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

Starace

A lot of you will remember seeing this game on the ZZap64 magazine covertape one issue… but it wasn’t specially designed for the magazine….

It was originally programmed for Ocean, but Ocean didn’t like the game as they felt it wouldn’t sell and decided not to release it, and so Denton Designs were stuck with a complete game. The main problem really was that the vector graphics were a bit slow.

After Denton Designs looked for another publisher, without success, they sold the game to Zzap64 for them to spread on their covertape at a small cost to cover their losses.

The game was to never be fully sold commercially… What a waste of a nice game, which I feel Ocean should have tried selling compared to the dross of Double Take.

The game itself features some slowish vector graphics, and involves you in a race within a series of tunnels against other crafts (All looking a bit Starfox style)… A nice addictive game, if only held back by the slowness. The game’s graphics were created by the same guy who was working on Megatree, Stuart Fotheringham.

Music is wonderfully composed by Fred Grey, and one of my favourite pieces too. All mixed with a brilliant title screen consisting of a CD player to select options before starting. A typical Denton Designs game.

Sadly never seen on a Ocean label…

Posted in: GTW64 archive | Tagged: | 3 Comments

Solar Jetman

A famous sequel to a famous series of games, Solar Jetman was released on the NES platform, and other 8-bit conversions were planned, including the C64 and Spectrum. A little news snippet was mentioned once in Zzap about the conversion by Storm, but that was it.

The game never surfaced and became a myth when mentioned on the C64. But GTW one day received news of the game being fully completed on the C64, with music by Geoff Follin, code by John Buckley and with Haydn Dalton supplying the graphics.

The game was being converted by Software Creations for Sales Curve way back in 1991. Martin Holland, another guy from Software Creations, informed GTW about the game, adding that the conversion was really good.

GTW got to work and began to search for this elusive conversion, and started with Haydn Dalton, who sadly could not find anything of the game after some searching. Two years later, and a month or two after the site relaunch, efforts were made to find the game’s programmer, John Buckley as a last ditch effort. After tracing John down to PlaypoolUK, GTW got the news it dreaded.. John hadn’t got any of his old disks no longer…

But a week or two after almost giving up hope of finding the game, Haydn Dalton was one day searching through some things at home, when he stumbled upon a disk with the label missing. The label was in there too, and stated “Solar Jetman Disk 1”, and after a bit more digging, Haydn found the second disk.

In an excited hurry, Haydn sent them special delivery to GTW to port over (see scans for the letter that came with the disk!), hoping that they still worked after all this time. And luck favoured all… Clean as a bell, the 1541 “wurred away” and there it was…. A Geoff Follin tune and title picture, and then a fantastic game to follow… Solar Jetman was saved!… The last known copy in existence was very quickly backed up and ported. For the first time ever, Solar Jetman could now be appreciated by the fans as it should have been back in 1991.

But why not release such a stunning little game?…. For crazy reasons, Sales Curve decided that the title was not suitable material for the C64 games market. And after the relatively poor sales of the NES game, this kind of confirmed the cancellation of the game. Ludicrous really to turn down such a nice little game, and something you almost didn’t see.

But thanks to the fate of Haydn finding the disks, you can see and play it for yourself. And now John and Haydn can receive the credit they deserve. You can also check out the game ending on Vinny Mainolfi’s C64 endings website here.

One of the most important findings ever on C64… Case closed!

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Software Manager

GTW presents a first ever look at another GTW which has been gathering dust for some years now. This time a game by Markus Schneider, who worked at Bones Park and is famous also for his incredible music (Including my favourite, "Intruder").

Software Manager has kindly been shown to the world thanks to Markus, who converted his old disks and is happy for people to see some of his unfinished works for the first time. It is a management game (if you hadn’t already guessed) which is not based around your average Football season, but infact running your own software house! It’s rather similiar to the likes of "Millionaire" on the Spectrum, and "Software Star" on the C64, but with some rather nice presentation and graphics to bring it right up to date. It is the kind of quality you would expect from Markus.

The game has been sneaked out before now, and already exists in Gamebase. We are not sure just yet if this is an earlier version though. It has been translated roughly into English. The version we present to you for the first time is the very last version, untranslated in German from Markus himself.

Unfortunately I do not speak any German at all, and the game is fully in German. So I am half reviewing blindly when I talk of the game. Markus tells GTW that the game is unfinished, but you can actually play the game. You have to employ programmers, musicians, artists and then manage the production of various game titles across many platforms. From the English version i’ve included in the archive, the game is quite simple and enjoyable, even though this isn’t quite my cup of tea. It’s got some good humour in it which signifies that it could have been a nice entertaining piece of software had it been completed.

CP Verlag were to be the publishers, and the title was to be published on the Magic Disk label. Sadly around the time the game was being worked on, Markus was drawn into the army, and so the game was shelved. By the time Markus came out of the army, the C64 had commercially died and so the game was indefinately shelved. Overall the game was at a 85% approximate completion state, which is what we show you today.

Irfan additionally did a lot of graphics which were not included, and you can find screenshots of these. Hopefully they’ll also be in the archives by the time you read this too for you to look at on a real C64 or through emulation.

It is great to be able to preserve this game, and we hope you will enjoy examining it. Feel free to leave comments in the GTW forum for Markus about the game if you wish.

A nice software management sim for your c64…

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Smashout

Another title from Alter Developments before bigger things came along.

Smash Out is a Pong clone which looks quite nice, and plays ok for a Pong clone. It is nothing spectacular, but it was never mean’t to be. This was to make a bit of money until the bigger things out there could be tackled, such as other projects like Championship Run and History Of The World.

The game was finished, and spread around various disk magazines in the hope of being picked up. However, they all refused it as the game had been done before in their catelogues already.

Although we have the preview from Niels, we have also added the full version. The preview is the version which was thrown together possibly for the ECTS.

Overall it’s a nice Pong clone, and worth looking at if you haven’t already. There’s no two player mode, so you’ll have to play with yourself sadly! ;-)

Case closed!…

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The Search For Sharla

After the many years of enjoyment with Lords of Midnight and Dungeon Master, Thalamus revealed their latest masterpiece The Search for Sharla.

The game was to feature a staggering 32,000 views from each direction, sleep option and 512 totally interactive characters. It looked very impressive from the many previews shown in the press at the time. So much faith was put into this game by Thalamus, that many adverts were shown for quite a long period of time.

GTW originally had contact from people within Esprit, who gave their own account on this wonderful looking game. We actually find that Sharla was almost complete on the C64, and was scrapped on all formats due to payment issues. Thalamus had reportedly ordered Esprit the rework the graphics and perspective for a set figure sum, and they only paid part of this, so Esprit decided to cancel development.

The game was not actually scrapped as first believed due to passing the limits of the C64, as the game was actually fairing quite well on the system at the time. Lance Mason, the head of Esprit, has over the years tried to help GTW by finding the C64 developers and something of the conversion, but currently nothing has turned up.

Lance does have remains of the Amiga and ST versions, which hopefully will be recovered and shared in the future. Lance in the meantime kindly allowed GTW to release the game’s Novella to the public, which was intended to go with the game’s manual on its release. So at the very least, you are able to read the story about the game.

We eventually discovered that the man behind the graphics was none other than Hugh Binns. Hugh gave his own account of the game, and although Hugh promises no code, he has said that if he comes across any C64 disks with his graphic work, he’ll happily pass them on. Check out his account of the game in the Creator Speaks pages. Shortly after, it was confirmed that code was started by Mike Brown, but its uncertain if he or someone else took over later on.

John Wood is also a possible candidate for another artist on the game, which seems quite likely according to Pete Dabbs who worked at Esprit at the time. But in a final twist … a 1991 issue of Commodore Format had a reply to a reader’s letter that gave information about the Apex brothers being some sort of part to the game, the end sequence in particular.

Dave Birch asked Steve Rowlands to do some graphics for the end sequence (which was mentioned in one of the Creatures diaries in Zzap). Steve knew nothing about the game, and knocked out the graphics quickly in a couple of days and got back to Creatures. It wasn’t coded together at this point. Years later when working with John and Steve on Mayhem, Andy Roberts asked for a copy of the graphics and possibly felt it would be a good side project to practice his coding skills to put the ending together.

The end result wasn’t quite finished back in 1995, and was resurrected for GTW and finished off in 2014, taking a few references from the Sharla novella and some music from the Apex archives. After a lot of tidying up and work, Andy Roberts has compiled up the end sequence from his source disks, and for the first time you are now able to see something of The Search For Sharla up and running!

A huge thanks also goes to Vinny Mainolfi for helping test the end sequence for Andy on a real machine and give any feedback on any bugs. However, the search for the actual game goes on! Where is Mike Brown? And can Hugh Binns find anything of the game on his disks? Time will tell!

The Search for Sharla continues for GTW…

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S.D.I

Following successful conversions of Defender Of The Crown and Rocket Ranger, Cinemaware were also due to release a conversion of S.D.I game for the C64.

The game was advertised in some of the popular computer magazines of the time, and even featured C64 screenshots. One of these has been kindly scanned in by Martin from Stadium 64, which looks to be one of the in-between scenes from the game. This was from a Swedish magazine back in 1988.

A company called “Moltech Software” advertised the C64 version of S.D.I for sale in ‘Svenska HEMDATOR Hacking’ Issue 5/1987, a US sales catalogue showed the game as for sale too, and contributor Nate found a magazine advert which lists the shots as being C64 based.

S.D.I is not to be confused with SEGA S.D.I game, which was in the arcades around the same time period. This was a game produced in a similar form to DOTC and Rocket Ranger, with the occasional 1st person perspective scene.

It was not known exactly why the C64 conversion never made it like the other titles from Cinemaware. It could only be assumed that they had moved onto the more advanced platforms and away from the C64 at that time.

Bob Jacob revealed to an interview with RVG in 2016, that the C64 version was delayed due to the programmer not being quite up to the task (at the time – but later becoming very good). We’re not completely sure though who the programmer was, so hopefully Bob can be prompted to remember.

So who was the coder that Bob refers to and how far exactly did the conversion get before it was cancelled. Crucially too – does anything still exist?

Posted in: GTW64 archive | Tagged: | 5 Comments

Streethawk

1985, and Ocean were becoming the biggest UK C64 games company with its popular titles with Martin Galway’s fine music. Ocean, trying to dominate the market, bought licences to make conversions of some great programs, such as Knightrider, Miami Vice and another called Streethawk.

Streethawk was based on the popular TV program, with the main character riding around on a very powerful bike. More details about the show can be read here: http://en.wikipedia.org/wiki/Street_Hawk

At the time, Ocean were spending ages and ages advertising both Knightrider and Streethawk for all the 8-bits. No games were to be seen, apart from eventually Knightrider.

It is believed that there were two versions of Streethawk in development – with Gary Knight being behind the first game started in 1985. Gary Knight was apparently one of the developers behind Knightrider, and after the poor delays and outcome of that game – Streethawk was brought in house to be completed. We hope to hear from Gary Knight soon about the first version and possibly separate our entries once more as we know nothing about the game. As the game was massively delayed, some impatient developers decided to poke fun by releasing a hacked version of Night Driver with Streethawk graphics and a custom loading screen. It was nothing official or one off like the Crash special that was done.

The new version (of which you can see in the screenshots) was started from scratch in 1986 by Colin Gresty and Steve Wahid, whilst Paul Owens re-did the Spectrum version after a terrible rushed job for mail order subscribers. It is not known currently if a C64 version was meant to have been done for mail order subscribers, or if this was just limited to Spectrum owners. Colin was well known for his C64 game Comic Bakery, and this was his next assignment at Ocean.

The 1986 game on the C64 was to be an overhead view where you had to foil liquor store robberies and stop kidnappers. But if you did too many things wrong, the police would be after you, so you would have to use your turbo boost. For the liquor store scenes, you saw a view like from binoculars where you would aim a cross-hairs at the villains and shoot them.

Martin Galway was also a key part on the game and created a set of cool tunes based on the Tangerine Dreams “Le Parc” theme for the series. Two sets of tunes were recovered back in 2003 for the Project Galway collection You can now download the actual SID tunes, thanks to the guys at HVSC. The first version is believed to have been for Gary Knight’s version of the game – built upon in 1986 for the new version that Colin Gresty was producing.

Martin Galway talked about his tunes in his Project : Galway CD booklet, and mentions that Colin Gresty was working hard on the game, and working very enthusiastically on the game, with some nice graphics by Steve Wahid.

It got to about mid-1987, when all the game’s graphics were complete, but Colin was still trying to finish the programming. It seems there may have been many problems trying to get the game going. Ocean were furious with the huge delay (The Spectrum and Amstrad versions were out and selling), and decided that they couldn’t make a profit no longer from the C64 conversion, because it had taken too long.

They scrapped the C64 conversion. The game got to a 90% complete stage, which is a shame.

The strange thing is that the other article suggests that Ocean were showing the completed game at the PCW show in 1986. The game was reported in one issue of Zzap 64 as actually being completed! Did Ocean stage a fake at the show? It is likely that Zzap may have got a little over enthusiastic :)

In recent times, GTW has managed to track down Colin Gresty, thanks to Martin Galway’s help. Colin had some very interesting things to say, and even details what the game was to be like. We now know that the game was to be 8 directional scrolling, almost like GTA possibly.

Looking at the screenshots extracted over 1985-1986, you can see a lot of differences – Colin suggested that many tweaks and changes were made to panels and areas over the time, and these show this process. Colin also confirmed what we didn’t want to hear, that he no longer had any of the source code to hand.

Paul Hughes however came to the rescue and dug out what is believed to be the last remaining copy of the Streethawk source code. We successfully have so far extracted these from the disk, but unfortunately another snag is that we are missing all of the graphical assets.

So we now have a pretty much 90% complete set of source code, all of Martin’s tunes and SFX … and just the graphics to slot in to create a complete game. The plan is to now keep trying to get hold of Steve Wahid and locate the graphics. Paul also suggested he may have these as well somewhere, and will continue to look for us. If all doesn’t go to plan – then we will see about making the code available and possibly someone could finish the game off.

Paul suggested the following about compiling what we have so far:

“As for changing the graphics, well the code should just assemble out of the box and run – just that there would be garbage in place of the sprite and character memory – all you need to fathom is where the code addresses the sprites in order to work out what frames need to go where.

The maps would’ve certainly been 4×4 blocks of 8×8 pixel characters encoded in a 2D array. Back in those days a lot of the scrolling and multiplexing was shared code, so it should be pretty easy to explain how the maps, characters and sprites are expected to be formed.”

Could we really find this once and for all?

Posted in: GTW64 archive | Tagged: | 9 Comments

Scooby Doo V1

The screenshots looked amazing, the game was gonna be a stunner. The game was to be based on the LaserDisc Dragons Lair arcade, with what would be a basic interactive movie game…. very advanced and ahead of its time, especially for an 8-bit machine without such storage. Elite were crazy enough to try and defy the odds!

The game had countless adverts plastered around the pages of magazines such as CVG and Crash at the time. All we ever saw were the speccy looking cartoon shots, which still looked good. But no previews or reviews were ever seen of the game properly in action. Even the screenshots were clearly from a development package of some kind, due to the tool functions clearly still labelled at the foot of some of the shots.

Thanks to Rory Milne and a recent article for Retro Gamer magazine in 2016, we learn that Richard Wilcox was behind the design of a game which was aiming to make the most of a massive licence for Elite. Andy Williams would be on coding duties, and Jon Harrison on artwork. All of this is just for the ZX Spectrum as a starting point, C64 and Amstrad conversions would follow once the Spectrum version was close to completion.

It may seem crazy to even think to attempt such a thing on a basic and unexpanded 48k Spectrum (no talk of any memory expansions!), but they gave it a good go. Richard created a basic game engine that allowed the team to create interactive scenes and mini-games which were quite varied. The tool did some basic encoding to play back the levels in real time.

Jon Harrison had meticulously pixeled every screen, pixel by pixel (no video grabs!), and most of the game was actually fully designed. But he filled over 40 microdrives with just the graphics – which was to essentially kill the project. When doing a demo to Crash magazine, even Elite felt they were hitting problems when they would be seeing one scene play out, such as just the characters asleep and snoring, then it would require the next scene to be loaded in. Such a game would have been a nightmare on tape – and talk of using a compression technique and distribution on microdrive was quickly dismissed, as it was clear the medium wasn’t taking off.

The early and ambitious game was quietly put to bed – as the team came to the realization that this was something too ambitious.

Elite still had a licence, and got Gargoyle Games on-board to develop a replacement title. They were then given a short time limit to quickly program a Scooby-Doo platformer to save the licence. It was obviously rushed just to get something out there, but it was a reasonably solid release which made up for the lack of the earlier title to a degree.

What about a C64 version? Was it ever even started? We can confirm that there was nothing – and the game was canned before coding could start. The Spectrum would have led the way, and other conversions followed.

Thanks to the great spectrum “Games that time forgot” site, I have been able to include some scans of at least the Spectrum version. The C64 version could well have been straight ports of the graphics, or tidied up afterwards to feature more colours – we will never know.

But it is very possible that the real screens and remains could be seen by Spectrum owners some day. Jon Harrison has revealed that he still has all the microdrives with the graphics on, so it is hoped they will be preserved some day in the future. Nothing for the C64, but a key piece of unreleased games history solved at least.

Case closed!

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Runestone

Runestone is an early graphic adventure game which got a release by Firebird on its “Hot Range” back in 1985 on the ZX Spectrum. A Commodore 64 version was also due, but would never see the light of day – until Games That Weren’t got involved that is.

Back then, a young Chris Yates and Jon Hare were just getting started in the game development world before Sensible Software was born. They were contracted to do the conversion of Runestone to the C64 under a development house called “LC Software” (though in a Zzap interview it almost sounds like they did the work after when Sensible Software was established).

The original game was coded by Alan Davis, and produced by The Games Workshop. The game featured a technique called “Venturescope”, which combined real-time action, a full text interpreter, multiple command input, dozens of independent characters and 8,000 views from over 2,000 locations. The spectrum entry for the game can be found with full reviews and scans.

Chris and Jon’s conversion was completed in around just 2 weeks, but sadly Firebird complained that the game was playing too slow. Jon Hare/Chris Yates in an interview in Zzap 64 – issue 61, responded by saying that it was actually the fault of Firebird’s loader that caused the issue (something it sounds like could have been fixed). In the end the game never got released as a result and Jon and Chris were never paid either.

A huge shame that a completed conversion never saw the light of day. However, in late 2011 – C64.com ported a series of disks from Darren Melbourne, where on one of the disks was a set of graphics by Lizard (brother of Stoat, from Stoat & Tim). On the disk was a file called “Roonstone”, which when loaded up, amazingly presented a C64 conversion of Runestone!

We are sure that this is the complete game, and thanks to Mat Allen – Jon Hare confirmed that the graphics were definitely his work. So this must be the final version that Firebird rejected all those years ago – and a very special recovery of work from the Sensible Software boys, before they even properly existed.

Posted in: GTW64 archive | Tagged: | 4 Comments

Runestone

Take a bit of Platoon level 1 style action, and take the sprites from Software Project’s "Hysteria", and you get "Runestone".

This is another early game from the brains of Colditz and Fuzzball, Miles Barry. The game features sprites were ripped to use as a testing basis to see if the game’s main engine was working ok.

Graphically, the backgrounds are good, though each screen doesn’t vary too much, and isn’t in the same class as Platoon. The graphics were ripped straight from Hysteria. Sonically, the music may have been ripped from elsewhere too, but its good anyway.

A lot of work needed here, with nothing much to do apart from run around a limited map and collect objects from Hysteria. Just how much more work the game recieved is out there to be found out.

Jed Adams got in touch with GTW and had the following to say about the game…

"Oh god!

I just saw you have me listed as a credit for Runestone
. While I did do some of the graphics they were never supposed to be final.

Miles Barry ( the coder ) wanted to do something to get an artist interested in working with him but he decided to do a demo of the game before getting the artist, so i did a few trees and a place holder HUD to keep him happy while working on it."

Apparently Miles stopped work on this game once he got a job at Digital Magic. This was being worked on at the same time as Perplexity.

Nice old school preview, sadly lacking a bit…

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