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.

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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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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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