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.

Latest News and Posts

Parasol Stars

Following on from the brilliant Bubble Bobble and the radical Rainbow Islands, Parasol Stars was one of the most eagerly awaited games of 1992. However, just as it was nearing completion, Ocean made a public statement in 1992 that their out-of-house programmer suffered a burglary in which his computer, monitor, and all his disks were stolen – including the ones with the Parasol Stars source code!

This caught everyone by surprise, including several mail order software firms who, anticipating it’s release, had included the game in their adverts. Re-writing the game from scratch would have taken ages, by which time the big advertising push would have been lost.

Rumours were flying over this game, the burglary story, a coverup of Ocean leaving the C64 scene and a domestic dispute leaving disks wiped. In 2005, GTW finally learned exactly what happened…

Indeed, Parasol Stars was being developed out of house and not by Graftgold (Jason Page of ex-Graftgold said that he weighed up a C64 conversion and saw it would have been a pain). or Special FX… The connection was very close though, and the developer has been unmasked as Colin Porch!… Coder of Operation Wolf, Head Over Heels and Gryzor on the C64. As the C64 died out, Ocean contracted their later games out to external developers on the cheap… and Colin was at the time working from home and took up the project.

After 3 months worth of work, Colin proved his worth with a really strong demo (quite advanced at this early stage) with his own graphics and took it to Ocean. Ocean liked what they saw, and gave Colin the full thumbs up to continue and finish off for publishing. This was to be Ocean’s final fairwell to the C64.

As development progressed, a strong conversion was shaping up to do the C64 proud. It so almost very nearly made it after another 3 months worth of work. Colin even confirmed that some of the scrolling levels had been completed, and there was a lot of action on screen via a combination of character based and sprite objects to handle the large Pianos and trumpet characters on the early levels.

So near, but devestatingly the game was lost. Rumours of a dispute with the wife was infact proven true. Colin confirmed that a parting of ways with his (now ex) wife didn’t mean just a cutting up of shirts, but destroying of disks too… which included all of Colin’s Parasol Stars code he had been working on. What did survive was the 3 month demo that Colin originally took to Ocean.

Upon travelling to Ocean to explain the situation, Colin produced the 3 month demo again and stated that he’d be able to get the game back within short time. Sadly Ocean didn’t want to see it through any longer, and left the C64 scene slightly more prematurely than they would have done. The 3rd installment was never to see the light of day.

By pure chance GTW discovered that Colin was behind the game when he first spoke to GTW and talked of working on Rainbow Islands that got scrapped. Of course, with Graftgold actually doing this, it set alarm bells ringing and the obviously link to Parasol Stars was like a slap in the face.

What with knowing that we will never see the almost complete version that was created, what is left now in the hope of discovering anything of the game? 6 months prior to GTW contacting Colin, he had sadly got rid of all his old development disks at the tip… Most likely with the 3 month old demo of Parasol Stars. But Colin gives hope that the disk survived the clearout, and so the search begins for the 3 month advanced preview that survived.

To find anything of this game would be a fantastic feat and of great importance. There was an additional search for the game’s music which was developed by Keith Tinman. This sadly also seems lost. Keith has all but confirmed that he no longer has any of his C64 source disks – only the machines. It seems we may never find anything of this conversion :-(

As a side note – Games X, issue 46 – page 15 (anyone got a scan?) mentioned that the 8-bits would only see a C64 conversion from Ocean – so it would allow the conversion to be higher quality. They state that it is a highly impressive conversion overall. A bit of media fluff, or did we actually miss out on something really special?

Could this lost relic be really found, or is it forever to be lost?…

Posted in: GTW64 archive | Tagged: | 12 Comments

Firethorn

Another game from Twilight duo, Harold Klink and Martijn Althuizen.

This time we have a set of very promising space SEU demos which were a new development by Twilight which sadly were cancelled early on. These were given a game title of "Firethorn", which was actually thought up and coined by Jeroen Tel at the time.

There are 3 demos in total, showing various techniques which were picked up at the time. Harold had recently picked up the technique of producing parallax scrolling on the C64 and these were the results.

The games didn’t get very far, and this was pretty much it. However, Jeroen Tel apparently gave the guys some unreleased music to use in the game, which doesn’t seem to be in any of the demos unfortunately. There might be another version out there somewhere which has this music in. We’ll certainly be taking another look through the disks to see if we can find a version with the music.

Check out the demos and also some extra bonus goodies from the guys which were also found on their work disks. Various intros unused and music demos.

Overall the demos show some promising ideas, but sadly they never got far enough to make anything really playable. They are certainly worth a look though!

More soon from the developers on these demos…

Posted in: GTW64 archive | Tagged: | Leave a comment

Putty

A strange game which was popular on the Amiga, mainly for its wacky animation.

This game featured a blue blob of putty which could mould itself into numerous shapes and absorb strange creatures to help defeat a geezer called Dazzledaze. Decent animation, weird cartoony graphics etc planned to form superb platform puzzler on the 64.

Apparently the game became too complex for the 64 and was binned so that concentration was focused on Fuzzball. All that remains was to be a tech demo featuring the blob and most of its animations.

Robin Levy was confirmed to have been working on the C64 version of the game, doing all the graphics. As for the coder, it was none other than John Kemp behind the programming.

The animation was very sophisticated and ate away at memory, using up many sprites to simply stretch. The idea of having Sprite overlays was virtually impossible, and various problems occurred in the development. All of this added up to morale being lost on the project, and eventuated in John Kemp leaving the games industry for good.

Jason Kelk confirmed seeing the preview while up at System 3, and apparently was at very early stages, probably what Commodore Format saw when they took their preview picture. The sprite animated very well in the demo.

Originally around 2006, things were looking very bleak. The likelihood of the game surviving was very slim. John Kemp had checked and could not find Putty on any of his work disks. The only place it may have existed was on the 286 PDS which System 3 had. It was likely that this was now long gone, and thus Putty C64 was looking to be immortalized only as the one single solitary scanned screen from Commodore Format.

But in early 2008 things took a rather surprising turn! John Kemp managed to find a few disks labelled with “Putty” and confirmed that he had found the last version of the game. All disks were passed to Dan Phillips to preserve, but then Dan got a job in Canada and then passed the disks to Robin Levy. With everyone being very busy the past few years, it is only recently in December 2010 that Robin posted GTW a bundle of disks which included the remains of Putty.

And so we are very pleased to announce the salvaging and preservation of yet another long lost title which you can now download and check out! (Thanks to Slator for the bug fixed version!)

Now don’t expect something fully playable, as you will not find that. But what you will find is a promising tech demo with some unseen graphics done by the great Robin Levy where you can control Putty and navigate around various little platforms. Controls are a bit fiddly, especially jumping – which is achieved by holding down for a long period of time then releasing in a direction to make Putty jump far. The stretch animations are superb, and it looked like things were really coming together!

Additionally – a bonus was to discover additional screens as you climb vertically, giving a glimpse of screens never seen before. Overall the preview makes you wonder that had they not done the hi-res overlays, how a Putty conversion could well have been very possible. This early preview proves that something was possible :)

Finally that’s not quite all – but there were also a bundle of PC based disks with Putty labelled which we could not read. We believe this is the source code to the preview. We don’t believe there will be anything else that isn’t in the preview, but we will try and confirm anyway and see if we can preserve the sources. Before we also forget, here are scans of the disk labels of the work disks.

So now all that is left is to possibly hear more from John Kemp himself about the game and his development thoughts, but we are now very close to closing a case which has been open for over 10 years now for GTW. Enjoy!

Case pretty much now closed and with a good ending! :-)

Posted in: GTW64 archive | Tagged: | Leave a comment

Penguin Tower

After the games stopped being reviewed in Commodore Format, it looked like the end. That was, until a games explosion occurred and where this little gem was all seemingly ready for release.

Being coded in Finland, this Bomberman clone was something that the dwindling C64 scene was crying out for and Commodore Format magazine jumped on it like a pack of hungry wolves when they heard about it. At the time Jon Wells was also trying to keep the C64 going, and made an arrangement with the coder to distribute the game in the UK and sell across Europe too.

After packaging up a 10 level preview for Commodore Format’s Power Pack and requesting for interest in the game. Jon received a staggering amount with 700 reservation slips received – which was a lot at the time when readers were abandoning the platform rapidly for the likes of the Sony PlayStation.

When Jon attempted to finalize details with the coder, he never had any reply from multiple contact attempts. A massive shame, as it could have made a reasonable amount of money for both.

Jani Hirvo, the coder of the game, got in touch with GTW – saying the game was 90% complete with 100 levels all in place and that he could one day finish it. This was however around 2000 time, so of course it seemed very unlikely after over 20 years (and 27 since the preview itself!). Jani informed us that the game had a new intro, outro, music and high score compared with the demo version we all have.

Interestingly on a separate note – a separate re-development of the game was carried out and started, which is slightly controversial, as it was never authorised by Jani. The development is essentially the same, with the same graphics and new contributed levels. It was born out of frustration of the original game never seeing release. It’s an interesting curiosity to check out: https://www.gamesthatwerent.com/gtw64/penguin-tower-v2/

Jani was surprised to learn about the 700 reservations with Jon Wells, and didn’t know about Jon’s contact attempts. Had he known, he would have certainly finished the game to fulfil the pre-orders. Over the years we had tried to encourage Jani to finish the game.

We had hoped that our page on the game and video post updates would potentially spur on Jani – especially with the resurgence of the C64 in recent years too (mentioning the likes of Psytronik and Protovision as potential outlets). Jani did give hope that he would some day finish the game – but he had no idea when :)

Well – finally in November 2023, Jani finally made time and decided to finish off the game once and for all and release to the world in its final state, completely for free. It marks almost 30 years since the game first entered our minds, and it is amazing to finally see the game and enjoy it as originally intended.

In December 2023, Jani then added all of the source code onto GitHub, which you can find here: github.com/mokdevel/Pengu

A huge thank you to Jani for finishing his work – and yet another case closed in the GTW archives!

Posted in: GTW64 archive | Tagged: | 7 Comments

Ozzy – Part 2

Another Firebird entry, and this time a rather interesting sequel which has come to light thanks to Richard Hewison.

Ozzy Versus The Universe – Part II: Cobber was to be an awesome return for Ozzy (Most of you will know the original game better as Demons of Topaz), this time with a throwable hammer as the main weapon compared to the boomerang which he had in the first game. The game area was a scrolling screen that eventually wrapped, but we don’t know much more than this at the moment.

The game was written by Andrew Bailey, who was famous for writing a number of Firebird games such as Microcosm, Headache and of course Demons of Topaz. Andrew was busy with this game, but unfortunately the port of Microcosm from the BBC to the C64 interrupted the development. Additionally Andrew apparently ran out of inspiration and went onto other projects – leaving Cobber on the scrapheap.

We hope to find out much more about this sequel soon, and how far the game got in development before it was cancelled. It is very intriguing to think about how this game may have shaped up. Did the game ever survive in any shape or form?

More soon we hope, and a big thanks to Richard for sharing this with us…

Posted in: GTW64 archive | Tagged: | 1 Comment

Outside

A rather yellow looking, but impressive representation of the Another World animated introduction on the C64.

Called ‘Outside’, its not known if this intro was created as part of another game, or actually just as a demo part.

More confirmation needed, but this is impressive to watch and an example of the C64 working really hard.

Music is wonderfully composed by Eye/Vermes… who does great C64 music.

Another World on your C64, in some format…

Posted in: GTW64 archive | Tagged: | Leave a comment

Outrage

An exclusive look at another Cosmos Designs title you may not have heard about before. This is another fantastic looking Cosmos Designs game which has sadly never seen the light of day.

We didn’t know much about the game, but it seemed very similar to Zamzara/Hawkeye, and featured a very similar kind of graphical scenario and status bar. The game was almost completed, but sadly never released due to troubles with publishers in 1993.

Some guys on the C64 scene managed to find the old disks and get as much together as possible for Bernd. This mean’t possibly Bernd could finish off the game quickly and release it.

After many years of sitting within the GTW archives – the game has finally been finished off and has been released by Psytronik and Protovision:
https://www.protovision.games/games/outrage.php?language=en

Thanks to the organisation of our very own David Simmons over a number of years, you can now purchase as a digital download or a boxed physical release. Here is what Protovision has to say about the game:

“In the tradition of “Hawkeye”, you are steering a figure through a number of platform levels. In a shop you can obtain different weapons. Outrage inspires through colorful graphics and great design.

Outrage was produced by Cosmos Designs for the Boeder Talent Competition in cooperation with the 64’er magazine a long time ago. However, it was not released back then. We in Protovision bought the rights to distribute the game from Bernd Buchegger, who supplied us with the remnants of the game – of course without source codes and with a few bugs and glitches we’d liked to get fixed before a release. However, we were lacking the resources to work on this game, so we were looking for help. Psytronik came along and showed interest in finalizing and distributing the game, but they, too, were facing the same problems as we did. Thanks to everyone involved in this project, we can finally announce that Outrage has been completed!”

A fantastic outcome for once for a game in the archives, and one where we are pleased to say … “Case closed!” :-)

Posted in: GTW64 archive | Tagged: | 7 Comments

Operation Probozck

Unfortunately another game in the archive I couldn’t get working to tell you about.

Its quite a simple puzzler, with high detailed monocrome hi-res backgrounds.

I remember the preview being very poor, and not really getting me too excited.

More information on this game when it comes up hopefully soon. No credits are known as of yet.

Nice backdrops… thats it…

Posted in: GTW64 archive | Tagged: | Leave a comment

Ooze

Ooze was a horror based text adventure game which was released on the Amiga, PC and ST by German software house Dragonware back in 1989.

It was also advertised for the C64 and was previewed in a German magazine called “Compute Mit” by Martina Strack of later ASM fame.

Unfortunately no screenshots were shown and nothing of the actual game ever surfaced apart from on the 16-bits, and it seems the preview although talking about the C64 version was actually referring mostly to the Amiga version due to talk about resizing the graphical area.

So what happened?…. How far did it get?…. Did it even get started?

Thanks to some amazing research by Anonymous contributor (apologies for the long delay!), it seems that the answer to there being a game is Yes and No. The details and text that follows is direct from our contributor in his own words:

In an interview in PC Games issue 11 1998, page 197, German programmer Guido Henkel mentions that he started his own label named Dragonware in the 80s, and one of the games he created was “Adventure Ooze”.

After speaking about his first C64 game, Hellowoon, which he claims to also have converted to the Amiga and Atari ST, he goes on to mention Ooze:

“After that, Guido immediately pounced on his next product, the Adventure Ooze, which he rewrote for the PC in addition to the C64, Atari ST and Amiga.”

So, directly from the programmer’s mouth, here’s a possible confirmation that the C64 version existed. So where did it go?

Further on in the article, Henkel mentions that Swiss publisher Linel bought the game, but things did not work out:

“We signed a contract for the whole of Europe, but the result was quite pathetic. All that came out was an English version of Ooze.”

This implies that there were several versions of the game, and this could prove vital in learning where the C64 version went.

A clue is given by this old homepage (Lysator is a well-known computer enthusiast association at a major Swedish university and tends to be reliable). It mentions two different versions of Ooze, one German and one English: https://www.lysator.liu.se/adventure/Dragonware_Games.html

According to the page, there was originally a C64 German version of Ooze. But it never got converted into English. And, according to the PC Games interview above, since Linel only released the English version, the German version must have got stuck somewhere and never made it out, for any platform. And that would mean the end of the C64 version.

But it was presumably there – in German form only. On the page, Guido is also quoted as saying that he no longer owns the rights to his own games anymore, but there is no date for that quote.

So is there anything left of the C64 edition? Hard to say. On his homepage, Guido Henkel speaks at length about the Atari ST version of Ooze, but never mentions the C64:
https://guidohenkel.com/2018/09/the-things-we-did-on-the-atari-st/

Nevertheless, an intro screen was released in 1989 by Bizzmo: https://csdb.dk/release/?id=29451
It is unknown whether this is the official screen, or just inspired by, having seen the Amiga game or so. But the year does match very well (if let’s say that the C64 game was intended for an English conversion).

Bizzmo is named Doug Roberts and is British. Henkel did seem to have some type of connection to the early demo scene (if the PC Games article above is correctly interpreted), so who knows, maybe they knew each other. https://csdb.dk/search/?seinsel=all&search=bizzmo&Go.x=0&Go.y=0

Cowriter Hans-Jürgen Brändle sadly passed away in 2005, according to Henkel in this interview:
https://www.atarilegend.com/interviews/23

Could something of the game be saved? It could be tricky, but who knows what might be around the corner.

Posted in: GTW64 archive | Tagged: | Leave a comment

Ooops

Unfortunately I couldn’t get this preview working properly, so until I can see and play it, I can’t say too much about it.

It’s a puzzler, and thats about all I can say.

The graphics are quite simplistic, from what I can remember, it wasn’t particularly great.

The game was never completed, and its not known how far it ever got before being scrapped.

More on this game as we get it…

Posted in: GTW64 archive | Tagged: | Leave a comment