animated to run and jump, though, and it looked really good to me back then.
An old FPS -- began with A5 Standard, enjoyed the transition to A6 Extra. Nameless, and really just for me to practice. Then again, back then I probably had dreams of busting out the next Serious Sam

I got two guns working and a time-slowing power-up, HUD, and some basic enemies, but as the project evolved it became a testing-ground for me to try out random features and ideas (my shotgun started shooting rockets with thick smoke-trails instead of pellets, for example). Was still using MED at this point. Again, was fully animated (from then on my random projects haven't contained any serious attempts at animation).
Car game -- began towards the end of A6. Lite-C Beta came out and I started using that as I wrote some quaternion functions so that I could write my own physics. Enjoyed the transition from A6 Extra to A7 Commercial. It was for a school project (my Major Design Project for Design and Technology). It was finished enough to present (I was experimenting with a real-time/fast-paced game that only uses the mouse for all controls). It will be revived in future, but after the deadline for the project I was just relieved it was over. Was using Blender a bit, and even though it was all place-holder art it looked way better than my previous projects thanks to a simple coherent style and appropriate use of baked AO

After a huge break from game programming (due to a whole lot of things, the most recent of which was going to uni -- biggest waste of my time) I got back into it again for the Shader Contest and managed to finish a solid demo showing an anisotropic shader, unlimited God-rays, unlimited dynamic lights, and soft particles (actually soft sprites, but whatevs), and upon completion was really motivated to get to work on my next project.
Now I'm working on an RTS, which had pretty rapid development to begin with (motivation from the shader contest completion, as well as a lot of free time as I didn't have any work). Now that I'm spending enough time working to make enough money for my rent I'm less motivated to spend time on my own project, so development has slowed down again. Distracted by my brother, who got Borderlands last Wednesday (farout that's fun), and by Battleforge, an RTS that is nothing like the type of RTS I want to make, but ridiculously fun.
No screenshots for this project because I'm focusing on prototyping at the moment. I'll do art once the game is playable.
Jibb