Welcome to Games That Weren't!

We are an Cancelled & Unreleased Video games archive with prototypes, developer history and assets for many computers and consoles of all ages. A non-profit large archive dedicated to preserving lost games that were never released to the public. Sharing history and stories from the developers, assets and more before it is too late. GTW has been preserving lost video game history online since 1999, and long before that offline.

Please Browse our archive and discover the many entries that we host for many different platforms.

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The Doomsday Papers

The Doomsday Papers was originally an Adventure game release on the ZX Spectrum by a newly formed software house from two teenagers Matthew Holmes and Andrew (Unknown surname), with the software house name "Matand" being a combination of both their first names. The full story about them can be read on the Solution Archive website at http://solutionarchive.com/Various/Matand_Story.php

It was well recieved, and whilst developing another game on the Spectrum (Dome Trooper), Matthew Holmes started work on a Commodore 64 conversion…

"In parallel to the creating the new game, I borrowed a Commodore 64 for a couple of weeks and converted The Doomsday Papers to it with enhanced graphics. Soon the development of Dome Trooper took over though and the Commodore version never really made it from the master tape – even though it was complete and ready to sell. The Spectrum’s adventure market was far greater than the Commodore’s in any case, but it was nice to work with another platform other than the Sinclair for once." (Quote from Solution Archive website)

When GTW got in touch with Matthew to ask him more about the whereabouts of this completed adventure, we had sad news…

"Much as it pains me to tell you, the master tape was lost at some point in the late 80’s, almost certainly disposed of. I checked all of my master tapes / artwork etc a few years ago to sort a perfect image for World of Spectrum etc, the C64 version wasn’t with them. I’m afraid this particular game will have to stay as ‘lost forever’…. although I might see if I can port it across somehow… from the Spectrum… it’s just having the time!"

Who knows, by chance it may appear… but it looks bleak. This is very likely lost in the midst of time.

More soon from Matthew we hope on this one…

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The Devils Crown

A rather old Probe game is next up, and from the depths of 1985 to be precise. The Devils Crown is an explorationg based game where you go under the sea to explore a sunken ship for treasure. CPC Reviews details the game as follows:

"You’re exploring a sunken ship, trying to find a lost golden crown. You’ll first have to collect many treasures hidden in the darker places of the ship, avoiding ghosts and having enough oxygen to survive. This is the kind of Sorcery-style game that you love to play; even though the graphics aren’t brilliant, the sound effects are poor and the action is rather repetitive. Anyway, it will keep you in front of your screen for a few hours, because you always want to discover new treasures."

So as you can see, the game did get a CPC release and it also seems to have got a release on the ZX Spectrum via the Mastertronic label. It is unknown exactly why the C64 never saw a release, but the game was advertised as coming soon on the Commodore platform. Again this could well be a case of programmer jumping ship (Sorry!) at the crucial moment or just that this could have been a straight spectrum port gone wrong. It’s not quite known.

We still need to find credits for this game, but with over 20 years now passed, its gonna be tough. Maybe you know more or have spotted crucial details in the magazines of the yester year?… If so, please get in touch!

Another one maybe lost in the depths of time…

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The Crystal Search

The Crystal Search was a game written by Iain Black of Zzap64.co.uk fame. It was recently brought to our attention by Hedning after a Genesis Project crack was made.

In terms of the game, Iain describes it as follows:

"My first game!! Well it would have been if I ever finished it. I started to code the title screen for the game and then I started the actually game, but after a while I decided to code an intro for the game first. The result of all this changing is a half finished intro and a very incomplete game.

The intro was meant to have the scrolling stars screen (which is there) with a ship flying across it, which then crashed into a planet with the ship’s power crystals spread all around the planet. The aim of the game was then.. guess…, to collect all the crystals and repair your ship!! P.S. Make sure you keep the fire button held down for a while to see the intro. […] The game is actually in a sort of playable state. In that you can move the ball with a joy in port 2, jump by pressing up and using the fire button to fire a flame thing.

There’s no character collision or anyway of completing the level, but the baddies do move. Move to far to the right of the screen and your ball disappears back to the left, the sprite going over 255 pixels wasn’t yet implemented either. The title screen for the game isn’t actually too bad considering I didn’t know anything about rasters and smooth scrolling back then. The animation of the main character is a little dodgy but all things considered it’s not all that bad."

This seems to be all that was ever produced for the game, before Iain moved onto pastures new. Worth checking out as a piece of history.

We wonder who it may have been pitched to if competed further.

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The Cross

The Cross is another puzzle game for your C64, which i’m not sure exactly has to be done to complete levels, but it seems like your every day C64 puzzle game.

Fairly simple graphics and reused sounds, it seems like this game probably got to boring to be finished…. who knows?

Unknown at present whether the game was actually completed or not… but I wouldn’t mind finding out from someone if anyone knows?

Obscure puzzler…

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The Counts Castle

Very quick entry, as there isn’t a great deal to really say about this one.

A quite bizzare advert showed up from Mirage Software in Home Computer Weekly, mostly asking for programmers and then advertising a title for the C64 and also for the Spectrum.

The C64 game was called "The Count’s Castle", the Spectrum game was "Castle Greyskull". Neither seem to have surfaced.

So was it because Mirage were closed down due to the He-man based game?…. What happened?

Might be a tough one to find out more about…

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The Champ

Mentioned in Commodore Format’s early warning scanner, no doubt this was to be a Boxing game most likely.

However, Beyond Belief had already released Devastating Blow (http://www.gamebase64.com/game.php?id=2147&d=18&h=0), so was this to be a more management styled boxing game instead?

We don’t really know, and the only person who will is Jim Scott, though we are having trouble getting hold of him these days to find out more.

Maybe David Jolliff was involved again?… early days i’m afraid…

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The Bubbler

Wow… well, there were always a few questions about the existance of some Ultimate games on the C64, but this one was never really mentioned as a possible conversion.
But infact this rare Speccy game was being transferred over to our beloved breadbin back in the day by an up and coming company under the name of Lynsoft (Run by Steve Law and Paul Jacobs). The conversion was being coded by Matt Young (Chris “Quota” Young’s brother) with Jake Simpson and some contribution work by Simon Jacobs.

Jason Kelk spent a lot of time at Chris Young’s place in the 80’s, where he played a reasonably complete version which had the main game graphics dropped from the Speccy version and an enhanced status panel by Jake and it was pretty good. The game was unfortunately a lot slower than it’s Z80 counterparts, as we find out why further below.

The project was scrapped by Ultimate and the Amstrad PC based PDS machine (Written by Andy Glaister and Foo Katan) was formatted.It was rumoured that no-one was paid, but Ultimate did pay a flat fee to Lynsoft for the conversion. Matt later went off to university and Lynsoft folded soon after.

However, with further digging we got in touch with Matt Young and he had the following to say about the game:

“Bubbler — that’s a blast from the past! I do still have a bunch of diskettes with all the source code on (though no drive on which to read them!). We had quite a lot of the game working on the C64, and the slow-down compared with the Spectrum (which had a faster CPU and a bitmapped screen) was comparable with that of other 3D perspective games such as Fairlight. But when Ultimate saw it, they decided it was too slow and canned the project. Jake “the hat” Simpson was the guy doing the graphics.

I was always hacked off that we never got the speed thing in writing before we started. The guys at Lynsoft (slightly dodgy intermediary company through whom we were doing the work) had a device you could plug into the Spectrum to slow it down by any amount you wanted. In hindsight we should have found out what setting took Spectrum Fairlight to the same speed as C64 one, then shown them Spectrum Bubbler with the same slow-down setting and got them to sign on the line that it was OK. But we were young and naive… (I pointed out at the time that we could probably get it running faster on the C128, but I don’t think enough of those got sold to make it an interesting proposition to Ultimate.) ”

So although the Amstrad PDS was wiped, not all traces of the game were lost – there was suddenly a large bundle of hope that GTW could be able to find and preserve something. We requested the possibility of retrieving the game for the site.

Whilst this was progressing nicely, we also managed to locate Jake Simpson (Thanks to Martyn Carroll) who confirmed also that it was functionally complete (Delivered as a beta, and ready for bug testing, a total of 8-9 months of work) – but there was no time given to do so or optimize further before Ultimate scrapped the project. Ultimate apparently had been looking around for someone to do Bubbler and everyone turned them down, with only Lynsoft being optimistic enough to accept the challenge.

They were told according to Jake that it would be a lot slower if they were to replicate the spectrum code methods – mainly because of the fact that the C64’s hires screen was laid out in such a bad way that it was damn expensive to draw it the way they were done so on the Spectrum. 90% of the speed issues would be with the drawing loop part of the program. No sprites were used at all apart for the display panel area.

Ultimate however still wanted a 100% conversion, down to the methods used – they were not worried about the slow downs that were warned of. Lynsoft were given the Spectrum source code along with some discs with the original art on. They were apparently a pain to convert due to the very old C/PM machine and obscure format the disks were formatted with.
Indeed in the end, the game was very accurate and smooth, an impressive conversion overall… but ran like a dog at speeds of between 10-12fps. Sadly Lynsoft took on a little too much with the project, but only because they wanted to do something big and get their name out there.

In the next couple of months, we hear from Matt again who managed to find a friend who converted the PC based source code, but not the C64 disks. We arranged to convert Matt’s disks, and within a few weeks GTW was busy converting a few boxes full.

And after only a few disks we started to encounter executable demo builds of Bubbler on the C64, even versions which were complete with music and sound effects, some with enemies and some without (running a lot faster too!). More digging found the long lost loading screen too, as well as several disks with source code. There was now serious potential of a full conversion being here, but there was a problem… there was no version with everything bolted together in one big piece.

Matt very kindly got digging into the source code again (Extracted successfully from the PDS files he had earlier retrieved) after many years and did a lot of tidying up and patched together a full version, but things hit problems with various bugs appearing. Sailor/Triad was put in touch with Matt, and both got looking into things and trying to get things working fully. After a few months, both emerged with a complete version, as bug fixed as possible and working with all the music, sound effects and titles all ready to show to the world for the first time.

And here it is!…. with a big thanks to Matt, David and Sailor/Triad, you can now check out the final conversion of The Bubbler on the C64. It is fully playable and authentic to the original – the only unavoidable issue is the speed, which can be resolved in emulation by speeding things up.

It is a huge shame that it never quite made it out and also that Lynsoft were not left to come up with a better drawing method, as it is easy to see what an impressive job they did given the restrictions they had.

NOTE: There has been some confusion about whether it was Lynsoft or Lynnsoft, but we can confirm it is Lynsoft with one N based on company records. Thanks to Adrian Robson for confirming this!

We hope you enjoy it!…. and with that we can happily say “Case closed”! :-)

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The Blues Brothers

A quick entry due to a lack of information at present.

The Blues Brothers eventually did get a C64 release thanks to Titus Software back in 1991, but way back in 1987, CRL were also due to create a game after obtaining the licence.

According to Commodore User in April 1987, the game at the time was at the storyboard stage, and the plan was to release the game at the PCW show in September of that year.

It never did surface, and the conversion was forgotten about. So what happened?… Did they lose the licence?… Was anything started?…. Do the storyboards and ideas still exist?

Clem Chambers confirmed that they either did or nearly did get the licence, but nothing got into serious development. It was suggested that this licence would have been shortly after The Rocky Horror Show, and there was a big developer change at that point which may have killed the project.

More soon on this we hope…

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The Bandage

The Bandage was a Quill based adventure game which was written by Ruben Spaans in his early days. Ruben sheds more light on the game here (talking about the collection of adventure games he created):

"Just saw "The Bandage" in the unpublished list. These three games were never released. They are simple text adventure games I made when testing out various adventure game creators (The Quill and Inform).

I silently put them in my game collection, and I guess they got spread because I swapped with other game collectors who got these games from me. The Bandage has references to a part 2, but no more parts were made as far as I can remember."

This was a personally created game, but Ruben has very kindly shared the game for others to check out. It is another game found and preserved!

Case closed!

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The Ball

A simple maze game from Lepsi I think.

Quite simplistic, with simplistic gameplay and graphics. There doesn’t seem to be too much to actually do apart from run around the maze and collect the crystals.

The Ball tries to take the classic Pacman theme and do something different, sadly never quite getting that far with the game never fully surfacing as intended.

It has been confirmed that this game was never completed. Though work is being done by Cactus/Axelerate Crew on a special 4 player version we assume for Protovision’s 4 player adapter.

However, the original version will never be completed and remains in GTW for eternity, until the 4 player version emerges that is! :-)

There is a second preview available which we were kindly pointed to, and we have now added to the download archive. Enjoy. We hope to speak with the developer very soon about his title and his plans.

Not quite an aMazing game yet here…

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