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

Academy

After the popularity of Tau Ceti, it was inevitable that a sequel would appear. Pete Cooke was responsible for the original game on the Spectrum, and John Twiddy the C64 version. The C64 version is confirmed by the release platforms in the ACE magazine feature.

Read Attack on Centralis for more info, but basically John Twiddy was working on this unofficial sequel, but had it turned down by CRL before it could be finished. Pete had however started an official sequel called Academy and finished it on the Spectrum. By this time it seems that John Twiddy had moved onto pastures new, namely System 3, and left CRL without a programmer with possibly enough knowledge to create a conversion of Academy on the C64. So the game never surfaced.

Clement Chambers (Head of CRL) had the following to say:

“Academy came out; I’m pretty sure. However Attack on Centralis didn’t. My development head got poached and took Pete Cooke (Tau Ceti) with him. Academy was Pete’s last game for CRL and Twiddy did the C64 port and hence would have done the C64 Centralis port. Hence Twiddy evaporated and went off. The company in question went bust and left them all in the lurch; so in the end it evened out.”

So could Academy have really been finished off by John, but for reasons unknown unreleased? Maybe John left just before his conversion was complete. It is big news, but John Twiddy is trackable, so who knows what could be uncovered in the future.

Jeff Lee confirmed he was mastering the Spectrum version, but never recalls seeing a C64 version at any point. Was it canned early on?

Does anyone know how to get in touch with John?

Posted in: GTW64 archive | Tagged: | 6 Comments

Abstract

Another puzzler, and sadly another one without instructions. I’m not quite sure what this game is about, so maybe you can help give a better description?

This fair looking puzzler was planned for release by CP Verlag back in 1993, by Art Concepts, whom have done a few titles already in GTW.

Even though I don’t know what is going on, the game looks fairly promising, but maybe with nothing really new to offer.

It’s not known why the game never got completed for CP Verlag, or even if CP Verlag liked the game or not. The credits exist to hopefully find out more from the programmer himself.

For now, there is nothing much more to say about the game.

Puzzling.. for me and maybe for others?…

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Axels Magic Hammer

We kid thee not… The Alex Kidd rip off was in full production for the C64 by none other than Core Design, more specifically Rob Toone on programming duty, and Terry Lloyd on graphics. Ben Daglish was the man at the helm of music conversion for the game as with the ST/Amiga versions.

Strangely the conversion was never made known about in any magazines as far as we know, and was kept fairly quiet. Production was VERY productive though, and Rob managed to pretty much finish the entire game ready for release. However, for reasons not really known, Gremlin never released it on the C64.

Terry spoke to GTW, and informed us that the game was completed, but they could find no publisher for the game, which suggests Gremlin turned it down and Core seeked another publisher without any luck. Strange that Gremlin were still releasing C64 games back then, and did not release this.

We were swapping emails with both Rob Toone and Ben Daglish, and hoped to find out more about this game and what has happened to it. We do not know how the game played and how it looked, but with Rob now based in the USA it may boil down to the remote possibility of Terry having remains of the game.

Upon looking, nothing could be found… Rob has promised GTW to pass anything on that may be found back in England. It could well be in an attic somewhere. It could well be that this game is now sadly lost, but we will keep trying.

For now, can anyone find mention of the C64 version in the press…. or how about a screenshot?…. If you can help, get in touch!

Sadly when asked again in 2013, Terry hadn’t found anything – and neither Rob or Chris had anything either. It could therefore be lost forever. Terry did say this though…

“Don’t know whether I mentioned it to you before, but any WiP of Axels on the C64 would have been named ‘Wilbur’ as this is originally what I called the game. I was really into the arcade game ‘Wardner’ at the time and that inspired my design and graphics in some areas.
It was Ian Stewart who came up with the name ‘ Axel’s Magic Hammer’ when Gremlin picked up the finished ST and Amiga game for publishing, which itself was inspired by another platformer on the Sega Master System (that inspired my design), called ‘Alex Kidd’.”

See the Creator Speaks page for the time being..

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Astrodome

This unfinished Sanxion clone was being created by Chris Fitzsimons, Chris Gair and Andie Woodland in the summer of 1987, but unfortunately unfinished was how it was left and stated in this preview.

A typical old-school sideways SEU in the mould of Sanxion, with very Hubbard-esq music, is not actually that bad and typical of its time. Though not up to the same class as Sanxion, its good and scrolling is smooth.

The main ship is obviously inspired by Sanxion also, and moves along at a steady pace. Moving the craft left and right can increase and decrease the scroll speed. The craft cannot shoot, nor collide with any of the various enemies which attack in various attack formations. The map simply loops and the music plays, and that is it.

The game never progressed any further, as the project was declared dead basically in the release of this preview. It is not cracked, and possibly has been released by the team themselves. However, according to Chris, there is another version of the game somewhere which is earlier, but actually features 8 layers of parallax.

According to Chris, this demo was made to test the parallax scrolling and block mapping. The alien waves were mocked up just for testing. The game got scrapped early on, and no publisher was ever sadly approached.

A nice Sanxion clone, left for dead many moons ago… Case closed!

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Assassin

A rather obscure title to add into the vaults, and one which was discovered kinda by accident by GTW. Pete Wright is unknown really to the C64 world, but a blog entry we have recently uncovered showed that Pete was once working on a game for Martech called "Assassin".

He was working on this game with a friend called Darren at the age of around 14 and Martech pretty much signed up the game when they first saw it with a letter of intent to say that if they finished it off with more levels and come back, Martech would pay them and publish the game.

Sadly for reasons currently unknown until we get hold of Pete Wright, the game never did get published in the end.

We know little about the game itself, apart from the fact that it featured some cool parallax scrolling routines and at least more than 8 sprites in the game. Not much really to go on at this stage. Was it a simple space shoot em up?

Well, we hope to track down Pete very soon and find out more, and also see about trying to salvage the remains of this long lost game. It would be very interesting to see what could have been and just what this game was like.

More soon we hope, but we’ll keep you tuned :-)

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Armalyte V1

Cyberdyne Systems burst onto the scene with their amazing debut game “Armalyte”. This horizontally scrolling shoot’em up was one of the finest on the Commodore 64, combining fantastic graphics with some very tough gameplay. As Games That Weren’t already shows, the sequel did not make it to completion. But this is all about what Armalyte was like BEFORE it was released.

First of all, it wasn’t always called Armalyte. The project was originally called Starburst, then it became Manowar and finally Magnox. (Magnox was also the name of another unfinished Cyberdyne project). Armalyte was finally chosen, from the name of a heavy metal song. However this was prone to being mis-spelled, even by the team themselves – the first demo version calls itself “Armalite” (the name of a gun manufacturer) in the scrolling message

The graphics underwent many changes too. The initial style was metallic and bas-relief. This was followed by a second crystalline style, which Robin Levy was unhappy with. Finally he settled on a mixture of organic and metallic elements that became the final overall style.

The three demos available to download show this progression in style, and also contain some fascinating glimpses of different sprites – for the main ship, and the enemies. While none of them are a complete game, they do give an indication of how much the project changed as it neared completion.

Robin Levy gives some more inside information in the Creator Speaks section, talking about how he created the graphics. And Retro Gamer issue 36 from Imagine Publishing features a “Making Of Armalyte” article showing off design sketches and the demo versions.

Finally, Jason Kelk suggested to also add the extra images from the Hunters Moon original disk to this archive, as it includes some graphics which may have been meant for Armalyte, including the Xenophobia screen by Robin.

Case closed…

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Armalyte 2

Back on our screens in 1988, we were graced by one of the greatest SEU’s of all time. Armalyte was released with an almighty impact, shaping the way all sideways SEU’s should be on the C64.

With the first game’s big success, a sequel was inevitable and work was set on a sequel to be released in late 1989/early 1990. Again being programmed by the immaculate Cyberdyne Systems, a few ideas were placed. The main ship was to be more colourful, the aliens more intelligent and a power-up shop was to be included too. It was to borrow more from Salamander too!

The game was to feature around 6 levels in total, and just the one player to fit in all the improvements. Flickering problems from the first game were to be removed and other various improvements. Unfortunately, Cyberdyne Systems were contracted out to System 3, and after getting to work on projects for System 3, such as Deadlock and Last Ninja 3. Armalyte 2 was shelved.

Dan Phillips of ex-Cyberdyne Systems, contacted GTW with proof of the game’s existence. Dan submitted to GTW a series of previews which were made to demonstrate ideas which were put on the table. As well as the main ideas above being demonstrated, the last game’s levels used as demonstration have had colour splits placed onto them and the weaponry on one of the previews is awesome. As well as this, you can experience the all new ship itself and some new enemies knocked together by Robin Levy.

So thanks to Dan Phillips, you can now experience what was Armalyte 2 on the C64, or at least part of what it was to be. The remains of a potential new king to the throne of best C64 SEU. Also check out “Creator Speaks” for the full story on Armalyte 2 as extracted from Zzap 64’s interview with Cyberdyne Systems.

In 2010, GTW backed up a number of disks from John Kemp and Robin Levy, and on one of the disks was a music demo from a guy called Bjørn (Who is thought to be Bjørn Røstøen) . The music was intended for Armalyte 2, but it seems that the music was by Prosonix! The main tune was only infact released recently! (http://csdb.dk/release/?id= 95768) .

We have also found some sprite files which we have uploaded into the main download file. The disk label can be found here.

As you will see from the disk label, it seems that the game could well have been called “Maglyte” had it been finished.

As an additional bonus, when you download these previews, you will also obtain a special D64 of a previously unseen Competition Edition of Armalyte, built with an official Cyberdyne trainer. Many thanks to Dan Phillips for his incredible contribution to GTW!

One of the big long lost c64 games…. found!

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Project Argus

Now for something we wouldn’t normally focus on, but in this case, we are looking at a particular title which was to be commercial.

With Project Argus, we were looking at a very ambitious SEUCK effort from Alf Yngve which was being developed for Psytronik Software back in 1994.

Apart from the usual enhancements which we have been used to with Twin Tigers, Archetype, Cops 3 etc… Project Argus was a multi-part SEUCK game with about 6-7 parts in total, full introduction and also full end sequences. All coded in SEUCK, and all featuring various tricks by Alf. The game would have been enhanced with title screens, music, password system, power-ups and intro linked pictures etc. It would have been like no other SEUCK title. All these enhancements were to be done by none other than Jon Wells, with music by himself and Feekzoid.

The game essentially follows a story which Alf wrote, which you can find a link to above. The game itself featured storyline dialogue in various places and was very close to the story written by Alf.

So what happened?… Well, we were greeted with Archetype and Cops 3, The SEUDS collection and other titles… But sadly Psytronik didn’t get the success it should have. Along with Visualize, support was quite low for C64 software around that time, and low sales made it hard effort to produce more software.

Eventually, The Last Amazon and Cosmic Combat (both mentioned with Project Argus and Psykozone) were tarted up slightly and popped on the Commodore Zone covermount. P.A and Psykozone were slightly more ambitous titles to enhance, and sadly got forgotten about.

Recently, Jason Mackenzie was asked about Project Argus and Pskyozone, and Jason replied by supplying GTW with the full remains of both games!… With full permission from Mr Yngve himself to distribute them for the first time.

We have actually held off the release for a few months, because GTW has been busy arranging enhancements to Project Argus (and Psykozone!) in the way they were originally intended to be.

Now it is fully complete, and GTW is proud to present Project Argus for the first time to fans of Alf’s work. It was felt better to wait until they were enhanced before letting the game out and hopefully you’ll all agree the same.

Although not as fully enhanced as would have hoped… with powerups and multiload features missing… Richard Bayliss has done a very good job and has managed to bring hopefully a good majority of Alf’s dream to reality. Maybe in the near future the Multiload and Powerup features can be implemented by someone?

The game comes with a special Intro picture which Kenz created, all linked to the first part. There is also a special music demo by Richard, which features a recently uncovered tune by Jon Wells which is what was intented as the end tune…sadly we couldn’t fit it in. But you can check it out, or download it as part of the Music download. It is an extension of the Project Argus End tune from HVSC, with an extra long intro part.

Added is a special Creator Speaks page, with Alf himself talking about the game and its plans. Links are also available to the story which relates to the game. The disk label can also be found here which Kenz specially produced when digging out the game.

Recently in 2011, Onslaught took the game and compressed it down to a single disk side. Well worth checking out thanks to the great work by Slator! (Which we’ve included now in the download)

Overall its one of Alf’s biggest and best C64 titles, and if like me, you are a fan of Alf’s work… you won’t mind the fact that its all made in SEUCK. It’s ambitious, and its fun… Hopefully you’ll enjoy what Alf wanted you to enjoy…

Case closed!

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Arbitrator

An interesting little game from the late part of the 80’s, featuring music which Mark Wilson composed for Obliterator.

This game involves controlling the main character on some kind of space craft, using arrow buttons with a pointer icon. There is not much to explore, nor to look at apart from some very early ship interrior, and the ability to go through a door and shoot bullets.

The game has the look and feel of one of those games you would find on the “Players” budget label or something. Has the look of potential for its time

According to Chris, who recently got in touch with GTW, this game demo was started off to show a Swiss company who were looking for someone to code a conversion of an ST game.

However, the company wanted the complete conversion done in 8 weeks and Chris could not get enough time away from work to finish in that time so the deal fell through.

This unfortunately was it, and nothing else will be obtainable. To me, this seems to be some kind of Obliterator clone, and the use of Mark Wilson’s music may confirm that. We hope to hear more from Chris and Andie soon.

Mark Wilson tells GTW that he cannot recall much about the game, but feels the Obliterator music was temporary. This means there could be another version out there with Mark’s music. In the meantime, Mark very kindly passed us on a music demo with the tunes intended for the game (of which in turn Ian Coog provided a clean SID rip and year confirmation of 1988). The main tune is brand new, but the sub tunes (selectable via poke 251,1 to 3) were sneaked out via compilations released by Mark over the years.

Not a bad preview, but a shame it never progressed further…

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Angel Of Hell 2

Angel of Hell II is a preview of a game by 576 KByte which was produced back in 1996. Sadly it never got completed. It was the sequel to this game.

The preview spans a very impressive 3 disk sides, and comes with a superb introduction sequence which then brings you onto the main game itself.

The game needs an English translation, so I cannot describe much about the game’s story at present – but the game is an impressive looking icon driven graphic adventure game – which looks very promising indeed.

Development of the game overall got quite far, but it seems that it was quite late into the C64’s life, and possibly due to poor sales of previous titles – the game was abandoned as a result. Recently Jazzcat managed to get hold of the remains on the game which we can now present to you to check out for yourselves.

It seems a shame that this one never quite got finished, as it looked very promising and might not have been that far away from completion. Still, at least it is now preserved and people can get an idea of what might have been. Please refer to the text file for instructions on how to get some of the separate parts working.

We hope to hear from the developers themselves about the game and the intentions very soon!

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