Preserving Cancelled & Unreleased Video Game History Since 1999
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.
Got to love some of the early C64 games, and especially the porn related ones. Here is another in the form of “Power Prick”, a game by a so-called company called Pervers Software.
At the moment we’ve just got screenshots, but hope to add the game soon, which was found by contributor Baracuda. You can guess what the game play is yourself by looking at the screens ;)
We don’t know if this was just a homebrew effort, or intended as a proper commercial release. The game was programmed mostly in BASIC and by a “Byb” and “Finn” (anyone know who they might be?)
Baracuda kindly passed over a copy of the game and intro. One separate disk has a fixed version of the intro, and the other disk you can load “multip” to play what remains of the game. There isn’t much to do at this stage, and it seems the work was abandoned early on.
If you know anything about this game, please do get in touch.
The final versions were delivered to Mastertronic for both the C64 and ZX Spectrum, and it was paid for – but then when taken over by Virgin, they axed both versions.
It would be amazing to find both full versions, so hopefully Simon can shed more light if anything has survived.
Not sure how we managed to miss this one, but at some point there were plans for a Commodore 64 game based on the UK soap EastEnders, to be published by Macsen Software around 1987 time. The game eventually saw release on the ZX Spectrum and was panned by all for being a terrible game. C64 users were seemingly lucky and didn’t see anything released.
The question is whether anything was ever started at all, and does anything still survive of the game? It may not be great, but we’re still curious! Perhaps the game was being developed by Huw Ford, who had done some other titles by Macsen? That was our initial thought anyway.
Contributor Professor Chaos found a link to the game via Julie Dunn’s archived website, which suggests that she could well have done music for Macsen. Sadly nothing has surfaced of the music at this stage – but if the game can be found, there might be some long lost music from Julie to be recovered too.
Interestingly, the Amstrad CPC and BBC Micro platforms also have their versions missing too. So what happened overall? Was it the poor reception of the Spectrum version that killed the others?
Shortly after adding this entry, contributor Edwin Drost found a competition in Software Choice Guide – December 1986, where you win a copy of the game on the C64. Also, the advert actually features a boxed edition of the Commodore 64 game! (See scans for blown up version of the case).
Surely this must have got quite far along? Did it even see a very limited release perhaps? Gaz Spence found via MobyGames that Macsen Software closed in 1987 after owing around £350,000. It seems most likely that the C64, Amstrad and Beeb editions got caught up because of that.
On the ZX Spectrum edition, there are no credits apart from creators named as “Towers Associates”. The only game it seems they ever did was Eastenders.
Well, an Anthony Roberts got in touch with GTW and informed us that he was part of a two man programming team. He confirmed that he was holed up in a Welsh hotel for about 3 weeks before Christmas, after being commissioned by Macsen to produce the game from scratch.
The second part of the team was a Paul Towers, who was the proprietor of Towers Associates. Anthony was part of a 3-man band involved in electronic product design and development for many kinds of customers.
Both were doing all the designing and coding of the game on an Apple Mac in assembly language, then downloading to their Z80 (Zilog) for compilation, and then onto the Spectrum or C64 target using debugging tools that they had to create from scratch. This was without any real knowledge of either platform.
That’s right – the same team were creating the C64 edition too – and it was all based off the same code base. Essentially, development work was a code porting exercise from the Z80 with all the “BIOS” stuff re-written. With this C64 edition though, a 3rd person was involved by the name of Derek Laws, one of Paul’s friends who had his own software company (of which we don’t know the name).
It was confirmed that Macsen going bust was indeed why the C64 edition (and Amstrad + BBC Micro editions) never saw the light of day. Macsen went bust just as EastEnders was released, meaning they sadly never saw a penny for their efforts.
The C64 edition had only got as far as a basic version working, but was nowhere near finished according to Anthony. When asked about the chances of recovering anything, it looked very bleak. Anthony also confirmed that they had no involvement on Amstrad or BBC Micro editions.
Anthony said there was no change of recovering anything from him and he no longer had anything. He also informed that Paul Towers and Derek Laws are sadly no longer with us, and he feels as a result that nothing has survived.
This would be Anthony’s first and last venture into game development – he felt it wasn’t really his thing, as he was involved in embedded software engineering, so doing this project was way out of his comfort zone. The fact they got something done in 3 weeks was quite a shock to them.
At the very least, we may find something of the music produced for the game – but it seems unlikely that much can now be saved. If you look at the ZX Spectrum version though, that is essentially what the C64 version would have been like.
Interestingly this game was 1 of 2 parts that were planned, with a 2nd part believed to have been a text adventure game. Anthony says that they had no involvement on part 2, but there was a spoof game called “Deadenders” released – could this have been originally intended as the “Part 2” game?
A short entry for a sequel to Sunrise Software’s Denny’s Quest, which was released in 1993. Thanks to contributors Ponponpox and Botowrap, we learn that a sequel was being offered via a small advert (which you can see in the scans).
Was this sequel ever started, and did anyone happen to get a copy from the offer? We believe that it would have been by the same programmer, and very likely using the same engine with different levels.
Further digging by DMX87 found a post an old newsgroup which suggested that the game was being sold as late as 1997. Further investigation found an advert in Commodore World magazine in issue 21/1997, where Denny’s Quest was advertised once more. However, this time – Denny’s Quest 2 is listed as Denny’s World (or at least it seems right to assume!)
So it seems Denny’s Quest 2 was delayed for some reason, and then was to be resurrected as Denny’s World. Did it ever finally see completion? Did anyone get a copy?
DMX87 finally got hold of the author in 2023, and did an interview with them – in the interview, Philip is asked about the sequel and responds:
“I was planning on a sequel(s), but since I got practically no interest in the original, obviously there was no reason to proceed with it.”
As a result, and although advertised – it means that there is nothing of the game to find – so therefore it is a case closed!
It seems that the sequel to Design Design’s classic The Hall of the Things was intended for release on the Commodore 64 too!
Thanks to contributor Einar, we learn that Design Design had an advert which listed the C64 edition as being now available for Amstrad and C64. But what happened to the C64 edition?
Graham Stafford was behind the sequel – but was quick to confirm that the development never got off the ground for a variety of reasons. As a result, there is nothing to recover – unless someone else started their own development.
A relatively quick entry into the GTW64 archives for a game which was released in other countries as Eine Handvoll Dollar$ under Quelle Soft. But what of the UK edition of the game?
It seems we have potentially a similar situation to Helikopter Jagd (which had been intended to be the C64 conversion of Cyclone), which only got a release by Quelle Soft, but not Ocean Software themselves.
At present, there seems to be no evidence that a proper Ocean Software packaged release was ever made. What isn’t quite clear at this stage is how the UK edition of the game managed to sneak out at all?
What is also odd is the fact that the developers had produced the game for Ocean, when they were more commonly known to do games for Interceptor. They did however do Spirit of the Stones for Commodore, so it perhaps isn’t that much of a strange thing.
A story behind this one it seems – and one which hopefully in time we’ll learn more about. Did it get a proper UK release, just in limited numbers – or did Ocean decide to chuck this one on the scrap heap for some reason? Maybe it was a licencing issue?
Let us know if you know anything more about this title, but at least it is out there and available to play!
Taxar was described as a “Mysterious Odyssey” back in 1984, on a loading screen created by game developer Erwin J. Knöll.
The game was highlighted to us by Baracuda, who has recently released a slideshow dedicated to art works by Erwin J. Knöll. Picture 12 shows us the loading screen for Taxar, but unfortunately there is nothing else related to the game. Baracuda later provided an advert screen for the game – which promised a “fast machine code action game”.
At this stage, all we know is that it was being done by Erwin, and for Substract Software – which may have been Erwin’s own label.
It’s early days, but do you know anything more about this game? If so, please do get in touch. Hopefully we can get to learn more from Erwin in the future.
We were sceptical at first, but an article surfaced at Hard Core Gaming 101 (Link = web archive) which suggested that a C64 conversion of Wreckers was in production, with eventually only 16-bit editions released.
However, there was no news of any C64 conversion, and it seemed that the game was only intended for the ZX Spectrum and 16-bit platforms from Denton Designs. The ZX Spectrum game was to be 128k, and likely would have hit the same issues as Where Time Stood Still being converted to the C64, hence why an attempt may not have been made.
Additionally – the ZX Spectrum game was never released, although actually completed. It is hoped that version can be found, which would be very special indeed.
Therefore, any such C64 conversion was considered as vapourware – so we were completely blown away when in December 2022, developer Mike Lyons got in touch and revealed that he worked at Denton Designs for 3 months before moving over to Active Minds to work on Total Recall V1. It was during this brief period that he worked on a C64 version of Wreckers.
Denton gave Mike one payment overall, but he never got any proper graphics or music for the game. Very little was done – just a basic scroll with some test graphics, where Mike recalled getting map data and cannot remember getting any animation frames for the character. He pretty much gave up after 3 months after not being given any materials to continue.
Although Mike found a number of his disks with other productions, it was felt extremely unlikely that anything of his brief Wreckers development would surface. However, although nothing much was done – it at least confirms Denton were serious about having a C64 version.
Then in May 2023, when searching through some old work disks – Mike encountered a file called “WDEMO”, and upon loading up was hit with the last build of Wreckers when the project was abandoned. After making a copy, it was sent over to GTW to fully preserve.
So here is a very very early glimpse at Wreckers on the Commodore 64. It is merely a proof of concept at this stage, with a dummy panel area and a map that you can move around with some limited collisions. There is no actual gameplay, and the main character is just a quick port from the Amiga with no proper colouring – but surprisingly some limited animation.
Did the C64 version continue once Mike left? We don’t think so – though who knows what may come to light in the future. For now, take a glimpse at something that was once thought as vapourware.
A video game adaptation of one of my favorite movies of all time. Total Recall is a game that many of you will say was released … and it was! However, not this particular and very different version for a development which has a history much deeper than you may think.
Eagle-eyed Zzap!64 readers may recall a feature on programming team ‘Active Minds’, who gained licences for both Gazza 2 and Total Recall. The Total Recall licence had been acquired by Ocean, and Ocean called on Active Minds (also based in Manchester) to develop their Christmas No.1 hopeful.
Looking closely at the screenshots they showed, you will see that its significantly different to the version we ended up with. The original game was being developed by Mike Lyons, who had previously worked on War in Middle Earth for Maelstrom.
Artist Simon Butler was hired by Active Minds not long into the project to work on both Gazza 2 and Total Recall. After seeing the work that had been done so far, he was less than impressed with the quality of the game design and the graphics produced.
Ocean were unknowingly on the verge of a Christmas disaster instead of the hit anticipated. Simon therefore kicked up an almighty fuss and changes were made, with the lead artist/designer let go after his poor work.
The design was overhauled and work finally began to pick up, but still the game across the board was not going to plan. Simon kept informing Ocean of the game’s poor progress, but would apparently fall on deaf ears at first. Read Simon’s own personal account of the game in “Creator Speaks”.
Eventually, Ocean saw the state of the developments, and panicked. Simon offered a lifeline by pulling together existing Ocean team members and some from Active Minds. They set to work from scratch for some of the versions, and completed the actual released C64 game in only 2-3 weeks! And it even made it to number 1.
However, for years the first incarnation was at large – even though the first version on the ZX Spectrum snuck out in the form of a magazine demo. The Amiga/ST editions were seemingly close to the original Active Mind developments – seeing a long play of the game running gives a rough indication of how the C64 edition would have played or been structured.
Over the years GTW would try different routes to find something of the early demo that was shown in Zzap. There was of course the potential of finding some long lost C64 tunes by David Whittaker, which would be a huge bonus.
Simon no longer had anything, so it was down to seeing if Mike Lyons had anything – though Mike was proving difficult to find. Mark R. Jones on the other hand would uncover some documents relating to the game’s development, namely the Active Minds conversion, and we compiled these together into a PDF for you to check out. This gave some inside information about the structure of the game and plans which were scrapped from the final release.
When all seemed like it wasn’t going anywhere – we finally got hold of Mike Lyons in December 2022. Mike revealed he had only worked on the game for around three months. When Active Minds couldn’t pay his wages, he left and ended up working at John Richardson Computers for 3 years. It was revealed that he was never given any music, only limited graphics of the main character and bad guys.
When asked about remains of the game, Mike told us that Active Minds retained all the source to the development and that he didn’t have anything any longer. He had other things from other projects, but not Total Recall.
Hope was seemingly lost, but when Mike was hunting through his C64 disks for other work, he found a strange file called “RDEMO”. Loading up, Mike was greeted by a final build of his Total Recall work and sent GTW a video quickly.
After a week or so, Mike sent a disk over with the demo for GTW64 to preserve – and so after what must be 23 years of hoping/searching, we are proud to present the long lost first edition of Total Recall!
We will say early on, that this is a relatively early build with plenty of glitches and a lack of refining, but it is playable – and you can complete the first level by finding the 5 objects in the panel that are dotted around the map and by going off to the right to exit (touching the phone box).
There are remains of what seems to be Level 3 (Level 2 was meant to be a top down driving level) which is even more glitchy and has no objectives (just allowing you to move around the map). This seems to be it – no sound at this stage either. But this is the result of 3 months of work.
Interestingly, it seems that this is a later build than what was shown in Zzap’s preview article. In the Zzap screenshots, Arnie’s hair and trousers we think are red, and there are hi-res elements in the background which have been seemingly switched off in this build (maybe due to scrolling/update issues?).
You’ll see for instance that the Taxi/Phone text is incorrectly formatted in low-res. The Zzap!64 shots also seem to depict Arnie in one of the black windows … so that could still remain in the charset! Something for hackers to have a play with? ;-) The score in the version we have here is active, suggesting it is a later build.
Sadly it seems that if David Whittaker did start any C64 music, it may never be found. Mike was never sent any music at that early stage, and it isn’t recalled (sorry!) if any C64/Spectrum music was started. Chris Abbott confirms that David got rid of all his work disks many years ago. It will be a huge surprise if anything was to now turn up.
For now, please enjoy having a play of the demo and I hope that you enjoy seeing those Zzap!64 screens finally in action as much I have done!
A very quick entry for a potential C64 game that wasn’t from Games Workshop.
According to an ex-employee, for The Enemy Within – the programmer who was hired to create the game for various platforms had simply copied the code from existing games and changed a few names/sprites to fit the source materials.
As some physical copies were apparently produced it was realized about the copying and the game was canned. However, the game is apparently still within the archives of Games Workshop. We are told though that the company would have no interest at all in helping see them preserved, though we’re still trying anyway.
We hope to learn more soon, but if you know any more details – please do get in touch. Details from the employee can be found under our articles section below.
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