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

Humpy64

We are very blessed these days to see some great new C64 titles being produced on a regular basis. Sadly though there are still tragedies where some of these new titles are canned for various reasons.

Humpy64 is one of those titles, a promising casual game title that was being developed by Roy Fielding. The game has you having to simply jump over a swinging ball, and avoid getting blown off the stump at the same time. Sounds simple, and it is – but it is extremely well executed to a very high level as you would expect with Roy when you look at his previous casual game titles like Paper Plane.

Everything is helped with some fantastic background artwork by Vanja Utne and it is a real shame that the game was never finished. However, Roy was very kind to make the game available in its final form, so you can download and check it out for yourself. It is an addictive game that will draw you in quickly.

It isn’t 100% known why Roy decided to jettison the game, but sometimes it just happens and you lose interest in a title. It has to be something fun to work on.

Anyway, check it out for yourself, and also see Roy’s own words about the game in Creators Speak.

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Fighting Survivor

Seems to be a good constant stream at the moment of unreleased C64 games surfacing, and going well into July 2020 – Simon Quernhorst got in touch with GTW64 to let us know that this early platformer had been recovered. It was thanks to the recent recovery of Joust which would inspire Henrik Matzen to dig out the game to add to the archives.

“The preview has been in my possession since the early 90’ies when I visited Kim Sørensen’s place and borrowed some of his old C64 disks and made a copy of “Shitty Preview”, as it was called on the disk. :-)

I always knew I had it, but never thought of it as being anything important, until recently when I saw the amazing story about how ‘Joust’ was found and recovered, and I thought maybe ‘Fighting Survivor’ could also be interesting for a ‘Games That Weren’t’ even it was really a early preview. Luckily I am still actively using my C64 (+Amigas) today for demo and games on authentic hardware, so I already secured and transferred all my disks to .D64 about 15+ years ago.”

Henrik is the cousin of artist Kim Sørensen, who informed Henrik that the coder and himself went to the UK for a while and stayed in London. Initially they had a meeting with Mirrorsoft to present the game, but had a power outage and lost a lot of the animation work. As a result, they quickly borrowed the leg sprites from Hawkeye. They were late to the Mirrorsoft meeting, who told Kim and Charles to come back another day. Instead they signed up a deal with Grandslam Entertainment to release. Unfortunately the game was never completed, for reasons we hope to find out soon.

All that seems to be left is the early preview that we have here, sadly with no enemies or gameplay – you can just move the main character around at this stage. It did however get a lot further than this, so it is hoped that something more may miraculously surface to be shared. Kim however suggests that all other copies are now lost.

For now, check out this intriguing and early preview of another piece of C64 history.

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The Last Commando

A short entry for a title that may well never have existed at all. This was a budget re-release of a game called Comando Tracer, originally released by Dinamic Software. Here is a page from CPC-Power on the game (who we have borrowed some instruction scans from).

When that version of the game was offered on sale, there was a mention of a “Commodore” release, but nothing ever surfaced.

However, when Summit (Alternative Software sub label) re-released the game as “The Last Commando”, the instructions also included instructions for the Commodore 64 edition. Was this done by mistake? Perhaps Dinamic were working on a conversion that never got finished, but accidentally passed documentation to Alternative stating that there was a C64 version?

Or did Alternative receive masters with a C64 labelled edition, later realising it was incomplete and couldn’t be released?

Many questions which we hope to get some answers to soon.

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Ball Breaker

Ball Breaker was an isometric breakout style of game that was released back in 1987 by CRL for the Amstrad and ZX Spectrum platforms.

What of a C64 edition though? Well, there hasn’t really been any evidence to suggest that a C64 version was on the cards – however, contributor Martin Smith found that the released cover seems to show “CBM” screenshots on the back.

What is particularly odd though is that the screenshots don’t look particularly C64-like – there are too many colours not present in the palette. It’s not the CPC version either, as the colours are not vibrant enough, and again seems to be consisting of colours not in the CPC palette.

So was it perhaps a 16-bit version being shown that was also unreleased? Might have been too early for CRL to do a 16-bit title. One theory is that CRL may have got hold of an Amiga very early on, and mock up screenshots were produced on the platform. However, there are subtle changes occurring in each of the screens – suggesting they were taken from something that was running.

Graeme Mason has done an in depth feature on Ball Breaker, and mentions the possibility of a C64 edition. It is suggested that the C64 would have been too slow to have handled a conversion, hence no conversion was made. There is no suggestion though if a conversion was started, but it is possible that something was started to test the water and viability.

Carlo Pirri (DrBong/Hall of Light team) got in touch after doing some research into another CRL game and found that Ballbreaker was later tidied up and converted to the ST/Amiga and released as Transputor in 1988. The artist for this conversion is credited as Jon Law, who likely would have been behind the C64 edition. So a lead to check!

Carlo agrees that screenshots are far too colourful to be C64 based, so it is felt that they were likely mock ups, possibly produced on the Atari ST with Degas, and then perhaps colour reduce for a C64 conversion later.

Interestingly, a C64 edition was apparently reviewed in Danish magazine RUN, back in June 1987. Was this really a C64 game reviewed, or did RUN magazine fake a review, anticipating a C64 version was coming?

Anonymous contributor (who has some amazing findings below!) also found mentions in Swedish mag Datormagazin, Oct 1987, page 15, says the following (most of the text that follows is direct from them):

“Tau Ceti may not have been that great on the 64, but CRL has a lot of hopes for the Amiga version. CRL will also release the first three-dimensional Breakout game for the 64 called Ball Breaker, but this game will not appear on the Amiga.”

As Anonymous contributor notes, its a bit odd – as the Amiga version actually came out. Then in the earlier May 1987 issue of Datormagazin, page 11, the game “Ballbreaker” is advertised as for sale for the Commodore 64 (see scans).

Then even earlier, German magazine Aktueller Software Markt Feb 1987, page 53 has this to say:

“As you can see in the photo, CRL is trying to achieve a “resounding” success with its BALL BREAKER! The game is already on the market, initially available for Schneider and will cost about 30 marks (cass) or 45 marks (disk). The Spectrum and C-64 versions are expected in April. The player controls a kind of bat that causes a ball to thunder against a wall with force.

You now have to tear down the wall completely to get to the next level. Different colored bricks complicate the project: Some cause your ball to bounce back uncontrollably, which can cause the ball to burst. Also, there are some “small, nice” monsters behind the wall that you should kill…”

This makes it highly likely that CRL had actually advertised a C64 version in a press release.

As stated earlier – Danish mag IC RUN June/July 1987, page 38, featured a review of Ball Breaker. Since the mag was Commodore only, this implied that the version reviewed was for a CBM computer. There are a number of odd discrepancies, though:

  • The review does not say exactly what machine. Instead, it is a rather general review of the game.
  • No mention of any cass/disk price, which would be standard for IC Run.

The most telling discrepancy however, is the screenshot. It is very similar to a screenshot also seen in the mag Computer and Videogames, July 1987, page 36 in a review of the Amstrad version:
https://archive.org/details/c-vg-69-1987-07/page/n35/mode/2up

The shot is from level 1 of the Amstrad version. See it here:
https://www.youtube.com/watch?v=jJO_QBgJvBw (just at the start)

Comparing the CVG screenshot with the Danish shot, the following similarities appear:

  • Dashboard is exactly the same, with 200 points score and 10 missiles left
  • The curved corners of the shot is at the same CRT screen angle
  • The bat is placed at exactly the same floor notch
  • The top level of bricks features 4 blocks (i.e. Amstrad level 1). BUT, in the Danish version the 2nd on the left is falling, as if having had its base level hit by the ball. So, this is probably a later shot of the same event. In fact, you can see almost the same scene at 0:12 in the YT video above. And everything matches up with the Amstrad version. The Spectrum level 1, for comparison, has different blocks placed on top.

Everything points to the Danish review showing an Amstrad screenshot – perhaps even a press release shot, since it is so similar to the CVG one. The journalist may have played the Amstrad version, or just collated a number of independent reviews.

So, what about the C64 screenshots on the box? Our entry has shots from the Amstrad box:
https://www.mobygames.com/game/54627/ball-breaker/cover/group-265252/cover-672901/

In comparison, the Spectrum box shots are darker and clearer:
https://www.mobygames.com/game/54627/ball-breaker/cover/group-139047/cover-393309/

It is very likely the “CBM” shots are also of the Amstrad version, as suggested in the post:

  • The colours could be explained by the screenshots being from a blurry CRT, then printed on the back of cheap paper and left to fade for 35+ years.
  • The dashboard is identical to the Amstrad version, complete with hints of colour-cycling of the texts and all.

What do differ, however, are the back walls. They are much higher in the screenshots than in the final Amstrad game. Also, there is a big diamond on the left-hand wall, which is gone from the final Amstrad version.

Where did all that go, if these are Amstrad screenshots? Perhaps these are shots from an earlier development version, i.e. Amstrad Ball Breaker V1.  Since there were plans for a C64 version, but none was yet present, early Amstrad images were used to create the illusion of a different version for a different platform.

But why advertise a CBM version on the back of the Spectrum and Amstrad box? Printing mistake, perhaps, and then it was too late and costly to change.

Actually, the high back walls and, occasionally, the diamond (of sorts), are still there in the Spectrum version, indicating perhaps that they were design details stemming out of the original Amstrad design.

Hopefully we will find out more soon to clarify, and also figure out exactly where the screenshots come from. If you know anything more to add to the above, please get in touch.

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Nuclear War

Thanks to contributor Karl Kuras for the heads up. Nuclear War was a fairly well received strategy war game that was released on the Amiga and PC back in 1990 by New World Computing.

The game advertisement would however list the Commodore 64 (and Mac) versions as “forthcoming”, but predictably would never surface in the end. We assume that the Mac version never came out anyway – but feel free to correct us if we are wrong.

It is a game that could have translated well to the 8-bit, though it is likely that cancellation occurred due to the shrinking market at the time in the US. It could have done well though in the UK – so was it therefore other reasons?

Karl got some info regarding the game from Ronald Spitzer who confirmed the following:

“Jon might remember better than I do… being its 30+ years ago. However NWC always considered C64 & Mac Ports for all our games based upon how well they sold on initial platform(s). Nuclear War was one of those game which underperformed our expectations so we had no reason to move forward on other platforms. Hope that answers your question”

Did the game ever get started at all? And if so – how far did it get? All questions that need answers and which we hope to find out soon.

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Early Days

A very short and quick entry for a title that was released by cracker Zenith back in the day of a very early sideways scrolling shooter.

It just has a simple parallax scrolling background and has a sprite multiplexer implemented for test purposes. The main ship has just been ripped from Into Oblivion, and you can control 3 in a line.

Was this a serious attempt at a game development, or just testing out some code? We hope to learn more soon.

Russ Michaels got in touch not long after our update and thinks that this may have been one of his. As he doesn’t seem 100% certain, it is clear that the game didn’t get very far at all and this was probably it. Added Russ for now to the credits.

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Molar Madness

Yet another title from Backroom Software, and one of their earlier developments that has been flagged up by Dan Warren. It is believed that Backroom Software was none other than Steve Dunn, who did various C64 games such as Better Dead Than Alien! and Call Me Psycho.

This is a strange downward scrolling shooter game, which reminds me a little of Bounder due to the bouncing character. You can shoot a lot of the background and some odd animating blobs on the ground. There are also a number of neat attack waves to blast too.

Overall, its very early days and glitchy, but seems like it has some promise. Clearly though it must have been abandoned for other work that Steve would go on to do and see released.

Steve recalls that the game was simply intended to be a cartoony mix of Bounder and Commando – an interesting combination! Similar to the idea in Blast, Steve wanted more things that could be shot. In those days, Steve suggests that backgrounds didn’t play much of a part in game mechanics, and he wanted therefore the ability to blow everything up that could be seen.

Unfortunately he couldn’t recall anything more. An interesting curiosity to check out though, and we hope to learn more about it soon – maybe there is a later version yet to discover?

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Shoot Out!

A short entry for a title that was briefly advertised in Commodore Format, and in particular issue 22 back in June/July 1992.

There were no details apart from listing the game as available for £4.00 on tape, and £8.50 on disk – with an Amiga version to be announced.

Two other games were also advertised such as Slap Fighter and Shoot Out! for a similar price. You had to send off a cheque to Middlesex, payable to PJR Laws.

When you look at the titles – could Slap Fighter = Slap and Tickle, Circuit Man = Transputer Man and Shoot Out! = Outlaw? Surely these were not repackaged versions of the games from SEUCK?

Thanks to the brilliant detective efforts of Phil Davies, we got hold of the developer Peter Laws – and he confirmed that his games were SEUCK based efforts. At the time Peter was only 17, so the memories have completely faded – but we do believe that this was indeed a rework of Outlaw. Sadly Peter has nothing of his work from those days.

Would still be interesting to see how different it was, so if you purchased the game – please get in touch!

Case closed!

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Circuit Man

A short entry for a title that was briefly advertised in Commodore Format, and in particular issue 22 back in June/July 1992.

There were no details apart from listing the game as available for £4.00 on tape, and £8.50 on disk – with an Amiga version to be announced.

Two other games were also advertised such as Slap Fighter and Shoot Out! for a similar price. You had to send off a cheque to Middlesex, payable to PJR Laws.

When you look at the titles – could Slap Fighter = Slap and Tickle, Circuit Man = Transputer Man and Shoot Out! = Outlaw? Surely these were not repackaged versions of the games from SEUCK?

Thanks to the brilliant detective efforts of Phil Davies, we got hold of the developer Peter Laws – and he confirmed that his games were SEUCK based efforts. At the time Peter was only 17, so the memories have completely faded – but we do believe that this was indeed a rework of Transputer Man. Sadly Peter has nothing of his work from those days.

Would still be interesting to see how different it was, so if you purchased the game – please get in touch!

Case closed!

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Slap Fighter

A short entry for a title that was briefly advertised in Commodore Format, and in particular issue 22 back in June/July 1992.

There were no details apart from listing the game as available for £5.00 on tape, and £9.99 on disk – with an Amiga version available for £15.99.

Two other games were also advertised such as Circuit Man and Shoot Out! for a similar price. You had to send off a cheque to Middlesex, payable to PJR Laws.

When you look at the titles – could Slap Fighter = Slap and Tickle, Circuit Man = Transputer Man and Shoot Out! = Outlaw? Surely these were not repackaged versions of the games from SEUCK?

Thanks to the brilliant detective efforts of Phil Davies, we got hold of the developer Peter Laws – and he confirmed that his games were SEUCK based efforts. At the time Peter was only 17, so the memories have completely faded – but we do believe that this was indeed a rework of Slap and Tickle. Sadly Peter has nothing of his work from those days.

Peter mentioned that he had submitted the game to Alternative Software, but due to the limitations of SEUCK, they asked him to add features that were beyond its capabilities – therefore they pulled the plug. Peter then tried to sell the game briefly himself.

Would still be interesting to see how different it was, so if you purchased the game – please get in touch!

Case closed!

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