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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R-Type V1

The famous sideways scroller R-Type was in fact released on the C64 by Electric Dreams, but a different version to what was originally planned and was being worked on. Our first real knowledge of something being slightly odd was after comparing the CVG magazine demo to the final release.

It was discovered that there was a whole different set of programmers working on this game at Catalyst Studios. Interestingly around the same the time, Manfred Trenz had completed Katakis, which was banned because of Activision taking out a law suit saying that Katakis was too close to their R-Type licence. A twist would occur later on, when Manfred would go on to code the eventual released conversion – a feat covered in apparently just 7 weeks. Of course, its likely many routines were just lifted and tweaked from the original Katakis source.

The original game was being developed by a chap called David Jolliff, which began well – but due to some development issues as time went on – David got behind schedule. James Smart was brought onto the project to help get the game finished, both to fix up what was present and finish other parts not yet done. James had coded the various pick up weapons and hi-score parts (possibly completion parts), but none of which he doesn’t recall getting integrated within David’s game. Both worked initially at David’s flat on the game.

James comments that the scroll routines were not brilliantly fast and the multiplexer was very glitchy and the sprites would eventually drift more slowly than the scenery around them. It was very early in James’ coding career, so he didn’t have the knowledge at the time to help fix those issues – but he did help make some optimizations to the code to improve proceedings a little.

Additionally the colours were all wrong, and there is a lack of them throughout. James confirmed a few reasons for this, firstly that Mark Jones was colour blind, and the choice of two shades of grey on reflection wasn’t the best idea. There is still no sound in the game. But Barry Leitch, who created the music for the game, recently dug out all the tunes created for the game (Which were never included with the levels). They are now available to download separately.

Activision were not happy at all with how things were going, and decided to bring the developers in-house to finish things off at Electric Dreams. At this time, Activision were in the process of taking the makers of Katakis to court. David and James were desperately trying to finish the game and get it working, but by this point – David was finding the project too much.

In 2013, Bob Pape wrote a fantastic book on his experiences of developing the Spectrum version of R-Type. Here he details a lot about the C64 conversion and has very kindly allowed us to add the details to the site, which you can now read under the Articles tab.

It was all but confirmed that Dave Jolliff and Jim Smart were eventually taken off the project due to slow progress and a lack of it. Dave sadly struggled with the sprite multiplexer in the game, and this heavily slowed things down. What didn’t help at the time was that Bob’s version was coming along very quickly without too many hitches. Bob informs us that both Dave and Jim were almost chained to their workstations to try and get the game finished towards the end, and it got too much in the end. Interestingly, there were questions about whether there were plans for Manfred Trenz to step in quite a bit before the team was dismissed. The release date seems to be approximately the 10th December 1988 – as this was when the first cracks were done.

Interestingly, when Bob saw Dave and Jim briefly whilst being “chained” down, the game was making good progress and a lot of the issues were looking like they were resolved. It is therefore believed that had they just been given the 7 weeks that Manfred was given to write a new conversion, we could have ended up with a superb version of R-Type.

According to Jim Smart though, they were actually given the 7 weeks – but regardless and without their knowledge, Activision had already arranged a deal with the Katakis coders to work on re-skinning/tweaking Katakis to become R-Type on the C64. This done in parallel whilst David and James were working on a conversion that was now never destined to be released. I agree with James in saying that this was pretty underhanded. Eventually Manfred Trenz had his conversion released instead, and the Catalyst Development version was put to rest.

As an aside – contributor Zeldin stumbled over a review for R-Type, which was in ASM magazine dated December 1988 (it came out in November), shots from the version 1 of the game are shown throughout. Reading the review suggested that the reviewers already had a fully playable game. They already gave a ‘hit’-star for it!. The game received great praise and was told to have great music. There is no proof that this means it was complete, as ASM were apparently known for reviewing incomplete games and it seems very much this was the case with R-Type.

What of the game itself? Well, C&VG had released a demo of the game on a special covertape – which looked very good indeed. But a massive find was made by Glenn Rune Gallefoss around 2003 time, when he found that he had most of the original game which he was given by an unknown source. Shockingly, most of the game was there and almost all the levels were present in preview form, although in a very early stage in some cases. This pushes past the one level preview that was only in existence. Already you’ve been able to check the game out for yourself what we have so far. In addition to Glenn’s findings, Jazzcat has passed on a Phoenix and Conquest crack which contains yet another level. In total there are about 6 levels, but level 3 is missing it’s large ship guardian!… James Smart revealed that the ship was never actually started, so its likely this was as far as the level got (but David later surprises us … see below).

This seems to be all that was ever developed of the game, and somehow was leaked out – we’re not sure how. May well have been David that leaked it in the end to a friend or someone. We managed to get hold of David in 2014, thanks to the efforts of Bob Pape, and David suggests that he had a version of Level 3 running with the ship in place, and later versions of some of the levels. He may even still have remains of the conversion, with each level apparently taking up an entire disk side! See Creator Speaks for David’s side of the story, but it seems that now the story of R-Type V1 is almost complete.

Posted in: GTW64 archive | Tagged: | 5 Comments

R.R Software Titles

Not worthy probably of individual entries, some of these may exist – but RR Software was one of the companies who popped up in a bedroom when the C64 was dying – very much like Visualize or EBES.

The company ran by Rowan Veale was ambitiously trying to release a series of games for the C64 to keep the machine going. This was whilst him and his brother were in their teens. Nothing much was known about the company, and it wasn’t until Commodore Cracker did a piece on them to shed some light….

“Last month I did a small piece on R.R. Software. Now Rowan Veale, the man behind R.R. has sent me a proper article on his new C64 company. So here it is, straight from the horses mouth so to speak….

“R.R. Software is a new software company for the Commodore 64. We are currently programming our first games due for release in March 95. We are always on the lookout for new games to publish through R.R Software, so if you have programmed a game then send it to us and if we think its good enough we’ll publish it for you on some excellent terms. Our first release “Deep sea world” will be out in March and features at least four levels of baddie killing shoot ’em up action. Future releases include: “Insect World”, “Jurrasic World” and maybe “Doom in the Dead Sea”, a text adventure or two and “House of Horrors”. These games will probably be just £1.99 each on tape or disk and £3.99 on Microdrive Wafer.”

The release schedule was as follows:

Deep Sea World — March — £1.99
Drack Attack — May — £2.25
Doom in the dead sea — TBA — £1.99
Insect World — June — £2.25
Jurassic World — TBA — £1.99
Jungle World — TBA — TBA
Arctic World — TBA – TBA
Dimentional Warrior — TBA — £2.50
Little Dome Folk (Unknown)
Dinnamick Donkey Duo
Elusive

It is suspected that all of the games were SEUCK efforts and many were never actually started. A few we believe were complete and it is hopeful that Rowan will get chance to dig them out for us.

We have been in touch and apparently these should be on disks in their parents attics. It is something we hope we can preserve one day.

In the meantime, we managed to successfully save two early previews of Deep Sea World. The second demo was blocked off, which I have now unblocked and which allows you to see a lot more of the game. It seems to have written over the top of Outlaw, like I used to do myself! We are not sure if the game progressed much further than this.

More soon we hope!

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Rommel: Battles for Tobruk

Rommel: Battles for Tobruk by Games Designers’ Workshop (GDW) was planned to be a war strategy game, based around four battles fought between the WWII German commander Rommel and the British in North Africa.

Our evidence for the Commodore 64 version of the game comes from a full-page advert by the games designers, who give a detailed description of the game and the combat system used, detailing features such as hidden movement, tactical and strategic maps and details of your armies morale.

The game was however released on the Atari platform, more details can be read below:

http://www.atarimania.com/game-atari-400-800-xl-xe-rommel-battles-for-tobruk_4439.html

Nothing else is known about the C64 conversion though – and surprising considering that the Atari version did well on its release. Was the C64 version ever even started?

More digging required for this entry, and we hope to track down some of the original developers at some point in the future.

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Rolling Ronny 2

A quick entry which can be quickly cleared up…

Rolling Ronny was a neat little platformer from 1991 which brings back some memories for myself in the days of buying Commodore Format. You basically controlled a clown on roller-skates who had to deliver parcels to make enough money to get the bus home.

Soon after the release of the first game, the sequel was mentioned to be in the pipeline, and Bones Park were again to be behind the game.

The game featured in Commodore Format’s “Time Scanner” for many months, before disappearing for good.

Thanks to Oliver Lindau, it can be confirmed that the game only got to the concept stages before it was cancelled. There was no plans for a C64 version at that time, most probably because the market was declining.

So really now this exists as an entry due to its constant reference in Commodore Format. And of course for completeness, we will include it as an entry with the story above to put down any chances of finding this non-existent game.

A shame it never materialised, so case closed…

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Roller Coaster

Think Manic Miner/Jet Set Willy, and add some Roller Coasters and some bits of theme park, and you have what is essentially Roller Coaster by Elite. A brilliant little game which got rave reviews on the Spectrum and Amstrad, but the C64 yet again got left out.

Heavily advertised in all the magazines, and including the C64 in its design… we can safely confirm that a C64 conversion was being done… but how far did it get and why was it cancelled?

We have linked in S.Brocklehurst as the programmer, but he likely only did the Spectrum version. It could well have been someone else who did the C64 version, Neil A Bate perhaps?
It is possible that the developer hit problems, and as a result the game was heavily delayed and eventually cancelled.

It is a huge shame, as again it was very well recieved on the other platforms, and no doubt C64 users would have seen its scores and wanted a piece of the action. Well, there is still time… there could be a full game to find, but we’ve got a lot of researching to do!

Do you know anything about this conversion?…

Posted in: GTW64 archive | Tagged: | 1 Comment

Rodland V1

Although eventually released, we are led to believe that there was an earlier version of Rodland on the C64 by Steve Snake, which was much different to the version that was eventually complete.

So we enter Rodland V1 into the archives, as there could be something quite interesting to see someday if this was to be tracked down.

Was it possible that the game was originally designed to feature the arcade backgrounds?… we are not sure.

Rob confirms though that there was no dramatically different version of Rodland, and no arcade backgrounds were ever planned due to the C64’s limitations. What we got was all there ever really was. So nothing on the scale of Street Fighter 2’s differences between preview and final game…

Case closed!…

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Rockus

A very interesting new GTW entry, and a game which was part of a competition held by 64’er magazine back in 1993. Rockus was one of the entries for the competition, but sadly didn’t win, and hence was never released for reasons unknown. It sounds a bit of a shame that this is the only reason for its release, but there you go.

Rockus is a flick screen platforming game which is nothing too spectacular, but what makes it very interesting is the fact that the game was around 90% coded in BASIC, and only 10% in Machine code. It’s certainly quite impressive for mainly a BASIC game. You have a main character with a hi-res overlay, and pretty much a simple platforming game.

In the game you can punch certain blocks by pressing fire, which will let you get access to extra bonuses. Each level you have to collect a set number of disks and keys and then get to the far right of the landscape.

Extras to pick up include diamonds and coins for extra points, umbrellas for a limited spell of invulnerability and the small star-like object for an extra life (don’t confuse it with the star-shaped enemy!) You can also pick up fireballs to throw, although it’s not certain which object gives you that power, and boots to make you run faster.

Things are a bit glitchy in places, but overall this is not a bad little game and worth at least 5-10 minutes of your time.

Thanks to contributor Adam Huemer, it has been confirmed that Rockus was a cartoon series that regularly featured in the 64’er special issues, and it seems this must have been a tribute by a fan based on the comic strip.

If you know anything more about the game, then please do get in touch.

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Robotronix

A rolling demo of a classic 3D maze themed game, with a grid and a scanner (Possibly to help track down enemies in the finished game).

The game looks quite simplistic, like its other counterparts, and doesn’t seem to offer anything visually more than the other games. Maybe the scanner is an indication that there was to be a fighting element to the game aswell.

Sonically, the game is well catered for with a nice upbeat JCH tune banging away in the background.

In December 2010, Korodny got in touch with GTW and told us that Boris Mueller was behind the "game". We say "game", as it was more of a proof of concept. Boris had the following to summarise about things:

"Robotronix was nothing more than a proof of concept (sort of): Smooth movement inside a maze, using simple character based graphics.

Once that was working, some simple graphics (scanner etc.) and a ripped tune were tacked on for ‘showing off’ the whole thing. There never was any game concept or something like that."

So there we have it. What you see here is all that ever existed, and nothing was ever playable. A shame really, but another one we can close the case on :)

Case closed!

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Robin Hood

A very quick entry, mainly as we have very little on this one – but in 1997 it was mentioned in a few fanzines at the time that a German software house named “Data house” were to release a Robin Hood game, alongside releases of Heavenbound and Flummi’s World.

We’re not sure if it ever happened, but we don’t recall ever seeing this Robin Hood game surface. Not sure exactly what type of game it was to be either.

Did it ever exist?…

Well, thanks to Marco Das, we can confirm that it did! The date on the game however is 1992, so it was released a lot earlier than the fanzine mention. Maybe they were planning to re-release it?

Anyway, the game is currently owned by someone on the Retro collector website. This then led to the Gamebase 64 entry which has existed all along! … http://www.gb64.com/game.php?id=15077&d=18&h=0

Very much case closed!

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Roadstar Xri

John Phillips is linked to Roadstar XRi, and Your Sinclair detailed the game as follows:

“Due in late August, it’s described as a racing shoot-em-up puzzle game (well of course), in which you fizz around 3-D tracks on an air vacuum (eh?), shooting your path through the maze of obstacles. Sounds weird.”

It almost sounds like Eliminator, but not quite. John was also linked to this too.

Now, Roadstar XRi was mentioned in The Games Machine as coming soon to Spectrum and C64, so there is the C64 confirmation for you.

We know little more apart from that though and the above that we’ve managed to uncover. So now its down to finding John to learn more and see if infact this was just the early stages of Eliminator for Hewson in 1988. Evidence so far suggests that it is indeed the same game and underwent some changes. But why?

Well, thanks to Nemo – we learn that the name was simply changed as it sounded a bit boring. So the game was released as Eliminator and just had a name change.

Case closed!

Posted in: GTW64 archive | Tagged: | 5 Comments