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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Street Fighter 2 V1

Street Fighter 2 is well known for being an average conversion and very easy game on the C64 when it was eventually released. With so many people let down by the conversion, recent years have seen homebrew attempts to try and improve on U.S. Gold’s original effort.

It seems that typical of U.S. Gold, Street Fighter 2 went through a similar path of being rushed out to market. Early on, the game was looking quite different.

Previewed in Commodore Format, the game had screenshots shown which looked very different to the horrible digitized ones we got in the final release. The jet fighter level shown was zoomed in and had finer details, implying that there would be some multi-directional scrolling as you moved around.

We’ve constructed what the jet would have looked like in whole form, and you can see the size of the level when to scale next to the main characters we’ve left in – check it out in the gallery.

The sprites were still as muddled as they were in the final game, and were clearly ported quickly at the time (possibly to be tidied up at a later date).

When the final game was released, the same sprites pretty much remained – but the backgrounds became simplified and single screen based (with slight scroll up and down as you jumped). They were rough digitized ports from the Amiga version, and the gameplay didn’t help things any further.

So what happened to the promising earlier version with larger backgrounds and scrolling? Developer James Macdonald got in touch with GTW64 in 2013 and explained more.

Firstly there was the usual stupidly tight deadline and decisions which meant rushing the game out quickly to get the last drop of money out of the C64, which by this point was on its last legs commercially.

Secondly – the graphics were contracted to be designed by an external graphic artist and done from scratch (with no port in sight).  The early beginnings of these we can see in the early preview screenshots.  The sprites were extracted from the PC version initially just as temporary sprites, until new improved versions were received from the artist.

About three quarters of the way through development, there was a management change and it was decided to ditch the contracted artist and employ someone else to do the work.  The new artist was instructed to completely re-do the graphics that had already been done so far.

The new graphics were awful according to James, but by now the game had already been delayed for so long that James had no choice but get to the duplicators to prepare the game for release as is. The game was not even fully finished at this stage, so James would be trying to finish things at the duplicators as well.

Whilst working hard at the duplicators, James was thankfully sent through a completely new set of graphics for the game. However, these were just quick ports from the PC version (very low res versions), but they were better than what was already in place and were added to the game there and then as a result.  The game was then mastered a few hours later and mass produced to become the mess it would be better known as.

Had the original artist been kept on, and with new sprites produced – it is quite possible that the final result would have been so much better … at least visually!  There were still major challenges with trying to squeeze a multi-button next gen fighter onto the humble C64, and its likely it wouldn’t have played much better we feel. Though perhaps the larger playfield and scrolling could have given some improvement?

So what of this alternate version once seen in the pages of Commodore Format?   Well, James offered hope that he may still have something of it, but over the years he’s been unable to find anything. We still hold out hope, and that we may get to see this interesting early prototype.

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Sewer Sam

Not much is known about this game, apart from the fact it was released onto the Intellivision system in 1983, and an advert was placed in an old computer magazine.

Sewer Sam was also planned for release on the Commodore 64, but never surfaced anywhere. It does not exist in Gamebase either, so it seems that the C64 version was scrapped. For what reason, it’s unknown.

Sewer Sam was to involve going through a series of tunnels to find some submarines which had sneaked into the system. Sam had to avoid various creatures, like Spiders, Crocodiles, Bats and Rats to try and achive his goal.

This is all that is known about the game, but hopefully soon we will try and find out more for a future update. The name is a link anyway, though this is all 20 odd years ago, so it will be hard searching.

Not much known as of yet…

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SEUCK 2

The Shoot ‘Em Up Construction Kit (SEUCK for short) is probably one of the most famous tools on the C64 of all time, spawning many hundreds (if not thousands) of creations, ranging from old tosh to some really superb creations. But as with any tool, there is a limit to be reached, and SEUCK has now long overstretched that limit. It has resorted now for new title screens, music and effects to be hard coded into the game to get something a bit different. Jon Wells even reprogrammed the engine to scroll sideways!

But a Sideways SEUCK was rumoured to actually going to be a reality… Zzap 64 spoke to Sensible Software back in issue 61, where they discussed the possibility of a SEUCK 2. Palace were very keen to see a sequel/upgrade to the popular selling tool, and Sensible were looking interested in creating one to improve on what they saw as flaws in the first editor.

Some of the plans?

* Horizontal Scrolling
* Graphics libraries
* Super weapon options + powerup options
* Enhanced title screen design options
* Ability to add music

There was even rumour of there being plans to add platform game capabilities to the editor, to stretch the whole SEUCK phenominon in a whole new direction.

Sadly, things were never to materialize as Sensible moved onto new projects and away from the idea of a SEUCK 2. It seems like nothing was ever even started also. Just why was the editor never started?… Would this editor have kept C64 gamers happy using and playing SEUCK efforts for many more years?…

Well, thanks to Craig Grannell, we can confirm that no SEUCK 2 was actually planned according to Jon Hare. Nothing was started, and it seems like Palace were more hoping for one, than Sensible wanting to do a sequel. So its sadly going to be case closed for this one, but who knows… maybe someone will tweak the existing engine and give it a new lease of life…

Case closed!…

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Sestavljanka

Sestavljanka is not really a game, but it is an educational program for children done by Suzy Soft. The game is a "put-together-picture" type of game with simple puzzles and picture collections. You can dress up dolls, make a fotorobot or put together a puzzle.

Although done for Suzy Soft (A ex-Yugoslavian, Croatia based software house), the game never saw a release. It did however get released for the Spectrum, and was very popular. The C64 version sadly was never to surface properly as Suzy Soft’s management was changing and they ditched the computer publishing department before the game could hit the shelves. The C64 version however was rumoured to have had duplications made from a master tape that was created, quite a fair few…. but no-one knows what happened to them, we assume they never got out of the door.

The game’s author did however get hold of his own proper copy, and recently passed it to Tomaz to transfer to TAP format and scan the inlays. This was the only known version of the game to exist, unless those other versions are sitting in a box in a warehouse somewhere? :-)
Tomaz’s original excellent preservation work can be found at at his website here.

The game comes on 2 tapes, and Tomaz has ported all 4 tap images and ported to disk for people to play. Just click the download link to checkout for yourself. The game is not in english, but if you follow the instructions enclosed, you should be able to make some headway. Maybe we will see a translation some day of the game as a whole?

All ready found and saved, and a case closed…

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Sensible Soccer

This is likely to be yet another vapourware title … but worth adding none the less…

Steve Perry once won a competition with Commodore Format and met up with one of the editors called Andy (Hutch) Hutchinson. When talking to Andy, Steve was told that there were plans for a Sensible Soccer conversion on the C64. We’re not sure if Andy was just making this up to get Steve excited, considering in fact the C64 was dying out, or if Hutch did indeed see something of a conversion.

Considering that Sensible had well and truely moved onto 16-bits by this time, unless there was someone trying to do a conversion for them, we doubt this ever got started. The closest that C64 users may ever get to a conversion is by playing Liverpool by Grandslam – maybe this is what Hutch mean’t that we were to get a game which was close to Sensible Soccer?

I’d like to be proven wrong, so if you know more – please get in touch!

Do you know anything more?

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Se-Kaa of Assiah 1994

When the C64 was dying out commercially, Jon Wells was trying to flood the C64 with new releases.

One of his ideas was to take the entire backcatalogue of Clive Wilson adventure titles and update them with new graphics, music and intros. “ZZzz” in the end was to be the only title which saw the light of day from Jon.

Se-Kaa of Assiah was a popular budget adventure release by Mastertronic back in the day, and Jon was planning to give the game a new lease of life.

Sadly due to poor support of his other titles, this was placed onto the scrapheap… possibly before anything was ever started. Did anything get started?

We hope that Jon will shed some light soon on his plans, but its likely that we may never get to see anything here and close this case early on.

An intriguing remix which would be interesting to find out more on…

Was this ever started?…

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Second Samurai

The sequel to First Samurai was to be programmed by Vivid Image’s sister division known as MirrorSoft, straight after the first game was released.

The people who were intended for the conversion were Mat Sneap and Jon Williams.

The C64 was starting to lose support quick at the time, and as First Samurai was quite late in the C64’s life, the sequel was only merely a planned idea, which was scrapped as the C64 market declined.

The game was completed on other platforms, but the C64 sadly never had a version started in the end, therefore making it impossible for GTW to try and locate anything of it.

Mat Sneap has recently confirmed that the game ceased to exist, and he had no involvement in it either. So there we have it… another one bites the dust.

Case closed…

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Seawolf 2

Another title highlighted thanks to Peter Weighill. This early 1983 Epyx game was advertised in quite a few magazines at the time as part of a double pack with Gun Fight. Unfortunately this one never got to see the light of day, even though the other game pack with Starfire and Fire One were released.

Sea Wolf 2 was an arcade sequel by Bally Midway, which sees you trying to sink as many boats as you can whilst avoiding mines. Very simple affair, which was slightly dated even by 1983.

The advert used never specified any formats, but it was found that the pack of games was released on the Atari platform, and an Epyx brochure states that it was for the Atari only, with no mention of the Commodore platform. So why are we including it?

Well, we believe that it is very possible that Seawolf 2 could have been caught up due to Commodore publishing the first game on its cartridge. It’s possible that Epyx couldn’t get the licence on the C64, so abandoned the double pack. If this can be proven, it is possible that something may have been started on both games.

Very early days, and we could get confirmation soon – but another one to try and solve!

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Seal Cull

Well, nowadays you’ve got people going on about how GTA 3 is full of bad taste with the ability to have sex with prostitutes and then kill them. It’s however not something limited to games of today, but this kind of thing was going on as early as in the 80’s

Bad Taste Software wanted to do something a bit daring and different to the usual run of the mill games, and wished to push the boundaries a bit with some funny games.

The most well known was Di’s Baby, which got slated and eventually banned… But another game was in production called “Seal Cull” which had you battering Seals to earn points. I’m sure many animal activists were delighted to hear the news of this game.

Surfice to say, Seal Cull has not made an appearance since it was mentioned in various magazines (Including a rumoured review in Your Commodore). It’s last mention was in a C64 Guide magazine in 1990 (Along with Virus by Firebird). Did the game get a release therefore?

Well, we got hold of the chap behind Bad Taste Software, and Seal Cull wasn’t actually one of their games – though it did inspire them to make a re-creation of the game! http://www.badtastesoftware.co.uk/SealCull.html

No, it seems that Seal Cull was part of a series of games to be released by a company called HardSoft, along with two other games called Aids Attack and Motorway Maniac. It was all a hoax though drummed up by Commodore Horizon’s Chris Jenkins, and exposed by Commodore User magazine. No games were ever actually started!

Next we hope to find the original article which was ran for April Fools, but it is pretty much a case closed with no titles to find!

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Scorpion

After Turrican 2 and before Turrican 3 by Protovision and Smash Designs, another Turrican clone was being formed with a different main character.

"Scorpion" was hoping to take off from where Turrican 2 left off and continue the craze of the first two games. Though not officially by Manfred Trenz, or official in anyway, it was a nice thing to see when the preview first turned up.

The graphics are mainly just ripped straight from Turrican, with a different head and different map. It’s likely that Manfred’s map editor has been used to knock up a different map.

There isn’t much new at all here that differs from the other Turrican games. The preview lacks a display for score and other bits, and all the weapons are missing. The actual game’s engine is pretty much intact though. The map is fairly large, though incompletable.

Thanks to Milo Mundt, a second preview has been pointed out which we have added. This version is not much different to the one we already have, apart from the inclusion of new title screens and a end sequence (maybe a little too early).

It has been discovered that this game was being written for Cherry Software, begun in 1995 and cancelled around 1997 time. I am guessing that the depleting scene is a reason for the game being cancelled. Although looking like a very strong Turrican clone, there was nothing particularly evident that suggested it was anything special at present. It is possible that the programmers have a lot more to this game, but more research is needed. Can anyone help?

A lot more information needed for this game before anything can really be done about finding a later version.

A nice Turrican 2 clone, with little new to offer…

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