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

Colony

A year passed since the death of the commercial UK C64 scene, and Commodore Zone and Commodore Scene had taken over where C-Format and C-Force had once stood. Games were few and far between, but for those reading, each new release was as exciting as a Gold Medal game reviewed by Zzap. The C64 scene needed games!

Colony was announced in 1995/1996 to the delight of many readers of both magazines. It wasn’t until the preview was unveiled on the covermount of Commodore Zone, when the true realisation of the game was found.

Colony is what can only be described as a cross between Phil Nicolson’s Deadline and Defender. Featuring little men which you have to protect and save for your Colony (Hence the name).

Although not a wholly original concept, Colony incorporated some amazing techniques which had only really been seen in the likes of Mayhem, with its impressive colour mixing and fast parallax scrolling.

The original preview went down well, but suffered from criticism for being too hard. No problem, some constructive criticism for Jon. However, after numerous tweaks and a bit more work, Jon decided to call it time on the project. Possibly for a realisation that the game could take time, and not reap much back. It was slowly being realised at the time that a realistic good profit could not be made anymore with new C64 software. EBES had already been there and failed for instance.

After struggling to get the game complete – Jon decided to hand the project over. Colony was handed to Oxidy/Ambush designs back in 1997. However, it was reported that Jon had lost some of the source code and they needed them all to finish the game. It seems they never got all of it… :-(

In recent times, Jon himself has shed some very detailed light upon the subject of his unfinished masterpiece, which he critisizes quite heavily. He details about the various new C64 techniques which would have blown any gamer away as much as Mayhem did on its release. But as John says, “All ‘if’s and but’s”. .. Even Russ Michaels of EBES and Jon Wells were said to try to help the game’s progress out in various ways.

Still, Jon manages to paint a picture of a game which can stir the imagination and excitement of any C64 game enthusiast. Read more about the game in Johns own words on the Creator Speaks page.

To almost conclude, the game only made it to the stage of a few extra tweaks and a few completed levels. But not much but the previews which you can download from here.

Recently Jason Mackenzie was instrumental in uncovering further parts of the remains of the game, and as well as the original preview, there has now been uncovered a full-hires colour picture and a superb sprite test demo to now seemingly complete this entry.

Well, not quite….

Allan Bairstow was another person to have a load of Jon’s disks, and sure enough GTW were loaned the disks. Upon examing the contents, we were not disapointed!

We found another rare preview of the game… a earlier preview than the rest, with the ship movement in place (rather unsmoothly) and no enemies over a different colour landscape. This file is separate from the D64 in the zip… you may need CCSC64 to run it… as it needs compressing we think to work in Vice (or at least an AR cart plugged in).

But also a fair bit of Source Code was discovered. We asked Jon about putting the source out, and he has given us the thumbs up. You can now download 3 disks worth of source code, bits and pieces.. sfx, graphics and other bits we don’t know much about. These need looking at carefully, as there could be unknown bits on there…. we hope to go into more detail to what they are very soon…. there could be a lot of unused material there… but have a look for yourself!… and help us if you figure it all out! :)

In 2009 Vinny Mainolfi helped in uncovering yet more remains when he backed up an old Commodore Cracker fanzine disk. On here was a special preview with a different title screen and a slightly different preview with no sound and different panels. So yet more to check out!. We learn from this that actually Parallel Logic were originally going to be releasing the game!… this must have fell through when PL left the C64. Jazzcat has kindly taken the relevant files and also some clean note files and previews uncracked and given us an extra D64 to add to the download archive.

In 2019, the project was resurrected and rebranded as Parallaxian, where there was an unsuccessful kickstarter campaign. The enhancements were looking very promising, but unfortunately it seems that development has been stopped once more for now. A preview was released without permission though and it was reported the game was fully cancelled – which according to Jon is incorrect.

Hopefully we will eventually see something of the game eventually released, but much different to Colony that was started almost 30 years ago.

Posted in: GTW64 archive | Tagged: | 4 Comments

Collapsar

Collapsar was a cheeky little game which passed a certain resembalance to a classic Braybrook title.

Not quite as polished as the original Uridium classic, it was the fact that it was a clone that scared potentual publishers off the title.

Created by the people behind "Lunar Jailbreak", which controversially got released on the Commodore Format powerpack.

The game was pitched to companies, such as Codemasters who all were scared off by its resembalance. Due to the non-interest, the programmers didn’t fix the bugs which existed in the game, and it got shelved.

Recently Neil Kendall got onto the C64 scene, and started to convert his old disks, and explained the real story of Lunar Jailbreak, and also promised more unreleased titles, including this one.

And that is it… this is the final version of a long lost title which was too similiar to Uridium. Worth a blast though :)

Nice clone, but its downfall… Case closed…

Posted in: GTW64 archive | Tagged: | Leave a comment

Coined

Coined is a rather simple game in similar style to Connect 4. The game for many years has remained a preview and was never to be completed until now.

The game was written as a bit of run before it was to be sold to Magic Disk – later the game was promised to Dark Crystal for free. The game however never got completed due to Vai leaving the scene in 1997.

Whilst stumbling through GTW, Vai noticed his 10 year old game and wrote to GTW – even offering the chance for us to release a completed game which he had in his pocession. Sure enough, after a bit of time Vai wrote back and released a new full version of the game for GTW to add to its archive. So here it is, get downloading! :-)

Check out Creator Speaks for more details about the findings – but all that is left to say is "Case Closed"!

Posted in: GTW64 archive | Tagged: | Leave a comment

CJ’s 4th Adventure

If anyone can remember the scanner pages in C-Format, they will probably remember seeing CJ In Space being in there, but that didn’t emerge in the end. So it was a surprise to uncover a 4th game in the series, before a 3rd has even been seen or known to exist.

This was not done by Genesis, but by a new coding crew altogether, and unfortunately it doesn’t live up to the same standards of the previous games, even though in its own right its quite a good little platformer!

This game was finished, but around the time that Codemasters pulled out of the scene, so it never got released at the time along with quite a few others which are rumoured.

Eventually however though the game was sold and released on the Magic Disk 64 magazine in 1995 (4/1995) under the name of Jimbo (A reader called Rudi has confirmed that they own an original) – also listed on the magazine/disk as Jimbo’s (Jump & Run). It is practically the exact same game with a different logo. We are not sure who did the deal, we think its probably the game’s manager Duncan Kershaw.

CJ’s 4 was written by people behind Entropy to try and help them into the industry. The game was created by Juned Wahab and Shaun Pearson, and the game featured music by Gerard Gourley. A part of Codemasters offered a sum of money to complete the game for them to release.

Shaun lost interest in the game after creating a much better sprite with hi-res overlay, and the whole of level 1. A new graphics guy came in called Wayne Billingham and helped Juned finish the game in 4 weeks and receive his money. Read Shaun’s own words in ‘Creator Speaks’.

Shaun pretty much confirmed this as the sequel to CJ In Space, so we are missing the 3rd game in the 4 part series. Sadly this is no nearer to being found yet. Hopefully soon Shaun can help us see his original unseen work on the game of which non at all seems to have been used in the game.

Interestingly… Wayne Billingham came forward saying that he worked on a CJ Island Antics game, which was actually CJ’s 4th. Wayne mentions Duncan Kershaw as the producer of this game… while Juned is known to have done this game. Read what Wayne has to say in Creator Speaks…

After looking on Wayne’s disks in recent times, we managed to find an early version of CJ’S Island Antics and also a long lost unused loading screen for Codemasters. These can now be downloaded as part of the archive. The loading screen is in Amiga image format.

A reasonable sequel, but nowhere near as good as the original.

Posted in: GTW64 archive | Tagged: | 1 Comment

Championship Run

As well as converting the phenominal Lemmings for the C64, Alter Developments had plenty of other projects which they wanted to bring to the C64. The promise after Lemmings was so much, but we saw so little in the end…

One such title which never saw the light of day as well as Troddlers was the C64 conversion of the Amiga budget title, Championship Run; a racing title released by Zeppelin Games.

Now once Remi Ebus talked to GTW about a particular F1 racing game which got scrapped, and one which was in GTW. Well, this is it!

Never seen before until now, GTW presents an early glimpse of a conversion which sadly never was to be. Alter were assigned the conversion to try and prove themselves to Zeppelin in the hope of getting more contracts in the future for other games.

Enthusism was pretty present in the development, but not enough time was really allocated, and Alter ran out time. Zeppelin canned the project after this, and terminated any chance of Alter doing any work for them.

A shame… but we later got to see Lemmings to prove their worth.

This is a simple F1 racing game which isn’t really playable at present. It is a mere look at what was shaping up. A nice ambitous looking F1 sim for a budget label. Recently HVSC uncovered Adam Gilmore’s unused set of tunes for the game, so we have added the SID file to the archive for you to check out. The tune in the demo is a test tune by Geir Tjelta.

According to Niels, there is a much later version somewhere with cars driving around, but we are yet to see this. One for the future I think!… but good news that this is almost a case closed now…

A rare Zeppelin games title to have a glimpse at…

Posted in: GTW64 archive | Tagged: | Leave a comment

Spooky

In the days of playing Dizzy and first collecting Commodore Format from issue 11, the next issue (12) featured a mammoth cover tape with loads of demo goodies. This and issue 11 are fondly remembered as the time the webmaster really got into the C64 scene properly.

One demo was a specially created demo for Commodore Format by David Dewar of Silver Wing PD and Entropy. I have always remembered this demo for one reason, and that’s due to a strange part in the demo with some eerie music, and a still screen from an up and coming game promised.

Nothing much can be said from the still, apart from that it looks like a Skeleton with a sword who must fight gargoyle type creatures. After the still, follows a list of features to expect in this strange new game, which unfortunately hasn’t been given a name. But the list of features planned sound very mouth watering…

“Biggest main character ever on a 64
Superlative graphics and animation
Atmospheric in-game soundtracks and FX
Challenging on screen sequences
Fast addictive gameplay and much more!”

Well, apart from its appearance in Commodore Format, nothing was ever heard about this mysterious game and that was that. All that currently exists for us, is this still image from the CF Demo.

David got in touch with GTW, and the mystery surrounding the game was solved. The game was being produced, and came from an idea David had developed whilst still at school.

The working title he tells us was “Spooky”, which featured a fully animated Skeleton, which walked around and fended off flying Gargoyles. Although we were only treated to a still of the game, there was going to originally be a lot more happening.

David tells GTW that the trailer was to have the skeleton walking around with the gargoyles attacking, though so not to allow any of the game ideas to be stolen, David cut this feature out so to focus on the idea of it being a CF demo and to save some of the game away until it was more complete.

The game was started before the CF demo, and several levels were created and were playable. Though the game was put on hold whilst the CF demo was done, and then never got started again after that. David went on to produce enhancements and music for Shaun Pearson’s wonderful SEUCK efforts, and Silver Wing PD eventually faded away and David moved on.

I scanned the demo to see if there were any remains of the game, such as additional sprites, and there were none sadly, though strangely it seems that the Skeleton was a set of sprites placed onto a still image. This skeleton in the demo is in hi-res, but in multi-colour, it seems to work quite well too.

Could we someday see what may have been? The answer is possibly, though sadly Dave was not able to find anything of his development disks with the game on.

He did mention though about sending a demo to Tony Horgan at Commodore Computing International, and a screenshot was apparently printed. It would have been around 1990, so can you help us find this screenshot? We sadly haven’t found it yet!

One more thing, but a GTW forum post was made recently mentioning a possible link to an old Amiga game called “Blade Warrior“, and check out the link…. Looks a bit familiar doesn’t it?…. We asked David, but didn’t hear anything back.

Posted in: GTW64 archive | Tagged: | 2 Comments

Cave Wizard

A wonderful looking platform game, which looks very much like a 16-bit console game. Probably in the same league as Mayhem, with a touch of the style used in Yoshi’s Island. It was originally developed to prove that hi-res graphics without colour clash could be done on a C64.

The game plays ok, though a lot is missing, and it seems the game’s creators have emphasised more on the graphics than they have with anything else.

The preview consists of one fairly big map, which you can scroll along, before it gets to a blocked end, where the map may normally loop. Also within the preview are some lovely coloured hi-res overlaid creatures, including a rather cute large blobby character, all done up in a nice hires overlaid effect.

Although very promising, the game was stopped here and that was the end of it. The developers ran out of steam on the C64, and moved onto pastures new.

Check out Creator Speaks for more info about what happened and how the game was born.

Wonderful eye candy, which sadly remains a walk in a gallery.

Posted in: GTW64 archive | Tagged: | 2 Comments

Caveball

The title pretty much says it…. You guide a ball around in a large cave, and thats about it.

Well, that isn’t just it.. but it is where this preview goes. A game which was being produced for Commodore Fever, which again got scrapped for unknown reasons.

Commodore Fever had a number of games which they were planning, which also never made it.

Recently it was found out thanks to Patrick Ceuppens that the game was started actually over 10 years ago. Patrick did the graphics for the game after being asked to do so by Stephen who programmed the game.

The game was originally to be called "Caveball 2", as a sequel to a never released game called "Caveball", but as the first game never got released, it seemed sensible to just name the game "Caveball".

Sadly its still not known why the game was never completed, Patrick was unable to help on that one. It seems that interest was lost, but Commodore Fever picked up the game and tried to carry it on. Sadly they never finished it either.

Contacting the programmer behind the game will maybe establish exactly why their game was never completed… For now, why not read Patrick’s own account of the game in "Creator Speaks"…

A load of balls at the moment….

Posted in: GTW64 archive | Tagged: | Leave a comment

Cattivik

Yet another game from the Italian gaming team of Idea. This was briefly mentioned in the UK in Commodore Format, and was simply described as a comic licence in the style of ‘Lupo Alberto’ (But it seems it was more than that… see below).

No screenshots were seen by people in the UK, but people in Italy were slightly luckier and saw some early progress shots of the game. The game eventually did surface though on the Amiga.

Something kind of strange is that the coder was actually the chief writer at Zzap (The Italian version). Giancarlo Calzetta actually allowed Zzap to publish some work in progress screenshots of the game probably as a result of his link.
The game was originally scheduled for release at Christmas 1992 by Idea, but was sadly cancelled. Why?… Well, Giancarlo was called up for national service, and sadly it mean’t that work was halted on Cattivik.

The game was about half way through when cancelled, with most graphics done by Paolo Galimberti (who was assigned the graphics job by Idea very very late into its production). It was a kind of Spy Vs Spy type of game, mixed with various other elements over a vertical scrolling (and 2 screens tall) set of maps. The idea was to steal goods from a number of levels, while not being caught by the guards on patrol. Cattivik was the main character, and had an array of weapons such as bombs, banana’s (to make the enemies slip up) and springs to fling enemies away. The enemies would chase Cattivik by jumping from platform to platform.

According to Giancarlo, the game was shaping up well… but it lacked some “fun” elements he felt. Graphics were also good, but overall gameplay was too similar from level to level. But still, it would be incredible to find the game and salvage what we can.

By the time Giancarlo came back in 1993 from National Service, there was no requirement for the game as the C64 had pretty much died in Italy. So the game remained unfinished. Contact was made with Giancarlo back in 1994 by Ricchesuccio who kindly submitted some of this information we are talking about.

After a short legal spat, Giancarlo and Idea came to an agreement to cancel Cattivik’s C64 version. Later on, Giancarlo Calzetta worked as a PR manager for Leader, the owner company of Idea. He now works as an editor and publisher of IT (and other) magazines for an italian publishing group (Sprea Editori).

So what now for finding the game?… Well, it is likely that everything is lost, but there is hope that something could still turn up after a sort out. Giancarlo has told GTW that he will inform us right away if anything turns up, so a once dead game could still come alive.

Posted in: GTW64 archive | Tagged: | Leave a comment

Cars

A game which you will never have heard of from XLCUS, abandoned at quite an early stage.

"Cars" was a working title for a game being developed by Paul Kubiszyn under his XLCUS label, which involved two cars racing against each other in split screen left/right scrolling action.

The game featured some awesome looking car sprites, which could be controlled over a map. Apart from the editors, a map and the sprites.. the game was never completed.

Its unknown why exactly the game was scrapped, hopefully Paul will enlighten us some more in the future.

The game still exists in its final form as source code in Paul’s Attic. Hopefully someday soon when Paul takes down his C64 things, he will be able to find some screenshots for us, or even a preview of somekind.

A cool sounding racer game by XLCUS…

Posted in: GTW64 archive | Tagged: | Leave a comment