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.

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Breakthrough

Jon Wells is probably one of the most talented but unfortunate C64 programmers towards the end of the C64’s life. Ultimately, Jon is a great programmer, but sadly his time on the scene came as the C64 started to die out commercially.

Breakthrough is one of Jon’s many titles which he was working on to try and save the games scene back in 1993-1996. Infact, Jon refuses to allow his games to die, even today and therefore this is why many titles by Jon are not in GTW (Which is a regular question i’m asked by others on the scene). Jon insists that one day all his titles will be finished at some point.

So why include Breakthrough?… Well, this is the first version which Jon created back in 1993, and was put on Commodore Format’s Power Pack. Jon later scrapped this and tarted up the game considerably, and later more impressive shots were seen in later issues of Commodore Format.

What makes Breakthrough particularly special is the fact that its a SEUCK game. A SIDEWAYS scrolling SEUCK game, and one that doesn’t require you turning your TV on its side (Ala. (c) Shaun Pearson :) ). No, Jon hacked the SEUCK code and managed to make it go sideways instead, adding a new dimension to SEUCK titles and new possibilities. Well, if I hadn’t had told you this fact, you may have played this preview and not believed for a second it was a SEUCK.

This worked by Jon building the maps in the same way as a Vertical SEUCK map, but with a screen at a time built for each screen of each level. So in effect it was like having a series of still screens. These still screens all bolted together from left to right, and created the sideways scrolling routine for Jon to use.

Breakthrough was certainly just that. Of course, SEUCK is limited with its use of power-ups, but Jon was a master of adding his own coded power-ups, and even added large baddies which exploded together and not in annoying chunks.

The game featured some very good quality graphics, and where colour was a limitation, Jon just swapped in new colours at intervals. If completed, it would have been a good SEU. The game also featured some stunning music by Feekzoid, which I assume will still be used in the updated version. Sound effects are typical SEUCK based effects.

I can only assume that this version was scrapped, as Jon was not happy with it. I’m not sure, but there were rumors that a new version was being done without SEUCK. Jon confirmed that it was always going to be a SEUCK effort.

Around 2008, Jon Wells released Sideways SEUCK which had some bits from Breakthrough previously unseen which was released as a demonstration of the tool. This we have added along with a screenshot.

Jon confirmed around 2008 that this game was scrapped and will never be completed. We had hoped that we would be able to bring bring you the later version of the game which was screen shotted in Commodore Format in about 1994-95 (See gallery). This was still within the SEUCK engine. The later screenshot looked a heck of a lot better, and also featuring what looked to be weapon power ups. Very nice. However, Jon confirmed that this was merely a mock up screenshot produced for Commodore Format, with new graphics done by Mike Arrowsmith. When Mike had to finish for his University studies, the game was abandoned and the mock up graphics never used.

And so that was it… unless the mockup graphics some day show up to add to the archive – this is very much a case closed!

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Break Street

This game and Pyramids of Time were supposed to be Firebird’s proof that budget games could be quality games too, according to sales manager of Telecomsoft, Martin Defries when he spoke to Soft magazine (1988, issue 2, pg. 9-10).

In Break Street you simply have to dance in the street. According to Soft magazine, the music was good. Not much is actually said about the game itself though. It sounds very similiar to Breakdance by Epyx, but hopefully much much better with any luck.

Zzap in issue 26 said the following…

"Hot on the heels of the latest Activision re-releases come four more golden oldies – Futureball, Pyramids of Time, Pitfall and BreakStreet.

The final offering is the antiquated BreakStreet, a breakdancing game which uses giant characters to generate the body-popping action."

When questioned about the game, Richard Hewison didn’t recall anything about it … but is hoping to ask Martin more about the game when he gets in touch with him. Though it has been confirmed that this is NOT a budget re-release of Creative Software’s game, so we ARE looking for an Activision game that never got even a full release.

This also might lead to some findings on Pyramids of Time which Gamebase 64 have been tracking for some years. The only thing apart from the info from Zzap is that the game likely shared the same artist as one who worked on a previous released Activision title. We’re not sure what one exactly though.

We don’t know anything about the developers just yet on this game, we hope to find out more soon though!

Do you know anything about this game?

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Breakdance 2

Not technically a C64 game, but kind of a tribute in certain ways.. and a game which certainly could have been a C64 game.

Johan Boije from the Swedish Royal Academy of Arts made a game for their final exam in free art in 1996-97. The game was throughly made and produced in an arcade cabinet and shown complete with a real colour box, manual in an art convention in Sweden. It was a nice artistic connection to the early computer era, and for the C64 and other sources…

The game was inspired by an old arcade “Breakdance”, and by old TV and computer games… especially highly inspired by C64 games, and Activision :)

Nothing to play, and game was finished, though hopefull Johan will get the game onto the internet one day. But you will never see it on a C64.

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Brainstorm

Hmmm… not too much to say about this game, apart from that its a quiz game with a simple logo and some questions, where you get points for each one you get right.

Not so much a "Brainstorm", with little to offer and not up to the standards of other C64 quiz games. It needs a lot more if it were ever to be a successful game. This was possibly something for a disk magazine, though this is not clear yet.

More information needed and details on who created the game, before any progress can be made finding more on this one.

Oh.. but the game got a good rendition of a song which I can’t quite pin the name on.

Good music… classic tune… game lacks.

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Brainleak

Brainleak was an arcade adventure type of game being developed with a point-and-click based system implemented into the game via a series of icons.

The game apparently had a very complex plot, which unfortunatly Jason Kelk does not remember. Information is a little thin for this game at the moment, apart from its existance of it being done on the C64.

The game was being done by Chris Young, who did Quota, which readers of C-Zone may remember. Chris tryed to sell it to "Bubble Bus", who unfortunatly fell through at that time.

When we got hold of Chris, he had the following to say:

"For our development environment, we started off with the Zeus assembler, then got the Commodore Disk based Assembler and then an amazing, for the time, PC based cross assembler.

Brainleak would have been done with Zeus. I got as far as some backgrounds and a little guy, who looked a lot like the man from ‘Mission Impossible’ wandering left and right. There was an elaborate back story which I can’t remember anything about! I do know it was originally going to be called ‘Mindprobe’

I did remember showing it to Bubble Bus at one of the Commodore Shows but it would have just been an early demo."

For reasons currently unknown, development stalled on the game and eventually it was shelved. GTW asked Chris if he would be able to dig out the game, but we had developments much sooner when borrowing disks from Chris’ brother Matt Young (Who worked on the C64 conversion of Bubbler) and found a disk with a rather oddly named file called "Roy.G.Biv". Jason Kelk confirmed to us that this was the name of the main character from the game "Starring Roy G. Biv…" which must be a recollection of part of the storyline. We had found a preview!

It seems that this was all there would of the game, though we are still hopeful that Chris may recover some more of the game. Overall its a simple proof of concept but one which was looking promising for its time. One other interesting thing that we did find was a disk sleive with a handdrawn picture for the game. We have scanned and included this in the archive!

But Jason Kelk tells GTW64 that the version we have found is the post-Bubble Bus version of the game. The original Bubble Bus version had a Shadowfire style control panel at the bottom, which was later scrapped in this later version which we have here. So there are some big variations out there still to be found. We have to hope that maybe Chris will still have his C64 disks.

A big thanks to Dave’s contact for tidying up the file (Credit coming up soon!)

It’s still a bit early days, but another game almost saved we think and only some loose ends to tie up it seems!

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Brain Blasters

A bizarre entry which was mentioned in the “Next Month” back pages of Commodore Format, Issue 3. They promised a review of this game for issue 4, but it never appeared. This was the only mention ever made of the game in a Commodore magazine by the sounds of things.

Thanks to Martin Smith, we have discovered that the game was to be released by Ubi-Soft and was actually released on the Amiga and Atari ST. The game was a memory based puzzler of some form where you would have to memorize a puzzle from one screen and replicate it on another. Although easy at first, it became almost impossible later. It received mixed reviews overall across all the magazines.

This is very bizarre to why Commodore Format suddenly announced this game on their back pages and then nothing else was ever mentioned. Ubi-Soft gave no news to say that the game was in production for the C64 at all.

How much of this game was done?… Why did it never make it?

One reason could be that Ubi-soft decided to call it a day on the C64, and it got canned. Or the developers had trouble with the title and Ubi-soft cancelled it because of that. We do not know at the moment.

Do you know anything about such a conversion?

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Boxing Manager 2

Boxing Manager was a fairly standard management affair which was released on the C64 back around 1987/88 and which seemed to be popular enough for the management mad company D&H to release a sequel. However, although mention in various adverts, the sequel never surfaced on the C64 even though it did on the Spectrum.

Recently Gary Pearson got in touch with GTW and shared the following:

“Some time back in the 80s (probably about 1988 at a guess) I submitted a tech demo to D&H to prove my coding competence which they accepted and sent me a contract to convert Boxing Manger 2 along with the Spectrum version. I loaded up the Spectrum version and realized the game was total rubbish. Even though it was written in basic and probably could have been converted in a week or so if i stuck with basic I just didn’t like the game and never even started it.

Sorry its not a found game but I guess its one that can be crossed off the list unless they found another programmer to do it.”

So we can confirm that there was indeed plans for the conversion – but did anyone else pick it up? … Now unless i’m getting very confused somewhere, the main boxing scene looks *very* familiar to a screenshot that i’ve seen in one of the big C64 magazines. Was it Zzap 64?…. Therefore the game may well have been reviewed or covered in some way on the C64. Well, after some research my mind wasn’t playing tricks, but the game was actually reviewed by Commodore Format in issue 26. The scan can be found here.

We can tell that it is the C64 version due to the colours in the screenshots and tones, so did this ever get released, or did D&H go under just before it got out of the door?….

Well, thanks to Sean O’Neill, the game has been spotted on the Retro Collector website and we can now confirm it was released on the C64 and is just to be preserved in time. It seems that the D&H game was released a few years earlier, and Cult got someone to do a C64 conversion for their budget label, but as it was a late release – there were likely limited sales.

John Christian Lønningdal very kindly has preserved the copy that he found and has allowed us to add it onto the site. So finally the game is now fully preserved for posterity!

Case closed!

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Boxing Champion

A good looking boxing sim from the Italian gaming giants “Simulmondo”.

Apart from the standard sideways boxing we are all accustomed to with most C64 boxing games, you could face front ways to attack your opponent using a variety of moves.

Confirmed by Gaz Spence in 2015 as released in 1992!

http://www.gamebase64.com/game.php?id=1068&d=18&h=0

Case closed!

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Bounce

Our next title comes from an advert which actually advertises about 2 other titles which never saw the light of day, Sabian Island and Solar Warrior.

Bounce is mainly described in the advert as an arcade adventure on the planet D49 as you try to collect the crystals of ZEB from inside a pyramid. If you make one mistake and your transporter flies out of control.

Basically we assume that you control a moon buggy type character, which bounces around the screen (possibly a side on view). This is based on looking at the game cover, but you can’t really judge a game by its cover, as the old saying goes.

Apart from that, we know little about this game, so it could be a long slog trying to find anything out on it. Skyslip Software don’t seem to be a company that was around for very long, so current assumptions are that the games were being produced, but the company collapsed before any of them were released. So many games unreleased, something like that is probably what happened.

Much more research needed for this one, but check out the scan for the time being.

Do you know anything about this game?…

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Boulderdash Clone

A working title, but a Bolderdash Clone was indeed in production with graphics being carefully pixelled by Shaun Pearson. Code was being done by Simon (Uzzy) Collis of Entropy.

What can be said about the game, apart from that interest was apparently lost while developing the game, and it was prompty cancelled. Shaun had done some sprites and graphics, including a main character which was constructed in Blackmail’s HISP editor and used 7 overlaid sprites.

According to Shaun, there was a level editor built for building all the levels, which he apparently used. It may be down to Simon to finding anything of the game though, as Shaun may only now have the graphics for the game.

We are not quite sure how far the game got, but we believe that the graphics probably got further than the actual code did.

Bolderdash fans might have had something special here, but will we ever know?… Hopefully someday soon we will bring you something of this intriguing title, including maybe a name :-)

Let the search begin!…

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