Welcome to Games That Weren't!

We are a 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.

Latest News and Posts

Super C

Another game we’d better start looking for, and one which might be slightly harder for me being in the UK. Super C (Or Super Contra/Super Commandos) is a US only release it seems and one which had it been released would have been as hard to find as Simpsons Arcade in the UK on the C64.

Super C is confirmed as having a C64 conversion in the pipeline, due to the C64 mention in the advert (See Scans). It is not a US re-release of the original Contra game from Ocean, but a totally new game which was developed by Konami.

However, although IBM and Amiga versions were released, the C64 version never surfaced and is now a mystery to GTW. Could it be the same development team as Simpsons Arcade?… maybe… but we need help to find out!

Konami’s US releases were generally ok, so we could potentially find a nice conversion out there somewhere.. but how much of one? A full game or just an early preview?… We are hopeful of anything, but most of all we want to find out exactly what happened to this Konami title.

Contributor “Termie Gen” makes a good suggestion that Konami periodically updated its status about its games, so the C64 version was likely in production and may have just been heavily delayed before cancellation due to the dwindling C64 market in the US. The lack of screenshots could be a good indication that it never got too far either. A valid point is made that as DSI/USI did the DOS and Amiga versions, but also did convert some games to the C64 – they could well have been involved on the C64 version of Super C too!

Contributor “Anonymous” makes a good suggestion that Konami may have needed to rename the game at some point, as “Super C” was also the name of a C compiler from Abacus Software, which was heavily advertised for the C64/C128 around 1987-1989. Did this have any affect on the game not being released? Unlikely – but who knows?

We don’t know much else at the moment, but maybe someone can help us find out more?… Can Super C be saved on the C64?…

Posted in: GTW64 archive | Tagged: | 20 Comments

Super Cars 2

Another title which could well be vapourware, and one which we may not need to do any searching.

Super Cars 2 was never fully announced by Gremlin, though Games X magazine reported that the C64 version was coming soon and its price was to be announced. Did Games X get some crucial information which the others didn’t?

Very unlikely, and so this could well be a cock up on Games X’s part. A shame, as this was a fantastic game on the Amiga, and would have made a fantastic C64 conversion.

Maybe … just maybe… a conversion was secretly being worked on, but this is to be confirmed.

Do you know anything more?…

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Sunball

A nice looking puzzle game, where you control a hi-res overlayed ball character which follows a path of tiles around a multiscrolling map, avoiding other hi-res overlayed enemies.

It’s a little frustrating back tracking paths when creatues start to come down the same route, but the preview is going along the right tracks by promoting a nicely polished game, which is quite fun to play.

Graphics are nice, which include the well animated and drawn sprites with their hi-res overlays to enhance detail.

So we’ve got the graphics, we’ve got the gameplay and the sound, so why no completed game at the end of it all?

This cannot be answered just yet, due to a lack of information, which hopefully can be brought in soon with a little bit more research. However, Ian Coog and Mariusz Mlynski have both helped to confirm some credits and we hope to learn more soon!

Nice game, but we don’t know anything about it!…

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Subterranean Stryker

A surprise finding for GTW in 2012 was made when Richard Bayliss was checking through some loader source files from Paul Hughes’ disks that we backed up recently, and he came across a source code file named “Defender 2”.

Richard recalls about how he came across the game:

“I was browsing all the source disks I had difficulties viewing all of the loader sources on so many disks. I like to see some nostalgic loaders and how they were programmed, but I couldn’t get to grips with Commodore’s Assembler 64 to try and view/assemble the .src files to machine code programs.

However, I stumbled across a .D64 with the Zeus assembler, with some sources. I was tempted to check out the sources. Some were just scrolling messages. Then I tried loading in “DEFENDER 2″ source code into the assembler. I assembled the code to see what it was like. Well, the code assembled but I was missing the graphics files. So I tried loading in OBJECT, SCREEN 1, GRAFIX filenames, got back to the assembler and assembled the source. It turned out to be an unfinished game. So now I have put together the Defender game into one file, with an aid of a couple of tools, and now you can load and run it with pleasure :)”

When this was presented back to Paul Hughes, he was surprised that we had managed to dig out what was confirmed as a very early stage conversion of the little known Spectrum game, Subterranean Stryker. Paul shed some light on the game:

“The story behind the game, was that my local computer shop had a software house in the back – Insight Software. The first game that was being developed, for the spectrum, was a defender-a-like in caves called Subterranean Stryker, so I thought I’d show them a C64 version – the little ship was copied pixel by pixel from the Spectrum all the rest were rubbish little blocks that I cobbled together – not the spectrum maps.

Nothing came of it – in fact I’m pretty sure I never showed them it! Its not really a game its just a scroll and some (crappy) collision detection. I really had buried that one in the darkest recesses of my mind :o)”

It is indeed not much to look at, and is a very early test preview with a ship and a scroll routine – but Paul very kindly allowed us to preserve waht remains of a rare conversion from the early days. Many thanks to Richard Bayliss for helping to preserve it!

Case closed!

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Subsonic

A game once released on the cover of Zzap 64 back in the day, a cool galaxian type game by the creators of Orcus and possibly using some of its sprites.

Haydn said this about the game…

"Me, Mike Ager and JCH worked on another project together that was never released BUT was on the cover of Zzap64. The game was called "Subsonic".

It was a 2player simultanous galaxian type game. It was 100% complete and Mike may still have the original. I’m sure I still have the magazine and possibly the cassette with it on."

This game was touted around various budget companies to make a quick buck for the developers, but sadly no-one took on the game.

The developers then decided to sell the game to Zzap 64 for a quick profit, and the game was eventually released to the world through their covermount.

But this was mean’t to have been a commercial game, but sadly was never to be.

Good thing is that you can still play the game thanks to Zzap, and check out a rather nice game and a glimpse of some Orcus like techniques in a complete game by the developers.

Case closed…

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Subclavian

An interesting looking game, which feels a bit like a mixture of Paradroid, Alien Syndrome and Citadel mixed together.

The game is currently bugged which you are able to check out, as the droid seems able to move through walls and things. Though the actual game looks as if it could have been a nice release if actually finished off. There is little to do here, apart from blow up some nice green switch thingy’s on the walls.

The music is by Rob Hubbard, but looks as if it were ripped from another game, possibly temporarily until the game’s proper music was composed.

Developer Mat Ellis got in touch in early 2021 and confirmed that the game was actually a port of Alien Syndrome for U.S. Gold before the deal was nabbed by ACE. They began to rework the port into Subclavian before another project came along and focus was switched over to that.

Mat confirms that the new rework of the Alien Syndrome game which had you running around a spaceship, avoiding/shooting mutants, saving prisoners and getting power ups. Essentially Subclavian was going to be exactly the same – but with a different story and robots instead of two hero humans, collecting robot parts and fighting other robots instead of aliens. A bit of a mix in with Uridium/Paradroid and Subvlavian was to be born.

What you see here is essentially how far the game got before cancellation, and Mat confirms there is nothing more sadly to find. A nice glimpse at what could have been a very different conversion of Alien Syndrome!

Case closed!

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Sturmtruppen

In the early 90’s, quite a few games were mentioned for UK release by Italian company “Idea”, and quite a few did actually make it over here… Apart from Sturmtruppen.

Sturmtruppen was described as a sort of Midnight Resistance style game, with plenty of jumping and shooting action. The game was mentioned in Commodore Format very briefly, but never seen again. It is thanks to Mr Fox that we are able to see a first glimpse of what the game looked like.

Sturmtruppen was planned for both the Amiga (later released) and the C64, and it was based on a comic strip lampooning the military life during a war which might or might not be the WWII – it was mostly an excuse to make fun of the idiocy of war and military-types in general. The strip ran for about 20 years with declining fortunes, and was periodically revived by the agency which owns the right to the original strips and its sequels, done by in-house artists.

The author of the strip, Franco “Bonvi” Bonvicini was one of the most famous Italian comicbook authors during the Seventies, close friend of Hugo Pratt of Corto Maltese fame. He was at the game preview where Fabio Rossi was present, in his customary stuporous state, and the whole affair was quite disconcerting to everyone involved – but Fabio still prizes a sketch of himself as a Sturmtruppen that was drawn perfectly.

The game itself was a side scroller mixing the usual elements of that type of games with “Spy vs. Spy” wacky traps and gadgets. According to Fabio, the first two levels were completed, but the game was never completed. The reasons being a split between Antonio Farina (owner of Idea and now CEO of Milestone) and the management of Leader Distribuzione (the publishing and distributing company of which Idea was actually a branch).

Fabio recalls – “The game programmer probably completed the game on his own and used it to test a new technique of colour interpolation (basically, he flashed very rapidly single pixels with different colours in order to give the effect of an intermediate hue, extending the perceived palette). Can’t remember his name at all, but he was the very nice guy behind a couple of other C64 games, including a heavily Antiriad-inspired horizontal scroller which got quite good reviews everywhere.”

The screenshots we had were not really clear, but they seemed to resemble partial level maps for some of the game’s levels. There was no signs of a main character or anything like that. Maybe there were other screenshots in other magazines in various places?… Well, there was! Thanks to Luca/Fire, we can confirm that there were some much later screenshots and now we have added these!… these include some action going on and much more of the game panels.

In Zzap Italia, there was a feature on the development of the game which can be found in the gallery.

Originally it was believed that Paolo Galimberti was the coder of the game, but he was just the graphic artist and in fact – Roberto La Ragione was the developer of the game. The game was one of his first efforts on the C64 and was picked up after the choice between this game and Lupo Alberto (Roberto was a fan of Bonvi’s work).

Work was initially very tough, but after 6-8 months – the game was very much starting to take shape. The graphics went through several cycles until they started to feel right – and right they did look. Apparently there were also some very cool colour cycling effects being used to really try and make the game stand out. Sonically the game was solid too – with a good set of tunes produced and completed.

Roberto was unsure to why the game was never actually released – the company just cancelled the game for no given reason. Roberto suggested that the game was practically finished – so it is very odd. It is believed there was a bust up between Farina and Leader, which resulted in the cancellation – but this has not yet been confirmed.

This information was found thanks to the guys at Ready64, who interviewed Roberto. When asked if he still had anything of the game, unfortunately it was bad news. He got rid of all his C64 gear after it broke many years ago. The only chance now may be with the graphic artist – but it is unfortunately looking bleak as Paolo is proving tough to track down.

Hopefully some day we may see something of this game, other than forever looking at the scans and thinking what might have been.

Posted in: GTW64 archive | Tagged: | 4 Comments

Strobe

“Strobe” is a new addition to GTW, in which at the time, not a lot of information was known. The game was an up and coming Pong style game set in the future, and the preview in the wild was not playable, and demonstrates a nice title screen and a part of the game itself.

Credited to Double Density, it seems that this game was destined for release in the German market, but never quite made it. Ruben Spaans in 2012 came forward and shed some light on the game:

“I have a version slightly newer than the preview on GTW. It is playable, but extremely bugged. The game was never finished because I lacked motivation (I would rather make demos at that time) and because it was so hard to debug.

The differences between the old version are: new music, and it’s playable. The left and right balls can be controlled with joysticks, and they can interact with the slopes in the arena, as well as collide with the third ball. The gameplay is extremely bugged, though. The player-controlled balls can travel to the other player’s area by going through the goal area (it acts like a long tunnel).”

Ruben kindly as mentioned has passed on a previously unseen and more complete version of the game which is playable. This was as far as it got unfortunately, and its a shame – as the game looks nicely polished, if only of a simple theme.

But at the least the mystery behind this game has now been solved, and we can close the case on it. Check it out! Thanks to Slator for the tidied up version of the game!

Case closed!

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Storm Warrior

Yet another Firebird title which was never to see the light of day, and a rather promising Armalyte kind of game too!

Storm Warrior was like Armalyte but with a full colour scroll (something pioneered at Ocean, scrolling the whole screen and the colour attributes). The game was done on the side for Firebird software due to the poor pay of Ocean, and the rather better pay of Firebird.

Paul Hughes had this to say about the game:

“I got a couple of levels down with attack patterns, zillions of sprites, and of course my then famous 100 score morphing high score table. Then EA came along and I jumped ship with both feet!”

And that was it!… with an incomplete game and no-one to finish it, Storm Warrior was put on the scrapheap forever! Firebird soon died out afterwards. There is a suggestion also from Paul that the game was being produced as a test for System 3.

So what are the chances of finding the remains of this long lost game? – Well, Paul Hughes believes that he still has all of the game on his development disks in his attic, so someday we could well be seeing this interesting title. For now, he dug out the source code in 2018 (minus graphic assets by the looks of it), so we’ve added this to the page.

One for the future?… We hope so!

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Stellar 7

Stellar 7 – not quite the same vector game which did see the light of day, but a sequel to Hades Nebula that was shelved fairly early on in it’s development after The Bitmap Brother released Xenon.

The reason? Well, Stellar 7 featured a spacecraft that could change into a tank and back again. Sound a little familiar to a game only just released?

The overall features of the sequel were deemed to similar to Xenon by the powers that be, and so the game was cancelled.

How far did it get? – We are not 100% sure, but we believe that the game was actually completed. It was thought that Mark Greenshields was behind the game, but he confirmed that he was not. So we now need to try and find out the proper developer for the game.

In the meantime, in December 2015 – we found some graphical remains which we believe are actually from the game – including one which shows what one of the levels could have looked like. Nothing to play sadly, but hopefully this may jog someone’s memory!

Then in 2020, Ned Langman pulled out a concept drawing for a platform level that was to be in the Hades Nebula sequel, possibly as a sub level of some kind. According to Ned, there was to be a twist in the game where you played the bad guy. A fallen Emperor Hades.

Concept artwork by Ned Langman.

For this level, they wanted the game play to be like a mixture of Rygar and Shaolin’s Road. The idea was canned with work moved onto Duel, and was probably also as a result of the Xenon resemblances for the shooter part too.

One we hope to find a lot more out about soon!…

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