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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Blinky In America

The third and final game in the Blinky game series sadly never quite came to life.

Mentioned at the end of Titanic Blinky, Arthur J Hackensack sends himself back in time to the Wild West in America just as the Titanic sinks. Blinky follows after him and hence leaves things in a cliffhanger for part 3.

Sadly things were never to be for reasons currently unknown. The only commercial mention is in an issue of Crash magazine which is referenced in the Spectrum based entry over at the World of Spectrum.

So what happened?… Crash mentioned the 3rd game back in March 1992, which was more than enough time for a C64 version to surface, as Zeppelin released C64 titles right up until 1993.

Maybe they couldn’t get a developer, or maybe the Titanic Blinky game just didn’t sell enough copies to warrant a 3rd game. We assume that if ever started, the same developer as Titanic Blinky would have been developing things.

We hope to hear and find out more soon about this lost 3rd game very soon…

More research needed…

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Blind Panic

Yet another title which had graphic work being done by Haydn Dalton, but again another title we don’t know that much about at the moment, until we chat to Haydn about it.

We have no idea who the game was being programmed by or how long it was in development for. We are guessing that Haydn must have done some graphics for it to accredit himself to the graphics in the first place. Sadly these are long gone now and its down to us to find the programmer of this game.

Haydn recalls the following about the game…

"This title was being developed for Electronic Arts at Binary Design; it was a Gauntlet-esque game. I initially worked on the C64 version, but also went on to help out with the Amiga/St versions of the game, I think I even did some Spectrum work for that one too. I have no idea why the project was canned, the only other person I can remember working on it was Chris “Krispy” Collins."

This was a game being done for Electronic Arts, but thats about all we know at the moment as well as the information which Haydn has shared.

A lot more research needed for this one, can you help?…

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Beep Boy

A game sadly scrapped back in 1997. A shame really, as it looks and plays very well. Beep Boy puts you in the control of a very cute yellow geezer, who shoots his way past robots and other creatures to pass each stage.

The level is awesome in design, and looks and plays just like a console platformer. If complete, I’m sure that this would have been a memorable C64 platformer.

The game looks to be fairly complete in the way of its physics and everything else, it just seems to be levels which are missing and a little bit extra to the gameplay. This really is as far as the game ever got.

The game was based on an engine developed by Martin Kristensen to demonstrate that a good hi-res extended mode graphics could be done on a C64 without any colour clash. This was started off in the form of Cave Wizard.

This game also shares the same engine with Blockman, which made us wonder why so many different games were started with the engine – but never progressed too far. Martin talks in Cave Wizard about how basically interest was lost in the C64 and that is simply why it never progressed.

Nothing to find now, and nothing else to expect. Check out a preview which had so much promise.

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Blast

Steve Dunn did a few fair titles on the C64, but also had a few interesting unfinished/unreleased titles under his Backroom Software label.

Blast was one of these titles which was a sort of Warhawk clone in its early stages with some basic backgrounds and enemy patterns. Also feature some various mixed music and fonts from various sources it seems.

Steve recalls that Blast was one of the last games that he did on the C64. He had an idea where he wanted to utilise the debris caused when blowing something up to cause explosions elsewhere – so you could set off a chain reaction by carefully blowing up one thing on the screen and cause everything else to blow up. Unfortunately the recursive nature of the idea would mean too much CPU time being taken up, so he ditched it as a whole.

Gaz Spence makes a good case that the game could also be an early beta of Zone Z. Similar engine, but was it the same game? It is possible that Steve did take elements from this game.

It’s not a bad little game, not very playable and could well have been a good shooter. Steve later decided to leave the games industry and do business software programming, which he continues to do today. As for Blast, nothing more was ever done and this is pretty much it!…. Never completed as there were no takers for the game.

Case closed!

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Blade Shot

As described by its creators "An Old Skool style shooter", and thats exactly what it is. Could be mistaken for a SEUCK effort, this is nothing too much to write home about.

Simply shoot a series of attack waves and avoid the obstacles on the way kind of game. This preview consists of a average sized map to play on with a cheatmode activated, some simplistic graphics (Temporary gfx) and some nice music.

The game is said to contain bugs, which is why this is not the final version. The programmer stated that the game would be fixed and have new graphics added, and hoped the game would be complete by Xmas ’98.

This date passed, and still no full game has made its way out. Quite possible the game became shelved for whatever reason, and this GTW will aim to find out in the near future. Currently there are some names to start searching for.

Final Statement

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Black Shadow

Black Shadow was to be a vertical scrolling shoot em up in the vein of Xevious and Xenon.

It was released on the Amiga and ST with mixed reviews, and was mentioned in TGM as being imminent. You can see the Amiga version here:

http://www.lemonamiga.com/games/details.php?id=1681

The amiga vesrion was coded by Jules Bert, with graphics by Jon Law. It seemed there was no conversion for the C64 on Black Shadow. CRL head honcho Clem Chambers wrote to us to explain that although the magazine did indeed say a C64 port was being made, this was often said to magazines in the gap between production of the original and it’s release, giving the company time to find someone to actually do a port. In the case of Black Shadow, nobody was found and as such no port was made or started.

Well, Rob Whitaker says otherwise and confirms that Warren Mills was working on a conversion. Warren spoke to GTW and tells us that the game was being developed with a couple of old friends Paul and Phil Harris for CRL. This game didnt get very far though, with just a ship flying over a landscape and a few aliens but that was about it.

We have asked Warren if by chance he still has any of his old work, but its highly unlikely. This could sadly be lost to time…

Can it be found?…

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Black Cauldron

Disney have been in and out of the software business, either running a dedicated software label themselves or licensing out its famous characters to other companies to produce games based on them.

Back in the mid 1980s there was a series of official Disney games with an educational nature, published in the UK and Europe by U.S. Gold. This included Donald Duck’s Playground, Mickey’s Runaway Zoo and Winnie the Pooh in Hundred-Acre Wood.

However, a magazine news article promised more titles. The first of these was based on The Black Cauldron, itself based on the children’s fantasy novels of Lloyd Alexander. (It was the first Disney animation to feature computer-generated images). Another game based on Return to Oz, released the same year, was released.

However it is not known what happened to The Black Cauldron – at least on the Commodore 64. The game did see release on the likes of DOS and the Commodore Amiga, which shows Sierra as having a link with the game. It seems that the King’s Quest engine was re-used – an engine which never saw a C64 port anyway.

GTW’s Fabrizio suggested that Al Lowe may know more, and after some quick questioning, Al had the following to say:

“Since Sierra never made an AGI engine that could fit on the C64, I doubt there were firm plans. But, on occasion they hired another company to just start from scratch and create whatever they could, using our games as the basis. (I know there was a King’s Quest game done for the Nintendo like that. There may have been a version for the C64, too.)”

So no developments there… and it feels like this could well be a vapourware title as a result. We’ll continue to post any updates if we learn anything more.

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Black Bandit

A surprise finding for GTW from a bundle of disks were recently sent in 2007 to GTW from Wayne Billingham, and on these disks came this very game. A preview of a fairly complete looking title called “The Power of Black Bandit”. Thanks to Skeletor for packing it up for GTW.

The game is a kind of Cauldron/Metal Warrior/Tusari type of game, or at least it reminds me quite heavily of those games for some reason. You control Craig Blades who jumps around quite happily – but we’re not sure what else. We sadly know nothing about the game’s story at present.

We do however have credits, and this was a game done in Denmark around 1987-1988 which was done by Robert Torp and Kristian Larsen, who met through a Danish computer magazine when they were around 17-19 yrs old.

The game was actually fully completed, and sent to various games companies. Sadly no one picked up the game, and it was left to disappear into obscurity.

Wayne had this to shed on the game…

“While doing Bobby Bounce Back (For dynamic developments I think, with Chris Walsh)…..They were a new start-up, getting games worked on ready for release (which never happened).

I think they basically lined up people to work together, on the promise of releasing game and getting royalties. I think in all the time I worked on Bobby Bounce Back I got about 10 quid for xmas. I met them for about 10 minutes at a computer show in London (met Chris for a few seconds…we sat down to wait for him, and he couldn’t find us..).

Anyway..

They sent me a demo and asked if I could spruce up the artwork. But it didn’t get any further than that… (to be honest, I don’t think it was very good)…

I think dynamic developments vanished, though I’m sure the people are likely to still be ‘in the industry’…”

This particular demo seems quite big, and really it doesn’t seem like much more was required to finish it off. But the question remains about what happened to the complete game and does one exist?

As an additional extra, the preview comes with some graphic files as we found on one of Wayne’s disks. He did indeed start some graphics, which you can view by loading the panel file which is on the disk. This loads up in Firebird’s Graphic Editor, and gives a glimpse of some of the enhancements Wayne was attempting to make to the game.

It is not a fantastic game, but it is a nice title to find and preserve in GTW. Hopefully you will have fun exploring it, and in the meantime we hope to find out a lot more about this title. It is now hoped that the full game could some day be found. Although Kristian no longer has it – it is hoped that Robert Torp does.

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Bits For Bizmo

One you may not of heard of until now, but Bits for Bizmo was listed on Pete Baron’s CV page and was described as:

"2D Scrolling platformer based on an AD2000 character in a Judge Dredd story".

In an interview with C64.com, Pete also said the following about the game:

"I did some C64 coding for The Lord of the Rings and then I was set to programming an original Mario-esque side-scrolling platformer named after an 2000 AD Judge Dredd story called Bits for Bizmo. It was a fair way into development when I left the company, but I guess that’s where I got to try out all of the ideas I had about ways of making good games."

Pete mentioned later in the interview that collisions had been a problem sorting out with the game, but it sounds very exciting that there is a Mario-esq game of Pete’s out there waiting to be discovered. We were hoping that Pete will still have the game like he still had Starglider 2 and Devious Designs. What seems odd is that the game was very vaguely known about, with a brief mention in "Illegal" pirate fanzine, where one of the writers flagged it up as a game coming at Christmas 1988 from Melbourne House. Could well have been mentioned at the PC 1988 show that year.

We caught up with Pete in New Zealand who said the following about the game to shed more light on it and his brief stint at Beam Software:

"When I left Beam Software the game hadn’t been released (or even finished yet) so I was only permitted to take away a source listing and no assets. The listing was dumped many years ago… in case you were hopeful there :)

The game idea was that you start off as a disembodied head, your only move is a bounce which you can control by holding the fire button down longer. The levels were to be Mario 2 style platforms made of tiles and various similar features were planned like blocks you can bounce into to release treasures/power-ups. We hadn’t decided yet whether to use a Mario style "jump on their heads to squash enemies" or not.

Pretty soon after you start, you encounter some tricky jumps and are rewarded with a pair of legs that connect to the bottom of your head and permit you to run quickly and jump higher. Other bits were arms (you could operate levers and maybe pick up some of the square tile-blocks), a body (you can take more damage because it’s armoured), a tail (I can’t remember what this offered) and basically anything else we could think of – possibly alternative pieces too to provide fast swimming or flight (replace the legs with flippers and arms with wings). The prototype was at a level where you could bounce along in the levels and pick up the legs and there were several enemies too.

I lost touch with most of the company when I left – this was pre-internet so the only way to stay in touch was snail-mail or expensive phone calls – so I have no idea if the concept was taken any further or just abandoned. I vaguely recall the ‘head’ had a long beak or nose and was yellow… it’s been so long I don’t really recall anything more about it."

It seems sadly that this could be a game lost to time now, with Pete possibly being the only person who would have had a copy. This game overall could therefore be very close to being a closed case.

We live in hope that this one will be found! :-)

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Bio Defence

Bio Defence was to be a game based inside the human body and fighting off diseases.

It was being produced by Tymac back in 1985 and was found out about via Home Computing Weekly magazine (26th Feb 1985) when Tymac were apparently showing the game off to the world at the LET 1985 computer show at the Olympia in London.

Sadly nothing more was heard of regarding the game, though a number of conversions were done for the Spectrum by the company in 1986. However, Tymac actually did complete and release the game on the Atari platform:

http://www.atarimania.com/game-atari-400-800-xl-xe-bio-defense_19950.html

So just what happened to the C64 version?…. It sounds like Tymac were showing it off, but maybe it was just the Atari version being shown?

A lot more information needed…

Do you know anything about this game?

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