Welcome to Games That Weren't!

We are an 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

Cyberdyne Warrior Intro

Now for something a little different for GTW, as this special entry is more a Intro That Weren’t than a Game That Wasn’t.

As you well know, the Rowlands were two famous C64 developers, creating the fab Creatures series and then going out with a bang with their 100% rated Mayhem In Monsterland game.

Before these games, Steve and John Rowlands had success with other titles such as Retrograde, and Cyberdyne Warrior. The latter hit some serious distribution problems, and pretty much it came out at the same time as Retrograde (The sequel) as a result.

Anyhow, the game DID come out – however, a little chunk of the game which didn’t quite make the final mastering, the introduction sequence and also a loading screen too. Why neither made it, we don’t yet know. The sequence and artwork has been sitting on a disk for years, until permission was granted from the Rowlands for the work to be added onto GTW.

It is a short but sweet introduction, featuring some nice graphics and animation. The main ship is awesome, and an indication of what was to come from the talents of Apex in those days. Your ship flies through space, slowing to land on the planet. It then lands deep underground, where the ship then rests. The Cyberdyne Warrior protagonist jumps out, and ends by jumping down into the underground while avoiding guarding droids.

There is no sound in the introduction, though maybe Steve has composed a piece which sits in HVSC that was mean’t for this?

Additionally in 2008, Jason (Kenz) Mackenzie has kindly dug out the unused loading screen too for the game, and this can be found in with the download!… Now we just need someone to patch everything together and release a 100% version!

We will try and find out why this never got mastered with the final game – we suspect it was a space issue or due to the issues with getting it published.

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Cyber Cop

“The Rebellion’s Over! Your Mission: Terminate the Rebels of Hollerith. Your Role: You are the latest in Cyborg Technology. You are… a Cyber Cop & The Rebels are Ready for You.”

That is the starting description of Cyber Cop, a rather obscure title from Pedersen Systems (who are funnily the company established by Roger Pedersen, who did other titles). We don’t know much about how the game was to play, but the advert continues to describe the game as follows:

  • Fast Action Arcade Adventure
  • Full Spectrum Colour Animation
  • 3-D Spritable Characters
  • Life-like Battle Environments
  • Plays in 3 domains: Atmospheric, Geosphere and Aquatic
  • Realistic Sound Effects
  • Quick Manual Response
  • Choice of Play Longevity VS Higher Point Scores

This is pretty much it… we have a scan for the advert, but nothing about the game itself really as of yet. We hope to find out more from Roger at some point in the future.

Thanks to LiqMatrix, we learn that the PC edition was saved – and on the MobyGames entry – it states that due to the PC version only selling 3000 copies, all other editions were never converted to other platforms. It isn’t clear if anything was ever actually started or not.

Do you know any more?

Posted in: GTW64 archive | Tagged: | 3 Comments

Cyber Attack

So this is where Drew (Terminus) Rodger got to.. After his musical exploits for Zeppelin and Virgin, Drew turned his attention to the games market as the scene dwindled away. At the time, Commodore Format featured a huge games explosion.

This was to be a cross between Doctor Who and Paradroid, planned to the delight of the scene (and Dave Golder!). It was a relief to see Drew back in the lime light after a spell at Zeppelin doing music for games such as Arnie 2, and who was known to be great at coding too after his impressive Terminus demo.

It was never quite known what happened with this game and the 2 others which were also in development.

However, thanks to Andrew Fisher, we got in touch with Andrew in 2013 and find that sadly the game never really got off the ground. The gameplay would have been influenced by the soldiers vs cybermen fight scenes in the Dr Who stories ‘Earthshock’ and ‘The Invasion’.

It could not be recalled if the game would have been 8-directional or vertical, but the game would have push scrolled. The paradroid reference Andrew felt referred to the player’s handicap of not being able to see around corners. Graphics were inspired by the tilted view point of 1984 arcade game Equites (which also inspired Andrew’s SEUCK effort Terravision).

Not much was done really apart from a few test graphics and an animating Cyberman head which was to be downgraded to the C64. It is believed that no code ever existed. However, Andrew is hoping to check his disks very soon and see if there is anything to be saved.

Check out the creator speaks section for now, but could potentially be a case closed very soon it seems!

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Cyber Squidgies

Another SEUCK game for our archives, well… one that we have to find anyway!

This is yet another SEUCK from the Zzap Megatape article they ran a long while back in around 1992. Here they displayed readers games and said if they were good enough or not, and why.

One great little game was Cyber Squidgies by Michael Williams. A platformer with some cute looking sprites which wouldn’t look out of place in Creatures.

However, that was the exact problem with this game for Zzap 64, which was that it contained graphics too similiar to Creatures for their
liking. And so not to upset the Apex boys, Zzap never put it on their covertape. The single screenshot was all that was ever to be of the game.

Sadly, Michael Williams never released it into the PD scene, and so it still remains at large. We hope one day to find Michael Williams who may come across this review. It is possible he still has a disk/tape somewhere with his long lost game on. Otherwise we could really be seeing the end of this title, and closing the case.

Can you help?…

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Curse of the Mushroom People

An interesting entry which ties in quite nicely with Attack of the Killer Tomatoes by the same company. Attack of the Mushroom People was to be based on one of those old really cheesy sci-fi movies which came out in the beginning (With hub caps on strings used for UFO’s etc), and along with Attack of the Mutant Tomatoes, this was to be a bit of fun making against the old franchises.

The Tomato game was never released unfortunately along with this mushroom game too. It is possible that the Mushroom game would have gone along the same lines using vector graphics to make up the game – or that’s at least what we originally thought.

We made an assumption when first adding this entry many years ago, that the same developers of the tomato game were working on this one too. However, in October 2023 – contributor Adam (see comments) flagged up that there was a deleted scene from an online documentary by Moleman which spoke with Ádám Zoltán and Erdély Dániel, who were from Andromedia and were the actual creators of the game.

Ádám was the developer of the game, and Erdély the graphic artist. In the video, they actually show the game up and running, and it seems to be pretty much complete. In the video, he says that he has the source code and wants to some day fix and release it. This was back in 2019 – at the moment, nothing more has been heard.

Check out the video for yourself at https://www.youtube.com/watch?v=1bRPSuGEe8Q , where we have extracted a few screenshots to add to this page. Hopefully some day soon we can replace these screens with real ones taken from an actual emulator.

The key thing of note is that the game seems to be a sort of clone of Sabre Wulf, with some nice hi-res graphics throughout. There is a pretty cool loading screen too.

So what happened? Check out the news clipping from Home Computer Weekly to find out a little bit more. It mentions that Global got the exclusive rights to the game rights. It was due to be released in mid-october of 1985 but never quite made it.

Can the game finally be patched up and released? Watch this space?

Posted in: GTW64 archive | Tagged: | 2 Comments

Curly Squirrel

Curly Squirrel is a promising looking GTW entry which puts you in the control of a two sprite red squirrel in a single screen adventure. The aim of the game is a little unclear, mainly because the preview is in such an early phase.

However, interestingly the game development was started way back in around 1991 by Roland Hermans and Joachim Wijnhoven. This is the running preview which you can check out. This seemed to have got leaked back in 2005, and it came to light that the project was still being worked on, but with new graphics by Johan Janssen (Who released a picture from the game that he did for Primary Star 2005).

Recently we have been given all of the remains we know exist of Curly Squirrel thanks to Marco Das for the submission. In the submission both Joachim and Johan spoke about the project.

Joachim had the following to say:

"We wanted to sell the game under our game label Visual Delight to CP Verlag (Germany) we had an idea for the bonus levels in the game just like Time Runner this with our squirrel and with different levels like the forest meanies. etc.

i still have an unused sid lying from this level, but maybe i can still use it somwhere."

Johan also had the following to say regarding the disk remains:

“Graphics on the d64 are all from JSL (Johan) and the graphics in the playable preview are from Joachim.

D64 consists of:
– loading pic
– title pic
– background pic named curly trees
– 5 intro pics should be animated
– a few sprites for the intro
– bitmap sprites for converting to sprites a bear and a tortoise
– a playable preview from the nineties with gfx from Joachim”

It seems that the project fell by the wayside for reasons still currently unknown back in 1991. The project was much later picked up by Johan, who was to redo all the graphics we believe. Music was stll to be completed by Joachim (and hopefully we should be seeing/hearing the SID tunes very soon).

More details soon, but its believed that the coder decided to leave the project and a new developer was seeked to continue the project and complete it. Unfortunately no programmer could be found, and the plans to have a two screen level based game was axed. And now all the remains have been submitted to GTW, including many new pieces of artwork by Johan which have not been seen before. You can find everything on the download disk, including an executable preview. The screenshots can be viewed in the shots section if you do not want to dig out a graphic viewer (We just ran them through Congo to see them).

I’m sure the full picture of this game will be cleared up soon, but for now check it out!…

Sadly never quite to be…

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Cube Heads

Another game in the archives. Thanks to Richard Bayliss, we learn that the game preview appeared on Commodore Scene issue 13 cover disk and was made in 1995 by Violent Flower Software. All that seems to remain of it is the preview we have here.

The game is pretty simple – you have to select tiles and place them onto the game grid, ensuring that all tiles are positioned in the correct place, but when you insert a tile – two colours must match the previous tile, which you try to connect in that particular position. However, you are against time and you also cannot undo a move.

The game features some fair graphics, good music and nice titles, but nothing much else.

The game never surfaced on the scene as a complete game, nor was it sold through any companies. Its now down to finding the crew of this game to find out more.

Do you know any more about this game?

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Crystal Castles V1

You may be shocked to know, but there were two versions of Crystal Castles in development – both before the U.S. Gold release in later years.

Atarisoft were doing an official conversion themselves back in the early 80’s of Crystal Castles that didn’t get released, but there was in fact another version developed a little earlier by a company called Thundervision, which is the focus of this post.

Around the time of the Atarisoft game – a company called Thundervision worked on what was believed to be an unofficial conversion. Kurt Woloch informed GTW that he read a story from the programmer that the Thundervision game wasn’t made to get the licence to sell, and hence was leaked to the community to play. This was a few years before U.S. Gold released the game in the UK, but would have been around a similar time that Atarisoft could have released their version.

It suggests that the leak of the Thundervision game could have been the key reason why the completed Atarisoft game didn’t make it beyond prototype release stage, though the company itself had collapsed around that time anyway.

Another source suggests that an Australian programmer did the game and offered it to Atari, but were turned down and as a result leaked the 99% complete version underground. Was this the case?

On the Lemon64 forums, a “Jim” laid claim as to being someone who worked on the game, along with someone called Jon. In Gamebase, there is another “Thundervision” title from a year earlier, which lists the developer as a Jim Larsen. Hopefully we can speak to Jim soon to learn more about what happened exactly, or if Jim sees this – please do get in touch.

Unfortunately, it has been highlighted that the Thundervision edition of the game crashes at the end, so it isn’t possible to play the final level properly. We don’t believe that there is a version out there which fixes the issue. Does anyone fancy trying to fix it for posterity and create a 100% working version of the game?

For now, check out the original version from Atarisoft, and compare against this superior Thundervision version.

Posted in: GTW64 archive | Tagged: | 9 Comments

Crucial Bros

After completing work on the unreleased ATG and doing work for BMX Kidz, Paul Docherty was assigned to another Telecomsoft based title, this time a cheeky Super Mario Bros clone called Crucial Bros which was to be released by Silverbird back in around 1988.

The game was being developed by John Knox, who previously had been working on another game for Firebird called "Food Feud".

It is believed that the game was actually completed, or at least very close to that stage. But sadly at the death it was considered to derivative to market and it was cancelled, never to see the light of day.

Dokk recalls that the game was fun to do, which indicates that this could well have been a great looking game. As for how it played, we’re not too sure. John Knox has been problematic in trying to find, and we are still yet to locate him to discuss Food Feud. Add this Mario Bros clone to the list then!

A potentially exciting clone to look out for!…

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Crossinvert 2

Another puzzler, no instructions again… but looks as if you have to replicate a image on the right part of the screen. Graphically quite nice, the game is one of many puzzle games which saturated the C64 market.

This one however didn’t make it too far, and was scrapped for unknown reasons. Credits have now been established thanks to Gamebase64 and Anonymous Contributor, so we hope to learn more soon.

More information needed on this game…

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