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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Beast

A nice old preview, which very much reminds me of the classic "Shadow Of The Beast".

Featuring some nice graphics, with parallax scrolling features, the game has the standard building blocks of a good game. The only problem seems to be the small playing area visible to the gamer.

Doug Roberts informs GTW that this game started out as an attempt to re-create a scrolling foreground over a static background, with no real intention of making a game. However, as things progressed a game started to evolve. It never got further than this though, though Doug mentions that there could be some graphics unused lying around somewhere which he hopes to find.

Plans even at one stage were to use it as a demo part selector, where an entered door would load a particular demo part up. However, it never materialized.

Richard (Deek) Rinn was the only person to have a copy of the demo, which is how it has managed to sneak out. Doug was surprised to find his game on the web, and mentions that "Beast" was not the game’s name. Infact, no name was ever given really… so its a working name.

Deek provides some spot sfx, which neatly accompany the preview. The game is not too playable, with control over the main character seemingly the only option. You can’t enter any doors or new locations. The outside world seems the only area present in this game.

Promising "Shadow Of The Beast" clone that never got far enough…

Case closed…

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Batty Builders

A game created by the author of Ultimate’s “Imhotep” in a very short career on the C64. The developer also worked on another title which was to be a conversion of a classic Atari game, Batty Builders which he earlier did in around 1983.

This was a kind of puzzle game which would have done ok on the C64 had it been updated slightly, but I’m not sure exactly what the developer had got when they developed this game.

An interview told that the game had in fact been fully completed, but just left unreleased. We are currently not sure why the game was never released, but we are guessing it is because a publisher could not be found.

It could be possible that the game still exists in a disk box somewhere , but sadly it isn’t in the developers hands any longer.

How good was this game?… Will we ever know?

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Battle Ball

Part of a series of Power House titles which never quite saw the light of day.

Battle Ball was deemed another shoot ’em up in which the Battle Ball of the title must destroy a world defence computer gone haywire. This was all the information given out on this interesting title.

The game was an enhanced SEUCK effort done cheekily by Stoo Cambridge, using a tool which was done by the development team that he’d later be a part of!

It was done mainly as a laugh at the time to make some quick money using a well proven game production tool. In the early days of SEUCK, it was becoming fairly common for people trying to submit SEUCK games to be released as commercial efforts. This particular SEUCK effort was hacked a lot by Stoo to ensure it didn’t look first off like a SEUCK game – though a look under the bonnet would surely prove it used the engine.

Stoo sold the game to Power House, got paid, but Power House went under just before they could release the game. Battle Ball never actually got reviewed, but only mentioned briefly with a series of other Power House titles which were on the way.

In March 2014, Stoo posted all of his disks to GTW64 and we were able to preserve the title in full!

You can now download the entire game, including variations where Stoo was playing with the title screen configurations. There is also a unused loading screen, but there may have been another loading screen on the disk, but it corrupts when trying to decompress. Not sure if anyone fancies a look at that? Also there was a disk called Cyba-Ball, which was an earlier version of Battle Ball – but sadly the disk would not read at all after many attempts to save it.

In 2020, Stoo dug out some development notes and a print out of a loading screen which seems to be lost. Also, a letter from The Power House with a first offer for the game.

Then inspired by the Alpha Omega/CRL loader, Richard Bayliss has created a tape version of Battle Ball with the proper loader. This is likely a very close replication of how the final mastered tape game could have been. Check it out!

This is yet another commercial title saved from obscurity, thanks to the efforts of Stoo Cambridge. Check out this cool early SEUCK title from one the Sensible boys!

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Barbarian 3

Barbarian 3 first started off as a basic sequel to Barbarian 2, following a similar structure. This was the period when both Steve Brown and Richard Leinfellner were involved in the development. Basically whilst the sequel was in development, Steve had already decided that the game would benefit being turned into a trilogy. So the once planned ending to number 2 was changed so that Drax escaped through a mirror at the end of the game to lead onto the 3rd title.

The main major change was that the 3rd game would now scroll instead of being flick screen based. When an action sequence occurred, then the game would switch to a larger and zoomed in fight view for the 16-bit editions. The C64 would keep the characters the same size throughout.

The game as a whole was to feature more dark humour, and some stunning animation throughout, following the footsteps of the previous titles. However, things seemed to be unstable at Palace, so Steve decided to move on from the Palace and the Barbarian 3 project.

Simon Birrell would take over the development in terms of the game design, and he wanted the game to have more platform action overall and made a new direction for the title. Simon confirmed that the title was also changed at this stage to “Super Barbarian”, as part of a duo of updates to two classic Palace games. The other game was “Super Cauldron”, which would see release much later.

Dave Chapman was assigned as developer – handling the game editors and engine for the ST and Amiga editions. It was uncertain though who was behind the C64 conversion, and Simon couldn’t recall – it is believed that it may have been Rob Stevens, who developed the sequel and we hope to confirm soon.

Thanks recently to Tobias Hultman, a Swedish magazine back in June 1992 mentioned Super Barbarian on the 16 bit systems at least. So we get a few more details about what the game was to consist of. The game was essentially to be split into two parts:

Part 1:

A tournament game placed in a Colosseum-like arena where the player fight against either 16 computer controlled enemies or up to 8 human players.

  • Several weapons to choose from: Sword, axe, mace
  • Replay function which makes it possible to see sequences from the fights.
  • You can see injuries on body parts.

Part 2:

A action adventure where the goal is to rescue the good wizard’s daughter held captive in Drax’s tower.

  • Solve puzzles, find secret rooms and relics.
  • 6 levels, a forest, hell … other levels to be decided.

The game was rumoured to be at a playable stage by 1992, but Palace would suddenly go bankrupt and Titus would buy them out. Where Blues Brothers was finished and released, Super Barbarian was not.

Although there isn’t anything yet to show of the game on the C64 (or even the ST, Amiga and PC versions), luckily Steve still had development sketches for the game, and thanks to Martyn Carroll for passing them on, we are able to show these design sketches for the first time (Sadly they were unpublished in Retro Gamer as intended).

Steve also once said the following in an interview with Eurogamer (thanks to Fabrizio Bartoloni for the heads up):

“It was a great shame as I had Barbarian 3 mostly planned out, including the publicity, which was going to feature my other favourite model of the time, Debee Ashby. I’d designed and had miniatures built of a giant tentacled monster, plus had a meeting with the monster makers at Pinewood Studios about constructing a full-sized animatronic tentacle that would lift Debee up in the photoshoot. It would have been awesome”

Also, Ross Sillifant uncovered some more screenshots and news of the 16-bit editions, which you can details of here. This gives a glimpse of possibly how the C64 version may have looked in terms of design.

Just who did the C64 conversion is still unknown, but some crucial information is uncovered on the title and there is confirmation that it was in development. Can we find anything of the code/graphics?

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Bank Panic

Bank Panic was a planned arcade conversion being done for Elite Software by Richard Gibbs, who previously wrote Knockout for Alligata software a year earlier.

Elite were keen to do arcade conversions, so Richard pitched this idea and started work on the game. He asked his old friend Steven Day if he could draw up a loading picture for him, and this he did. We only see this today due to Steve’s preservation of his past work.

As for the game itself, it only reached the stage of animated bitmaps, which looked the part for the game. All bitmaps were actually done by Richard himself, and was to be a first example of animated bitmaps in a C64 game.

One thing of note is that the game never actually got a mention in any of the magazines about being worked on, so it is possible that Elite decided against the idea. Maybe they couldn’t get the licence?

Ironically, Gremlin released a game very similiar around the same time called "West Bank"… Interesting developments occured recently when Zeldin/Cascade provided me with a bizzare version of West Bank, which has "Copyright Elite Software" written into the code. Other versions have it as Gremlin, so it seems some versions kept this copyright in by accident.

This therefore means that we are most likely looking at West Bank being the eventual Bank Panic game which was released. Elite rejected the conversion, so Richard Gibbs must have gone to Gremlin with the game and they accepted it (but as a clone, not as an official arcade conversion).

If you check Knockout by Richard Gibbs, you’ll notice a few similarities with regards to charsets, so we are pretty confident now that we have found our game, and it was already released! :-) You can check out the download which sadly is corrupted, but search the code in a machine code monitor and you’ll find the Elite credit. We’ll get a working version soon we hope!

The story is not 100% clear yet, and it will require tracking down Richard Gibbs to find out more. Information about possible location is given out by Steve Day in his Creator Speaks segment, so hopefully someone can help.

A sad arcade conversion loss here, but seemingly released anyway…

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Bad Enemies

Back in the ’90s the italian version of Zzap! started offering some visibility to wannabe videogame programmers who wanted to proudly show their work.

At that time, Luca Balducci was developing a clone of ‘Street Fighter II’: it consisted of an incomplete but fully playable version, along with an intro and end sequence.

Compared to other ‘home made’ games reviewed by Zzap!, Bad Enemies was the result of an ambitious effort by a smart teenager and probably, with a little more work and some luck, it would have easily become a valid beat’em up. Here is the review

Even if brilliant, this idea suffered a defect: basically nobody had the chance to test what the editor reviewed!

But today, thanks to the internet, it can be done…

Here you are, get downloading!…

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Brides Of Dracula

Brides Of Dracula was a strange game from a relatively unknown company on the C64, Gonzo Games. However, Paul Smith and Steve Howard were known from their days at Viz Design, where they had created Werewolves of London and Brides of Frankenstein. This new game would be an unofficial sequel to that latter game.

The game would feature a split screen huge smooth scrolling game area with nice GFX. You could enter various rooms or go outside picking up various weapons and solving puzzles with either 1 or 2 players controlling either Dracula or Van Helsing.

Encountered each other, you then would have the chance to hinder the other players progress. Similar in most ways to the Spy VS Spy trilogy with more to do etc.

Alan Botwright, the game’s creator, spoke to GTW and informed that the reason this game was never released, was due to the fact that Gonzo did not pay Alan or any of the team for their work and Gonzo Games subsequently disappeared. It is most likely that Gonzo Games went under before the C64 version could be finished and the team paid.

When asked about the game’s existence now, Alan replied.. “It was 98% finished! I Might have an old version in a floppy disk somewhere. Unfortunately I now longer own a 64 or disk drive!”

With some more contacting to do with Alan, and possibly the off chance of him allowing GTW to find the game, we may see the game one day soon in the archives. A competition was ran in Zzap 64 (87), as with Daffy Duck, and the following people were promised a copy of the game with a leather jacket with the game’s artwork.

Mr M Yeoman, Kenton, Middlesex wins game plus leather jacket with game artwork on back. Runners-up are; Mr A Fraser, Moy, Inverness-shire; Master E Frawley, St Pauls, Glos; Chris Pearce, Meole Village, Shropshire; Steve Bromfield, Ashton-under-Hill, Evesham; David Madon, Hemsworth, W Yorks)

Did any of these people get a full game? It is very unlikely, as Alan confirmed that the game wasn’t actually finished. In 2014, we got in touch again and the news wasn’t great. Alan has many disks, but it is unknown what is on them – most will be just random code from his demo coding days.

There could well be Brides work on some of the disks, but they will likely be in PC format – as the game was developed on a PDS based system. Alan offers hope that some day it could be dug out, but with family commitments – it may never happen. GTW has offered its assistance with checking out any disks and preserving though, so you never know.

Paul Smith of Gonzo Games could now be the last remaining hope, but with a name so common on the internet – we may never find him. Alan suggests he was the last person to have the game for certain and the development system itself. Could Paul be found some day to shed some light?

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Batman Returns

A successful film sequel and a widely promoted game in both Commodore Format and Commodore Force magazines here in the UK from between 1992-1993. Konami, not often known for releasing their own C64 games at that time, decided that their computer licence of Batman Returns should be spread over to the C64 as well as the others.

Who better to recruit for the job, but a member of Denton Designs, Roy Bannon. Already producing the great World Class Rugby for Audiogenic the year before, Roy was given the job of the C64 conversion, along with Ally Noble, Dawn Jones and Paul Salmon helping with the graphics.

To follow Roy’s progress through the game, a number of previews were shown in both Commodore Format and Commodore Force, with the latter in particular going further by doing a short-lived ‘Diary of a game’. This showed a gradual process of the game, showing much promise and gorgeous main character animations ported across from the Amiga version. The game followed the exact same design as the Amiga conversion and followed closely to the film.

However, it seemed that all was not well when the final diary entry in Commodore Force didn’t really focus on progress of the game at all. It strangely depicted Roy going off on holiday and deciding that the game should take a hike. No further diary entries were shown of the game. You can see the diary entries in the downloads below by the way.

By this time, it was late 1993 and the Commodore 64 market was in rapid decline. Roy himself confirmed to GTW that the game was canned by Konami, because they felt that it wasn’t a viable project to continue with and money couldn’t be made on it.

According to Roy, only two levels were actually ever fully completed. The first level being fully complete and playable, and the second level half completed. There was likely to be bits of the other levels running, but with no game play implemented. Our guess is that the level maps and graphics were all completed, so really it was just music and other levels to be finished. Paul Salmon suggested that the conversion was coming on very well and was playing very well too, with all the complicated fight sequences in place too with the two levels that ran.

Once the Amiga version eventually surfaced, it was completely panned by the press and was a disastrous title overall. It was seen as lacking excitement and was just a simple platform title with the Batman name applied to it. Perhaps though things could have been different with the C64 version? Will we ever know?

It is hit and miss as to whether anything still survives of the C64 game, and after many years things haven’t been forthcoming. A series of demos were created for Konami, but Roy has not been able to find anything. Demo copies sent to the magazines are likely to have been long discarded, even though we have tried those routes.

John Heap, Paul Salmon and Ally Noble all confirmed that they no longer had anything of the game. Although Ally has suggested that there could be old disks in her attic, that hopefully someday could be examined.

The hope now sits with Roy and some other miraculous way for the game to be saved. It doesn’t look good though I’m afraid.

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Absolute Beginning

A rather intriguing title this time which may not interest some, as it is a SEUCK title which has gone missing.

The Absolute Beginning (TAB) was produced by Asif A Bhagwandin for the Zzap megatape, and was sent in and first mentioned in an article called “How to be a Megastar”, which told readers what it takes to get their game on the covermount.

The game was a Forgotten Worlds clone which looked rather good, and apparently played very well too according to the reviewers. Sadly Zzap never used the game on their covermount, but did use another of Asif’s games later on. Yet another game was unused and was also due for inclusion on Commodore Force’s covermount.

Asif tells GTW:

“My first effort (the one you’re looking for) and was pretty lame, I’m speaking to a few old friends of mine to see if they can locate a copy. I’m sure I gave some out.. might take a week or so but I’ll let you know..”

Sadly as time passed, a flood destroyed all of Asif’s past work and it seems all of his disks were destroyed too. Chances of TAB and his other titles surviving is small now.

Last hopes remain on his friends having the games on disk/tape somewhere (though it has been some years and we haven’t heard anything), or even Asif himself finding a copy of his games. I’m sure he would be very happy to find them again, and we hope to find them also.  We know that Zzap didn’t keep anything from back then.

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Aztec – Hunt For The Sun-God

Advertised in Home Computer Weekly, issue 85 – Aztec was an interesting looking 3D adventure game which was to be released on the likes of the Spectrum and also the Commodore 64. You would use the keys to turn around 360 degrees and move around a 10×10 grid layout.

As an Aztec, it is your aim to find the sun which hasn’t risen over your village on this particular day. As you move around the environment, you have a number of spells at your disposal which the game’s manual details how to use. The game overall was aimed to be a childrens adventure game, more than something for adults.

Although reviewed in a few magazines, including Computer and Video Games the C64 version never surfaced. The Spectrum version however did!

It is very likely the screenshot in the advert is from the Spectrum version. It seems that Hill MacGibbon didn’t get that much released onto the C64, so maybe they struggled with that platform overall getting suitable developers.

Do you know what happened to it?

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