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Crystal Castles V1

A separate and second prototype entry for what was intended to be the original AtariSoft release of Crystal Castles.

Thanks to Mat Allen, we learn of the Atarisoft release thanks to Mat who documented the conversion briefly in Digital Press. It seemed at first that the game got caught up in the games crash, U.S. Gold getting hold of the game in 1986, tidying it up and releasing it in limited form.

The original Atarisoft version was intended for Cart release, and Mat Allan recently found a prototype of it. This has been backed up, and we’ve added the download link to the cart image above. The game itself is not hugely different, but its not quite as fully polished as the U.S. Gold version.

We think that the Atarisoft version had got caught up in the collapse of the company in 1984. Oddly, there was a practically complete version by Thundervision, which got leaked around the time, which may have also had an impact on the decision to release. There is a separate entry for this version of the game.

If you know anything more about this original Atarisoft version. Please do get in touch!

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Footloose

A very short entry for what we believe was a C64 title in the works by Software Creations, but little else is known at this stage.

In 2023, Tim/Geoff Follin’s music archive was uploaded onto github and made available, where a set of tunes titled “Footloose” were found and recovered. The tunes were compiled up to reveal some new music not heard for over 30 years.

The question now is what the music was intended for. Was there a game called “Footloose” being worked on? And if so, by whom?

Contributor Edwin Drost found some great snippets in a few magazines, where Zzap had printed a tip titled “Foot Loose”, which was just about using a joystick in Port 1 to use your foot to press the spacebar. Commodore Network magazine misinterpreted and thought it was referring to a tip about a game called “Footloose”. Not quite! Funny, so we thought we’d add the scans, just to rule out that they are not referring to an actual game.

If you know anything more about this potential title – please get in touch.

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Braindeath

Back in the summer of 1985, Ritchie Brannan was trying to break into the games industry, and got a gig producing a game based on Fantastic Voyage for Ariolasoft.

Early on it was renamed to Braindeath, probably as Ariolasoft couldn’t get the licence or something along those lines.

As you’d expect, the aim of the game was to go around the body, fixing valves and going down veins to travel around and kill off germs and so on.

Ritchie suggests that there was colour cycling to give the sense of movement, and veins could split to give a choice of direction around the body. Art work was provided by Paul Smith (of Viz Design fame), and the game almost completed.

However, Ritchie suggests that they may have been holding off publishing until all platform conversions were complete (to combine marketing), and during that period – they decided to pull out of the UK market before the game could be completed.

In a strange twist, we showed Ritchie another Fantastic Yoyage themed game from around the same time that never saw release. Ritchie responded that the graphics were certainly the same as what he had for his development.

It seems that there was an earlier development that had been started, but likely abandoned, and graphics from that project were passed over to Paul Smith (who then tidied them up slightly and added more graphics for Ritchie to utilize). Ritchie was never provided any code as a starting point and was never aware of this earlier development.

Ritchie offers some hope that we may be able to see the game some day – and if he finds his work disks, will be posting them down to GTW to preserve (if they still read). This could be a very fantastic voyage in itself.

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Unnamed Andrew Braybrook game

A short entry for a title which was mentioned by Andrew Braybrook in an interview with FREEZE64.

After finishing Intensity, Andrew started another game design – but it wasn’t really shaped into a game or anything. A title sequence was set up, and the game was going to take place on a hexagonal grid.

However, the draw of the 16-bits was proving too strong, and so work was halted and focus shifted to other platforms. This particular game design was never taken any further, not even on another platform.

Andrew has suggested that there might be a disk lurking around somewhere, but it isn’t known if he would be open to preserving the demo and showing people. We will have to watch this space.

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Picnic Paranoia

An interesting Synapse Software entry now with Picnic Paranoia, which was due for release on Atari 400/800, TRS-80, Apple II and Commodore 64 platforms.

The game has you controlling George on a single screen, who has to keep ants and other pests away from his picnic using a swatter. A fairly simple game overall.

Although the game was released on most of the above platforms (including the Atari), the Commodore 64 version was never to surface. Was it ever started? Were there problems with the development?

Looking at the screenshot, it seems to be quite C64-like, especially when comparing to the Atari version. Is that the Commodore font at the top?

The Atari version lists the creator as Russ Segal, so that would be a good starting point to try and find out more and see if anything has survived.

If you know anything more, please do get in touch.

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Power Prick

Got to love some of the early C64 games, and especially the porn related ones. Here is another in the form of “Power Prick”, a game by a so-called company called Pervers Software.

At the moment we’ve just got screenshots, but hope to add the game soon, which was found by contributor Baracuda. You can guess what the game play is yourself by looking at the screens ;)

We don’t know if this was just a homebrew effort, or intended as a proper commercial release. The game was programmed mostly in BASIC and by a “Byb” and “Finn” (anyone know who they might be?)

Baracuda kindly passed over a copy of the game and intro.  One separate disk has a fixed version of the intro, and the other disk you can load “multip” to play what remains of the game. There isn’t much to do at this stage, and it seems the work was abandoned early on.

If you know anything about this game, please do get in touch.

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Turbo Towers

A short entry for yet another Mastertronic game which never saw the light of day.

This was a game based on the Pulse Warrior codebase, which according to developer Simon Price, “involved knocking robots off some sort of high rise – clearing a floor at the time”.

The final versions were delivered to Mastertronic for both the C64 and ZX Spectrum, and it was paid for – but then when taken over by Virgin, they axed both versions.

It would be amazing to find both full versions, so hopefully Simon can shed more light if anything has survived.

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