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.

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Brecon Street

A trip to my local computer shop (Level Up Games) in Canterbury usually unearths a few C64 gems from time to time, but this time in the bargain bin – I noticed a few C64 disks sitting loose. Most were blank, and were likely to have backed up games on – but you never know what you might find.

Apart from some KCS Power Cartridge backups (thanks Jason Kelk for the heads up about the odd backup format), there was an odd set of Graphic Adventure Creator files labelled “BRECONSTREET”.

Loading it up shows what seems to be a home attempt at making an adventure game, which was getting on well – apart from a few odd instruction sequences required to make much progress. I ended up collecting several presents, but not knowing up to put under the tree!

It is very unlikely to be complete, and was probably mapped around the author’s home at the time. Date wise, the game is probably from about 1990-91 – due to some of the file back ups that were present. The author we believe was a chap called “Nathan J”. Hopefully by chance the author may look online for his game and come across this page.

So just a small piece of homebrew preserved. Along with the game are some BASIC programs of what seems to be the start of a Cricket and Football game that never made it. Really simple stuff, but included so its out there.

If you know anything about this really obscure adventure game – please let us know!

Posted in: GTW64 archive | Tagged: | 2 Comments

Tronix 2

A brief entry once more, where a sequel to a cool early platform game (called Tronix would you believe!) was mentioned in the game’s scroll text.

Little more is known at this point in time – but it is very likely by the same developer. I’m not sure if the actual first game was released properly, or if it was an early form of homebrew.

Was anything started of the sequel, or was this it?

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Evil Garden

Evil Garden was first highlighted to us by Lenny Bronstein, as a title covered in Power Play magazine 6/89. The Amiga version (which was released) was reviewed, which listed the C64 version as coming soon – which you can see in the scans section.

As Demonware (not to be confused with the Irish based software development company) did release C64 games eventually with PP Hammer and The Power, there is a distinct possibility that a C64 version was actually in the works. Well, we can confirm that there WAS a version in development – the C64 instructions actually are present in the Amiga manual (see PDF download thanks to Hall of Light).

The game itself (a centepede clone) would certainly have been possible on the C64. A coder by the name of Lutz Vieweg was named as being responsible for the conversion. So what happened to it?

Originally Demonware had decided that they wanted a Centipede clone on the Amiga, and whilst the game was in development, Lutz accompanied his friends (who were the Amiga developers) to talk about the recently started Amiga project. The idea was that Lutz could help with the Amiga project (which he did), but when they met at Demonware, the idea of also doing a C64 version was born. Lutz agreed to do all of programming, with graphic and musical help from two others – Joachim Rosenögger (Gfx) and Dennis Sarratou (Music).

The idea was that the game was to go beyond that of a standard Centipede clone, with two players and multiple weapons – but Lutz decided to add some extra elements compared to the Amiga version. These included some unusual ideas such as a clock that ticked and change the game from daylight to night. In between levels you could camp and take a rest to replenish ammo, and if you wanted to enter a high-score – you had to voluntarily leave the game. More details of these ideas are explained by Lutz in “Creator Speaks”.

The game was developed smoothly, and featured impressive sample sounds throughout and was all ready to ship. Lutz and his team was paid in full also for their work (though not quite for other projects, as Lutz tells us). Demonware were happy, and would continue to release games into 1992/93 time. So why not release the game?

Lutz feels that Demonware felt that the game on the C64 platform was going to be a huge gamble, what with all the costs involved – and decided to just try their luck with the Amiga version (which didn’t do particularly well). It could also be the poor Amiga sales which resulted in their decision not to release the C64 edition. A massive shame!

For years Evil Garden has remained dormant – though Lutz had long ago backed up the game, knowing that some day he would release it to the world. He even posted on some news groups many years ago, and never had a response. So when GTW got in touch, Lutz felt it was now the right time to put the game out there for people to check out.

So here it is! A very interesting Centipede clone, with some nice features worth checking out. Although the graphics look quite dated, the game plays very smoothly and the inclusion of samples in the main game is very nicely done. It was a shame that Demonware didn’t release the game properly in some shape or form, but at last – here is the game some 25 years later than intended!

Enjoy, and case close! :)

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Lauren of the 25th Century

A quick entry for a graphical text adventure that was due out by Rihannon Software, where they were intending to put out an entire series of games with different themes by creators Elisabeth Stott and Lucy Ewell.

Two titles which managed to make it out were Jenny of the Prairie and Cave Girl Clair, but two other titles – Chelsea of the South Sea and Lauren of the 25th Century were not so lucky.

It is possible that they were released, but just in limited numbers. But we need more help to try and find them to ensure they are preserved.

Thanks to Fabrizio Bartoloni, we learn that the game was released at least on the Apple 2, and you can also play it online as well. This gives a good indication of what the C64 version would have been like. Can it be found?

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Chelsea of the South Sea

A quick entry for a graphical text adventure that was due out by Rhiannon Software, where they were intending to put out an entire series of games with different themes by creators Elisabeth Stott and Lucy Ewell.

Two titles which managed to make it out were Jenny of the Prairie and Cave Girl Clair, but two other titles – Chelsea of the South Sea and Lauren of the 25th Century were not so lucky.

It is possible that they were released, but just in limited numbers. But we need more help to try and find them to ensure they are preserved.

Can you help?

Posted in: GTW64 archive | Tagged: | 7 Comments

Wildfire

Wildfire was a W.I.P title for a game in development at Starlight Software/Destiny. The game is not anything to do with the shooter we already have in GTW.

Could it have been a space shooter?… a puzzler?

Thanks to Max Mirni, we have found that the graphic artist was a guy called Harjinder Rai, who worked with Steve Dunn on Call Me Psycho. From a random forum post, Harjinder mentioned two developer names involved with the game called “Andy and Ian”. In late 2019, we found out thanks to Fabrizio Bartoloni and an interview carried out by Graeme Mason that “Andy” was Paul “Andrew” Stoddart and Ian was Ian Foster. See “Creator Speaks” to see Graeme’s question to Paul about CRL and where Wildfire is mentioned.

The game was to be a large scale development like Cyborg for CRL, but the company collapsed before it could be finished and released.

Francis Lee worked at Starlight briefly and recalled briefly about Wildfire. He suggested that the game was being developed under his Destiny Software label, but the quality of the graphics and overall game just didn’t seem good enough to take it to market. Francis let the project go in the end despite trying to support the project initially.

When backing up disks from Darren Melbourne in December 2015, we found a preview called Wildfire, which we believed to be an early preview of the very same game – but it wasn’t anything related to it at all.

We hope to find out more soon from Harjinder and Paul about the game in the future and see if anything can be recovered to put onto the website.

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Nemesis 2 – Armageddon

Not to be confused with the arcade, this was to be a sequel to the Ariolasoft game from 1986, and released on their British Software label.

This was mentioned in the inlay for the first game as coming soon, but never surfaced at all. It was most likely going to use the same engine, just with different maps.

It could likely be due to the name causing licencing issues, or even poor sales of the first game.

With no developer details known, this could be pretty tricky to find out more. Do you know anything about this game?

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Gaplus V1

We all remember the superb Gaplus by Ash and Dave, which was very arcade like and did well in various magazines of the time.

You may be interested to learn that Gaplus was infact a rescue job by Ash and Dave, after a developer struggled initially to do a conversion at Binary Design. So it was handed over to them.

We don’t know much more than this at present, but out there is probably an early development version of Gaplus that wasn’t working too good. Who was it by and can we ever find out the full story some day?

For now, just play the actual released game – its great!

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Super Mario Bros

Thanks to The Bird Sanctuary for highlighting this attempt at an official conversion of Super Mario Bros.

This was to be a proper conversion, started in mid-1987 by Gary Liddon (code) and Gary Penn (graphics). They essentially recreated the entire first level on the C64, and trying to get as accurate as possible according to the C64’s limitations. Maybe Great Giana Sisters had inspired them?

Once complete, they began to show it around – and eventually Firebird took an interesti n the game. Colin Fuidge was very impressed with the work, and so contacted Nintendo to try and get a licence deal.

Everything went pear-shaped though when Nintendo made legal threats, and instructions were very clear – “Cease and Desist” and “Destroy everthing” – which both Gary’s apparently recall to this day.

So that was it – was the game actually completely destroyed? We are guessing so, as it no doubt would have surfaced by now like Tyger Tyger did. Would have been great to see how close it really was!

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Captain Fizz V1

Get your magnified glass out, as our next entry is one which you may think is a released game, but it isn’t quite – unless you look very closely!

Captain Fizz was a cool 2 player split screen Gauntlet-style game that was released by Psyclapse in 1989 that did ok, but wasn’t too ground breaking. It was developed by Clockwize as one of their early titles.

However, unbeknownst to many was that Captain Fizz was initially fully converted over to the C64 in a few weeks by Craig Wight, just before he left Clockwize. But for reasons as yet unknown, Keith Goodyer re-converted the entire game – which ended up as the final release.

In early 2016, Dean Hickingbottom very kindly dug out Craig’s original version of the game – and you can now play it for the first time. But you may struggle to notice many differences – as the conversions were very close! Keith may well have used the same layouts as Craig, but just re-wrote the engine behind it. In Craig’s version, the graphics are a little lighter in places and on colour – where clearly Dean had made minor improvements afterwards.

Craig’s version also notably suffers from heavy slowdown at times when it gets very busy, which could actually be the reason why Keith chose to start again with the game. The level layouts seem to be identical, and we believe that this is actually a complete conversion – just missing music by David Whittaker (only SFX present).

Hopefully we may fully learn soon why Craig’s version didn’t make the cut – but here it is, as a very nice curiosity to take a look at. Let us know if you spot any major differences!

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