A very brief entry which has stemmed from a mention in Bob Pape’s R-Type book. In the book, Bob mentioned that both David Jolliff and Jim Smart had worked on a original futuristic Ikari Warriors-type game. They were hoping to … Continue reading →
A very short entry for a title mentioned by Paul Rogers as being in production. This was a 4 player platform game with parallax scrolling – unfortunately not getting any further than 25% complete. The concept according to Paul looked … Continue reading →
Well, ok – we aren’t 100% certain that this title was to be a platformer, but the setup seems to suggest it would have been. With a 2 character high sprite, looking like something out of Wonderboy and some colourful … Continue reading →
A quick entry for remains of a bouncy platformer game in very early stages and written by Cory Kin. There was no name attached to the game, but upon executing we have a sprite which drops down from the top … Continue reading →
A short entry for now for a title that was developed for PSS by David Bolton (who had created titles such as Johnny Reb II for MC Lothlorien. Unfortunately the title cannot be recalled, but this was a title developed … Continue reading →
A short entry for a new GTW that was flagged up by Fabrizio Bartolini. This time a horizontal scrolling shoot’em up for the Commodore 64 created by Jonathan Wheatman. The game, according to an interview with Jonathan, was written when … Continue reading →
We found this game on one of Cory Kin’s disks by itself as a single executable. No clue to what it was or any name. Tucked away in the code was 1988 AKO, which confirmed that it was the work … Continue reading →
Back around 1985 time, Antony Crowther was working on a game based on the Red Arrows, which is another GTW which we have within our archives. In an interview with Commodore Horizons, Antony suggested that his next project would possibly … Continue reading →
A very early entry for a game we don’t even know the title for yet. This was a title mentioned by Geoff Phillips as being in development at Orpheus around 1986 time. It was farmed out to a set of … Continue reading →
A short entry for a title which was mentioned by Andrew Braybrook in an interview with FREEZE64. After finishing Intensity, Andrew started another game design – but it wasn’t really shaped into a game or anything. A title sequence was … Continue reading →
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