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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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.

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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…

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Capture 2

Many of you will remember Paul’s great work for the Commodore Format powerpacks towards the end of its life.

Capture was one of many great little puzzlers which Paul created, and one of his best too. Sadly the game lacked a 1 player mode, so many couldn’t really play the game. Especially those without friends :)

After such a response from fans of the game, Paul decided to create a sequel with a special 1 player mode. The graphics were improved, new music added, and Paul spent many weeks working on a new AI to bring in a competitive computer player into the game. Sadly, all the work was too much and due to Paul having other big things to do, the game was scrapped.

In the end, Paul released everything into the scene, but only as a 1 player demo. This is all that remains of the game today, and the dream of a 1 player mode sadly gone.

Check out the Creator Speaks page to find out more, right from Paul himself.

Attempt at a sequel with a 1 player mode, sadly never made it…

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Captain Courageous

Captain Courageous was an action game in the style of an Indiana Jones game, which was commissioned to Arcanum Developments to be completed. This team consisted of Mark Kelly, his brother, Robert McGowan, Barry Leitch and Alan Mac.

It was an ambitious title with every level a game in itself according to Alan. There were up/down scrolling commando style levels, diagonal scrolling levels where you went down a river in a dingy and a platform style game inside buildings. Sadly these were just on paper, or so was believed!

It was possible that these ideas may have been scrapped for something much simpler. According to Alan, it didn’t get very far, and he couldn’t remember doing any graphics for it other than the odd sprite and maybe a loading screen. Music was created by Barry Leitch, and is in HVSC labelled as Arcanum. This is all the music for the game, and you can download it here too.

Robert McGowan however remembers things differently, and confirms that the game was completed – but cannot recall why English Software didn’t release it. He recalls Alan having completed all the graphics for the game as well.

Robert reveals that the diagonal scrolling level was a river rapid scene where you had to avoid boulders and other objects. A horizontal scrolling shooting part had you having to clamber over objects and avoid being shot by enemies. A vertical scrolling climb had you leaping between 4 vines, avoiding falling boulders and enemies.

All of the code was pretty much done by Robert, who did all the graphics designing applications for sprites, scrolling blocks and the music driver. He had hacked turbo assembler to assemble out the parallel port of one C64 into the parallel port of another, as source and graphics couldn’t fit into one device.

The guys apparently weren’t paid well, and got paid basically in Kebabs! So they promptly left and did their own thing. Unfortunately the experience soured things for Robert to the point that he left the games industry.

C&VG had a brief news article on the game, with a shot of the game’s cover art (well, we believe it is as it accompanied the article), and said the following:

“Oh No!, It’s Captain Courageous – prettier than Rambo and twice as touch. Cap’n will be coming your way from English Software, after he’s dabbled in a bit of hair-raising jungle combat, perilous river rides, sniper attacks and a helicopter rescue bid. Available from September for the C64 on tape and disc at £8.95/£12.95”

So far, everyone we’ve asked about the game have confirmed that they no longer have anything of the game itself. This could be incredibly tricky to track down as a result – but you never know what could surface some day.

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California Raisins

A game which probably many wouldn’t have chosen to licence, but Big Apple software did back in 1989 as they tried to make their mark on the computer game market.

Jason Kendal (Who also did Proton for Big Apple) and Hugh Binns were assigned to completing this licence.

The game according to Hugh was based on a decathlon style of gameplay with features such as bitmap screen scrolling and hi-res sprite overlays to enhance the look and feel of the game.

Just as the game was starting to progress, the parent company decided to cut funding and the Big Apple company was closed down as a result. No-one else took on the strange licence, and so the California Raisins met their doom.

Just how far the game reached is still unknown… hopefully something of the game will be found, maybe graphics or even some of the code. It may be down to finding Jason Kendal who will know more.

One thing is that i’m glad the cartoon doesn’t get shown anymore.. it was tripe. Wouldn’t mind seeing the game though… :)

Swept up in a large current…

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Escape From Colditz

A very much long awaited game which many a C64 fan can remember. 1991 saw the introduction of a new C64 game based on the famous German POW prison, “Colditz”. It was based on the popular board game from the 1970’s and 80’s by Gibsons Games. Something which for all the years this page has been on the site, I’ve failed to mention and was picked up by a visitor recently.

The game has an isometric 3D display, in the same vein as Ocean’s “Great Escape”, but with full colour and no monochrome graphics. Not only that, but many new ideas and features to create a much better game of the style. The sheer scale of the game was immense, and technically very impressive due to its creative team on board.

Miles Barry, a talented programmer, who didn’t have much luck with getting his work released, was the guy behind this very game. As was Jon Law, who worked on the classic First Samurai, doing the fantastic graphic work. Music was well crafted by Richard Rinn, or Deek as he’s known by us all. The game was actually originally worked on by Steven Pattullo (creator of the Limbo games for CDU), but sadly he struggled early on to get things working – and so was unfortunately let go.

Miles picked up the game, but started fresh with a new engine, but using the same graphics from Jon Law (Who apparently got drunk one night and changed all the sprites to women to make a Prisoner Cell Block H clone for fun – according to Ste Pattullo)… Anyway!….

The graphics were ported from the Amiga, and were compressed into 6K for the chars, and 4K for each of the 120 rooms. Overall it was looking pretty decent and screenshot previews were shown in various magazines of the time.

People actually thought the game had been finished, and Commodore Format got a few hearts racing when promoting its review in Issue 12, only to have nothing actually inside the magazine. The game never appeared, and screenshots were all that remained, and some juicy details of what was going to be.

“What happened?”, I hear you ask… well Digital Magic, the creators of this fine game, unfortunately ran up debts of up to £100,000 and thus the company went under before the C64 edition was completed. No other company bought the rights to the licence from Gibson games, and so the game was finally laid to rest. Also, Jules Bert confirmed that Miles (although a great coder) was struggling to finish the game off and it was a little delayed. Had Miles been on the game from the start and got his head down to finish it – it could well have been released. Jules also speaks a bit more about the conversion in “Creator Speaks”, which is thanks to a great interview by Ross Sillifant and Grumpy Gamers.

What did happen, was that a preview actually got sneaked out, which included a full introduction and pretty much most of what the game ever was. It was sneaked out after Mistri/SCS got a copy of Miles’ “show reel” disk and put it out there, much to Miles’ disgust. If it wasn’t for that, then we may not be able to play the preview today.

This preview is available to download from here, but be warned, it is very bugged and you may find that your character gets stuck a lot of the time. However, with some recent perseverance, I discovered there was much more to this preview than I originally thought, and found that almost the entire game map is complete in this preview, which is huge. The guards are inactive, there is some interaction, and of course there are plenty of bugs. If you can’t reach the later parts, the screenshots show much of what to expect.

GTW has attempted to find Miles Barry to talk more about this game, and to discover whether there exists a more advanced preview of this game. Good sources reveal that hope in finding anything more is remote, due to most of Miles’ work being on PDS, which would have been wiped years ago. We believe though that this preview is the final version of the game.

Recently in 2012, Sean Connolly suggested that his Quota loader music was originally intended as the loader tune for Escape from Colditz. Marc Francois also did a tune which was unused like Sean’s. HVSC in June 2020 found Marc’s tune and released it, so you can find both Sean and Marc’s tune in the downloads section. Marc’s tune it seems was intended as the in-game tune!

In 2013, Vinny Mainolfi of C64 endings kindly produced a special hack to allow you to press keys to get around the game. It was originally just for us to get around the game, but I suggested it would be great to share it to let you have a play. Check the downloads tab for a new download!

A lovely preview (Albeit, bugged), unfortunate casualty of debt…

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Bushido Warrior

A oriental game this time by Ariolasoft, we think mainly for their budget label Reaktor. This game name has been ringing around for a while now, though not to be confused with the Graftgold game called Bushido.

Things were a little cloudy for this game, but the coder was none other than Patricia Curtis (who was known as Delvin Sorrell at the time) who also did Super Robin Hood for Codemasters around the same time.

Power Play categorized Bushido Warrior in their 1987 PCW Show report as “Gauntlet Variant”. Gary Yorke confirmed this in 2006 and that himself and James Poole managed the development of the game for Ariolasoft. However, Patricia confirms that both didn’t manage the c64 version. The game was written in her and Steve’s own bedrooms with little interaction (if any) from Gary and James.

The game was actually completed and it was sold to Ariolasoft for an advance and expected royalties – but sadly never came out due to Ariolasoft going under. Patricia (looking back now) cannot understand why she didn’t sell the game onto another company.

Music was believed to have been by Tonal Teapot, but Patricia isn’t 100% certain. It may have even been Tony Crowther.

Developer David Semmens got in touch to confirm also that Source the Software House were behind the Spectrum and Amstrad versions (which also never saw release). We are hoping to learn more from David and to see if something could be at least saved of those versions.

Sadly, when we asked about the chances of getting hold of the game to release, Patricia gave the bad news that nothing was kept of the game. Steve was the same as well sadly, so it could almost be a case closed :(

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Bubbles

Bubbles was a 2D, 4 directional scrolling shoot-em-up. Not really a metalic and violent shooter, but one made as a children’s shoot ’em up. This game was bought up by Jared Derret who has kindly shed light on a number of titles.

According to Jared, the game was shaping up rather weakly with no sandbox code really. There was conceptual art completed and some production art, but that was it. Sadly the game was shelved during its early stages to make way for another project. Once this new project was complete, they never re-opened Bubbles again.

Jay got in touch in 2013 and confirmed that the game was an attempt at getting into the fine pixel scrolling of sprites and overlapping masks. It was a kind of proof of concept for Jay. Apparently it got about half way and then Cookie came out – and the guys called it a day, feeling they couldn’t compete.

It is very unlikely that anything of this game will be salvaged in the future, but we will try to find something.

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Bubble Blaster

Mentioned on the title of Scorpion 2 for CDU, Bubble Blaster was only ever briefly known about just through this game.

Leslie Wigmore was not much of a well known character on the C64, but produced two decent games for CDU, so we can only assume that Bubble Blaster would have been a nice title also.

We are also assuming that the game would have eventually been put onto CDU, had the magazine not gone under at the time. It’s possible that most of the game was almost complete, or even complete… but Leslie decided not to complete it or publish it after the demise of CDU.

In recent years we’ve managed to get hold of Leslie, so we hope to learn more about the game and see even if something of it could be recovered.

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Bubble

Hands up who remembers that old Software Project’s game "Crazy Balloon" ?… You know, the one based on that ancient old arcade machine with monocrome char graphics, where you guided the baloon around the maze to the exit.

Well, taking the classic theme, Bubble updates the old monocrome look with a shaded version, with a bubble in place of a baloon.

Quite awkward to control, and unfortunatly not too much more than the original game had, apart from a little face lift.

Its purpose is not currently known, again its probable that a disk magazine would have had this game. Though there are currently no links to follow up. Creators name’s are needed to find out more :)

Not bad.. but not too good either so far…

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