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

Kickstart

Yet another Beyond Belief game which was planned and mentioned in the interview with Jim Scott.

Information is a bit scarce, as all we currently know is that the game was to be a horizontally scrolling bike game for one or two players…. hey, does this sound familiar?… Kick-Start is an original name too don’t you think? ;)

Obviously it sounds like it was going to be a rip off of the Mastertronic original, but we may be wrong?.

Contact has been made with Jim Scott, but sadly we have not heard anything back just yet. Hopefully soon we will hear back and find some information based on this game and the others.

So for now we have no credits for the game, so hopefully someone will step forward for it.

More research needed…

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Kestrel

This game looks to be a Space Invader/Mega Phoenix clone in updated fashion, and it isn’t that bad. The background graphics and sprites look quite good.
Even though the preview is simple, it plays well and just has a good feeling about it… not many C64 previews do.

It has been found out recently that the game was infact a rip-off of an old game by Tomi Malinen called "Space Demons", featuring exactly the same sprite. The game is exactly the same apart from different graphics and title screens.

Not sure if this was just done to get a quick crack release, or if someone was actually trying to finish the game. Tomi had started making Space Demons as a full game when he was 15, but his C64 broke down back in 1995 and he quit programming the C64 as a result. He had placed up the game back in around 1999, when he transferred all his work disks to PC.

We certainly know that the game will never be finished, and this is pretty much it.

Case closed…

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Kaufman

Another game which I unfortunately cannot say too much about, due to the game being in German.

It seems to be a trading game of somekind, and something i’ve been told is quite a popular type of game in Germany.

The game looks quite simplistic with its text based presentation, with very little graphically.

It’s possible that this was created for the intention of being released on a games disk of somekind, though confirmation is needed to confirm this.

That’s all that can really be said about the game for now, and is over really to you to help find out more. Its unknown if the game was ever finished.

Not my cup of tea, but someone else’s i’m sure…

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Katapult Kidz

Again from the Commodore Format diaries, another Apex title which fell by the way side.

This time, Katapult Kidz, a two player horizontally scrolling arcade adventure based around schoolboys armed with catapults and causing general chaos. The characters were based on those used in Squish, H20 and Destruction brothers. Although coming along slowly, it seems that inspiration was not too strong with the game and Creatures 2 was requested anyway by Thalamus to be developed, so it was shelved.

After Creatures 2, they never went back to the game, which suggests that the Rowlands became bored of the idea and moved on. A shame. We only really have the screenshot of one of the sprites, but maybe we’ll see more one day?

This is what Apex said from the original article…. "Designed at the same time as Squish, this was a horizontally-scrolling arcade adventure based around two pranksome schoolboys armed with catapults. These schoolboys were based on the characters from Squish, H20 and Destruction Brothers as we thought they
were cuter than a really cute thing on national cute day. This was axed from the Apex schedule to make way for Creatures 2 (out now on cassette and disk)"

The Rowlands have all their disks, sadly packed away in storage…. and it may be a long time before they are dug out again to search for code/sprites. It might happen one day, but due to their busy schedule in the mobile gaming market, it could be a rather long wait.

Will anything be found of this game one day?…

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Katakis

One of the best blasters ever and it’s not too hard to see where the inspiration for Katakis came from.

This is a blatant R-Type clone, featuring almost identical backdrops and power-ups, right down to the bolt-on/send-ahead drone that does your dirty work for you (or at least some of it).

Official R-Type licensees Activision were outraged, and took out a copyright injunction preventing it’s release here in the UK. They went on to release an inferior version of the coin-op, ironically written by the same guys behind this game but in less time.

The game was re-written and released under the name Denaris, but lacked some features which made Katakis so good.

Katakis was actually released in Germany, and some C64 users actually have originals to prove it. Though never officially released in the UK under the same name.

Fantastic game… a real classic…

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Karnov V1

Electric Dreams/Activision seemed to have a bit of a knack of having cancellations, but also games which when eventually released, looked far different to the preview screenshots shown in the press early on.

Like with Time Scanner and R-Type, you perhaps won’t be too shocked to learn that Karnov followed a similar scenario by featuring preview shots in magazines which looked a heck of a lot different to the final released version.

Karnov ended up as a very poor port of the ZX Spectrum game, very slow and buggy overall. A shame, as the Spectrum version was actually superb. However, things could have been very very different. Although one disgruntled fan of the arcade mocked up his own C64 shots for Zzap!64’s letter pages, there was a real full multi-coloured version in production at one stage – albeit, very briefly as we are about to learn.

Both Commodore User and Zzap both printed early preview shots, which you can check out for yourself in the scans area. Although not painting a picture of how the game actually would have played, it certainly looked decent enough.

Greg Duddle (programmer of the released version) didn’t know anything about another version, but we believed that it was Greg’s team that had worked on a proper C64 conversion at some stage. So we pressed on and attempted to contact others from that time.

We eventually got in touch with Don McDermott, who worked on a number of conversions in Greg’s team. He confirmed that Mr Micro at the time was overworked with projects, and there were not enough people to work on them.

Mr Micro had done the ZX Spectrum conversion first, with just Don on artwork, with Dave Jones doing the loading screen/main menu artwork (before leaving shortly afterwards).  Once this was complete, the team knew that they had to get swiftly onto the C64 and Amstrad versions afterwards.

They assumed that enough time had been allocated to do the work – but nope, the team had just weeks , with the work having to be done whilst juggling other projects that had already been committed to. As a result, the hard decision was made for the C64 version to be a straight Spectrum port.

However, C64 sprites and backgrounds (as seen early on in magazines) had already been started by Don for Level 1, but were chucked away when the decision was made to do a port. Don knew the outcome wasn’t great, but the team had no choice due to the deadlines set from Activision and the limited team size.

The screens seen were Don’s graphics being ran through either a quick port of the ZX Spectrum engine or the very early beginnings of a proper C64 conversion. There was very little in the way of playable code at this stage before the decision was made to just port the ZX Spectrum code over.

Don sadly also doesn’t have anything of the early prototype work, so it could be a miracle for anything to be found or seen of this early version. If you happen to chance across anything of it, please do get in touch.

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Kaiser

Before you say it… yes we are aware of the 1985 game of the same name by Ariolasoft, but this is a title from 1991 which was mentioned as being developed for the C64 by Linel in Your Commodore issue 73.

However, looking at the Amiga / ST releases which managed to make it, maybe we are looking at an enhanced version of the same game?… It certainly seems like basic elements have been taken from the 1985 original and updated to a more Cinemaware styled affair by Linel. A C64 version would most likely have been completely different therefore to the original 1985 game.

But was this maybe the reason that the game never got a C64 release?…. Did Linel see that the C64 had already a similiar game from 1985 come out and decide therefore to scrap it as there was a licence dispute or worry that people would moan that it already existed? We’re not sure, and really we need to find out from Linel themselves and people from that time about what happened and if YC was a reliable source of information with its report of a C64 conversion…. after all, this could just end up being a load of vapourware :)

Do you know anything about this conversion?

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Koshimo

This is an awesome Kung Fu Master clone, with massive and brilliantly animated main sprites. The background flickered to give extra colours, and some of the previews featured some awesome sound effects to match a great promising preview. It feels very much like a 16-bit console title as a result.

Graphics are mostly by Shaun Pearson, who you will all remember as the creator of some of the best SEUCK games of all time, and some phenomenal C64 graphics and animation. A perfect person to do the graphics, and with some wonderful code, the game feels like a console game. Music is decent, composed by David Dewar who used to run Silverwing PD.

The preview comes in a series of parts, with separate intro scenes, levels with different enemies and big baddies, sound effects and end sequence. A mix and match.

Talking to Shaun, there was big things planned for this game, such as full screen interlaced smooth graphics, and very fast action… including some incredible bosses to fight against. Read his story in ‘Creator Speaks’ to find out more..

After some decent interest from Thalamus, Juned sadly lost interest with the game. Therefore the game never made it past these preview stages. It is possible that it was just a bit too late in the day as well for the C64, and Thalamus didn’t quite make it either.

In later years, we discovered that Frank Juerke took over development briefly past 1992, and kindly passed on the remains of what he coded. The game still didn’t progress much further it was just few bits and pieces of intro code done for another intro and outro sequence. We have also included the source code of both for you to have a look at. A big thanks to Richard Bayliss for compiling these for us!

There are also some other source bits on there which we don’t know much about. Maybe someone can enlighten us? Also in November 2024, Marcin ‘Tenchi’ Świętoniewski kindly put together some tidied up disks with all the files and intros that you can download and use. I’ve archived code and older files into separate folders.

The earliest preview has three levels where you cannot die, including dogs on the second level. In the second preview, there is only one level and no music/sfx – but you can die and there are some new mid-bosses present. There is also a final boss that animates too.

Download this, and absorb a wonderful preview and dream of what could have been.

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Kick Off 2 Cartridge

During 1990 when Commodore was planning its launch of the ill fated C64GS console, a string of top developers signed up to support the console and the prospect of ridding of many a horrendous multiload by using the Cartridge format. One such developer was Anco, with a planned enhanced version of their Kick Off 2 title which had been already released. The released game had recieved quite poor ratings, so the cartridge version was to rid of these problems and create something a little more closer to the successful Amiga version.

For a start, the game was to be given a fantastic new front end and menu system. There was rumour of somekind of management system to be built and a much stronger game engine and set of improvements throughout by Ben Hayes (Both from Enigma Variations at the time). Moppe was to be behind the music for the game, and produced a fantastic digi tune ready for the game which managed to sneak out and is now sitting nicely in HVSC. There are also some unnamed tunes in the Sonic Graffiti folder in HVSC which could well have been tunes for the game (Management section in particular).

Sadly the game never quite got past the early development stages, and it was reported to be quite a tough time. Ben Hayes, who is mainly known for his music for Sonic Graffiti, was actually behind a lot of the programming and once told Commodore Scene fanzine that the development was hell and especially with the menu system which was being produced. He recently got in touch with GTW directly and shed some more light on the development, mentioning that the addition of a decent scanner was one of many problems. However it was at some stage starting to look really nice, but not a nice first game project to cut your teeth on. Essentially fixes were being bolted over the existing code, where as the game may have been better suited being started from scratch.

Ben eventually left EV before the game could be finished off, and apparently Mark Greenshields picked up the project to finish off and according to Finlay got all of the management code complete. Just how integrated everything was, Mark couldn’t remember as it was a long time ago. Before the game could be inished off, it was found that the C64GS was not a viable format afterall and Anco pulled the plug. Parts of the code reused in the NES/GB version for the menu systems and what not.

Unfortunately it is unlikely that the game ever survived, and Ben confirms that he lost all his disks in a flood at his friend’s house. There is a slight possibility that Ben has a stray disk out there somewhere but its unlikely. Mark Greensheilds offered hope that he may still have some remains, that he’ll happily let GTW take a look at, but its early days yet and we now wait to see what Mark may uncover…

Ah well, at least we have the music, and the memories… for now maybe?…

Will it be extra time for this title?…

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King Of Chicago

Yet another Cinemaware game which never quite made it on the C64. This time a mobster game based in Chicago, and following the same style of play as with the other Cinemaware releases.

As with the SDI title, King Of Chicago was advertised in the various computer magazines, and is rumoured to have had a C64 screenshot present. In 2014, site contributor Nate found the magazine advert, which lists the shots as C64 based … so a C64 version DOES exist!

The game was fully completed and released on the Amiga, though the C64 conversion sank without trace. Again, this could have been due to Cinemaware moving away from the 8-bit market and fully into 16bit.

Credits are currently unknown, but it is assumed that the same guys behind Defender Of The Crown and Rocket Ranger would have been behind this too (And SDI). A US Sales catalogue shows the game as for sale too.

More research is needed, but so far Paul Koller has uncovered a rare screenshot of the game on the C64… and it looks as if it would have lived up to the same graphical qualities of the other Cinemaware C64 releases.

In late September 2024, Ken Van Mersbergen spoke with Doug Sharp, the programmer of all versions of King of Chicago. Doug confirmed that they did C64 art mockups for the marketing people, but then quickly determined that the C64 was just too small for the game, and so it was never started. They could not fit the game in 64K.

So that is it – there is sadly nothing playable to find, and only perhaps some mock up screens (which we doubt will ever be found). A case closed!

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