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.

Latest News and Posts

Anty Up

A very quick entry for another MMG Micro game that we know very little about. It is thanks to collector John Christian Lønningdal that we learn about the title.

The game was released, and it seems offered up for auction recently – but it isn’t clear if a C64 edition ever existed or not.

Bertrand from Atarimania (see comments) was intrigued by the entry, as MMG Micro Software were primarily an Atari 8-bit publisher. He feels that the game was commercialized in tiny quantities before MMG Micro Software went under and feels it was only made for the C64. Bertrand also tracked down a small advert scan from Your Computer (Australia) from August 1985, which we have added to the scans.

Hopefully another copy will surface soon, and one that isn’t sealed so we can take a look. If you know anything more about this game, please do get in touch.

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19 Boot Camp – Part 2

Cascade were a little company, most famous for their “Ace” series on the C64 and other platforms, and infamous for their “Cassette 50” compilation for almost every machine that existed. In 1988, they gained the rights to a popular Paul Hardcastle track of the 80’s, titled 19, and were to create the computer game in two parts, releasing part two at a later date.

Similar to Konami’s Combat School, the released ’19 Boot Camp – Part One’ featured training sections such as obstacle courses, shooting, and new features such as driving rough terrain.

The idea was for part one was to train up for the Vietnam war, saving your soldier once trained for the next part of the game. Part two was to offer the chance of loading in your saved soldier into a war zone environment, with plenty of action packed sequences. Thrilling stuff, we hoped.

Part one became better known for its excellent Rob Hubbard mix of Paul Hardcastle’s classic tune, whereas the game itself didn’t perform particularly well. So it remained to be seen if Part Two could ever make up for the disappointment of the first part.

There was only ever the odd clip of news mentioned that part two was being worked on, but no screenshots or any previews would surface, and the second part would disappear without a trace. Contact with Mark Greenshields initially confirmed that the game was in the planning stages, but then Cascade went bust and so the game was never even started. Though it seems this wasn’t quite the full story.

‘A twist in the tale’

Interestingly, it was later learned that there were to be two separate games produced for the sequel. The first game would be an action game set in the Vietnam war created by the Cascade team who worked on the first game. The second game would be a completely different style of game altogether – produced externally by Consult Computer Systems and would feature on the opposite side as a bonus game.

It seems that the action game itself only got to planning stages, but the Consult game would get much much further overall. Development would be by Paul Cole, who went on to convert Strider on the C64. This second game would be a graphical arcade adventure game set in San Francisco, where you had to control a hippy who wrote letters to congress to stop the Vietnam war.

In total, Paul worked on the game for about 3 months before leaving the company. Paul felt that the game was impossible to program and had impractical ideas overall. The game was supposed to understand letters that were anti-war and score points for them. A lot of AI, even by today’s standards. Paul no longer had anything of the game, so there was originally little chance of finding anything.

Well, Mike Lyons got in touch with GTW in December 2022 and revealed that he took over from Paul and finished the game. It was the collapse of Cascade which ensured that the game never saw release – which separately suggests that the action game may have got somewhere further than Mark recalls.

Mike explained that Consult was not a nice place to work, and he had left before the game was finished. However, Cascade agreed to pay Mike to finish 19, which he obliged. When Cascade then collapsed, Mike never got paid. Mike then returned everything back and never heard anything again.

‘Saving Private Graphics’

A few months later after first contacting GTW, Mike then found some disks labelled with “19 graphics”, which contained graphics as you would expect. Sadly after checking many different disks, no working build of the game could be found. Mike has kept the door open though to send anything over if he finds any more disks in the future.

Mike explains that in the game, you would control a hippy character who walked from left to right and right to left, going past scenery and buildings. You would be able to enter certain areas, where the game would flick to an interactive area which showed a small scene picture and gave an area to communicate via the keyboard.

An example would be walking through the main street scene, pressing up at the café building, where a picture is then displayed. You could type to ‘buy food’, followed by ‘eat’ – resulting in the character’s energy levels being topped up.

19lose640

When looking at the graphics, we were able to get the small scenes displaying to take some screenshots – though the colours are not 100% accurate. A loading screen, a Win and Lose screen – as well as main character sprites and other bits and pieces were also recovered (including some of the text that would have been displayed to the user).

Check out the gallery below, along with a download of the assets which Mike has kindly given permission for us to add. Sadly it is unknown who did the graphics – hopefully some day they may spot this page and confirm their credit.

I was unable to find anything relating to the scrolling scenes, though there are one or two files which seem to have graphics that are compressed down (see “DS.DATA” on the disk). It’s possible that this may contain the scrolling graphics, but it has been confirmed that there is no executable code and very little code in itself.

It is hoped of course that remains of the Action game can some day be found, but also the full adventure game too. Mike has given hope that he may find more disks in the future. For now, check out a glimpse at part of the 19 Boot Camp Part 2 which you never knew existed!

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1990

Shown in an inlay for one of their other releases, Spectresoft were due to release a game called 1990 – which was an adventure sequel to their other titles Mission Om and Crisis Countdown.

Based on how Mission Om looks, our guess was that this was written in BASIC and a relatively simple game overall. Mission Om was released and is currently preserved in Gamebase64, Crisis Countdown is available – but yet to be preserved.

1990 however is still at large, and it seems may not have been released – no-one currently has claim to it on the Retrocollector website. Perhaps Spectresoft collapsed before the game could make it out?

If you know anything more about it, then please do get in touch! With thanks to Vince White and Fever (via Lemon64) for highlighting the title.

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Funfair Inc

An entry into the archives that makes us a little sad, as this was a promising Theme Park inspired game that was due for the C64 from Arlasoft and Nick Sherman around 2020.

Nick had made very good progress getting a playable game up and running with Funfair Inc., but hit a brick wall and sadly lost motivation to fix any bugs or add new features. Overall there were around 32 rides and animal attractions, 20 shops and gaming stalls, 16 features and toilet facilities.

You could design your own theme park, research new attractions, improve facilities, hire staff and more. Much of what you would have been able to do in Theme Park, but on a Commodore 64.

In July 2023, Nick decided to release remains of the game in preview form, and has offered to share the source code with anyone who may wish to complete it. We certainly hope that someone does decide to pick up the title, as we’d much rather that than an entry in GTW64.

Check out the preview from Nick to see what could have been.

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Connections

A new entry into the GTW64 archives thanks to Denis Evans of The Retro Cavern fame. Connections is a simple 1-4 player “fill the boxes” type strategy game which was written long before their other game Defector, which is also in the GTW archives. Denis had long forgotten about the game, but managed to find something of it back in 2011.

He stresses that it is a very simple game, based on an old pen/paper game, but it is still fun to play. The basic structure was done, and there were plans to make a series of expansions, but they were never to be. We have added much of Denis’ recollections under Creator Speaks below.

It is hoped that music and charsets will also be found at a later date, which were created by Peter Morris for the game. For now, check out Denis long lost title and enjoy!

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Crystal Castles V1

A separate and second prototype entry for what was intended to be the original AtariSoft release of Crystal Castles.

Thanks to Mat Allen, we learn of the Atarisoft release thanks to Mat who documented the conversion briefly in Digital Press. It seemed at first that the game got caught up in the games crash, U.S. Gold getting hold of the game in 1986, tidying it up and releasing it in limited form.

The original Atarisoft version was intended for Cart release, and Mat Allan recently found a prototype of it. This has been backed up, and we’ve added the download link to the cart image above. The game itself is not hugely different, but its not quite as fully polished as the U.S. Gold version.

We think that the Atarisoft version had got caught up in the collapse of the company in 1984. However, Phobos/Ready64 found a snippet in Video Game Update (August 1984 – see scans) which suggests that Jack Tramiel got Atarisoft to stop all C64 developments and focus just on Atari. It wasn’t the video game crash that caused the cancellation of titles. Thanks to Roberto Nicoletti and Phobos for the heads up.

Oddly, there was a practically complete version by Thundervision, which got leaked around the time, which may have also had an impact on the decision to release. There is a separate entry for this version of the game.

If you know anything more about this original Atarisoft version. Please do get in touch!

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Footloose

A very short entry for what we believe was a C64 title in the works by Software Creations, but little else is known at this stage.

In 2023, Tim/Geoff Follin’s music archive was uploaded onto github and made available, where a set of tunes titled “Footloose” were found and recovered. The tunes were compiled up to reveal some new music not heard for over 30 years.

The question now is what the music was intended for. Was there a game called “Footloose” being worked on? And if so, by whom?

Contributor Edwin Drost found some great snippets in a few magazines, where Zzap had printed a tip titled “Foot Loose”, which was just about using a joystick in Port 1 to use your foot to press the spacebar. Commodore Network magazine misinterpreted and thought it was referring to a tip about a game called “Footloose”. Not quite! Funny, so we thought we’d add the scans, just to rule out that they are not referring to an actual game.

If you know anything more about this potential title – please get in touch.

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Braindeath

Back in the summer of 1985, Ritchie Brannan was trying to break into the games industry, and got a gig producing a game based on Fantastic Voyage for Ariolasoft.

Early on it was renamed to Braindeath, probably as Ariolasoft couldn’t get the licence or something along those lines.

As you’d expect, the aim of the game was to go around the body, fixing valves and going down veins to travel around and kill off germs and so on.

Ritchie suggests that there was colour cycling to give the sense of movement, and veins could split to give a choice of direction around the body. Art work was provided by Paul Smith (of Viz Design fame), and the game almost completed.

However, Ritchie suggests that they may have been holding off publishing until all platform conversions were complete (to combine marketing), and during that period – they decided to pull out of the UK market before the game could be completed.

In a strange twist, we showed Ritchie another Fantastic Yoyage themed game from around the same time that never saw release. Ritchie responded that the graphics were certainly the same as what he had for his development.

It seems that there was an earlier development that had been started, but likely abandoned, and graphics from that project were passed over to Paul Smith (who then tidied them up slightly and added more graphics for Ritchie to utilize). Ritchie was never provided any code as a starting point and was never aware of this earlier development.

Ritchie offers some hope that we may be able to see the game some day – and if he finds his work disks, will be posting them down to GTW to preserve (if they still read). This could be a very fantastic voyage in itself.

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Unnamed Andrew Braybrook game

A short entry for a title which was mentioned by Andrew Braybrook in an interview with FREEZE64.

After finishing Intensity, Andrew started another game design – but it wasn’t really shaped into a game or anything. A title sequence was set up, and the game was going to take place on a hexagonal grid.

However, the draw of the 16-bits was proving too strong, and so work was halted and focus shifted to other platforms. This particular game design was never taken any further, not even on another platform.

Thanks to contributor ‘Anonymous’, we learn that the game was actually mentioned in Swedish computer magazine – Datomagazin in 1988, where it was said:

“Andrew is unsure of the future after Intensity. He has a few projects going, but he doesn’t really know what to do with them. At the moment, Andrew’s screen is occupied by a hexagonal grid with little creatures running around in them. What Andrew would like to do most of all right now is a game for a 16-bit machine.”

Andrew has suggested that there might be a disk lurking around somewhere, but it isn’t known if he would be open to preserving the demo and showing people. We will have to watch this space.

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Picnic Paranoia

An interesting Synapse Software entry now with Picnic Paranoia, which was due for release on Atari 400/800, TRS-80, Apple II and Commodore 64 platforms.

The game has you controlling George on a single screen, who has to keep ants and other pests away from his picnic using a swatter. A fairly simple game overall.

Although the game was released on most of the above platforms (including the Atari), the Commodore 64 version was never to surface. Was it ever started? Were there problems with the development?

Looking at the screenshot, it seems to be quite C64-like, especially when comparing to the Atari version. Is that the Commodore font at the top?

The Atari version lists the creator as Russ Segal, so that would be a good starting point to try and find out more and see if anything has survived.

If you know anything more, please do get in touch.

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