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.

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Catch 23

A rather ambitious game from Martech on the C64 indeed… just look at the screenshots!

The story goes as follows (Thanks to a CVG clipping).. “The game was to be a 3D vector graphic arcade adventure where you control a futuristic mercenary out to steal plans for a revolutionary orbital interceptor code-named the CK 23.

Able to take off the land like any conventional aircraft, the CK 23 can lie in wait in orbit ready to blast back into the atmosphere at frightening speed, to intercept and destroy enemy missile and laser weaponry. The CK 23 test development site is the most secret and heavily guarded military complex on earth. Situated on a lonely and now deserted island, it is guarded by armed patrols, tanks, electric fencing and surveillance cameras.

The island is also criss-crossed by a shuttle network which used to allow for rapid transport for the now departed civilian workforce. It is your mission to explore the island and find the heart of the development complex. Once there you must steal the design of the CK 23 and then set a time delay mine in the nuclear reactor. The action takes place on a moonless night, hence you have been provided with a military image enhancer.

Using advanced 3D vector graphics, with full collision detection, the player sees an accurate representation of his world as he moves within it. Catch 23 will sell for £8.95 on cassette, with the 64C disk retailing for £12.95 and the Amstrad disk, £13.95.”

This sums up a rather complex sounding game and one which sounds very exciting. The game got a release on the Amstrad and Spectrum, and the reviewers were quite damning. After the impressive effect wears off, you’re left with quite an average game.

The lack of a C64 conversion suggests that it didn’t have enough poke to do things at speed and it was canned early on. Although CVG mentioned the C64, the adverts only stated Spectrum and Amstrad – so was it dropped early?

Oddly, it was found that a review was done in Finnish computer magazine Commodore-Lehti in 1987 (See translated review below thanks to contributor Antti). It isn’t sure how legitimate the review is, but it isn’t helped by the fact that they show a screenshot of Encounter instead. Were they anticipating the C64 release and decided to write about it anyway? We’re not sure, but we’ve added the scan anyway thanks to contributor Antti.

More soon we hope on this one!…

Posted in: GTW64 archive | Tagged: | 16 Comments

Castle Capers

An interesting title only really known about due to its very brief inclusion on Commercial Breaks (A BBC documentary from 1984 which documented on Imagine and Ocean, and saw the amazing collapse of Imagine as it happened – grab it if you can!)

The documentary team was talking to Dave Ward who was looking at a new submission that Ocean had supposedly received. It was called Castle Capers, and it kind of looked like a cross between Schizophrenia (Quicksilva) and Top Duck.

They reported that the game was ok, but needed some graphic work done on it. There was no indication of how it played, but it looked as if it was a flip screen adventure game of some kind. This was the last we heard of the game and it seems that Ocean never took it further and published.

We have added the screenshots from the BBC documentary. David Ward obtains a disk submission called Castle Capers, and they check out the work. They claim that the game would need graphical improvements.

So what happened to it?… Well, thanks to Maxx, the mystery has been solved already!… The game was held off for 2 years after rejection from Ocean Software, and later published on the Power House label in 1986 under the name of “The Secret of Kandar”. By checking the video shot and the actual screenshot, you can see its almost spot on! The game is also set in a castle, and it seems very unlikely that it isn’t the very same game.

The game was also actually released by Ocean/QuelleSoft in Germany under the name of Das SpukschloÁŸ before Power House released it on their label later on. For whatever reason, Ocean were not happy to release it in the UK.

Credits show the game to have been created by Andrew Taylor, who also created “Stunt Bike” for Ocean Software. This must have been his second submission, but was rejected.

So check out the download, but we’ll be interested to track down Andrew and find out the full story soon. We may even be able to find an early version of the game which Ocean originally played in the documentary…

A quick and easy case… search closed, but we now hunt for the actual “Castle Capers” version…

Posted in: GTW64 archive | Tagged: | 2 Comments

Car Wars

Recently highlighted in a recent interview in 2010 with David Crane, Retro Gamer issue 79 established from David Crane that the driving segments and car building scenes in the famous Ghostbusters game was originally meant for another game.

Already in production was a game called Car Wars, which allowed you to build up your car and kit it out and then drive around.

Thanks to Fabrizio Bartoloni, we learn that from the Retroist website some more details about Car Wars:

“To begin with, Ghostbusters did not start off life as the Ghostbusters game. It was going to be a game about buying cars, tricking them out,and dueling them against other cars around a fictional city. David had worked on the game for about a month had the car drawn and working and had begun to make some of the weapons for the car, when he got a call from fellow Activision co-founder Gary Kitchen.

Kitchen had received a call from the movie company who was publishing the Ghostbusters movie and they asked Kitchen if he would be willing to create a game for the movie that would come out the same day as the movie. Anyone besides me smell the potential for another E.T. here? Well not where David Crane is concerned. Kitchen called Crane to his office and told him the situation with the Ghostbusters license.

Crane immediately sat down and figured out a way to change his car dueling game into the Ghostbusters franchise with only minor changes and additions, and the deal was signed. Crane and Activision delivered the first truly successful movie licensed game in history.”

When Ghostbusters came along, there was only 6 weeks to get the game out – so Car Wars and its car building elements was ideal and taken and turned into part of Ghostbusters instead to save time.

But what of the original game? … How much different would it have been compared to the Ghostbusters incarnation, and would the driving sections have differed much? Is there also a version of Car Wars still around to this day? … maybe with some unused music or anything else?

It’s early days yet – but we believe that David Crane may have been behind the original code. Maybe he still kept something of this long lost C64 game?….

Could anything of this be found?…

Posted in: GTW64 archive | Tagged: | 1 Comment

Car Game

Famous for the fantastic Crazy Comets and Mega Apocalypse, it was a honour to finally meet Simon Nicol at 2003’s BIT5 Brighton event. As well as talking about Mad Planets to Simon, Simon started conversation about a Car game which he was writing for Virgin Games in the 80’s, which featured a road effect like no other.

Simon talked about seeing Mark Kelly’s road effect created for Turbo Outrun, and Simon instantly said something along the lines of – “You call that a road?, now this is a road..” and created his own amazing road effect.

In around 2008, a friend of Simon’s had this to say about the game..

“His road routine was impressive, fast smooth and very hungry (CPU & RAM as far as I can remember). He spent about 3 months fiddling with it while working for Martech, then came and worked with me for a bit.

Martech were not best pleased, they were expecting a game out of him and were paying him 2k per month then – he was riding the crest of Mega Apocalypse at the time (hell of a star field that one..). I don’t know that the game really got any further than the road – there was another programmer Dave Martin (Martech) imposed on Simon to help him (make sure he did something) – can’t remember his name, sorry.”

It seems that although Martech were peeved off, they saw potential in the demo – as contributor Robert Wilson reveals:

“I have a small article in a C64 magazine relating to an Outrun style racing game written by Simon Nicol (Mega Apocalypse) back in the late 80s for Martech. The article contains a screenshot and some information about the game which was being worked on.

It was said that it featured a very smooth running road system – the best anyone had seen on the C64. However, it was pushing the memory limits of the C64 and Simon Nicol had apparently used around 40K of memory just on getting it took as good as it did.

Rumours had it, that he used multicolour bitmap mode to move the roadside graphics through the screen to achieve the effect, rather than using the standard character bitmap mode method, which always looked jerky, i.e. Space Harrier, Afterburner, Outrun.. etc. The code may be lying around somewhere unless Simon Nicol deleted it back then.. I will try to dig out the magazine again and try to get you the screenshot of the game – it’s somewhere in the loft collecting dust!”

Sadly we heard no more, and never did see the article or said screenshot!

However more recently we found that mentioned in an interview in CCI 87 December, there was a game being developed by Simon called Derek Bell’s Le Mans for Martech. But Simon does not recall this game at all and we’re not sure if this game is the same.

Simon did however confirm that he developed a car routine and that the stories were true about it being a dig at Mark Kelly and his Turbo Outrun game. Nothing came of it in the end, as Martech went under before it could be finished – and some parts were believed to be unworkable to do anything decent.

For years we have tried to locate the demo, and it was looking unlikely that we would ever find it. Whilst in 2015 and porting many of Ashley Routledge’s C64 disks, we found a demo disk which Ash and Dave must have taken to a C64 show. It contained demos of Hotrod and other bits, probably to showcase what they could do to various companies. Interestingly, on the other side were two large frozen files – One called Trivia Quest, and another being Road Routine.

We confirmed that (although corrupted), Trivia Quest was a freeze of Trivia – The Quest, a title by Simon Nicol. Road Routine was corrupted too and we are having trouble, but could see bits of a dashboard – but the freeze was the exact same method. It triggered a thought that this could be Simon’s road routine!

Sadly the disk was heavily corrupted, and after several attempts to read the two files – the magnetic layer got a transparent line through it – where the disk had worn away. Luckily, one last final read managed to get all of Road Routine off the disk. The demo isn’t playable, though you can control the dials and the gearshift – but not do any actual driving. It looks great though!

We passed on a copy to Simon, who confirmed that this was indeed his routine! He hadn’t seen it since 1989! This was all that was ever produced, and it must have been swapped with Ash at the event, and may have been the last copy in existence. Just pure luck that Ash kept the disk!

What is even more intriguing is that Simon’s friend Ron Shirley (who helped Simon produce a Nigel Mansell loading screen) believes this is actually the road routine from the C64 edition of Nigel Mansell GP due for release by Martech. Could it be? Hopefully Simon will clarify very soon!

Posted in: GTW64 archive | Tagged: | 2 Comments

Car Game

Vague time now, as we take a very quick look at another title from the guys at Cyberdyne Systems in the days of producing the likes of Armalyte and Deadlock.

All we know is that there was a Car game in production by the guys which was to be an 8-way scrolling race game based on RALLY SPEEDWAY by Commodore.

This would have featured a whole range of hi-tec gadgets and effects to bring the game to a futuristic update.

This was a small game that was in production during larger developments. It’s possible that John Kemp was the programmer of this game with Robin Levy providing graphics.

We hope that soon Dan may find something of this game, but for now we wait…

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Capture The Flag

Capture the Flag is a brilliant two player 3D maze game which was available on a whole host of systems, such as the Atari and even the Vic 20!

The game was way ahead of its time, and gave a simple Capture The Flag game where you had to
capture your opponents flag and get back to base.

The C64 version was advertised in magazines along with the Atari and Vic 20 versions.

The C64 did get a conversion of "Way Out", which was a very similar game by the same developer around the same time. So why did the C64 never get a release of this particular game?… If a Vic 20 could manage it, then surely a C64 could too?

Anyway, today we are still without this conversion around 23 years on and we hope to find out exactly what happened to it. Contributor John has been looking for the game himself for many years without any joy.

Can you help us find out more about this almost non-existant conversion?…

Where has this game gone?…

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Captain Stark

A game by Frank Herrman, which was to be sold by the Tronic Verlag (those who published the ‘ASM’), but it was never seen.

It was judged as a very good and playable game. The description given in the magazine was that the game was to be a Sokoban-clone but with some more action like nasty aliens to blast away, teleport fields and locked doors, bombs, shields and some more extras.

So, what happened to this one?…. Well, thanks very much to Marco Das, the game was actually released via ASM-Microwelle on December 1988’s edition. Marco tracked down the game and has fully preserved it all with scans and 2 original D64 files, which you can download from here.

So to conclude – this game WAS released and here it is in its original form! Thanks Marco!

Case closed!

Posted in: GTW64 archive | Tagged: | 2 Comments

Captain Planet

To milk the success of the then popular super hero, who saved the planet from pollution with his friends (All of which had special powers based on the 5 main elements of the planet), Mindscape cashed in by gaining the rights to a home computer conversion.

The adverts were pasted in all the magazines, which advertised that the game was due for the 8-bits. The game appeared on the Amiga, as a average platform game (Which was to me quite enjoyable). It simply involved you controlling each character from the game on a level relating to their special element power (Fire, Earth, Water, Wind, Heart etc), and having to rid of all the pollution. It was very Mario-esq in certain ways.

The game also surfaced on the Spectrum and Amstrad. Dave Perry and Nick Brunty did the Spectrum/CPC versions in record time.

As for the C64 version, well, nothing was ever heard apart from the odd news snippet, and a longish stay on Commodore Format’s Early Warning scanner, before completely disappearing in early 1992.

There were rumors that either Tony Crowther or Jason Kingsley were behind the C64 conversion. Jason Kingsley has been credited to the Amiga version along with Tony Crowther, but both have in recent times confirmed that they never worked on a C64 version.

So maybe it was just Probe? Nick Jones and Neil Coxhead of course were developing still at the time. However Nick Bruty confirmed that Probe were only ever contracted to do the Spectrum and Amstrad versions of the game. This of course is really strange – as the C64 had the stronger market of the 3 machines.

We spoke to David Amor and Richard Leinfellner, who worked at the Mindscape UK headquarters at the time.

They confirmed that no C64 version ever got started, as they were not able to find a suitable C64 developer who could create a game quickly enough. Nick Bruty and Dave Perry had pre-set libraries ready to go, so were able to get a conversion together in very short time (believed to be off the back of Paperboy 2) – but there were no such options available on the C64 to them. They decided not to pursue the C64 version and quietly scrapped it.

Sadly it means there is nothing to find of a conversion and it is very much a case closed on a long running mystery!

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Captain America

Briefly mentioned in the EBES interview in Commodore Format, Captain America was one of the big titles being planned for release to save the C64 software scene.

Nothing was ever heard more of the game or its plans, except that it was going to make up for the pathetic release by ‘Go!’ Software.

Sadly, as with most of the EBES titles planned, the game fell by the wayside as support virtually dried up for UK software and people moved onto the 16-bit machines for good.

All sprite animations were completed for the game, including as Russ describes “Shield Throwing” and “Bad guy” animations. Also some level design was completed, but the game never really made a playable state, apart from maybe a few sprite test demos.

The game promised overall to give UK C64 users something to shout about after Mayhem, and had EBES received the support and its members didn’t move on so quickly, then there may have been something to shout about.

All that seemed to remain was a glimpse printed in Commodore Format, and not part of the GO! game (We checked).

However, as this review mentions, sprites and level design was done. And so a search begins to bring home the remains of this EBES title. It seems this may well have been a title being developed in Germany/Sweden as EBES was spread also at first across these two countries. We need to track down the other members of EBES to find out more.

Recently though a slideshow was recovered thanks to Kevin Tilley, which includes the full loading picture as shown in Commodore Format!!

Another EBES tragedy, due to the UK scene death misfortune…

Posted in: GTW64 archive | Tagged: | 2 Comments