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

Destruction Bros

A rather exciting sounding game comes in the form of Destruction Bros. A rather ambitious project aimed for the Cartridge format, possibly under Thalamus (Who never released anything on cartridge in the end).

The game was to feature effects not really common on the C64 (possibly those seen later in Mayhem), with two player simultaneous action with super weapons to smash and cause general chaos.

According to Apex, it was to be something rather special, so we assume that they had something running which was shaping up rather well. We believe the cartridge option would have taken advantage of the instant loading to include features rather uncommon to a standard C64 game…. no doubt Apex would have
pulled it off what ever the eventual game would have been.
Not much else is actually known about the game’s plans at present, but we hope to find out more soon.

As the Cartridge market died out rather spectaculalrly, so did the idea of Destruction Bros. Possibly the idea may have been fantastic, but too fantastic to work on standard tape/disk. The game was scapped, and nothing ever heard again. Apex said the following about the game… "Planned for release on cartridge, it was scrapped owing to the dwindling cartridge market. The game was to feature super-bitmaps, a 128 sprite multiplexer, and a pseudo eight-voice sound engine… OK, we’re dreaming again. Seriously though, it would have featured simultaneous two-player super-weapon-wielding action. Basically it was the bee’s knees – all six of them."

With Apex having all their disks packed well away, and as they venture fully into mobile game development, chances of digging up anything is very remote now. Maybe one day?….

Check out the screenshot… this could be it….!

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Denizen

"Denizen is the ultimate combat experience!!!

Denizen features hoards of rampaging, hostile alien life forms and mutations, amazingly detailed backdrops and fantastic gameplay."

That was the description detailed inside a C64 game inlay when advertising other titles in the Players range. Denizen is a Alien Syndrome clone of sorts, and it is believed that the game was due for a release on the C64. The Spectrum version did manage to surface, but the C64 never did.

You can find the Spectrum conversion over at http://www.worldofspectrum.org/infoseekid.cgi?id=0001347

It is believed that Paul Griffiths coded the Spectrum version, and Mike Brown handled the C64 conversion. The same Mike Brown we think did The Search For Sharla.

We need confirmation that a conversion was underway, but early evidence suggests that something was brewing with this game. Was it a Spectrum port that went wrong?… We hope to find out soon enough…

More soon we hope on this title….

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Dempsey & Makepeace

Yet another licensed game which never made it, but a more low key company had this title. The game was previewed in an issue of Commodore User magazine in 1986.

All that is known about this game is that in the game you have a limited time to locate and rescue your partner who has been captured and is being held somewhere in the area of London.

There were planned Driving and shooting sequences combined with some 3D exploration sections in the search for clues required to complete your mission.

You could get a high rating by not only rescuing your partner, but also by doing things in quick time and while solving other crimes on the way.

Overall the game sounds quite promising, though nothing was ever seen apart from the advert. And Britannia software didn’t seem to sound like a major software developer name. So maybe they went under before the title could be released?

Who knows, but currently GTW knows nothing much else about this title, apart from the fact that the Amstrad version did manage to sneak out!… http://frgcb.blogspot.fi/2015/11/unique-games-part-9.html

Time will hopefully tell…

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Delta Mission

Another game from D-Lite, which unfortunately doesn’t offer to much new to the user in terms of gameplay or style. Its another game on a still screen with the falling ship wave syndrome… how many more do we need?

Anyway, the preview features some nice titles and intro logo, but the game itself looks very poor.

D-Lite have several other unfinished games, so it seems to have been a trend. Maybe D-Lite will surprise us one day and tell GTW that all their games were completed. Who knows?

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Death Workshop

Another interesting GTW entry this time which has information collaborated from Fabrizio and also Bonaventura Di Bello, famous co-founder of Brainstorm Enterprise.

Death Workshop (Also known in Italian as La bottega della morte) was to be a text adventure game which first was being written as a storyline with hand-sketched illustrations. Death Workshop was to be written in The Quill, and may have even had some of the story scripted out at somepoint.

It is believed that the story was actually completed and a good section of the game sketched out, but it is unknown why the game never quite made it out. We hope to find out more on that front soon.

There has been recent discussions about taking the stories and completing the games in a package such as "Inform". But its early days. It is not known if at any point soon we may see some of the C64’s remains. We are hopeful, but the programmer must be located (and whom the name has escaped everyone sadly).

More soon on this one…

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Death Star Interceptor 2

In issue 24 of Commodore User, it was mentioned briefly that Tony Crowther was working on Death Star Interceptor II for Domark. A bit of a false alarm that, as Tony Crowther confirms in 2009 that it wasn’t him – plus wasn’t it System 3 behind the original game?

Indeed it was, and it seems Commodore User got a little mixed up. But we learn of a sequel to one of System 3’s first ever games, but this was the only real mention the game ever got before disappearing for good. Was it ever started?

At present the developers for the first game are unknown, but its believed that John Twiddy may have had some involvement. We are now checking out this possibility and hope to get some further leads on the game and the potential sequel. It’s still very early days though!

More soon we hope!

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Death Pit

Death Pit was advertised in various magazines for various machines including the Commodore 64. The game involved battling through a labyrinth of mines and corridors, containing Bats, mutant life forms, flooded corridors and rocky paths to dig through.

The advert was all that ever existed really of the C64 conversion. Noel Passmore was been linked with the game via instruction sheets for Shades (Thanks to Michael Plate from www.gamebase64.com).

Thanks to Retro Gamer and their recent feature on Durell, it has been found out that Death Pit was completed (at least on the Speccy), but decided that the game was not that great. It was reported that the code was reworked and used for the famous Saboteur game. Clive Townsend however later revealed to Graeme Mason in December 2021 that this wasn’t fully correct, and it was more the concepts and techniques that were just re-used and not all of the code (see comment).

The Spectrum version did eventually surface, so there was hope that a C64 conversion could surface too one day.

The C64 developer, Noel Passmore, was tracked down and he revealed that the game was around 95% complete before Durell decided to shelve the game. What is surprising to learn though was that Death Pit was not a straight port from the Spectrum version, but a completely different game.

Death Pit C64 only used some of the concepts from the original game, utilized the full 64k of memory by switching the BASIC and Kernal RAM off. It completely scrolled too, keeping the player in the centre of the screen and all NPC’s were constantly being updated even when not displayed. It sounded pretty impressive.

Noel was also assigned to doing the artwork for the game as well – and may well have been tasked for later composing SFX/Tunes for the game.

When asked about the possibility of saving the game, Noel offered hope that a disk still survives in England (as Noel now lives abroad) and will be contacting his family about the game. Noel is planning however to do a Deathpit 3D game on the PC in his spare time – so at some point we may well see something of the game.

For more details, read Noel’s Creator Speaks text. We hope to be bringing you more news soon!

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Death Or Glory

Here we have another Richard Bayliss GTW, this time a two player game called Death or Glory. It was abandoned due to bitmap difficulties, and what remains is a briefly playable combat game where the players control a ‘ghost ship’ over a background of half a dozen islands in an ocean. The players control the ships and fire at each other, basically until the opponent ‘dies’. Sadly when this happens the game crashes, as nothing further was done.

The game has good potential as a fun, multiplayer battle game.

Setting it in an ocean gives the potential to add sea monsters or other variables, and the format is perfect for allowing up to four players, using the four player adapter that can be bought on Protovision’s website. The game is familiar enough to be instantly accessible while having enough originality to draw the veteran gamer in, and multiplayer can be fun no matter how stereotypical the game is.

Richard had the following to say about the game…

"This was originally a little demo part, which JSL/Covenant and I were working on. This was basically a 2-player game, where you had to move your ghost ship around the sea and shoot each other.

This game preview never became a game itself, as I had got into difficulties regarding bitmap background to sprite
collision. So as you will see, the game has been unfinished for a very long time. Johan did all the graphics work, except for the char set, which I used from one of my games. Will the game ever get finished you will have to wait and see. I don’t know if it will, for certain."

The good thing about modern GTWs is there is always a chance the game will one day be finished, in the mean time we can enjoy what there is (particularly the music) and hope Richard finds time to sort out the difficulties and release the game to the public.

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Deathbringer

Not a lot of information currently on this game apart from a few details.

Wrath of the Demon was a nice title, it’s sequel Deathbringer was in production stage by Canadian based Readysoft Inc and was to be marketed by Empire. The game was to be constructed again by Steve Douglas (code), David Whittaker (music) and Jorge Freitas (graphics).

The sequel was to be as respectable to the first game as possible. The game had a few mentions in various magazines such as Commodore Format, again on its early warning scanner, but the game disappeared along with the commercial scene.

It was to be converted from the Amiga version (Abstrax), and was being developed in-house. However, how far did it get?… Was it ever started?…

Contact with the people involved will hopefully shed some light on the exciting sequel. For now, check out the poster that was included in some copies of Volfied, thanks to Marco Das for sharing!

Relatively unknown, but intriguing sequel…

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Deadhead

A new finding for GTW, and a neat looking preview of a sooped up Defender style of game. Deadhead was done as a small project whilst Wayne and Anthony were working on another project. Wayne originally posted all of his disks across, which is when we found Deadhead.

The other good news is that one of the Amiga disks supplied actually contained an Amiga version of the game (Thanks to Adrian from aGTW for the porting!) An entry for this can be found at https://amiga.abime.net/games/view/deadhead

The game was almost completed, and features a standard Defender style of game, an asteroid belt sub level and a end of level guardian. There was also to be a Paradroid style level integrated, but this seems to have been dropped for reasons unknown.

We did however recover a preview which shows an early test scroll for the lost level and some block graphics from some Amiga disks. I’m not sure how complete the game is, but it seems to go on for a long while. The game contains no music, which we doubt was ever started.

The game seems to have been cancelled as the C64 started to die out… the machine was not really profitable any longer. It asks questions about why the Amiga version was not released… but I guess now it is time to try and find Anthony to find out more.

Wayne suggests that they didn’t approach any publishers for the game at the time. He moved to Manchester, and the coder went to University in Swansea – and that was that sadly.

It isn’t anything fantastic or ground-breaking, but it is a nice finding with some good techniques and effects used throughout.

More soon on this game we hope…

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