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

H20

More from Apex, in the form now of H20…. a follow on from Destruction Bros which was cancelled. H20 was to be a far less violent game, swapping weapons for water pistols (see screenshot).

The aim was to extinguish hundreds of fires, but this is all we currently know. All we do know is that the game was heavily based on Destruction Bros, so would have most likely had most of the scrolling styles from that game used in this game.

However, the game idea became stale quickly for the Apex guys and apparently it wasn’t practical as first thought. Apex said the following about the game in the Mayhem diaries… "After the Destruction Bros were rubbed off the drawing board we opted for a slightly less violent games scenario. The main character
in the game was based heavily on the Destruction Bros characters but without the fire power. This time he had a big water pistol (honestly!) and he used it to extinguish hundreds of fires. The main reason for scrapping this design was that after the freshness of the idea had worn off, the game wasn’t as practical as was first thought."

Chances of finding anything of the game are remote, though it probably all exists still on disks. These disks are all packed away according to Andy Roberts, and may not be dug out for some time. We hope one day we can show you more, but for now its game over for H20.

More soon we hope…

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Habitat

Habitat was a glimpse into the future way back in 1987, and was to take the SCUMM engine of Maniac Mansion and push it into an online world.

The game was to be multi-player based and used in conjunction with a Quantum Link phone number. It would have allowed almost all users to create new objects and locations, which could then be used/stolen/destroyed by other users.

The game had various screen shots scattered in magazines of the time, some of which are present on this website. Here is also a video from a Lucasarts advert showing the game running…

A beta was actually up and running of the game (so technically it was sort of “released”) for a few years, but was later replaced with a very slimmed-down and more limited for-pay system called Club Caribe, available again through Quantum Link (an online service for Commodore 64/128 users). Club Caribe had improved graphics and added facial expressions, but it was a very small world with far fewer features and possibilities. The game would live on in various forms for other platforms which you can read more about here: https://en.wikipedia.org/wiki/Habitat_(video_game)

Of course, with the game being replaced by Club Caribe, much of the original Habitat was now lost. With it being an online based service, could anything be recovered and made available in a viable form?

For years, there were only bits and pieces of Habitat to be found, but in July 2016, all of the source code for Habitat was fully preserved. It was hoped that the game could finally be resurrected and ran once more in some shape or form.

We are pleased to say that the has come where you can now actually play Habitat once more. Take a look over at http://www.neohabitat.org/. where the developers (including some of the original team) have got the game up and running once more, and you can now join in and play. It’s an amazing effort and a wonderful recovery of a long lost MMORPG.

Then in addition to that, you can download the entire repository based on the original Fujitsu technology transfer archive at https://github.com/Museum-of-Art-and-Digital-Entertainment/habitat

Case closed!

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Hyperion 2

A very interesting entry in the GTW archives comes in the form of Hyperion 2. The game has been sitting on FTP’s for a while now, but has a story behind it and also helped uncover something rather useful for HVSC.

Hyperion 2 is actually a sequel of a Hyperion 1 which has yet to be found, and was developed by Chris Caress and Lee Cawley, who later went on to work on the other GTW – Obliterator. This was one of their first efforts together, and was rushed together to
get ready for a PCW show to show off to publishers.

It was so rushed, that no time was there to program in sophisticated alien attack patterns. Instead, both Chris and Lee had to stay up all night and record joystick based attack patterns for every enemy for the whole game. Very painstaking, but if the
guys were to get the game done in time for the show, then it had to be done.

Music was created by Matt Gray, including a tune which had never been heard before, and one that was later used elsewhere. Matt was apparently unhappy that his tunes were used without him getting any money for it. No doubt Matt would have got paid, but unfortunately the game was never to find a publisher.

After pitching the game around to various publishers, the game was never picked up by anyone. One such publisher was Mastertronic, where a disk was sent in by Chris to their submissions department. This is where the story takes an interesting turn…

Upon submission to Mastertronic, doing work experience was none other than Chris Young (Of ‘Quota’ fame). Mastertronic had sadly not felt the game was good enough for their label (even though they had released some dire titles in the past), and Chris was passed the disk to take a look at. Chris then passed on the disk onto none other than Jason Kelk, who has had the disk ever since. In recent times, Jason remembered about the game and found the disk and released the contents. This was great news for the games support, but also for HVSC, as a long lost Matt Gray tune was uncovered in the process.

Surprised at the game’s release was Chris Caress and Lee Cawley, the reason for it coming out is now here. Not that the guys are upset, they are happy that the game has seemingly survived against all odds.

This is it really for this particular GTW. As the case opens, it is closing. Nothing to search for, developers found… Unless Matt Gray has something to say about the game, this is indeed case closed.

Case closed before it was even opened…

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Humanoid

Quite an errie little preview this one, feeling in someways similar to Mastertronic’s ‘Scumball’.

A nice mixture of hi-res graphics and multi-colour, brighten up this early preview, where you control a space craft which must navigate its way through the underground caverns.

The preview is quite bugged, and can freeze your C64 up at some points. There are however only 3 screens to see, so not much to look at i’m afraid.

Another preview at the early stages of its development, featuring some promise. It was found that the game was quickly knocked up into a demo to take to a computer show.

The game’s final development was haulted when Chris decided for unknown reasons to call it a day. This as far as it got. However, Chris mentions that Andie wanted it to be a scroller, but because there was a time limit, the flip screen approach was kept..

Music is simply ripped from Driller.

But this is it, nothing else to find or report from… maybe some more comments from Chris and Andie themselves, but that is it for now.

Not a bad little preview… case pretty much closed.

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History Of The World

Yet another game from the creators of Lemmings on the C64, Alter Developments, and this time a title which was to be their icing on the cake. A mixture of all the best elements of all the best C64 games out there.

A little big a statement you say, but this is what Alter Developments wanted to create. A mixture of Smash TV, Rubicon, Turrican, Myth and many others to create a game unlike any other.

The dreams were all well and good, and Zeppelin showed interest (but only would fully when Alter had fully converted the failed Championship Run conversion)… but sadly as with many a GTW… this one was never meant to be.

Once things hadn’t worked out with Championship Run, work came back to History Of The World, and it was decided that the C64 was a dying platform… so efforts were concentrated on the Amiga instead…. and so the game was shelved.

Niels Brouwers, the coder of the game, has kindly provided us with an exclusive set of previews of the game. These have never been seen before until now, and nothing was ever really mentioned about the game until Niels suddenly dug it out for GTW.

At the moment the remains show 4 crucial elements which make up some very bare bones for the game. The first most complete part is a sideways scrolling test demo with the main character fighting against very little… with some really nice backgrounds.

The second part features a full colour bitmap scroller which would have no doubt been used within the playable side on preview seen previous.

Following this is a overhead Alien Breed style character which you can control and shoot bullets around on a black screen. A character test demo is exactly what this is.

Finally there is a test rotation routine for a large sacre coeur, which was to rotate around the main player as an end of level enemy. You have to move it yourself, but it gives an indication of the style of enemies which were planned for this game.

That is it for the time being. Overall, it is a promising looking preview which although isn’t really playable… it looks exciting and it makes you wonder what might have been had some of the other elements been finished more. If Zeppelin released this, they may have had one of their biggest titles in their history… but sadly they didn’t, and so this now resides in the GTW archives.

We may see more soon, who knows… but read what Niels has to say about his game in Creator Speaks….

Case almost closed on this one…

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High Rise Horror

A mysterious game created by Simon Birrell which was originally penned as a game for the BBC Micro. However, Virgin Games decided that they also wanted this title completed on the C64. The BBC game can be seen here btw…

The game involves having to shoot baddies with a balloon which you blow up and then let go of within a maze like structure. Not quite a horror game as you might expect! :)

The game was fully converted onto the C64, but for reasons unknown it never quite made it out. Hopefully Simon will be able to shed some light on this very soon.

For now there is not a lot of information on the game, apart from that it exists fully on the BBC micro and you can play it for yourselves.

Well, recently we checked out some disks from Simon and found a disk with remains of the game on. The game was made executable as much as possible by soundis. Unfortunately the game is quite bugged and isn’t really playable. This is mainly due not knowing what the game was coded in originally.

If the compiler could be found out (Which sadly Simon cannot recall) the source code potentially on the disk (and in downloads) could be made to create a version without the graphical glitches or bugs.

This seems to be all that was left of the game, so we are very close now to closing the case on this one!… But at the very least something has been found! :-)

A neat little game that for reasons unknown never made it…

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Hidden Doors

After some impressive introduction screens, you are greeted with a preview which doesn’t seem to look like very much at all, until you get playing.

The preview looks a bit out dated, but plays fairly well in typical old-school fashion. In this ‘platform’s and ladders’ game, you must simply flick the switches and get to the exit without time running out. Not too much to do, but somehow quite addictive and worth a few goes.

A few elements would have hopefully been added to a final version of the game, as a completed version left like this would have recieved average grades.

The preview is fairly large, with a few screens to play on. Jack Alien recently contacted GTW regarding the game, confirming that the game was never sadly completed. The idea came from the classic "The Castles Of Dr Creep", and was started in 1994. Sadly, C Schramm lost interest in the C64 scene and the game was scrapped. Sadly the source code was also lost.

All that remains is the preview here, and also a intro screen which Jack Alien kindly donated to GTW, which was intended to be used for the final game. This is now included in the zip download above.

So, a good little game which never quite got complete, and never will sadly.

Case closed…

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Gyrofalcon

A SEU that was being developed back around 1991 time and for years has been wrongly attributed to being a game due for release by Electric Boys Entertainment Software around 1995 time.

It is likely that EBES picked up the then already abandoned game (developed by AMOK) and planned to resurrect it, in similar fashion to Defensive (which was a God and Hake game seemingly intended for Thalamus).

It is believed that EBES were to add RAMLINK support and include features such as video footage and more colourful graphics and more intense game play. Possibly in the same vein as Metal Dust. No work actually got started from their side, so all that remains is this cool sideways shoot em up preview, with some nice graphics and music.

TMR/Cosine highlighted that there was a preview out there which has been cracked and claimed to be a 106% version, because they debugged it and added a titles page, so its actually halfway to being a game. But where is this preview?… Well, thanks to Asphodel, here it is: http://noname.c64.org/csdb/release/?id=80372

Russ Michaels from EBES could not recall them taking on the game. Hedning/GP did some digging and research and confirmed that the game was from around 1991, as all the cracks of the game were from that time. He established that Amok were the people behind the game as pretty much every crack referred to them, which was a game division (of sorts) of Genesis Project at the time. It is believed that “Electric Boyz” released a crack of the game back in the day, and this caused the confusion (of GTW64 in particular!) of EBES being involved at a later date with the game.

So what happened and why was the original development cancelled? We hope to find out more soon and what was planned for it.

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Gun Fight

Another title highlighted thanks to Peter Weighill. This early 1983 Epyx game was advertised in quite a few magazines at the time as part of a double pack with Seawolf 2. Unfortunately this one never got to see the light of day, even though the other game pack with Starfire and Fire One were released.

Gun Fight was an arcade game by Bally Midway, which saw two cowboys fighting each other from between a stage coach. Very simple affair, which was slightly dated even by 1983.

The advert used never specified any formats, but it was found that the pack of games was released on the Atari platform, and an Epyx brochure states that it was for the Atari only, with no mention of the Commodore platform. So why are we including it?

Well, we believe that it is very possible that Seawolf 2 could have been caught up due to Commodore publishing the first game on its cartridge. It’s possible that Epyx couldn’t get the licence on the C64, so abandoned the double pack. If this can be proven, it is possible that something may have been started on both games.

Very early days, and we could get confirmation soon – but another one to try and solve!

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Guardians Of Time

Thanks to Fabrizio Bartoloni for the heads up, we learn of yet another Commodore publisher game which never quite made it to the C64 in the shape of “Guardians of Time”, which was being created by none other than Andy Finkel.

The game was mentioned as unreleased in a 1996 interview with the developer from Commodore, but little else if anything was actually mentioned about the game.

In 2020, contributor Chris left some comments to feedback from details from Andy about the game.

According to Andy, the game was to be a 2D space shooter with a fortress in the middle of the screen. Whichever player had control of the fortress, they could reverse time to a previous point in the game that the player had picked. Using the power meant losing control of the fortress.

Andy had got as far as coding the game screens, ship display routines and physics engine before it was cancelled (for reasons we don’t yet know). The game design document was just work in progress, and no gameplay had been coded up.

Andy has offered hope that the design doc may still exist, but doubts that any code exists still. But who knows, hopefully if/when Andy takes a look he may find more than he bargained for.

Could something of the game be found?

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