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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Prince Of Darkness

A game which has been known about for some years, but only really for its music by Drax. The music has been used in various places over the years, and has been ever present in HVSC almost since the beginning.

As many people will know or guess, the music was intended for a proper game release, but sadly it was never quite completed.

The game itself was to be a Ghost ‘n Goblins clone, or at least heavily inspired by it, featuring extras such as a shop to buy new weapons. The game was technically strong with hi-res scrolling pictures, sprite multiplexers and a good introduction sequence.

Sadly it was unfinished due to the developers losing interest in the C64 and moving onto the Amiga.

Although Ole sadly doesn’t have anything of the game, we do have some rather exciting news. The game has been uncovered and it will soon be coming to GTW. At the moment, it is bugged and cannot run, so it requires fixing up first. We are not sure at present how much is there, or how playable it will be.

More details of the game will be coming soon, but check out Drax’s music for the time being if you want something to check out for the time being. Screenshots soon we promise! ;-)

An old mystery close to an end…

Posted in: GTW64 archive | Tagged: | 2 Comments

Plasmatak

Plasmatak was originally being developed in collaboration with Thalamus by Steve Collins (Herobotix fame), who actually almost finished this game, but sadly interest was lost, and Steve went to work at Pizzaland for the summer.

The game had a Paradroid type over-head scroller approach, which was in a proto-type stage of around 40-60% completion stage before it was scrapped. It was based on the Aliens saga, lots of eggs and fertilisation going on, and it was up to you to clean the place up.

The game featured some impressive particle system explosions, balls of flames to follow you down corridors when an explosion occurs. Overall the game had the same quality and look of Armalyte, and sadly just was never to be. The explosions in Dynablaster fashion, were one of the main highlights of this wonderful sounding game.

Recently, GTW got in contact with Steve, and he kindly gave his own record of events about the game, which can be read in his "Creator Speaks" page at the top. Additionally now in 2005, Steve has added some more notes and recollections of the game, including something VERY exciting!…

Steve found two tapes which may have had the remains of Plasmatak on. One tape is almost certainly the game’s charset graphics at least, but another tape contains the Tran game demos being pitched to companies. A little slip of paper with the tape suggests that Plasmatak is infact on the tape too!…

Sadly after examining the tapes, we couldn’t find any preview, but only remains of a charset/set of blocks of somekind for the first level. These seem corrupted, but then they could possibly form a set of graphics for the game. We aren’t too sure yet.

A big thanks though to both Ian Coog and TCE for salvaging the tapes which were originally corrupted (And also apologies for stupidly forgetting this credit in the rush of getting the update out with this info!)… Both guys helped salvage what little remained of the game and helped to display the information. Jazzcat also provided a helping hand in attempting to find out what the code was about.

The slip of paper in with the tapes do suggest that there is a preview tape somewhere, so we hope that Steve will find this sometime soon. From what Steve tells about the game, it sounds very impressive and one which will be worth trying to presever… Fingers crossed!…

Almost solved and found!… watch this space!…

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Pizza Delivery

An early game by David Spicer, who went on to work with Nick Taylor on a host of C64 games.

This was one of David’s first commercial projects for Martech, and it involved pizza deliveries and navigating around on escalators.Sadly, not much was ever done on the game as David was made redundant after about a week into the game.

The game essentially was about delivering pizza’s if you hadn’t already guessed, but was strangely based in a kind of shopping centre, with a mass of escalators and moving walkways hindering the player. Not much else is recalled about the game design…

Hopefully one of the main designers will come across this and be able to shed more light about this game. All else we know is that the game was originally known as an Atari ST demo which Dave Spicer was shown as he started out at the company. This was a small window with a series of escalators which were animating. Dave was told to simply copy it.

Now thanks to Dave Spicer, you can check out what was Pizza Delivery on the C64. Luckily Dave found most of his work disks where this demo survived from the downfall of Martech. This is a weeks worth of work before the company got into a bit of trouble
and Dave was made redundant. Although nothing is playable, it is great to see what the game looked like at the death, and to maybe try to imagine what the final game would have been like… though at a very early stage that might be quite hard.

Check out what Dave has to say about the game, but this is another GTW title which we can close the door on.. Or is it?… What exactly were the plans for this game, what would it really have been like?.. Next stop is to track down the designers of the game to find out their thoughts. Onwards then we go… :).

A small title which had a small living period…

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Perplexity

A interesting puzzle game with some very interesting credits too.

Created by Miles Barry, who has had an unfortunate record with his game releases, having worked on Fuzzball and Escape From Colditz as well as this little puzzler.

Graphics were provided by none other than Andy Roberts, who you will all know from the days of Commodore Format, and today with Thalamus Interactive.

And the music?, well Apex are penned as doing the music and sfx, but according to Andy, they never got to do this, so the music was taken from a variety of demos. If anyone can name the ingame tune’s author, please let me know!

A strong set of credits, for a reasonable puzzle effort. The release situation was likely to be budget, though no publisher has had their name linked to this game. Miricle Designs was the only name found, which I assume was Miles Barry’s own team.

The game was scrapped, due to both Miles and Andy moving on and parting company. Andy went to work with Apex, and Miles went to work with the guys behind Escape From Colditz. The game was doomed from that point on.

The idea was to actually pitch the title to Codemasters as a cheap budget title, and they were the main targets for the title. Sadly it never happened.

What we have here is pretty much how far the game ever got. The good news is that it comes with a Level Editor, so it could be finished off. Andy tells GTW that he would wish to do better graphics, as he was quite new to this kind of thing when he first did Perplexity. So enjoy what could have been as we lay this game to rest.

A puzzling story with a clear ending… and case closed…

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Pentacle

Gremlin Graphics were very popular on the C64 in the 80’s, and another title on the way was a intrigingly named “Pentacle”.

This game was in the style of Knight Lore, and was being developed by Richard Underhill (ex-Arc Developments) and Bob Armour (Creator of Gauntlet on the C64).

According to Richard, the game was shaping up well and certainly looked full of quality with its great graphics.

Sadly, due to differences between the two programmers, the game never got completly finished, although it was very nearly there. A huge shame really.

Zzap had the following to say…

“an arcade adventure with 3D perspective graphics and some unusual but neat touches”. Gary Penn saw a preview at Gremlin HQ in Sheffield . According to issue 18, it won’t be released until after Christmas (1986) due to technical problems.

Richard went to Elite, and Bob went to Gremlin and went on to produce Basil The Great Mouse Detective.

The game got completely canned, and the development was wasted. Unfortunately, Richard does not have anything of the game any longer, so it is down to Bob Armour, whom GTW will attempt to contact about the title.

I think there is more to learn about this title… Lets hope that we can find it…

Knight Lore with even more bells on… well, almost! :)

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Penguin Tower V2

Indeed, there was another version of Penguin Tower in production, by non other than Ewen Gillies.

After the non-appearance of the original game by Jani Hirvo, Ewen was very disappointed and decided to create and finish off the original game for people to play, though project work stopped at one point. Ewen had started the whole game from scratch, using the graphics from the original.

While in conversation with Wayne Womersley of Art Ravers, Wayne found out that Ewen had this game that was in production, but he needed a musician. Wayne, a big fan of Andrew Fisher’s music, got them both in contact, and a co-op version of the game was to be produced.

Andrew created a series of jolly tunes for the game (Which are currently in HVSC), but sadly Ewen only really completed a few previews before stopping work to move away from the C64 scene for good.

Ewen also got Kevin Tilley involved, and asked Kevin to design all the levels and some additional bits for the game. Kevin did so, though Ewen never got to see the designs, and Ewen disappeared and scrapped the game due to PC commitments.

The game was very near complete, and what with Kevin’s level designs and Andrew’s music.. this could be a almost complete Penguin Towers game. It JUST needs to be bolted together really. The game played very fair to the original title by Jani Hirvo (It’s not known if Jani knew about this conversion).

The preview still exists, and now thanks to Ewen and Andrew, they can now be downloaded. Basically the zip file consists of the preview itself, all the SID music that Andrew composed, a Level editor for the preview and some level maps. Hopefully one day I will be able to present a more complete version with title screen and the music integrated.

This is an accurate version of Penguin Towers, and you may be surprised. What with the Level Editor being present, the potential of finally seeing Penguin Towers on the C64 in some form was a reality. Well, in 2023 – the original game was finally finished off and released by Jani, which you can find here.

A case closed once more for GTW, and a successful one at that.

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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?…

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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…

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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! :-)

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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