Ashley Routledge recently in 2015 loaned his C64 disks for GTW64 to do a large preservation job. Mostly to try and see if we could recover Daffy Duck, but also to preserve any potentially lost demos, artwork and just Ash’s work in general before the disks deteriorated. A massive thank you to Ashley Routledge allowing us to preserve his disks with the hope that we could find some lost works by the famous duo.
Covering unreleased and cancelled video games, plus prototypes and early versions of games on a variety of consoles and computers. We are a large archive dedicated to preserving games that were never released to the public. Sharing history and stories from the developers, assets and more before it is too late.
We are a non-profit digitisation project, aiming to digitally preserve software and history which would otherwise be lost for good. If for any reason there is anything that you do not wish to be on the website, please contact us for removal.
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It’s been a very busy few months, doing a lot of digital preservation work for ex-C64 developers and artists – but a very fruitful few months too. Very often, we find music files and demos which are not online anywhere and which get passed on to the relevant sources to make sure they are made available.
Ok, so we’re not talking about a majorly different conversion that was in the works, but some fairly significant differences compared to the final edition that eventually ended up on the C64.
Many of you may remember the rolling demo of Lotus Esprit Turbo Challenge on the C64 and being wowed by it. Did you spot the differences between that and the final version? No? Well, here we go…
Of course, very often when a preview is released – there can still be some significant amount of work left to do or changes which are requested. Seems like Lotus was no different, and there were some visible changes made just before release.
Firstly, there are two cosmetic changes which stand out. One where the score panel has been improved and bulked out a little – nothing too special. The other is significantly the removal of the red and white road banding that appears at the side. It’s a shame, as it looks great in the demo – but we are guessing that it was removed to compensate for speed – which does seem a lot quicker in the final release.
There also is the inclusion of a white counter in the top right corner of both screens, but the final different is a bit more subtle…
If you check the top cars in both of the above screenshots, you’ll notice that the demo features an extra frame of animation where the car turns inwards more. It’s been cut out for some reason on the final game, which we’re not entirely sure why. Maybe it was to squeeze more road objects into the game?
Looking into the game a bit more – it seems that the cars were entirely drawn via character blocks in the demo version, with the red/white bands being handled by expanded sprites which were overlaid onto the sides of the road. When the banding was dropped in the final game, it seems those sprite frames were replaced by the main car in its largest state – with the smaller state (where the car is in the distance) handled by characters still.
In early 2016, this was spotted in an old issue of Zzap 64 …
Sadly no colour screenshot, but here you can see the status panels being different yet again, a familiar red/white road effect (using expanded sprites like in the rolling demo), but it seems very different looking cars and darker shading effects on the mountains in the distance. There may not have been any raster bars either at this point – so a very early version!
But then here is a colour shot thanks to Martin/Stadium 64! …
And to conclude, here are some more images relating to the earlier edition and the programmer. Click each to view full version.
Another big finding for 2015!….
Soul Gem Of Martek recovered
Unfortunately not the full game (which may not have existed), but GTW is proud to present remains of a title that has been missing for over 30 years.
Amazingly, not just remains of the game were found – but the actual inlays and tape were present and have been preserved via scans:
1 new entry added
9 updates added
We’re back after a short break with some more C64 recovery work with the following new findings and updates:
Quadrofender full game found and released
A complete 1990 budget title from Clockwize has been recovered from disk and released for the first time, including unheard Sonic Graffiti tunes.
Quadrant 4 full game found and released
And yet another full budget game from Clockwize – this time a simple 1989 Uridium clone which never saw the light of day until now!
Urban Warrior full game found and released
And to complete a hat trick – here is a commercial SEUCK title from 1988 that was due for release by Video Images, but never made it due to a design bug which made it unplayable in places. Who fancies fixing it? ;-)
4 other new entries added
And also 13 updates have been made:
More to come soon! Watch this space!
Another surprise finding, this time of an aborted early conversion of Codemasters’ Tarzan Goes Ape game, which looks very different to the final released version, with far better graphics.
It isn’t sadly too playable, but you can sort of move the character around and use Q and A to scroll the map. Download the preview and checkout the story behind its finding here:
Not seen even by Simon since 1989, we are proud to present the infamous road routine which Simon produced to prove a point to Mark Kelly after seeing Turbo Outrun.
It’s not playable, but was all that was produced and a great finding! Read more about how it was found in the entry!