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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Future Shock

Future shock is a very early preview, containing a few detailed organic landscapes and nothing much else. The ship can move through objects and there are no other creatures to kill or find.

The game was actually to be a conversion of a game of the same name from the Amiga platform (Thanks Gaz Spence!) , and which was given away with Amiga Fun magazine on one of their covermounts. The game was a sort of Cybernoid clone.

Looking at the entry on Lemon Amiga, you can clearly see how close the C64 version was looking – though the C64 version still had a lot more work required.

The preview seems to have a strange ship, which might not be the intended sprites – as looking within the sprites for the preview, there is another ship sprite which looks more like the one used in on the Amiga version. There is no dinosaur head though!

Be warned, but the preview is pretty glitchy and can crash – but there are a few screens to see.

Now the question is whether the game was by the same development team, and if it was being developed at the same time. Maybe the game was being developed for both platforms with the intention of selling to C64 Fun as the C64 edition?

A lot more research needed, but a lot closer to solving this mystery! Does anything more exist? Why was it cancelled?

Posted in: GTW64 archive | Tagged: | 2 Comments

Future Bike Simulator V1

Here’s an interesting GTW, this time mentioned from its coder Craig Kelsall. Future Bike Simulator was being developed for Alternative Software back in 1988. It’s main mention in the press was in Crash issue 51 which depicted a top down racer that was being coded on the Spectrum primarily by Dave Thompson.

Very strangely the game never surfaced, but 2 years later the game did surface – but under the Hi-tec label and as a completely different style of game. Where as the original was a top down based racer, the new version was changed into a Outrun based perspective. The C64 version was done by Al Dukes and released.

But what of the original? … Well, Craig had a few problems with the game and had to stop work – and it was forgotten about. The Spectrum version was believed to be mostly complete, but Craig’s version wasn’t too far behind. Craig’s C64 version had graphics for one level, consisted of the basic mechanics like bike movement, weapons, enemies ramming and avoiding you and the main explosion sequence which was very R-Type’esq.

Basically everything disappeared on the screen to make use of all 8 sprites for the explosion (Craig wasn’t sure how to do multiplexers at the time). The bike movement was quite good in that it had momentum, and not just a basic left right movement – which you could transfer during a ramming movement. Craig believed that the coding was horrible, but it worked – however the collisions were a bit of a pig. If the objects didn’t move far enough apart, they’d register a second collision and then all hell would let loose before the bikes eventually fired apart.

It seems in 1989 also was a time of transition, and Dave Palmer (Who was at Alternative at the time) created a new company called Hi-Tec. We believe that Dave Thompson must have followed Dave Palmer and took the Future Bike game with him, but for some reason decided to give things a face lift for the new company – and so the final version was born.

But with Craig’s version sadly it seems that it no longer exists. Craig long ago got rid of all his disks, so any copy being found will have to rely on someone who may have had a preview given to them by Craig. The Spectrum version is more likely to be findable, though that is probably a job for the guys at World of Spectrum.

We’ll keep looking though – as you never know. In the meantime, does anyone have any screenshots from a magazine?

Well, Jarrod Bentley got in touch and confirmed that he did C64 backgrounds with sprites by Dennis Mulliner. Thanks to Jarrod, we’ve been able to add photos of how the game looked. Jarrod remembers creating a moon surface style of level, but sadly sold all his C64 stuff a very long time ago. It could well therefore be completely lost to time.

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Futureball

In the same era as the lost release of Pyramid of Time, Firebird were also to release another Activision game on their Silverbird label…

Zzap first mentioned news of the game in issue 26… “Hot on the heels of the latest Activision re-releases come four more golden oldies – Futureball, Pyramids of Time, Pitfall and BreakStreat.

The former is an odd sort of game, where the player takes controll of a ball and has to escape from a network of pipes before water floods the whole system. Strange but true, and you only have to wait a month to find out more!”

The game according to Richard Hewison was a proposed followup to Ballblazer, but although an Activision title… it doesn’t seem to have even been released by themselves.

Although rumoured to be a Ballblazer sequel, GTW64 learns that it was in fact nothing to do with the game. It was in fact a re-imagining of an earlier Activision game for the Colecovision called Steamroller – which itself didn’t get released until 2000. This was confirmed by the game’s developer, Glyn Anderson – who designed and developed the game with Peter Kaminski, with Russell Lieblich on SFX/Music.

The general idea of the game was translated into a race in space, using a space station/arena to tie levels together and show progress through the game. After this refresher design was proposed, it was given the green light to go into production. Although the game was completed, Activision suddenly decided not to release it – for reasons sadly unknown at present.

So that explains the original release and we know also that the game was completed and that Firebird were sent a complete version. So why did Firebird never release it?

It is believed that there were mastering problems with the three unreleased Activision titles and getting them onto tape. Ironically it was only the three unreleased games that were a struggle to master, so it could be related to the format they were sent over as from the US.

As for finding the game – the hunt begins in full now that we have some credits. Unfortunately it is looking bleak already, as both Glyn and Peter no longer have a copy of the game – though they are asking around people they know to see if anyone else has a copy. Additionally, Russell Lieblich sadly passed away some years ago and may have been the best hope of recovering the game.

We hold out hope though that some day this may surface – it sounds like a unique and fun game which could be a missing gem in the Activision catalogue. Will we ever find out?

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Killerplants

This early preview puts you in the control of a nicely animated spaceman, running around and jumping over various vegetated objects over a short horizontal push scroll map.

Glitches are everywhere in this early preview, and some errie music has been added to make this game feel even more strange than it already is.

There are very few enemies to contend with, so reaching the end is quite simple. The actual end of the preview shows some kind of credits are the top which are unreadable, due to some kind of corruption possibly, while the whole map scrolls again.

It’s hard to comment how promising this game is, especially without any real background to the game, and credits are lacking, so asking about the game to its creators will be another tough job for the GTW team.

We believe that the game is called Killerplants, though it has been released under the name of Fussball at a later date. So do you know anything more about it?

In space, no one can hear this one scream…

Posted in: GTW64 archive | Tagged: | 2 Comments

Fusion

A very quick entry which was highlighted by Romppainen.

Fusion was an average shooter produced by Bullfrog for Electronic Arts on the Amiga back in 1988. Nothing unusual there, but Romppainen highlights that the game was listed as being released on the C64 (or soon at least) via Finnish “Commodore-lehti” magazine.

It could well be a bit of vapourware, but one we need to confirm anyway due to the press mention of the C64 format.

Can you help with this one?

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Fun Flyer

An educational game from Fisher Price this time, and one of a few titles which never got shipped by Roger Pedersen. We aren’t sure yet if he had any development time on the C64 version, or the Apple. Most of the time Roger talked of how easy it would be to convert from MSDos to 64 and Apple.

Thanks to contributor Arcachnar, we learn from a magazine snippet for the PC edition that the game would have you flying a cartoon plane that had to catch stars, balloons, snowflakes and kites – whilst transporting Fisher-Price “Little People” by air. There would be three skill levels to accommodate inexperienced and advanced players. It seems the PC edition may well have been released!

We hope to get in touch with Roger Pedersen and find out more about what happened to these games. The email address we had for him has sadly expired, and it may be a bit tricky now to get in touch with him. Does anything exist of this game now? Or is it another educational game to join the graveyard with Razzmatazz?

Thanks again to Arcachnar, we learn that the game was offered in a “Bargain Basement” advert for the C64 – so did the game manage to sneak out in limited numbers? In an interview with Roger Pedersen, he reveals that the C64 version apparently never shipped – so was that indeed the case?

More soon we hope…

Posted in: GTW64 archive | Tagged: | 6 Comments

FSS Liberator

FSS Liberator is an interesting title which was given a large advert treatment by BigK magazine in around 1985.

Sadly, the scan we viewed couldn’t give us the textual details clearly enough, but we managed to find some credits and also details of the game containing about 29k (?) of machine code, 19 sections and professional 3 part space music.

Nebulae Software is a company I was previously unaware of until this game was brought to my attention by Peter Weighill. I am not sure how long they lasted, but certainly I’ve never seen anything released by them.

Was this their first and only game?…. Was it ever completed?… Why was it never released?

Well, yes it was completed… and soon after putting up this entry into GTW… Peter came across the actual game on Ebay, though without any inlay. The C64 version came with the BBC version on the reverse side. So this is confirmation that the game did get released, but is quite scarce.

The TAP image available now thanks to Peter contains the Novaload loader, possibly with some unheard music. The game itself is nothing spectacular, and really the poster was more impressive than the game. But its safe and found now, and has been preserved for eternity on the C64.

Game found, and case solved!…

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Fruit Fight

Fruit Fight is an interesting entry which was to be an unofficial arcade conversion of Dingo (Ultimate Arcade)

The game was quite a good copy according to Stephen Kellett (the game’s coder). The game was written for Gannon Designs who also did Pacland and The Tube on the C64. Sadly Martin Gannon got Motor Nuerone Disease and passed away. According to Stephen, Martin was a larger than life guy with an enormous ego but had funny ideas about how you do business. He thought that you could swear to other business people in meetings and that that was acceptable. As a result he got rubbish deals from people for their conversions.

Martin had a deal for Fruit Fight which was rubbish, but it would have been profitable (just) compared to what it had cost to write. Rather than cover his costs, Martin told the people behind the deal to stick it even though he had nowhere else to sell it. Had Martin agreed, he may well have kept Gannon Designs running a few months longer in 1988.

When the liquidators came in, they took everything and held everything of Fruit Fight. For fun, Stephen wrote an IBM PC AT version during his lunch hour in his next job and at home in the evenings he wrote Fruit Fight for the Atari ST.

We may not be able to release anything of Fruit Fight, and Stephen certainly cannot allow us to. It will be down to us finding another source of the game, which we hope might be possible. Who knows!

But this sounds like an awesome conversion we simply must find!

Can we find it?…

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Frontline

A Rambo rip off which was found out about thanks to Jax, who started off at Zeppelin games as a young developer.

CPCGames reviews (http://www.cpcgamereviews.com) describes the game as follows:

"A squad of troops has been sent to infiltrate enemy bases. Each troop member takes it in turn to enter and explore each base, firing bullets from his automatic MK gun, and lobbing grenades at turrets, guns and soldiers in trenches. While you’re doing all of this, your real aim is to find a bag containing sensitive documents which has been carelessly placed somewhere in the base, and then go to the laboratory to complete the level. Extra grenades and upgrades to your gun are readily available, and there is a bottle of elixir which restores your strength. The graphics are fairly good, although the sound effects could be better, and despite the game being slightly slow, it’s still nice to play. "

Jax was assigned to this game, but it didn’t get very far when Jax found a few things about Zeppelin:

"I was slated to do it, but they’d just started up and only wanted to pay me as a YTS employee… Writing games back then was fun, but you still need to make a living, and 40 quid a week just wouldn’t cut it so I pissed off to college and Uni instead."

But work was started, and the game got to a movable stage at the very least as Jax explains:

"I did get started, but not much. Just built the basic split-screen scrolling map and a sprite multiplexer, separated off bands for score, etc. We had some test gfx, but it really wasn’t even the start of a game. Nothing survived – like I say, it wasn’t anything worth keeping. "

It is assumed that the graphic artist assigned to the C64 version could well still have some remains of the game, and maybe Jax’s work. It’s a long shot, but otherwise this game could be lost in the depths of time. We are assuming that the graphics were done by Michael Owens, though need confirmation of this. Jax did not specify, but its possible that it was too early in the game’s life to have a graphic artist assigned. We finally assume that Adam Gilmore would have done the music, as he did for pretty much all of Zeppelin’s C64 games in the beginning.

It seems strange that when Jax left, no one picked up this conversion – which is a shame. This could have been a great little budget game. Will we learn any more?

A potentially great game lost?…

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Frontier

Another SEUCK title, from a different face this time called Ian Brown. Related to this game is Marc Walters who
did the great Cronic The Badger game which resides in GTW.

Frontier promised some of the best graphics and gameplay ever seen created in SEUCK, and looks similiar to Delta/Armalyte at 90 degrees.

Marc bought a licence to distribute it back in the 80’s from the creator, but never sadly got to do anything with it. So the game remained in Marc’s disk collection for the rest of time.

Sadly Marc has lost contact with the author, but the game very likely still exists in Marc’s collection, and hopefully he will be dig out the game soon for everyone to see.

Ian Brown got in touch with GTW64 in 2012 to put his hand up to being the designer of the game and had the following to say:

“It would be awesome to have a copy of this game, as I’ve long since lost it. It would be great to get in touch with Marc again, too.

As far as what I can remember… it is indeed a vertical scrolling shoot-em up in the vein of delta/armalyte. Two can play simultaneously, both ships handle differently and have different weapon styles. I do remember spending a lot of time on the visuals.

I’m sure I will remember more if hopefully Marc has a copy safe. Am crossing my fingers!”

Is this really a SEUCK game to die for?… We shall see…. Marc, if you are out there – please help us dig out this game!

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