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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Godflesh

Many moons ago as the C64 was resurging through fanzines, Godflesh was announced to the world as a new beat-em-up in production by First Blood Entertainment in 1996. Previously doing a few other games, this sounded particularly exciting.

Sadly nothing was really ever heard about this game, and it was soon forgotten about. It was assumed that interested was lost, and so was the game.

In recent years, we obtained some exclusive screenshots of the game, but only seemingly bitmap stills of the game, and no action at all.

There is no playable feature though sadly at the moment. And now after many years of mystery, we can solve the game’s mystery…

The game was to be a IK / Mortal Kombat game, with 12 characters, and very ambitious ideas and excellent graphics. Most of the plans and graphics were drawn up, but sadly a coder could not be found to produce the game, so nothing was really developed apart from maybe a few sprites/test routines.

Jazzcat was the main designer behind the project, and has been hoping for years that the game would have been started and finished, but it was not to be. Jazzcat therefore has specially compiled all the remains specially for GTW for exclusively release for the first time. This special download includes a lot of unseen graphics, and possibly some unheard music by Geir Tjelta.

There was a lot more, including sprites and other graphics and documentation, but sadly this was all lost in a house fire. So what we have here is all we believe that remains of the game. Also included are a set of scans which depict some of the cover/documentation artwork by Duce.

So this is it really… a set of concept graphics to indicate what was being thought about.. but not quite enough to get excited about sadly. It is however another entry which will get people thinking "What if", as with many titles in the archive. Could more be found?… Remote… but you never know… but its most likely only ever gonna be sprites… so you could say that what is here is everything, and this therefore a closed case.

End of the road for Godflesh, and another that got away…

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Go Ape!

A game promoted heavily in Denmark, a blatant Rampage clone that sadly would never get a proper release. Is it because Activision stepped in and stopped them, or did Kele Line go under before they could get the game out?

Luckily a preview somehow sneaked out, which is likely a glimpse of how far the game had got. Although buggy with test code on the screen, it plays very well and has some neat presentation effects throughout. This could well have bettered the UK version of Rampage. Thanks to Ole Mogensen, we found out the developer names, which are those from previous Kele Line games.

Although it seemed likely that Activision stepped in and put a stop to the game, this wasn’t the case. Carsten Holløse from World Games confirmed to us that Activision never went after them, and that it probably never even got onto their radar. Carsten informs us that they even did a launch party for the game based on the demo (that we are now hosting), and Carsten is the guy dressed in the monkey suit in the scans we have below.

We also got hold of Torben Bakager Larsen, who was a producer at Kele Line, and he believed that the coder had to dump the project to finish his school work. Torben wasn’t sure if there was more to the game, but it is believed that this could well be it. Torben did however dig out the original artwork intended for the game’s cover, and has very kindly provided us with a scan to put on the site, which you can now see within the gallery.

In recent years, it was found via a SOFT magazine article in 1987, that the development team left Kele Line and went to World Games to get their game made. There was also a credit listed to the late Johannes Bjerregaard for the music.

An article in IC-RUN 1988 confirms that Viet signed a contract with World Games to finish the game there, but there was no release date. German-based Ariolasoft were to release the game too. When Viet went to finish his education, World Games tried to get another young programmer to finish it off (name cannot be recalled unfortunately), but it was never to be and little progress was ever made beyond the demo we have here.

The crack of the preview was released in 1989, by Rooze – who may have been friends with Viet at the time. Hopefully we might be able to contact Viet in the future to find out more.

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Gnome Ranger 3

Another entry, but this time for a game that we don’t know too much about at present.

This was to be a 3rd part in a series of adventure games by Level 9 Computing. The first two were very popular, and its a shame that the 3rd game did not get out. Remixes of the first two games did come out in around 1989 with new graphical enhancements.

A lot more research required, but we wanted to put this in the archives before it is forgotten about. We will come back to this game in much more detail.

The sequel was heard about after in a C&VG preview in august 1988 for Gnome Ranger 2 said that a 3rd game was due for release the following year.

We don’t know much more apart from that at present… we’ll have to see how it goes and if we can dig any more up…

Do you know any more about this game?

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Gladiator

Another entry we sadly don’t know too much about, and one we need to question Haydn about slightly to find out some background to it.

We have no ideas of publisher or anything like how the game was shaping up. But Haydn tells GTW that it was to be a Arcade Conversion of a Taito game of the same name. Funnily enough, Elite had already done a conversion (a poor one) under the name of Great Gurianos. However, early on they were not able to do the conversion justice, so they turned it into a side scrolling hack and slash instead.

In 2012, we heard from Bill Caunt, who said that he worked on Gladiator- a conversion of the arcade machine. It is possible that Bill may have worked with Mike Ager on the conversion for Virgin Mastertronic, as they did Continental Circus. Now it is also possible that Bill canned the conversion, and Mike Ager had another attempt for another developer company. Something we hope to confirm in the future.

We know that Haydn hasn’t really kept any of his disks, and Solar Jetman surfacing was a pure fluke. Sadly it seems that Bill no longer has anything either. Chances of this turning up are very remote, until get a response from Mike at least (who sadly doesn’t respond to any messages).

The game was advertised as coming soon in April 1989. So it looks like it was on the way, but didn’t make it for whatever reason.

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Giana Strikes Back

Giana Strikes Back was to be a game that had a brief mention in various fanzines as being developed by Peter Staaks (Graphics) and Frits Koudijs (Code). A few months later it was decided that the game was never gonna happen and it was shelved.

After getting hold of Frits, we can confirm that he didn’t start any work, and was unaware of the connection of himself to the game. Maybe Peter was thinking of asking Frits, and never got round to it?..

But did anything ever get started, or was this just an idea that never came to be anything?

Could anything of this be found?…

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Great Giana Sisters

The Commodore 64 has received many memorable games over the years, and none so much as The Great Giana Sisters, but for all the wrong reasons. Created by Armin Gessert, with graphics by Manfred Trenz back in 1987, Giana Sisters aimed to cash in on the Super Mario Bros. craze that was taking the gaming world by storm.

A very cunning swap of ‘Great’ for ‘Super’, ‘Giana’ for ‘Mario’ and ‘Sisters’ for ‘Brothers’, proved too much for the legal eagles at Nintendo. They were (and still are!) heavily protective of their much loved plumber, and took legal action to prevent further sales of the game.

Nintendo were late in their prevention however, and the game was believed to be only on sale for a short amount of time before being taken off the shelves. It was enough time for copies to sneak out into the wild thankfully, including on the Amiga, but sadly not the ZX Spectrum edition (which is still at large).

The game itself is a very playable interpretation of Super Mario Bros, but it still isn’t quite SMB for me – and we’ve been lucky enough to have a proper conversion of the NES classic in more recent years instead. But it is a great game in its own right, and a classic too which you should certainly check out – especially for Chris Huelsbeck’s fantastic music.

However, it was asked recently by C64 preservationist Tom Roger Skauren about what really happened to the game, and noted that there wasn’t much concrete about what happened exactly. Curious, I began to do some digging – as i’d read originally from Commodore Force’s unreleased games feature that Giana had only been on shelves briefly before it was taken off. But how long was that exactly? Was it a week or two?

It seems that the game could well have been on sale for 3-4 months, and it was when the sequel was already well in production. Check out this reference in Zzap February 1989, where it is suggested that Nintendo caught wind of the cheeky clone when one of their executives saw Giana on display at a trade show, and then immediately ordered writs to be served, stopping the game’s production and programming of its sequel.

Though C&VG just months earlier had this snippet about the cancellation. This suggests that it was the sequel that caught Nintendo’s eye, and not the first game. Was it the sequel that Nintendo saw at the trade show and not the first game? Did they then realise about the first game and served the writ? Whatever happened, it seems that the game was on sale for much longer than a few weeks – which explains why we see a fair few copies appear for sale.

C64 historian Mat Allen confirmed that shortly after seeing the Zzap review, they attempted to purchase the game from Boots (which was on the shelf), didn’t have enough money at the time – so went back later on, to find that it had been taken off the shelves. So that is a confirmation that it was at least removed from Boots fairly swiftly. It’s always possible that the game could have been on shelves before the Zzap issue had been released though, and for how long – we don’t know. Weeks perhaps?

Curious indeed, but the main thing is that the game did make it out and we have been able to enjoy a piece of C64 history.

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Gory Ghost

I always regret not growing up when the likes of "Ghosts and Goblins" came out on the C64, and being able to go out and buy the game as soon as it was launched…

I could have possibly gone out and bought "Gory Ghost" though, a clone of the classic game which was being worked on in the late 80’s… sadly as with many in GTW, this was never completed or released anywhere.

Apart from looking very similiar to the Elite classic conversion, the game plays nowhere near as good and has a number of bugs and bad pieces of gameplay.

The preview takes place over a reasonably sized one level map, before finishing. You are able to shoot bullets at various enemies, and jump over numerous platforms.

This would have likely bombed at full price level, if there hadn’t been much to improve over Ghosts and Goblins, but possibly would have done fairly well on budget.

This obscure little title is so, because no credits are present to tell us who actually worked on this game.. so finding out more about this game is on a slow slide for now…

A game crying out for Chris Butler to save…

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Get Dexter

"Get Dexter" or "Crafton & Xunk" was an isometric 3D game popular on the Amstrad, published by Infogrames. According to the White Wizard’s review of Mandragore (a role-playing game by Infogrames) on page 70 of issue 16 of Zzap 64, "one of the first big French hits to sell over here (apart from Get Dexter – which is soon to be converted to the Commodore by the programmers of Fairlight – on the Amstrad)"

Already from this we have two clues that either Infogrames were developing it, or The Edge were. Gamebase lists Fairlight’s C64 converter as Trevor Inns, but Trevor confirms that he had no involvement on the conversion at all. The Amstrad coder for Fairlight is listed as the same as the Spectrum developer – Bo Jangeborg. So did Bo attempt a bit of C64 coding?

It’s early days, we need to find out who exactly was behind the conversion before we can find out any more!

Do you know anything about this conversion?…

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Get A Life

A puzzler game with our next entry which existed first as a splash screen and some graphics. The game involves you controlling a virus and having to kill a mainframe using some sort of "VOS" (Virus Operating System) from the command line.

The idea of this game was born in Teonaki’s head, he wanted to create a game in which the player would play the role of a deadly computer virus. In those days encounters with viruses were pretty common things. The game took third prize as well in a contest.

Details of the gameplay are quite scarce, but the game contains a screen which has a schematic map of a computer network with some terminals, and a main frame. Apparently the goal was to kill the main frame, through infecting machines. There was a central virus killer that removed infection from machines. According to the author – "It was a real nice real-time game."

The bottom part of the screen is occupied by some sort of a console. The player could execute commands there to control the virus, to infect another parts of the network. The commands were interpreted and executed or denied by the Virus Operating System.

Trying to remember the commands for the game, the developer lists the following commands:

* cls: Clears screen
* quit: Give up
* ver: Displays version info
* dir: Displays disk information of drive
* a: / c: (only on consoles): changes drive
* c1 – c12: changes console
* 1 / 2 / 3: changes local board
* cxx/y: changes console and board at the same time
* Some other command fragments I was able to discover, but was unable to use properly: brain, tape, hico ?, hide ?, track. I have absolutely no idea how you infect disks, machines, etc.

The game was found in a beta stage by the developer and has made its way out to the world. You can now download the preview and mess around with this interesting idea. Apart from bugs, its a playable title :-)

Go check it out…

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Germ Alert

Yet another game from Visualize which sadly got caught up in the C64’s commercial death.

This was planned to be one of the C64’s many saviours in the Games Explosion of 1994 in the UK, after all seemed to be completely lost and dead and burried.

Germ Alert was best described as a neat Bubble Bobble clone, which featured cool cartoony graphics and a slightly different aspect to the classic Bubble Bobble theme. Instead of blowing bubbles at enemies, you sprayed a bug spray to kill various bug creatures on each single screen level.

There was a small preview review placed in Commodore Format, and that was pretty much it. A few screenshots were given to give you an indication of what a neat little delight this would have been. But after the failures of the other software on Visualize’s label and lack of support, Germ Alert was shelved with another set of titles.

Jon confirms that this game was never completed, but because it was one of his favourite concepts he came up with, he DOES plan to finish it one day. Hopefully the plan will come true, and we can therefore remove it from GTW. For now, Jon has told us to keep it in the GTW archives, and give a screenshot. We will not be able to bring you any preview of the game to download, unless Jon decides to fully cancel the project.

There seems to be no music created, as there are no entries in the HVSC for the game. It is assumed that if any music was composed, it would have been done either by Jon Wells, or by Feekzoid.

Jon has kindly passed on some emulation screengrabs of the game, so you can see the game as it really looks in better
quality.

This could possibly be completed in the future for Cronosoft, but for now remains a dead project. Could this one be seen eventually, or has it been consigned to GTW forever?

A possibly great little bug spraying game!…

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