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

UFO Robo Dangar

Again thanks to Cybergoth, we are able to mention yet another Activision game which has not seen the light of day, and one which has a lot of mystery surrounding it… mainly because we’ve never bloody heard of it until now!

Happy Computer again had a mention of Lock-On coming soon, which is already in GTW with its own entry (Which the Master System saw a conversion), but Activision were doing another Nihon Bussan conversion of the arcade game UFO Robo Dangar. The game was a vertically scrolling SEU in the style of Terra Cresta, or 1942 with a space ship.

This overall would have been a game with nothing new to offer, so maybe Activision canned it early on because of that fact?… But how far did any conversion get?

Thanks to JazzGhostrider, we learn that Rod Cousens mentions the game in a Danish computer magazine in June 1987, saying that the C64 conversion was slated for November 1987. Who was working on it then?

This is the challenge for us to now find out and hopefully we could uncover more on this intriguing arcade conversion that never was.

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Dandy The Comic

Not to be confused with Dandy released by Electric Dreams, but more a game based on the very popular Comic Book.

Advertised as coming soon in early 1989 on the Commodore 64 – this title was mentioned in small print on a double paged advert spread in Commodore User 1988. It additionally got a news item in a later issue. The game was also scheduled for the ST/Amiga – and probably Spectrum/Amstrad. However, nothing ever seems to have surfaced for any format.

The game was apparently going to feature all the characters and in total about 38 distinct personalities with Desperate Dan trying to fill his gag bag, Corky the Cat attempting to run a slide show with slides mixed up by his mischievous nephews and Brassneck baking cakes in a decidedly non-user friendly kitchen.

Sadly no more was ever heard about the game, Grandslam later went into administration – to then later appear with some funds. Dandy never appeared with them. It seems likely that the licence fell through – but was anything started?

Martin Smith found from Amiga Power magazine that the Amiga version was cancelled due to technical difficulties. Was this true, or just a cover up for other issues that were going on behind the scenes at the time?

More soon we hope on this title….

Posted in: GTW64 archive | Tagged: | 5 Comments

Dandy V1

Yes, of course… Dandy was actually released by Electric Dreams, but did you know that in fact the original developer was not to be Nick Pelling, but the Ram Jam Corporation?

This updated version of the classic Dandy game on the Atari (Which inspired what was Gauntlet) got into a bit of trouble, ironically because it was a Gauntlet clone. Ram Jam Coporation were assigned to doing the C64 conversion as well as the Spectrum version and promised Electric Dreams that it would be completed for Christmas.

Months sadly passed with nothing to be seen for the C64 version, and so Electric Dreams frantically got Nick Pelling to do a quick conversion over the space of a few weeks. Overall it wasn’t a bad game, but what of the Ram Jam original title?

In recent times, thanks to Richard Hewison – we can confirm that there was no Ramjam conversion actually started. Their in-house compiler application (written by Trevor Toms) wasn’t up to the job of doing arcade games on the C64, and they didn’t have the time to get it done themselves (no C64 expertise) so Nick Pelling was quickly drafted in by Electric Dreams to do the job.

He was given the graphics and the level designs (which were created in a text editor on an Amstrad CPC) and had just two weeks to do it. This was Nick’s first ever C64 game!

Case closed!

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Dan Dare Part 1

We all know about the famous Dan Dare game by Virgin on the C64 with its excellent Comic Book style gameplay. Even now the game is quite brilliant and hasn’t aged badly at all.

In speaking with Andy Wilson recently, it was discovered that there is actually a missing first part to the game, and that Dan Dare was to be in two parts in total (The released game being the second part). According to Andy, one of the main magazines of the time leaked a screenshot of Part 1, which had the entire game crew dressed in space suits. Peter Weighill has found the shots, and infact an entire article which we have added above as a download link!

We learn that the first part involves Dan Dare having to disable some satelites whilst in his space suit. A few of the shots seem to depict Dan Dare flying around in space and deactivating some satelites, whilst avoiding the Mekon’s henchmen. Digby is captured which leads onto the adventure part which we all know very well.

We have included the other two screenshots of the adventure part, as look carefully at the main sprite!!… It’s a hi-res version of Dan Dare rather than the multicoloured version we had in the final version.

More details about the actual missing part is sketchy at present, though hopefully Andy will help shed a bit more light soon – maybe even dig out some maps and other bits related to it. At present we know that Andy sadly does not have the game any more… so we may have to rely on others from the Gang of Five to help dig out any remains. We shall see!

Can this missing part be found?…

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Damocles

A GREAT Amiga game which was also planned for the GREAT 64..

Paul Woakes work previously has been to a VERY high standard and his sequel to Mercenary was the most awaited game in 1988. The shots in loads of magazines looked impressive on the Amiga, and as each month passed, news on the game made it sound better each time.

Paul unfortunatly decided to concentrate his full time on the higher machine versions, and broke the news to thousands of disappointed 64 users. It’s unlikely it was even started, though Paul can hopefully confirm anything in the future.

Sadly it seems all but a idea on paper for the C64…

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Damned

Damned is a fairly simple preview (at its current stage) of a walker robot which moves around the screen quite freely, flying around I think because it hasn’t been yet programmed to just walk along the foot of the screen.

It is a very early glimpse of something which isn’t really quite a game yet. It’s not yet fully playable, but interesting none the less.

It was always thought to be an abandoned game, until recently Jason Kelk suggested that Jon Mines is currently looking to finish the game, and it could well be released in the near future. Jon also got in touch in 2012 via the comments and suggested that the preview was released by a website, NTSC64.com, and had nothing to do with publishing the game. Threshold were to publish the game it seems, who did a number of games in the late 90’s.

So therefore this one may no longer be a GTW, and a new preview could be on its way in 2012. Here are more details: http://www.arkanixlabs.com/projects.php

Watch this space, and case closed!

Posted in: GTW64 archive | Tagged: | 2 Comments

Dying High

Another title which was the casulty of the Zzap Megatape article , “How to become a Megastar”.

This was not a SEUCK game, but a two player Bi-plane game in similiar style to Combat from a side on view. There was not too much talked about regarding this game, but a lot was infact talked about regarding the bugs in the game. Sadly according to Ian Osborne who wrote the original feature, it was unplayable due to some bugs in the programming, so we never got a true description or details about the developers.

Dying High is a simple two player combat simulation, focusing on the bi-plane action from Combat. Not a top down view like most Combat clones have been. The game was a result of around a single days worth of work just for fun, and was produced because the developers had a passion for this kind of game.

How did we find out about this mysterious game once printed in Zzap?… Well, it’s thanks to Craig Grannell that GTW found a credit, when pointed to the letter pages of issue 90 of Zzap, where a developer of the game wrote in to fight back against Zzap’s “bugged” comments. Here is a quick snippet of what a certain Martijn Althuizen had to say…

“The article says that the game Dying High has a bug in it, which simply isn’t true. You probably figured out by now that i’m part of the team that made the game and to prove it isn’t bugged, I only have to quote some of Ian Osborne’s words: “We once got a two-player only aerial dogfighter (Dying High), where the second-joystick option didn’t work, making the game unplayable!”

First of all, if its a two player only game, why in the world would there be a second joystick option? Secondly the game doesn’t even have a second Joystick option, so how can it not work? Therefore I suggest Mr Osborne tries inserting joysticks in both the ports and then enjoy the game which is really fun to play (and hopefully put it on the Megatape after all).”

Zzap responded by saying it definitely didn’t work, and they may have had a bugged copy sent (corrupted on the disk). They offered Martijn the chance to send again with other games, but I guess it never happened.

We had a quick attempt to see if we could track down Martijn (Martin in the letter), and by pure chance found an old email which still was being used. Martijn has since helped us to document this game fully, but even more excitingly is that we were sent the full version of Dying High (Why oh why do I keep trying to call this game Dying Hard!! ;-) )!

And so at last, after 14 years gathering dust after Zzap’s rejection (what bug?), here it is for you to check out!

It is a 2 player only game, and although simplistic, it is an enjoyable bi-plane game with some nice touches (Speed variation and splatting into skyscrapers). All it needs really is a computer drone, but there is plenty here to keep people happy. Plus many people have contacted GTW over the years to ask about the Megatape games mentioned in the Zzap article, including Dying High.

One quick note to make is that there are two versions of the game which we have now put in the archive. The Zzap version contains a credit for Zzap 64 magazine, and also a Red Player 2 plane, like in the scan shot we have online. The second version seems to have been made before passing it onto Zzap, when it may have been pitched to another company first. The Player 2 plane is grey in this version. Apart from that they are the same game.

An additional bonus with uncovering the game seems to also be with the music, which contains what seems to be previously unheard tunes by Jeroen Tel, and what don’t seem to be in HVSC at present. Overall making this GTW a nice finding.

A big thanks has to go to the efforts of Craig and Martijn. We hope to hear from Harold (The game’s programmer) too about his game and hear his own story.

Found at last, and case closed on this long lost Zzap game…

Posted in: GTW64 archive | Tagged: | 1 Comment

Dux

Every so often, the C64 scene will spring up a few surprises and quite often its when an ex-C64 programmer decides to unleash the contents of one of their work disks. Dux is a shining example of this, and is the work of Luc Van Den Borre, whom you may not have heard of, but you would have thought you had heard it more after seeing this lovely little title.

From what seems to be heavily inspired by Hunters Moon, Dux also has that little hint of Time Pilot ’84 about it, and there is one thing for certain, there are no ducks! See Luc’s explanation in Creator Speaks, but certainly I was expecting more a Dynamite Dux clone at first… Narrow mindedness is my strong point it seems! ;)

Now what is so surprising about Dux is that its actually finished and a very well polished little game. Certainly it stands up to its 1988/89 birth date, and would have no doubt fared fairly well in the C64 commercial charts.

Sadly although the game was almost complete, some bad stuff happened in Luc’s family, and it affected the development and finishing off the game. A very tragic and sad story, which we will not go into, but this is the reason why the game never got pitched to any publishers. It sadly gathered dust, and by the time Luc came back to programming, the C64 was long gone.

The game looks very nice, and features some awesome explosions, matched by some very tough gameplay. It is a 8 directional scrolling game, flying over various terrains. Your ship can build up with some additional armoury and weapons, and all of this is needed to get past all the asteroids and lasers dotted around over the landscape.

Sonically the game is quite limited, but features some good sound effects. Presentation is brilliant, with a neat little interluding screen before your ship zooms off for battle.

Really, you are treated to something quite nice, but its a bit sad that the programmer never really got full credit for this work. Maybe track his site down and send him an email if you like it. Certainly this is a rare thing to occur and see a game of this calibre escape the commercial eye, but sadly these things happened.

Its seeing the light of day, its got no ducks, its great…

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Dolphin Force

This neat little Uridium clone was brought to my attention by Hein Holt, which has been around for a number of years.

This game is done by none other than Falco Paul, and is one of his earlier programming efforts, and a good one at that.

This seems to be a preview, although many elements of the game are there. There are no sound effects in the game itself.
It was about 70% complete before it was cancelled. The game was actually sent to an American company (whose name is not remembered at the moment), but in the end things never materialised.

The game was sadly cancelled due to the 20CC based work taking too much time, and the lack of a dedicated artist to work on the game’s graphics.

The game was to improve upon the Uridium game play and feature a whole host of cool new features. Sadly it was never to be.

This is about as good as it gets with regards to finding more of the game. Falco’s source code was all but lost many years ago. So this is another case closed. Check out Falco’s own words about his game in "Creator Speaks".

A great little Uridium clone which sadly never quite made it…

Case closed …

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Devious Designs

A curious and complex puzzler which involves unscrambling various famous structures of world famous works of art created by Dr Devious. In the game, you control JJ (JoJo) Maverick, the hero who must do the unscrambling.

The game featured some smart graphics by Bob Stevenson, which sadly many would never get to see as intended. Commodore Format also confirmed that Martin Walker was playing a part in the game too, handling all the various audio duties.

Originally it was rumoured that John Twiddy or Doug Hare were behind the game as developer, but both confirmed otherwise. Doug Hare confirmed it none other than Myth/Salamander creator Peter Baron who was coder of the C64 and Amiga/ST versions.

Peter started out on the C64 version, mainly because he had not quite picked up coding on the Amiga/ST at that point. When Peter finally got there, he did a source conversion in a day and had the game playable, even having Bob’s graphics ported from the C64!

The Amiga/ST editions had taken priority during the C64’s development, and by the time they were complete, the C64 version was 2 months behind. Imageworks spoke to Peter and Bob, and told them to drop the C64 conversion as they felt the C64 was dying out at that point. It had nothing to do with the collapse of Imageworks which came not too long afterwards.

Peter was tracked down in 2005, and very kindly gave a detailed account of the game which you can read  in Creator Speaks. Peter tells us that the game was born in a pub whilst drinking with Bob, where they came up with a main character who had mystical powers, and which could walk up walls and on the ceiling.

Although the game was produced very fast and at a good flow, the game was way too complex to play because of cramming too many controllable features into a joystick with one button. Levels had to be simplified down to add a good learning curve, but it was proving difficult. Most of the complex ideas were reluctantly dropped to try and save the C64 version. Even the easy levels were not quite so easy!

The game production lasted about 9 months in total on the C64 before the decision to focus on the other platforms took place.

Martin Walker was to do dynamic music that reacted to the game and the player’s actions. This was a very complicated idea which apparently caused Martin various problems (on the Amiga/ST versions at least). GTW spoke with Martin Walker and he confirmed that he would have been doing the C64 music, had the game been completed. Because he did music at the last minute for games, nothing for the C64 version was sadly ever started.

In 2006, Pete traced all of his C64 disks and passed on remaining code to GTW. In 2006, we presented the first ever release of the C64 conversion, an approximately 80% complete edition in total, so classified as a “preview”.

Thanks to Glenn Rune Gallefoss and Pete Baron, the game was carefully pieced together from its sources to get the Bonus levels working, which were corrupted in the original executable we were given. It was Glenn and Pete therefore who have made it possible to see Devious in its most finished state possible.

The guys originally found a manner of other goodies hidden away in the sources, including a hidden 4 player mode (though not at the same time), and some other various bits and pieces. Not all the pieces could however be put into the game.

Eventually it was decided by Pete to go with the original controls in the new source code, before Mirrorsoft changed everything. This is therefore most complete version of Devious in accordance Pete’s guidance during compiling of a final version. The sources could well be added to the site at a later date, pending if Pete gives permission for this as an additional interest point.

This is a great puzzler which has some really nice artwork by Bob. The extra bonus is that Pete has supplied 6 previews of the game in various early stages. You can find these in the original ported disk images in the download below.

Check out a piece of C64 history for yourself and see just what we missed out on back in the day.

Case closed!

Posted in: GTW64 archive | Tagged: | 4 Comments