Preserving Cancelled & Unreleased Video Game History Since 1999
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.
A short entry for a Commodore MAX title that was proposed, but never finished and released.
Air Battle would set you in air and space, pitting you against many different types of alien invaders. At each level, the player would be faced by 5 waves of 3 aliens, each which must be successfully destroyed in order to advance to the next level and increase rank.
The game was projected to be 4K in size. It isn’t known at this stage if the game was ever actually started or not. We do know that the game’s developer was to be John Stockman.
If you know anything more, please do get in touch!
A short entry for a Commodore MAX title that was proposed, but never finished and released. NOTE: This game was actually leaked on the C64, but it is the MAX edition which is still at large potentially.
Greenhouse has you having to try and grow as many flowers as tall as possible, without letting weeds take over the greenhouse or the bugs eating your flowers. You need to try and grow up to ten plants in total by turning sprinklers on and off at the top of the screen.
The game was projected to be 4K in size. It isn’t known at this stage if the game was ever actually started or not. Although the C64 edition was eventually leaked out onto the scene, and we assume that it is the same developer as the MAX edition.
Thanks to Anders Carlsson, we have been able to add additional credits, and it is felt that the game in the GB64 archives could well be identical to the MAX game. No one is sure how it managed to leak out though at present.
Thanks to Kate Willaert, we learn that the game was handed off for evaluation a few weeks after the 20th August 1982, but the game did not show up for the MAX launch in Japan.
Was the actual MAX version much different compared to the C64 edition that we know of? If you know anything more, please do get in touch!
A short entry for a Commodore MAX title that was proposed, but never finished and released.
Pirate Attack (a working title) would have you trying to destroy an attacking pirate ship before it destroys you. The game would start with two frigates in battle formation, with a white ship on the left being the player ship.
You would use a canon to reload and set elevation to try and hit the pirate ship before it hits you. You can just try to make the most damage compared to the pirate ship, or ideally sink it before the day passes (indicated by the position of the sun in the sky).
The game was projected to be 4K in size. It isn’t known at this stage if the game was ever actually started or not. We do know that the game’s developer was to be Eric M. Cotton, who programmed Gorf on the C64.
Thanks to Kate Willaert, we learn that Eric confirmed that development never got very far unfortunately. It isn’t known if anything has survived.
If you know anything more, please do get in touch!
A short entry for a Commodore MAX title that was proposed, but never finished and released. Cosmax would have you destroying extra terrestrials as you scroll across the screen in a mountainous terrain. E.T’s attack two from the front and one from the rear, with each E.T. having a different attack speed and where they will attempt to kamikaze the player.
The player will need to destroy the E.T.s by avoiding their attempts to collide and fire missiles at them. The game was projected to be 4K in size. It isn’t known at this stage if the game was ever actually started or not.
Anders Carlsson confirms the game was developed by Jeff Bruette, but that Jeff could not remember much about the game. Jeff also commented the same thing, but told how the project almost got him fired by Jack Tramiel.
If you know anything more, please do get in touch!
A short entry for a Commodore MAX title that was proposed, but never finished and released.
Sub Hunt would have you piloting your helicopter in a fast-paced search and destroy mission. You know the subs are down there, but where? You must use your chopper’s sonar to reveal subs for a fleeting instance to then destroy.
It isn’t sure if the game would have scrolled or have been a static screen title – it was projected to be 2/4K in size. Additionally, it isn’t known at this stage if the game was ever actually started or not.
Thanks to Kate Willaert, there is a good point that there are initials in the corner saying “BH”, which is likely to be Commodore employee Bill Hinderoff. Could they have been the developer?
If you know anything more, please do get in touch!
A short entry for a title that was mentioned in a loading screen for Nato Commander by Microprose back in 1984.
We believe that Challenger was a space shuttle game of some kind, but little else is known at this stage with no other details seeming to be out there relating to the game.
A lot more information needed – but do you know anything about this game?
A short entry for a title that was mentioned in a loading screen for Nato Commander by Microprose back in 1984.
We believe that Go Sets Go was a sports game of some kind, but little else is known at this stage with no other details seeming to be out there relating to the game.
A lot more information needed – but do you know anything about this game?
A short entry for another Prisma educational title which was completed, but never released for some reason. The game did see release on the Amiga in 1991.
All we know is that the developer was someone called “Simon”, and they had the following to say back in 2020:
“I worked on the C64 port of another Prisma title, Pepe’s Garden. Never released. I remember having to use all kinds of tricks to fit the disk-based 16 bit title into a single load 64k. Got vague memories of having to compress stuff and stash it under one of the ROMs. Think I also did some stuff with dynamically creating sprites from the character set data, and maybe even some sprite raster tricks too, because obviously 16 bit machines had access to hardware like a Blitter, and all the little ol’ C64 had was 8 sprites.
I don’t have a copy of it any more. I think I managed to port most, perhaps all, of the original 16 bit game, but I don’t recall if I finished it. Don’t remember coding any sound or music. Slim chance the source code may be on an old floppy somewhere, but no idea where.”
Do you know anything more about this game and can it be recovered?
I was about to add a screenshot from the game from the recent 25th Anniversary Edition of Commodore Zone, when I realised we didn’t actually have an entry for this Visualize title at all!
This was to be a sideways scrolling/flick screen game in the style of Fist 2, with backgrounds used at least temporarily from 10th Dan. The web author of this website was even at one point down to do the graphics for the game, but School/College work got in the way and nothing ever happened.
The game itself made relatively good progress, but was cancelled in the end when Jon Wells didn’t get sufficient support for his work. The Supportware scheme didn’t unfortunately work, so titles such as this were put onto the scrapheap.
It is unlikely now that the game will ever be completed or released, but you just never know. With the recent resurgence of the C64 market, Jon might be tempted to complete this along with other games. He is currently working on a C64 edition of Minit, so its plausible.
Hopefully we won’t see this one added into the archives anyway, unless Jon is sure that it will never be finished. For now, check out the music which has been in HVSC for a while now.
I was very surprised when GTW’s David Simmons contacted me in late May 2022 to see if I knew anything about a C64 conversion of Exorcist, a game that was released by Commodore on the C16/Plus/4 in 1984, programmed by Greg Duddle under the Mr. Micro label.
Certainly there didn’t seem to be any evidence in magazines that a C64 version was in the planning or offering, but yet a C64 version saw a very low number release in Spain. It has now only just been fully preserved after a copy finally surfaced.
We did wonder if perhaps Greg had originally written the game on the C64, to then just convert to the C16 – similar to what Anthony Clarke did for Dork’s Dilemma. However, the C64 edition has its own custom character set, improved graphics and titles in comparison – making it clear that a proper C64 release must have been intended.
So the mystery that now needs solving is to why this only saw a limited release in Spain, and why Commodore didn’t release it for the C64.
Thanks to Vinny Mainolfi (who contacted Greg to find out more), Greg could only recall a C16/Plus 4 edition being coded. Upon seeing this finding, it was all but a mystery to him. He believes he probably wrote it on the C64 originally, but then Commodore contacted Mr Micro asking for software support for their new C16 platform – so the game was converted over. It doesn’t quite answer why the C64 version wasn’t released too – but perhaps Commodore felt it was too simple for the platform?
Thanks to the efforts of Celiddoro, Kopsec and David – you can check out the full game for yourself, which also comes with a newly found and early David Whittaker tune for the next HVSC update.
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