Documenting unreleased, cancelled and prototype video games.
Covering unreleased and cancelled video games, plus prototypes and early versions of games on a variety of consoles and computers. We are a large archive dedicated to preserving games that were never released to the public. Sharing history and stories from the developers, assets and more before it is too late.
We are a non-profit digitisation project, aiming to digitally preserve software and history which would otherwise be lost for good. If for any reason there is anything that you do not wish to be on the website, please contact us for removal.
Not quite a GTW64 entry, but an earlier build of the released Gyruss (a brilliant Konami arcade conversion) for the C64 – recovered thanks to preservationist Ken Van Mersbergen.
This prototype dated 2nd May 1984 was found within the collection of disks/materials from the archive of a retired programmer who used to work for Roklan and On-Time Software.
There doesn’t seem to be much in the way of differences that we’ve found so far apart from slightly different attack waves.
Professor Chaos got in touch via the comments to say that there are two differences to the final version and described by him as “theoretical or VERY rare glitches”. One in particular was where it goes straight to a level complete animation when all the enemies finish exploding.
In the final version, an extra check is added to make sure you are still alive (as you could still run into an enemy shot for example). Another difference was the removal of some code that when an enemy’s sprite block is blank, it’s y-position is set off-screen. Professor Chaos suggests that maybe this was unnecessary and removed to make room for the above fix in the first difference.
So, not a major difference to the final version at all – but good to see these different builds preserved, as you just never know what may surface.
A huge thank you to Ken Van Mersbergen for his fantastic preservation work and for preserving this prototype. Thank you to Professor Chaos for checking through the code and highlighting the minor differences present.
Apologies all, a bit manic at work and home this past month – so this month the update is a bit quieter than normal. Hopefully we’ll have a bit more time before the Christmas break to build up our usual large update of unreleased gems. So for this month we have:
Within the 3rd part of the article, Damiano talks about a cancelled title named Samhain, which was in development around 2000 by the company. An in-house title that was being put together by a small team within Trecision, consisting of Federico Fasce, Marco Castrucci, Alessandro Giusti, Stefano Mariani and Tommaso Bennati.
Federico Fasce informed Damiano that the team had come to him with a FPS prototype that featured a “terrific gothic mood”. They had even taken pictures of graves from Rapallo’s cemetery at night time for textures. Federico felt though it should be more of a survival horror type game, than an actual first person shooter. Continue reading →
Hardcore itself was a fantastic looking Turrican/Assassin clone developed by Digital Illusions, and was due for release on the SEGA MegaDrive. Sadly Psygnosis would pull the plug on all their 16-bit developments before the game would get a chance to be released.
Though what of the Commodore Amiga version? Well, Hardcore was originally being developed for that platform before it was decided to move all of the work across to the SEGA Megadrive. Various previews were shown in magazines at the time, such as The One and showcasing what was looking like a great action platformer. Continue reading →
Another month already, and not entirely sure where the time has gone! A slightly busier update this month, as we have gone through and tidied up some of the pages and removed a load of broken links, as well as adding our usual scan additions and small updates over the past 4 weeks. Hopefully in some way this will provide a highlight of some titles you may not have seen or read about yet.
Undead to be “resurrected”!
News just in, with Undead to be put into development once more after 31 years since its cancellation. Yet another title that could escape the vaults!
Following on from the recent post on Cyber Fight, comes yet another 3D futuristic sports title in the shape of Retro. A title being developed for Core Design by Steve Northcott (programming) and Simon Phipps (artwork).
No doubt with a bit of inspiration from the recent success of Speedball 2, the Core Design duo had come up with a nifty 3D polygon routine and sprite algorithm to come up with a potentially winning formula (or so it seemed!).
ACE magazine gave a bit of background story to the game, suggesting that teams from all over the Solar System compete in the Retro League. Each game pitting two heavily armed and heavily armoured teams of six players against each other in a no-holds-barred scrap. Continue reading →
Chess Through The Ages is an unreleased chess game for Commodore Amiga 1200 and CD32 (possibly even PC – see further on). First kicked off in development around 1993 and eventually was set to be released in 1995 – it was never to be.
Heavily inspired by Battle Chess, the game was to feature decent animated chess pieces across a variety of different background styles. Some of the chess pieces look to have featured Star Wars characters too – including R2 D2 (not sure what licencing went on there). Continue reading →
DISCLAIMER: We are a non-profit digitisation project, aiming to digitally preserve software and history which would otherwise be lost for good. If for any reason there is anything that you do not wish to be on the website, please contact us for removal.