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

Haunted

After the success of Last Ninja series and Vendetta, System 3 were to take the old formula and use it in their next game, “Haunted”.

Similar in looks to Last Ninja, this game was a problem solving style game called. This was rumoured to be in the pipeline around the same time as Silly Putty and Fuzzball.

Never released, down possibly to the fact that Fuzzball and Putty were put on ice due to the demise of the C64, this probably suffered the same fate.

How far did this get before it was scrapped?… who was even working on this game?… Chances of finding the game are slim, as System 3 mostly had their staff store their work onto PDS, which has probably been wiped a long time ago.

 

Mark Cale confirmed that the game was actually started, and was using the Last Ninja engine – like Vendetta did. Unfortunately the coders (who we don’t yet have names for) were not quite up to the job and the game was scrapped.

We hope to find out more soon, about how far it got and if anything can be saved!

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Hard Drivin’ V2

As the C64GS was in full flow, companies started to put their support into the machine by listing various titles they planned to have ported for the cartridge format.

Domark was one such publisher, and they were also planning an update of the dismal Hard Drivin’ on cartridge… taking advantage of the loading speeds which would be available.

It is not known exactly if the game would have been recoded, but it would have needed something quite drastic to improve on the original. But it is possible to create something better, especially when you look at Battle Command which later came out from Ocean.

GTW knows that Chris West was behind most (if not all) of the mastering of Domark’s cartridges, so questions will be sent along to Chris to hopefully answer soon.

Did anything ever get started, or was this quickly dumped for Race Drivin’ to be given focus?

More research needed…

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Hard Drivin’ V1

Another early version it seems existed of another Domark game, this time of the terrible Hard Drivin’ game conversion being worked on. Just how did the Spectrum receive a fantastic conversion, and we get this game? (The game was so bad that it didn’t get a full release on its own – only through compilation and budget).

Zzap in 1990 had the screenshot you can see below which depicted a very slightly more colourful conversion.

The artist behind the loading picture confirmed to GTW64 that the above screenshot from Zzap was infact an earlier version of the released game, but there was also an earlier version of Hard Drivin’ being done by a completely different programmer (who we believe to have been someone at Binary Design). The developer hit a lot of troubles trying to get the game finished – though apparently not that much was actually running, so they gave up and called it quits (Never to work for Domark again). This left Domark with no game, and so they drafted someone else in quickly to finish things.

However, advertising had already been spent we assume and there was a deadline. In typical “Total Recall” fashion, the developer had just two weeks to get it complete, and from scratch! The team was not given any code or assets to work with, the new team started from scratch.

The panel you see in the screenshot is an earlier staged version of the panel graphics by Andrew McCarthy, which were then changed later to a final version with hi-res elements. Apparently this version was running actually at a decent framerate (believed to be around twice the speed of the final game) with both tracks included. The problem came when the other cars on the track were introducted, which really caused issues – of which there was no time to solve as Domark was desperate to release the game.

The artist behind the loading screen felt that the second developer got the shitty end of the stick trying to do a complex game from scratch in two weeks. But he was young and eager and should not of taken it on. Sadly he no longer works in the industry and left in 2000 after being messed around by publishers, ridiculous requests, lack of regular funding and ever changing schedules.

Overall this now explains why Hard Drivin’ which we all know on the C64 turned out like it did. It was not the result of lazy programming, but a developer up against it and with a silly deadline to work to.

Sure, had the developer had more time – it may have still been an average conversion, but we may have had something more like the Spectrum version (just lacking on speed). Maybe we have been a little harsh over the years therefore without knowing the full picture until now? The game’s loading screen artist was very surprised that Domark even bothered to release it.

Now the hunt is on to try and find out the original developer of the earlier version and see if anything remains of this version – but also maybe of this slightly better looking version of the second developed game. Has either survived after all this time though?…

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Hangman Deluxe

Not too much to say about this preview, apart from that its Hangman, and not really a good one at that.

There is no hangman sprite to indicate how many lives you have, just a flashy little logo at the top and a horrible red main screen to type letters into.

If you like Hangman, then you may enjoy this one, and its got plenty of words to keep you going for a little while. I prefered the version that Commodore gave away with their Introduction To Basic pack back in 1982! :)

Thanks to Gaz Spence, we can confirm that the game has surfaced in its full form on Gamebase 64 and can be grabbed from here: http://www.gamebase64.com/game.php?id=3400&d=18&h=0

Case closed!

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Hands Of Stone

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 Double Dragon style beat ’em up with weapons (Baseball bats, boxes etc).
However there was not going to be a two player option according to the write up.

Well, the Spectrum version at least seemed to be coming along very well, and the game was even reviewed. It got a respectable 70%, but the game never surfaced sadly. We guess because Beyond Belief went under.

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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Halo Jones

Following on from a series of 2000AD themed games, Halo Jones was the next in line from Piranha on their ambitious (And eventually fateful) climb forwards in the games market.

Halo Jones was rather different to the other titles, and was more a of Tir Na Nogg/Redhawk clone of sorts. From various screenshots seen of the game, it looked pretty good and coming together well. Ok, at least on the Spectrum it was looking ok – as the C64 version never got much of a mention, apart from being listed in the Piranha adverts as coming soon for the C64 as well as the Speccy.

Well, it seems that this game was also caught up in the downfall of Piranha like with Judge Anderson (Which at least something has sneaked out). Not even the nearly complete Spectrum game could quite sneak out it seems.

But just how much of a C64 conversion was started?… Nothing was ever seen in the likes of Zzap to the scale of what was seen on the Spectrum platform, so was it even started? Who developed it too?… Was it the same guys who did Judge Death?

Commodore User in April 1988 had the following to say…

“Where is she? We’ve been counting the moments until that wonderous woman, Halo Jones finally steps out of the pages of Alan Moore’s futuristic cartoon world, the Hoop, and onto the screens of a nation’s 64s/ It was back in December that we first told you that Halo was a comin’ your way, courtesy of Piranha. Eventually our daily weeping phone calls to Piranha HQ have yielded the following horrific information: The Ballad Of Halo Jones hasn’t even begun to be programmed on the 64.

The powers that be have decided in their wisdom to complete the Amstrad and (ughhh) Speccy versions before even embarking on the 64 work, so we won’t be likely to be seeing our ‘Alo much before June. June!! So, just to keep y’all going till then we thought we’d just print a glorious technicolour cut-out n stuff under your pillo pic of the woman herself.”

Well, Richard Hewison helps to confirm further that sadly the C64 version of Halo Jones was never actually started. Spectrum developer Mike Lewis confirmed that there never was a C64 version of Halo Jones. He had completed the Spectrum and Amstrad versions and delivered the master tapes the day that Piranha was wound up by MacMillan. The plan was to get a C64 version converted once the games were released… but it was never to be.

So this is it… another case which can sadly be closed. Nothing to find, apart from maybe a full Spectrum/Amstrad game some day soon. Mike Lewis was responsible for another game with a similiar engine which you can read about more on Richard’s website.

Case closed!…

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Halloween

Palace Software started as a division of the Palace Video company, which had a large shop in London and distribution rights to several horror films. This included The Evil Dead, and Palace’s first game was based on that film. However, with the press full of stories about “video nasties” and campaigner Mary Whitehouse urging the Government to clamp down on such titles, another Palace project was cancelled – Halloween, based on the John Carpenter film.

Chris Neary, who also did the graphics for The Evil Dead, talks about the cancellation.

“I did the graphics in about 1983 for The Evil Dead (Don’t laugh!) I was working on Halloween (from the film) and had it half finished when it was cancelled. Mary Whitehouse was doing a thing about XXX rated films so the distributers didn’t order many copies of The Evil Dead.

I remember a discussion in the office about purposefully making the game ‘cute’ rather than horrifying to avoid the X rated association. You have to remember the times, the games industry was in its infancy and the graphics were really limited. I don’t think that any company could have created a truly X rated game if they had wanted to. If you consider the graphic X rating of the games that are available these days to kids these days any 1980’s game was ‘cute’.

Sadly when the Halloween project was terminated I was under contract to return all the data back to the company and/or destroy that which I had. There was one hard copy of the programming that I wrote for it which I discovered in my parents loft about ten years ago, however it had faded quite badly and would not have had any of the graphics in it. I spent about 4 months developing Halloween but it never got past the project stage.”

Richard Leinfellner helped design Halloween, but in the end there was no game. Thinking about Halloween in general, he started work on a new idea – a game that would become Cauldron. As Chris points out:

“Interestingly a couple of the sprite graphics that I created for Halloween were reworked and appeared in Cauldron, which I’m sure you’re familiar with. Richard Leinfellner went on to greater things (he’s VP of EA now), but I eventually gave up programming in about 1988.”

As for what remains, Chris is not hopeful.

“It would only be code. Back then there weren’t any games development teams as such. Programmers were individuals, they created the code, the storyline, the AI, the graphics and the sound. Being the least favourite (at least for me), sound and graphics was usually left till last. Since the game was not completed there wouldn’t be much to look at.”

Thanks to a games historian, it was revealed that Steve Brown had worked on Halloween, when it was revealed in an interview with him in Retro Gamer Issue 23, where the following was recalled:

Palace had acquired the rights to the Halloween films, so Steve Brown’s first job was to design a tie-in game. “I worked on concepts and designs,” he says, “but a tiny eight-pixel high Michael Myers trundling around the screen with a kitchen knife just didn’t make much of a game. However, the pumpkins I’d drawn looked really cool and gave me the idea to take the game in a completely different direction.”

So, did Steve just do an early concept and then Chris take over later on? We hope to learn more in the future. This could be a tough one to find, but yet another Palace game to hunt for. Do you know any more about this game?…

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Half Life

A relatively unknown game which was being developed by Cyberdyne Systems in their early days as a simple game to make money while they produced larger titles.

Half Life shares it’s name with the award winning 3rd person shooter of today, but this particular game has nothing to do with it.

‘Half Life’ was born many years before and doesn’t really bear any resembalance to it. As if you hadn’t already guessed that! :-)

At the moment we don’t know too much about the game and will hopefully find out full details in the future, but we know that the game was to be an adventure/shooter type game according to Robin. This was first mentioned in an interview with the Cyberdyne guys a few years back.

We can confirm that John Kemp was to do the coding, but we don’t believe that much (if anything) was started for the game. In December 2010, we backed up a load of disks and found the sprite files which Robin did, and which you can now download. Hopefully at somepoint we will sort a sprite demo, but here is a quick preview in the AR sprite viewer:

As you can see the sprites are multi-colour with a hi-res overlay, and apparently this would have looked a pretty awesome game overall. The disk label can be found here too.

We think this one got shelved due to work on other projects and the team moving to System 3.

More soon on this one we hope…

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Hagar The Horrible

Fully titled “Hagar The Horrible”, the conversion of the popular comic strip character was pretty well done on the C64. Sure, it wasn’t the best ever platformer on the C64, but a good reasonable effort and a playable one at that.

You had to control Hagar over a series of levels over different islands in some classic platform action. Graphics were fairly standard, and the sounds were ok, but the game played well and deserved the reasonable grades it recieved.

Sadly, Hagar was never to make it to UK shores as planned.. Even though the game was publicised in the UK, got reviewed and even had a demo put on Commodore Format’s Powerpack, the UK never saw the game in the shops.

It seems that sadly the UK distribution fell through, and so it only got released in other european countries. Floating around the net was the foreign version, but no UK version.

That was until Rasmus recently released *everything* there was of Hagar The Horrible, including the previously unseen English version, discovered originally for Gamebase 64.

So the game was finally found, but sadly never quite saw the UK release that it deserved, a shame really…

Case closed…maybe more from Rasmus soon on this game…

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