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.

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Space Ace

A rather interesting entry for an unofficial conversion of Space Ace for the C64. Not the same as the planned version being done by Empire Software in 1990-91, but a version way back in 1987/88 by Gregg Kustudic and his friend Scott.

The developers were so disappointed by the Dragons Lair conversion that was done by Software Projects, that they decided to have a go at doing Space Ace and show how a Laserdisc could be converted successfully to the humble C64.

They produced the first level from a possible 15, after borrowing a Space Ace cab and carefully replicating the various parts of the level. According to the developers it was very faithful, and of which can be seen partly from the screenshots.

They showed and pitched it to Electronic Arts, but they were not interested and rejected it. However, a year later and EA were releasing their own conversion of Space Ace on the likes of the Amiga.

It seems that Gregg then decided to call it a day and the C64 conversion was canned. However in recently years Gregg got a web presence and added up a page with the work on the game and various screenshots – which seemed to suggest that the conversion still existed and was still runnable.

In 2009, GTW got hold of Gregg and he very kindly offered to post us a copy of the final remains of the game. He did this, and GTW is very proud to present what Gregg and Scott produced, which is a rather nice conversion!

It is a little rough around the edges, but it shows just how well a C64 conversion could have shaped up. It reminds me a lot of the work of Paul Norman, and works very well. It’s a shame that Electronic Arts didn’t sign up the guys to finish it off! The preview happens a bit fast, so we recommend you read the instructions. Please note that the disk original version is NTSC based, so use the patched version instead if you are PAL based!

In February 2022, PatmanQC created a video on the history of Space Ace, which talks about the C64 edition. You can check out the video here:

Salvaged and preserved … a taste of what could have been. Case closed!…

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Soldier Of Light V1

Soldier Of Light was not a particularly memorable conversion of the arcade game from ACE software back in the mid to late 80’s. However, the weak result was found to be possibly down to this very version which sits in GTW…

Carl Coffey was the coder of this game, and produced a very well presented demo featuring the main character and some cut scenes. The main character moved, but that was it. There was no scrolling or anything playable. A screenshot of this demo was published in Commodore User magazine, so we know that this was originally to be the official conversion.

Although the game looks better than the completed effort, it is unfair to compare, as this isn’t really playable!… Plus with the cancellation of this version, the new team that had to take over were left with far less time to get a quality product out. More time seems to have been spent on graphics in this preview.

Rob Whitaker has kindly put his story across about the completed version, after it was found that this review originally unfairly took digs at the completed version, and wished more of this particular version. Considering the time limits they had, Rob’s team did wonders to get something out like they did. No doubt had the guys had the full development time, things may have been more successful. Reading Creator Speaks will explain more in Rob’s own words.

So what happened to version 1?… Well, we don’t know, and neither does Rob.

Darren Melbourne recently particially solved the mystery, by mentioning…

"Carl actually walked away from the project after The Edge software company never honoured any of it’s payment schedules. Carl was a good coder and an exceptional artist, who could have created an excellent conversion of SOL, if he had been paid. Carl created many C64 games which didn’t see the light of day, with Hobey Joe (the story of a winged Gryphon type creature) being outstanding for it’s 1984 dateline. As far as I know Carl left the industry disullusioned by the poeple who ran publishing companies."

So sadly it was nothing to do with Carl not being able to do the conversion, but non-payment. How would Carl’s version have shaped up? Did Carl do more than this demo?… Was anything actually playable? Just how far Carl got before he left is unknown. Contact is needed with Carl to find out more, and even see how much more was done. Quite possibly Level 1 could exist in a more fuller form at the very least. It will be interesting to find out and see.

So for now we are left to ponder what could have been, though when compared with the prototype previews of R-Type, there is not much to ponder, as there simply isn’t enough evidence.

Faithful to the eye, but covering up not a great deal…

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Smurfs

Smurfs is a game which was the creation of a then 15yr old Carl Muller, and was pitched to various companies, such as US Gold, Melbourne House and Firebird.

Sadly US Gold and Firebird rejected Carl, but Melbourne House eventually told Carl to go to University first, but didn’t publish this little platformer.

The game is based loosly on Smurf Rescue from the Atari, and contains some quite simple but effective graphics. The gameplay is quite hard and certainaly a challange.

The game did get a brief bit of shelf life when it was sold in a local bookshop in New Zealand, but that was it. Really it was a game shared between friends and never made the full commercial release as it could have.

Not quite a spectacular game, but from a talented young 15yr old, it was the first steps to programming full time.

A rejected game, which wasn’t that bad… Case closed!

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Slidez

Another great looking game from one of the C64’s last commercial saviour’s, Jon Wells.

You simply had to replicate the picture on the left hand side by sliding the pieces together. The same game essentially as ‘Puzzle Shuffle’.

This puzzler was going to contain 8 pictures in total, but unfortunately Michael Arrowsmith was unable to carry on the project due to work and College commitments and another decent artist couldn’t be found to finish the remaining 6.

Therefore the game was sadly scrapped, and now exists only as a 2 preview game with two different puzzles to complete. The completion status of the game is 80% complete.

This title has been in GTW for a number of years now, but Jon has confirmed that the game has been completely scrapped. Now with this, we can finally bring you an exclusive download of this promising puzzler.

Check out a possible Visualize goodie… and hopefully someday soon we will find Mike Arrowsmith and hear some words from him about this little game…

If you liked Puzzle Shuffle, then you’ll like this…

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Slideways

This GTW title is an unfortunate title which never got released for all the wrong reasons.

Simon Birrell was just finishing university at the time, and he completed a multiscreen Arkanoid clone called "Slideways". He sold it to Cascade, who came to visit him in his room at Cambridge "to make some changes", as Simon said.

Basically, Cascade went away and re-wrote the game and published it as "Traz". They gave no credit or royalties to Simon for his hard work, but they did pay him an advance. At the time it annoyed Simon a lot, as all of his hard work went unrecognised – but sadly what was done was perfectly legal.

So the game Traz which you see today, should have been ever so slightly different, called "Slideways" and have the credit of a Mr S Birrell.

The game was fully completed and for many years was missing… Until now that is!…

However as a present from GTW for 2009 we by pure chance came across a development disk with a few titles on that also included a frozen version of Slideways. And there it was in its full glory!

The game somewhere includes a level editor tucked away, but we haven’t discovered it yet. But as you will see from the game, it is scarily like Traz and the inspiration is there to be seen. And its not a bad little game. Parts of the code were used in the unreleased Groovy Electric Death game which was found a while back by Simon Birrell.

Just shortly after the release of Slideways, Ian Coog helped fix up a defrozen version of the game with trainer. This version is also included with the above download!

A great Breakout clone finally found… Case closed!

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Slammer

"Slammer" is a nice update to the classic Pong theme, with two jetpacked characters and two bats which have to defend a goal and get the ball in the back of the opponents goal.

Featuring some updated graphics, nice sprites and sounds, the update of the classic theme seems to have worked in this preview, being quite addictive and fun to play.

The game was to be played over a series of playing fields with powerups, but was never to be as the game sadly faced the scrapheap before its completion.

Strange really, as it wasn’t like the game was a complete mess or far from completion. However, it happened and the game never found its ways into the hands of many C64 owners.

The game’s creator, Maik Jost was shocked to see his game on the net, as he only released the game to disk magazines and companies. Apparently the game reached a more completed state with added music by Xayne of Crest. Maik hopes to dig this out for GTW very soon.

And yes, the game was completed and ready for release, but according to Maik, it seems that they couldn’t find a buyer for it, so it gathered dust for eternity.

GTW has added the music that Xayne did, which resides in the HVSC, and hopefully soon Maik will dig out the full game for GTW to show to the world.

Classic theme taken up a gear, sadly never released…

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Shylock

A currently unknown game which is still being investigated by GTW.

In a music collection sent out to software houses as a demo by Mark Wilson, Mark mentions music for a game called SHYLOCK being developed by Deesl Designs.

Now, from issue 55 of ZZAP!, there was a news item about Ocean developing a game called THE MERCHANT OF VENICE where the played played the part of Shylock…

"Ocean director Gary Bracey announces SHYLOCK, MERCHANT OF VENICE. A maze game with the characters chased by a pound of flesh.". It was found not to be connected to the version by Deesl.

Mark Wilson (MW20) created music for the game, featured in a music demo, and GTW recently got in touch with Mark about the game. Mark has been porting his disks, and kindly dug out a preview he was sent of the game from Mark Gallagher who programmed it.

It is a very simple space SEU game, with an impressive landscape to fly over… Mark’s music suits the game well… and overall this is a promising preview which no doubt would have done quite well on a particular label had it been released. The game was inspired by Vulcan Venture according to Mark Gallagher and was the result of a small production over the summer holiday and a few weeks.

Sadly after trying to get a publisher after showing the game to everyone at the PCW88 show, no-one picked it up and the game was sadly scrapped as a result. A huge shame.

It is a good find for GTW, and we are glad that Mark shared this with GTW to show people what the game behind his music looks and plays like. Its not much to look at, but its a game mystery basically solved. Read the coder’s own words in Creator Speaks!

This is all that ever existed of the game, so there is no search to be made. It is indeed the end of the road for the search.

Case closed …

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Shellshock

It was slightly beyond belief when this game turned up on Commodore Format’s powerpack. Sadly it signalled the end of another C64 company as the C64 slowly died.

Beyond Belief had planned Shellshock to be released on their label, after the mention in the interview with Jim Scott in Commodore Force. Unfortunately, even though the game was complete, Beyond Belief went under just before they could release the game.

To recoup some lost income, the game was sold to Commodore Format and put onto their powerpack in an official exclusive release.

The game is a Commando clone, with rather flat graphics and confusing backgrounds which make the sprites and bullets hard to see. Other than that the game is quite playable and worth a few goes.

It seems that before the game was to be released, the bug fixing never happened, and there exists a few glitches that were never fixed, though they are nothing too major and nothing that really affects the game that badly, though the main character can get stuck in places.

Alan Benson recently got in contact with GTW about his game, and explained that the game was a subject of a rush job for Beyond Belief after another coding crew pulled out, and basically the game was knocked together in about 2 weeks. Not bad for two weeks I think!

Also, Alan sent me a rare MP3 recording of what should have been the original musical score for the game, but was left out in favour of some old music knocked up by Alan and Craig while doing the Mc Donaldland conversion. Now you can download what was mean’t to be the original score in MP3 format. The actual SID file sadly seems to be lost, unless Nigel has it himself.

What also seems beyond belief (Sorry!), is that a sequel was in production and got 75% completed, which draws the question about why a sequel was created when the first game was never completed. (The sequel review is also on the site).

Hopefully Alan will elborate more on the story of this game very soon.

Case closed, but then not for the sequel…

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Shades Of Evil

Shades of Evil is a game which many of you will never have heard of, due to its almost non-existent publicity when in development.

The game was part of a series of 3 games, some of which actually got out onto the Amiga and Atari machines. It was an adventure game, featuring graphics and some music by C64 scener, "Matrix".

He completed all of his work, and sadly never saw a penny from it, and because of this, he refused to work on the sequels. It is not known exactly if the game has ever made it out. The sequels seem least likely to.

Matrix may have some sources left of the game, and will hopefully see if he can track any of them down for inclusion on GTW in the near future. Then we could possibly get a small glimpse of this intriguing adventure which was taking shape.

Hopeful of finding something of this obscure title…

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The Seven Gates Of Jambala

Advertised a lot in the magazines and created by Thalion/Grandslam, The Seven Gates Of Jambala is best described as a clone of Son Son II on the PC Engine, and not Super Mario :).

The game was released on the Amiga and ST, with news in one magazine saying that “C64 version should be arriving in two shakes of a camel’s hump”. Sadly the C64 version never appeared. The game was advertised in the press, and the adverts clearly stated the C64 disk and cassette versions.

You essentially controlled a witch like character who roamed around solving little puzzles and jumping around in platformer style.

Recently GTW caught up with Mario Knezovic, who shed some light on this interesting title. He tells GTW that the C64 version never got very far. Mario programmed all the scrolling and sprite routines and a few other minor things like fade-ine and fade out effects for when levels started and ended.

Nine months in total were spent on fine tuning low level functions, scrolling and sprite stuff. There was not much game logic however, besides the main character walking and jumping around and a little bit of very basic enemy interaction. Most of the routines and functions were used in Rolling Ronny. So as you play RR, you may be seeing many elements of this game in action already!… Just imagine it with different graphics ;)

Mario tells GTW that the conversion was simply cancelled due to the management not being able to get him a graphic artist to work on the game. All graphics in the work done were mock ups.

Music wasn’t really done properly… as far as we know, only mock music was put in. There might be something to hear one day, but we’ll see.

Would this have been a better title from Grandslam?… well, with the possibility of Mario digging out the remains of this game, we will maybe see something of it!…

A lot more information, and possibly a demo someday?…

Posted in: GTW64 archive | Tagged: | 2 Comments