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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Fatman

Our next entry in GTW64 comes in the form of a Pacman clone which would have featured a overweight Batman character.

Here, in true Pacman style fashion – you would walk around a city map eating hamburgers until clearing to progress to the next level.

The game was a Norwegian game that was never finished, and there were two versions of it finished according to Roy Widding. The game was being produced by Geri Tjelta (Music), Rune Spaans (Graphics) and Endre Stølsvik (Code).

The SID’s currently exist in HVSC, though Roy has already dug out a loading picture which you can see here – and we hope to even see a playable version at somepoint in the future. The loading screen we do not know if it is finished or not.

It isn’t yet known why the game was cancelled back in 1990/91 time, but we hope to find out soon!

Please note, but this is not the same game as the Amiga title that was released in 1994… http://www.lemonamiga.com/games/details.php?id=1399

Watch this space for hopefully something playable!

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Welcome to hell

Welcome to hell is a game which does not have a huge amount of information available currently. It was found on the preserved disks of the late Jukka Tapanimäki with no real context or information about it.

We assume that a friend had given a copy of the preview to Jukka back in the day, and it was swiftly forgotten about. There seems to be no other trace of it online, so it is a crucial finding to ensure at least part of the game has been preserved.

Overall, it is very rough around the edges – looks great, but very frustrating to play with constant deaths at the start. But its a promising title overall. However, did it get any further than this?

We have some basic credits from the game’s title screen, but who are they exactly? And can anyone help shed some more light on this title?

For now, check out the preview of the game!

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Ilogicall

Ilogical was to be a C64 conversion of a title which has seen release on a variety of platforms, and is a cool Picross clone:

http://computeremuzone.com/ficha.php?id=744&l=en

Sadly the C64 edition was never properly finished. Initially things were very slow by getting info from the Spectrum developer, as he had a very demanding job. Eventually the coder did get the info they needed, but there were other problems mixed in that made development halt.

As a result – for the first time, here are the remains of the title in various builds and bitmaps – which it seems a massive shame was never released. Thanks to Jazzcat for giving the heads up on this game for the archive.

The coder got in touch recently in December 2015, and confirmed that they would like to resume the project some day – but now 5 years has passed, they will have to alter some of the code – due to some routines that need fixing. Sadly he’s confirmed that the latest version of the game was lost, so some work would need to be re-done.

Watch this space!

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Double Dragon V1

You may or may not be surprised to learn that Double Dragon on the C64 could have been very different – or at least a lot better than it was!

We don’t know that for sure though – but we do know that the game was originally being developed by another team at Binary Design, but the developers had gone AWOL apparently.

It left Virgin Mastertronic with no game to market, having already paid for all the marketing. With a very good reputation, Virgin went to Ash and Dave to see if they could help them salvage the conversion. After making them an offer they couldn’t refuse, they were snapped up to do a conversion.

However, Ash and Dave were only given a crazy 6 week deadline to complete the entire game – but the publisher told them that they just needed something to put in a box and sell. Regardless of that statement, Ash and Dave did their utmost best given the time-frame – but unfortunately it showed and the conversion was universally panned.

Knowing this was likely going to happen, they did not add their credits to the game – as it could well have affected future work contracts at the time. Can you blame them?

But what of the game that was originally in development? How far did it get? Why was it abandoned?

Double Dragon Dojo did an interview with Nick Speakman, who was the project manager at Binary Design during the home conversions of Double Dragon in 1988 at the age of just 19.

At the start, it seemed things were going well, and graphics were being initially being drawn by hand before being ported via screen grabbing from the JAMMA boards. A team of programmers who were set to do the developments apparently “made a mess of it” and Binary Design were told by Virgin Mastertronic to “do it again” and even change all the graphics.

Apparently many of the “old guard” Binary Design had left, and it was mostly graduate programmers who had come in and were given the game as their first assignment. It all needed to be done in time for Christmas sales. Originally their team had about 3 months to do everything, but now with the re-write it was just several weeks now available to get it all done.

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Butch – Hard Guy

A short entry for now on a title which was converted in a matter of a week by Richard Ikin for Future Concepts (who had released Ramparts). The game was handed over to Sean Lally afterwards and never seen again.

The game was due to be released by Advanced Software Promotions, but never quite made it – quite possibly because the company went under before it could be released. Richard believes that the game was released, but if it was – then it would have been in very limited numbers indeed.

The ZX Spectrum version did manage to get a release though, and although a simple game – it would be nice to try and find it.

Alternative Software later re-released game, but only on the Spectrum – meaning that they couldn’t obtain a C64 edition for whatever reason. So did Advanced Software Promotions, go under before it could sneak out?

Richard was given a tape copy of the game, which suggests it got very close and copies were mastered. If its out there, it could take a massive effort to find it. Sadly Richard no longer has his copy, so the search begins!

 

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Black Hawk

Black Hawk is an exciting looking helicopter simulator, where you have to pilot a high tech helicopter as part of a counter terrorist force, flying through a city – disarming bombs and saving people.

The game itself surfaced via a YouTube video from a Lucasarts promo for 1987, and shows a game which is similar technically to Chuck Yeager’s Advanced Flight Trainer – suggesting that it could possibly be by the same developer.

Here is a video of it running:

Sadly the game never surfaced and didn’t seem to get heard much about in the press.

What happened to it? Well, unfortunately the game was felt to be too slow with a painful framerate update, so it was decided to retire the game. Some optimisations were attempted, but couldn’t really get it up to a decent speed overall.

Artist, Aric Wilmunder very kindly dug out and scanned in the design document for the game (which at the time in 1986 was untitled, and just called Helecopter Simulation) which was created by Noah Falstein. You can now download this below to see full details of a game, which was to include features such as:

  • Passenger Transport
  • Rescue Operations
  • Construction
  • Exploration
  • Firefighting
  • Search and Rescue
  • and more…

It is hoped that something of the game itself could be recovered, though all development was done on SUN workstations, and no disk backups were made. Aric sadly had nothing relating to the game directly. Hopefully the developer may have more to share, so watch this space!

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Enforcer 2

This very exciting sequel first surfaced around 2008, with two brilliant demos – showing a sequel which was very comparable to Metal Dust, but with out the Super CPU enhancements. The parallax scrolling in particular was beautiful, and the guardians were massive!

Work halted, and seems to have halted for a very long time now – due to programmer illness. It seemingly unlikely that the game would ever get completed, which is a massive shame – as this would be a brilliant release (especially with a cartridge edition being on the cards).

Jan Schulze helped to confirm that the game was never to be finished, with this translated post from Forum64 and the developer:

“I regret to inform you that Enforcer 2 is definitely dead. For several years, I find no longer the time that is required to such a project reasonable and not just kind of – to be completed. Work and family life have here a clear priority. That there are still people who want a completion, makes me even a little proud, but not change the fact that it would be totally unrealistic and also dishonest to assert that the game would be finished sometime yet already.”

Here are the two previews which were released, which show just how promising the game could have been. And recently we have added some extra graphics which Oliver Lindau had done, but were not used.

It has come to light that Protovision had tried to obtain the sources from André to complete the title – but all the disks were accidently binned when clearing the attic out – so it seems that the game is sadly lost forever.

Case closed…

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New Zealand Story V1

I’m surprised that we hadn’t had an entry for this title a lot sooner, but there you go!

Many may not know that New Zealand Story was originally being developed out of house by Choice Software, a Northern Ireland based company who did a number of titles for Ocean.   Fresh from coding Beach Volley Simulator, both Colin Gordon (head of Choice Software) and Dave Clarke were assigned the task of converting the game to the C64.

Dave had some excellent code running, with level scrolls and multiplexing sprites and all was going well, until Ocean decided all of a sudden to bring the game in-house to be completed.  It was still early days, but some significant base work had gone to waste.

Other conversions were finished by Choice.  But the reasons for the C64 version being brought in are still unclear.  Ashley Hogg recalls that Ocean were short on work for their internal developers at the time, and so the C64 version was reeled in (as it was the furthest from completion) to be done by Richard Palmer (who never knew of another version being in production).  Other theories could be that Ocean were concerned after the poor reception of Beach Volleyball, and decided to get their own C64 team on that conversion (to make sure all conversions were fully up to standard).

Shortly afterwards, Dave and Jon Smyth (now Temples) were made redundant from Choice and decided to venture with Ashley Hogg with their own development label called Genesis.  Their first title was the abandoned Spellcast, but next up was to be a title which would make use of the groundwork set for New Zealand Story.

If you hadn’t guessed by now, what started out as New Zealand Story, ended up being transformed into CJ’s Elephant Antics.  Now with just a set of levels in a single load.  Codemasters snapped up the title, and the rest was history.

So there we have it.  What of the original version of New Zealand Story? Well, unfortunately we’ve never managed to hear a peep out of David.  However, in 2017 GTW64 made a wonderful small discovery.

On some disks sent into Clockwize Productions (and passed onto GTW by Dean Hickingbottom) included one with a pre-Zzap preview of Spellcast from Genesis Software (no doubt sent for evaluation).   On the label, it had Newzealand Story crossed out.  With the disk not too full with the Spellcast preview, we tried to do an undelete on the disk – and lo and behold, a very early preview build was recovered.

So here it is!   It is very much a sprite and scroll test at this stage, with no real playability at all and a basic map.  It’s a small indication of how it was looking, but no doubt later builds will be a lot more polished.  You can see that the main sprite wouldn’t have featured a hi-res overlay.  It is hoped in the future that David may release some more of the game, as its been suggested that he still has all his C64 disks.

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Unknown adventure game

A very short entry for a title believed to be by Jukka TapanimÁ¤ki.

There is nothing playable, but found on some of Jukka’s disks was a short demo showing a selection menu to show different graphic segments. These seem to be for a graphical text adventure game that didn’t make it very far.

Sadly Jukka passed away in 2000, so it is very unlikely that we will ever find out what the game would have been about.

A small piece of history preserved with some wonderful artwork by Jukka.

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