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.

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Heroquest Expansion Pack 2

Briefly mentioned in Commodore Format, this expansion pack never quite made it like their other released expansion pack.

We are guessing that it got too late into the C64’s life, or not enough of the first expansion pack sold to make it a worthwhile release. As far as we know, the expansion pack never made it out onto any other platforms.

This may have got quite far, as there was no real code to produce, but just new stats and maps probably. I’m not really an expert at RPG based games to know.

Developers are very likely to be those who made the actual game. Chris Walsh might be a guess, though Barry Leitch will probably know. Otherwise not much was ever mentioned about this game, so we can’t say too much more at present.

More on this soon we hope…

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Henry

A wonderful little preview, involving a well-drawn character called ‘Henry’.

It is a little frustrating to play this ‘Fred’s back’ style game, with some hard jumps and obstacles to avoid, but it looks quite polished with some neat graphics and sound. The preview I think only features 1 level, and quite a big one at that, though I can’t progress too far without dying.

Just why this was never completed is anyone’s guess. It doesn’t really lack too much apart from a bit of originality, and is better than the hordes of puzzlers which swamped the C64 scene at the time of this game being worked on.

It’s likely that this game was planned as a game to be sold by a mail-order C64 company, typical of many games after shops stopped stocking C64 games. Quite possibly early failures of other C64 games selling this way, convinced the programmers to hault all work on this game.

Recently contributor ‘Compounded’ found that the preview we have is incomplete. The text before the game starts indicates that there are two levels in the preview (1.2 and 1.4) , but after entering the door at the end of the first level, the screen goes blank while the drive attempts to read from the disk to get level 1.4. However, upon searching for a complete working version (Which sadly he could not find) he did find another version with a different level (1.1) which can now be found within the download link above. Thanks Compounded!

It is not known exactly what WAS planned for this game, though we now have some credits to look up. The team was the same as that behind Fly Harder, so was the game planned for release by Starlight?

A nice game, unfortunatly shown the door for some reason…

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Helldiver

You’ve gotta give any coder credit for producing games on the C64 at such a late stage after its commercial death. Even the most boring to the most exciting deserve credit, this game included.

Unfortunately, it’s not a game which was going to encourage Ocean or Codemasters to come running back to a machine buzzing with life, though it was something for the game hungry C64 users who were making do with some stunning PD demo’s and that was that.

It’s a relatively simple themed game based on the classic Atari Parachute game. Here you have the title screen plane of Blue Max, mixed with some other hi-res graphics to symbolise your man trying to land on a moving boat target at the bottom.

Quite simple, and no increase in difficulty. The same happens time and again. So apart from some nice JCH music and fair graphics (With sprites not too far off from the Atari VCS version :) ), there is nothing to really see.

The actual plan for this game is unknown, its probable that a lot more was planned for this game, including some varying gameplay, even if just a speed increase as levels go past.

More information needed so that GTW can make up a better picture of this incomplete game.

"Helldiver" describes this game preview quite aptly…

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Heebie Jeebies

An interesting title next from Software Projects which I never heard of until Peter Weighill sent in a scan of the game’s advert. Heebie Jeebies is another bunged into the archives for our search… Yet another Software Projects title which seemed to disappear without trace. Although Software Projects continued to around 1987 with Hysteria, this never surfaced… although adverts were published.

Was the game actually released in limited numbers? We managed to get hold of an ex-employee from Software Projects, who remembered a little about the game, and suggested it was developed by an Irish guy who might have been named “Niall”. There seems to be no records in Gamebase of any programmers having this first name, so it could well be a one off programming job that didn’t quite make it.

Well, this proved to be a bit of a red herring, as in 2014 – Robbie Graham confirmed that his brother Andrew Graham was the coder of this game. Andrew later worked on Trojan Warrior and Pro Ski Simulator, before later becoming famous for working on Micro Machines.

Andrew had written the game when he was still at school and a bedroom programmer. He had sent it to a few companies, and actually visited Software Projects in Liverpool. An exciting time for Andrew, where he met Matthew Smith.

The game was actually completed, though Andrew isn’t sure why it never actually got released. He was actually paid for his work, and of course the game was fully advertised in the likes of C+VG.

As for the game itself, Heebie Jeebies was described as follows within the advert:

“You play the roll of a spider in this extremely compelling game and you are faced with escaping from some very perilous situations. You are trapped in a hole from which you must escape, but there are other insects in the hole which make your task more difficult, as contact with any of them will lead to instant death.

However, you are not totally defenseless, you are capable of leaving a web trail which only snails can cross. By collecting the twigs that are littered around and storing them against the left hand side of the hole between the two stones, a bridge will form and you will be able to climb out. But be careful – there are 15 hazardous situations to contend with – each one more difficult than the last.”

Andrew mentioned that the game featured an in-game cover of “Dance of the sugar plum fairy” and the graphic style was inspired by seeing screenshots of Atic Attack (although he had never played it back then).

Overall the game sounded quite good, although its difficult to judge from a game’s advert and the screenshots. It looks like your typical game from the early 80’s. Andrew suggests that people may find the game very slow moving and that the game is nothing special. Regardless, it would be great to see the game properly preserved.

Andrew later went on to work on the likes of Micro Machines and Psycho Pinball, and he offers GTW64 hope that the game could be saved some day soon. He has offered to look through his storage for the game, and hopefully we could well see it surface very soon. Lets hope the tape still plays!

Finally, in 2020 – under our noses all along from the Megatree disks, the loading screen from the game has been recovered. Drawn by Stoo Fotheringham and added to the downloads section.

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Hebel

Erm… Naff is the first word for this game, if you can call it a game.

I’m not sure if this was done for the heck of a few points to some cracking crew, or if this was ever intended as a game in its own right. But it’s certainly not classifiable as a ‘game’ just yet.

All we have is a rather poor sprite which just moves about, and thats it. Nothing to blast or see, apart from some plain informations and scores, not that they add anything to this abysmal preview.

A serious amount of work is needed here, and its unknown if it ever recieved this work or not. Lepsi are known to have done some nice little C64 games to keep the users happy in recent years, but this does not rate as their most promising preview.

Can anyone shed more light on this game?

Ummm….

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Heavy On The Magick

An advert was featured in CVG June 86, with it stating that the C64 version would be available soon. Of course, we never did get to see the game, and Tir Na Nog became the only Gargoyle game to be released on the C64.

As some extra trivia, there was a competition ran in issue 55 of CVG for winning a copy of the C64 version of Heavy On The Magick, but we doubt that the winner ever got a C64 copy and maybe got something else instead.

Jon Simcox confirmed in 2017 that he was the programmer on the C64 conversion, and the game was cancelled, as Gargoyle Games decided to focus on arcade games, hence the FTL label was created. The game was actually almost complete, but it seems that the conversion is now long gone.

Without much chance of the partial conversion now being found, it could well soon be a case closed!

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Heavy Barrel

This was to be an Ikari Warriors style game converted from the Data East arcade to the C64 by F.A.C.S (Financial Accounting and Computing Software) – a West Bloomfield Township, Michigan company.

Previously and very strangely, Sales Curve were linked to the game back in 1988 with a separate development which seemed to fall through after FIL (The French company with Sales Curve as its UK division) lost funding. However in 1989, another team picked up the licence it seems. According to a wiki page – the engine and much of the game-play was in place – but the development company folded before the project could be finished off. The game however did eventually get published on NES, PC, Apple II in 1989 by Data East.

So has anything survived of this game?… Where did the information on F.A.C.S come from originally?….. Was it from an employee of the company who could help us find the game?… A Data East sales leaflet from 1989 stated that the game was due for release in Summer’89… which of course never happened.

Well, in May 2014 – Chris Teslak got in touch with GTW64 and confirmed that he was one of the developers who worked on the conversion. He left the company before the company went under. He was working on the game with another developer and his supervisor (names unconfirmed as of yet). This was to be the only game which FACS ever had any involvement in on the C64 at least – they could have been involved in more, but it was not to be due to FACS closing down before their Heavy Barrel conversion could see a release. FACS did do work on conversions of The Games – Winter Edition and Spiderbot to the PC – more details under creator speaks.

The plan was to release the Heavy Barrel conversion to Data East in 6 deliverables in total, and according to Chris he believes that they got up to the 4th deliverable at the time of cancellation.

Most of the game was translated to the C64 by playing the arcade game and making notes and capturing requirements. Most of the specifics of the development you can read from Chris himself under Creator Speaks, which is a fascinating read!. The game was shaping up very nicely, but the company couldn’t quite hold on to see the game out.

It is still early days, but Chris has offered hope that he may still have something of the game to save and preserve. It is very hopeful, but we could see the beginnings of the conversion at a fairly advanced state.

In April 2025, contributor Michael Huth flagged up that the game was still being advertised as “TBD” (To Be Decided?) up until 1991 in a Data East catalogue. So had the game been complete and Data East were still thinking about releasing?

Watch this space for now!

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Heavy Barrel

This was to be an Ikari Warriors style game converted from the SNK arcade.

In total there were two versions planned – This version was the first and which Commodore User, September 1988 issue mentioned that French software company FIL had got the licence. UK representatives of FIL were The Sales Curve who were to do the conversion. Then there was a later version in 1989 which you can read more about here, and sounds more promising!…

It seems that FIL lost funding, and Sales Curve possibly decided against converting it and sticking to a small selection of games.

We hope to find out more, but it seems we may have two versions to find!… See the other review we have!

More on this soon we hope…

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Hawkeye 2

Hawkeye 2 was something that original coder Mario van Zeist wanted to realise, with better graphics, sound and more added twists to the gameplay.

It was going to be released under the Thalamus label, but was never completed due to some disagreement, which is not yet known. Hopefully more talks with Mario will clear this up.

The game was never fully completed unfortunately. Music over the years was preserved and can be found in HVSC, written by Markus Schneider. We believe more tunes may exist somewhere.

Thomas Heinrich came forward recently and confirmed that he and Michael Detert did graphics. Thomas Detert was also doing the music with Markus.

After cancellation of the game, graphics were used in various titles such as Greystorm, Genloc and Darksword by X-ample Architectures.

However in 2010, Onslaught managed to recover a large amount of remains of Hawkeye 2 from the developers, mostly in the shape of the graphics done for the game. But most shockingly with news of the sequel to be completed (More on this in a bit), with the teaser preview came an original preview done from 1989 of the original game and graphics. Think Hawkeye mixed with Deadlock, and you get Hawkeye 2, and it is a very promising demo with some superb graphics and paralax scrolling.

As well as being left and right based, there are lifts in the game and small intersections. The game looked to be a large step forward in comparison to the first game. But this was all there ever was. We are proud to add a glimpse though after many years of hunting for it!

But the best news has to be regarding Onslaught looking to produce a proper brand new Hawkeye 2 game, based on the graphics with a load of improvements and extras. The game is being written from scratch and features around 25 lines of parallax scrolling with plenty of CPU cycles left free. Check the preview out from here, but it looks superb! The game in total will have around 12 levels.

Jazzcat also had this to say about the new development:

"We have been working on it for some time, (I am project manager and have been overseeing level design and storyboard). The game will feature 25-charline full colour parallax in both NTSC and PAL, obviously with some (very flexible) restrictions. It will hopefully feature 8-directional shooting, 32 sprites (might be scaled back to 24), delta sprite animation compression for long animation sequences of small pieces (think discharged bullets, muzzle flashes, reloading, etc), separate hair animation engine, based on jumping, changing direction, and wind sources. Of course there will be much more!

While we did start from the original Hawkeye 2 development disks from the X-Ample guys, H2-new features a 100% rewrite, using far less memory and raster time to allow the game to go beyond just a simple shoot and collect.

We’re all in full acknowledgment that good graphics do not cover bad gameplay; the gameplay has just as much design going behind it as the technical feature set. A website will arrive soon with further detail!"

So overall, Haweye 2 never quite managed to grace our screens back in 1989 like we had all hoped, but it does now look like we could finally be seeing the game in some shape/form, and we have the original 1989 concepts as an added bonus!

A stunning sequel promised, unfortunately never delivered…

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Hawk

A strange little preview by Thomas Miegel, involving somekind of space craft doing duties over various landscapes.

HAWK is based on INTENSITY by Andrew Braybrook – the aim is to rescue people. You control one vehicle, press fire to land somewhere and then the other vehicle moves to that point – but don’t collide with it!

The preview comes with a few levels, including a screenshot of a later level which is unplayable.

There is a fair amount actually in the preview, to indicate that not too much work was needed to finish the game off. The levels are however not all linked together, and you will have to keep reloading to see each level.

Graphically quite good, with graphics typical of a late 80’s C64 game, and some good sonics. A little rough around the edges, but otherwise a promising looking preview.

The exact release details are currently non-existant, though credit names will hopefully lead to some more information being dug up on this game. Possibly to find a later version, or even a completed version. Can you help?

Nice things going on here…

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