Covering unreleased and cancelled games and prototypes on both 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.

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.

Latest news

Virocop – early screens and differences

Virocop is an often overlooked classic Amiga game by Graftgold that was released in 1995, a spiritual sequel of sorts to the likes of Quazatron and Magnetron that you may have missed. If you did, then check it out!

virocop alpha 3

Thanks to contributor Grzegorz Antosiewicz, we are able to show a series of early screenshots during its time in development that show different features and assets which didn’t make the final game.

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Carmageddon

2005 SCi / Stainless Games

Platform: Gizmondo

This is a smaller piece intended for inclusion in The Games That Weren’t book that didn’t make the final cut. Within the book is an in-depth and detailed 18 page story about the unreleased Carmageddon TV (CTV from this point on) by Visual Science.  Often it has been stated that CTV was due for release on the Gizmondo hand-held, but this wasn’t the case at all. In fact, it was a conversion of the original PC classic.

We had planned to tell the story of the Gizmondo conversion in the book, but had to cut the piece due to space. As part of our Bonus material series, here is the full raw article for your enjoyment, where we speak to the Stainless Games team – Patrick Buckland, Ian Moody, Steven Haggerty, Neil (Nobby) Barnden, Kev Martin and Will McCourt. Special thanks to Justin Castle for allowing us to use his screenshots from the demo.

Please note that it hasn’t been professionally proof read compared to the published pieces in the book. Apologies for any errors, which we will be happy to fix over time.


Although Visual Science’s Carmageddon TV development had been faltering and eventually saw a professional relationship destroyed, elsewhere another was about to be repaired after half a decade towards mid-2005, when opportunity arose to develop for the new upcoming and exciting Gizmondo handheld. However, this was not the CTV conversion as often reported over the years online.

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Getting ready for some carnage on the Gizmondo demo.

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Carmageddon TV

2005 Visual Science

Platforms: Microsoft Xbox, PC and Sony PlayStation 2

As part of the launch and release of The Games That Weren’t book, we are  adding assets and content that didn’t make it to print as bonus DLC content to share with you.

Within the book is an in-depth and detailed 18 page story about the unreleased Carmageddon TV (CTV from this point on) by Visual Science. We talk to creative director (and later temporary project manager) Ken Fee, lead developer Grant Clarke, design leader Pat McGovern, lead vehicle artist Iain Anderson, level designer Jim Thompson, lead front-end (UX/UI) designer Mark Traynor, main physics programmer David Guthrie and freelance vehicle artist Paul Walker.

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Fun fair shot 2. Thanks to Damien Djaouti for providing.

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Posted in Bonus, PC, PlayStation 2, Xbox | Leave a comment

Fire and Forget 2

1990 Titus

Platform: Arcade

Many of you may recall playing Fire and Forget 2 by Titus back in the day, although it was sadly a fairly “forgettable” game on the C64 at least from the author’s point of view.

Something which I had never noticed, and was brought to my attention by Karl Kuras, is that the adverts state that the game was based on the arcade game by Titus – complete with an actual photo of the cabinet too.

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Posted in Arcade, Features, Reviews | 7 Comments

SIN CITY

2007 IR Gurus

Platforms: Xbox 360, PlayStation 3

It was a time where visual advances in games made it possible to bring comic book ideas to life in a way never thought possible. With a great movie that had been released just a few years earlier, Australian game developer, IR Gurus felt there was an opportunity to do a title on SIN CITY. Not covering the story of the movie, but events that would lead up to it.

Slope’s Game Room recently produced a brilliant video that tells the story of the development, which we highly recommend that you check out:

Daniel Ibbertson AKA DJ Slope got in touch with GTW and has very kindly passed on a mega ton of art concepts, and game design docs for the unreleased development game that was due for release by IR Gurus (later becoming Transmission Games) around 2007-2008. Daniel used a lot of the materials to help with his research and story telling in the video, and was given permission for us to put some of the materials on GTW. Continue reading

Posted in Features, PlayStation 3, Prototype, Xbox 360 | Leave a comment

The Eye of the Moon

2011 Mike Singleton and Chris Wild

Platforms: Apple iOS and other current platforms.

As part of the launch and release of The Games That Weren’t book, we are  adding assets and content that didn’t make it to print as bonus DLC content to share with you.

Within the book is an in-depth and detailed 12 page story about the unreleased Eye of the Moon which was planned for development on modern day platforms including Apple iOS, after the cancellation of the 8-bit title in the series. We speak to Chris Wild about plans for the game and take a look at the ideas and vision from the late and great Mike Singleton.

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Crimetown Depths

1989 Imageworks

Platform: Amiga

A very short entry for a title already covered on Amiga GTW, where you can find screenshots and a rolling demo to download – as well as a Q/A with creator Paolo Costabel.

When the game became too ambitious and was to fill three disks – it was told not to be financially viable, so the game was cancelled. Sadly little else is known at this stage about the game itself.

Grzegorz Antosiewicz got in touch recently to provide a rare screen showing the actual game itself in action from Amiga Magazine issue 5 1989:

amiga magazin 5 89

The game was to have platform/shooter elements to it, so this must have been that platformer part of the game. Hopefully something of the game itself will be found and preserved, so you can see what could have been.

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Aggression

1994 Bloodhouse / Housemarque

Platform: Amiga CD32 and Amiga 1200

Thanks to Grzegorz Antosiewicz for the heads up regarding a title by the creators of Super Stardust. Aggression was to be a horizontally scrolling shooter with ray traced graphics and up to 512 colours on screen at once.

There was to be full screen multilayer scrolling and very large sprites making use of every clock cycle the Amiga had to offer.  The CD32 edition would have better animation and music played directly from CD.

The game just completely disappeared from sight and hasn’t been heard of since. Although a very early demo has sneaked out and is available, the later raytraced edition has yet to surface in any shape or form. Could it be found some day and how far exactly did it get?

Gallery

Posted in Amiga, Amiga CD32, Features, Reviews | Leave a comment

Mercenary

1999 Thalamus Interactive

Platform: Nintendo Color Game Boy

As part of the launch and release of The Games That Weren’t book, we are  adding assets and content that were shared with us during our research as bonus DLC content, and which didn’t make it to the book. Thanks to Thalamus Digital (Facebook + Twitter) for permission to include this title on the site.

Mercenary was a hugely popular 3D exploration title by the late and great Paul Woakes, which spawned a few sequels such as Damocles and Mercenary 3. Those who played the 8-bit incarnations of Mercenary in 1985 were blown away by the speed and scale of the game, and it is quite rightly rated as one of the best games ever to grace the Commodore 64.

MercenaryScreenBig

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The Speris Legacy – Beta differences

Thanks to Grzegorz Antosiewicz for the heads up about a great post on Team 17’s The Speris Legacy, showing differences between early demos and the final game.

Although it isn’t an unreleased game, we try sometimes on GTW to showcase differences between demos and final versions, showing off assets that are unused for example.

Super Adventures In Gaming has done a wonderful dissection, with buttons to press to show the differences between demos and final version. Its a great read worth checking out!

http://superadventuresingaming.blogspot.com/2020/11/the-speris-legacy-amiga-cd32-part-4.html

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Mayhem In Monsterland

1998 – 2000 Thalamus Interactive

Platforms: PC & Colour Gameboy

As part of the launch and release of The Games That Weren’t book, we are  adding assets and content that were shared with us during our research as bonus DLC content, and which didn’t make it to the book. Thanks to Thalamus Digital (Facebook + Twitter) for permission to include this title on the site.

1993 signed tough times for the Commodore 64, as the market finally began to crumble around the once mighty 8-bit. With only a trickle of games coming out each month, and mainly budget releases, the C64 really needed a good send off before its inevitable commercial death. With Mayhem in Monsterland (and also Lemmings, Alien 3 around the same time) we were not let down by any means.

MayhemDemoV0.2

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Posted in Bonus, Game Boy Color, Reviews | Tagged , , | 6 Comments

SimMars

2000 Maxis

Platforms: Apple Macintosh and PC

As part of the launch and release of The Games That Weren’t book, we are  adding assets and content that didn’t make it to print as bonus DLC content to share with you.

Within the book is an in-depth and detailed 12 page story about the unreleased SimMars by Maxis. We discuss the history of the development with lead gameplay engineer Jason Shankel, systems engineer Alex Zvenigorodsky, artist and designer B.J. West and associate producer Dan Brazelton, talking about the trials and tribulations, but also the pure excitement and enthusiasm there was within the team producing the game.

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An overshall shot, showing the look and feel of the game.

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Green Lantern documentary video released

In a long planned collaboration with @Doctor_Cupcakes (aka Liam Robertson), you can now check out his impressive documentary video on the long lost Super Nintendo version of Green Lantern via DidYouKnowGaming, based on research from the Games That Weren’t book and showcasing running footage of the game for the very first time.

 

Liam also links game scenes to the actual comic scenes that were used as inspiration, which was great to see.

Sprite assets and more can also be found on our Green Lantern page, with assets that were recovered and didn’t make it to print.

Posted in SNES | 2 Comments

Subtraddition

2015 Sacred Square Games

Platforms: PC and potentially others

As part of the launch and release of The Games That Weren’t book, we are  adding assets and content that didn’t make it to print as bonus DLC content to share with you.

Within the book is an in-depth and detailed 10 page story about the unreleased Subtraddition by Sacred Square Games, where we spoke to its creator Stuart Lilford. One of the things we wanted to do in the book was to not only cover high profile cancellations in the final chapter, also at least one indie development and a few mobile-based developments. Showcasing how far spread game development is today and how cancellations are happening all the time, no matter the budget and target audience.

sub2 2

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Half-Life

2001 Captivation and Gearbox Software

Platforms: Nintendo GameCube and SEGA Dreamcast

As part of the launch and release of The Games That Weren’t book, we are  adding assets and content that didn’t make it to print as bonus DLC content to share with you.

Within the book is an in-depth and detailed 14 page story about the unreleased Nintendo GameCube and SEGA Dreamcast editions of Half-Life by Captivation and Gearbox Software. We speak to the original first developer of the Dreamcast edition (whilst originally in development at PyroTechnix), Brian Kraack, as well as Sierra’s external producer Jeff Pobst, Captivation’s Robert Morgan and Gearbox’s Randy Pitchford. There was also discussion with Dan Amrich, who reviewed a near-gold version of the game at the time.

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Photo from Gearbox of the final produced game that would never see release.

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Overrun with Puppies

2010 Connect2Media

Platforms: Apple iOS and PC (Windows)

This is a smaller piece intended for inclusion in The Games That Weren’t book that didn’t make the final cut. As a result, please note that it hasn’t been professionally proof read compared to the published pieces in the book. As part of our Bonus material series, here is the full raw article for your enjoyment.


The boom of mobile opened us up to a new era in gaming, with a plethora of titles in many shapes and sizes. With something for everyone, the ease of access further enabled those not into games to get involved in gaming. On the other hand, it’s been seen as a contributing factor towards a sea of ‘shovelware’, with cheap cash-ins and titles lacking on depth or real value.

Scratch beneath the surface and many gems can be found amongst the rough. Starting life out on PC via Steam, Plants vs Zombies was one particular success story back in 2010 on iOS and became a favourite amongst mobile gamers. The game can be filed under the Tower Defence genre, where you must defend territory/items from attack. Early genre examples include Missile Command, but it was Atari’s Rampart which set a standard for placing defences that automatically ‘attack’ incoming enemies.

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Overrun with Puppies (iOS). Starting in your run down kitchen within the main game.

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Gauntlet DS

2008 Backbone Entertainment

Platform: Nintendo DS

As part of the launch and release of The Games That Weren’t book, we are  adding assets and content that didn’t make it to print as bonus DLC content to share with you.

Within the book is a 10 page discussion Q/A piece  on Gauntlet DS, talking to Creative director Micah Russo, technical director David Sullivan, sound designer and composer Yannis Brown, original lead engineer Adam Rippon, lead artist Tracey King, and artist Gerald Broas.

GauntletDS 8

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Burnt Out Cop

2003 Infinite Lives

Platforms: Microsoft Xbox, Nintendo GameCube and Sony PlayStation 2

As part of the launch and release of The Games That Weren’t book, we are  adding assets and content that didn’t make it to print as bonus DLC content to share with you.

Within the book is an in-depth and detailed 16 page story about the unreleased Burnt Out Cop by Infinite Lives. We spoke to Dan Malone, John Rowlands, Mitchell Goodwin, Nick Lee, Robin Ellis and Steve Rowlands about the cancelled development, and what seemed to be shaping up to be a fantastic arcade action title, inspired by films such as Hard Boiled and Die Hard.

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8-Kings

2003 Argonaut Games

Platform: Nokia N-Gage

As part of the launch and release of The Games That Weren’t book, we are  adding assets and content that didn’t make it to print as bonus DLC content to share with you.

Within the book is an in-depth and detailed 10 page story about the unreleased Nokia N-Gage title 8-Kings by Argonaut Games. We spoke to Marin Piper and Oscar Ferrero about the cancelled development.

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Creation

1996 Bullfrog Productions

Platforms: Amiga CD 32, PC, Sony PlayStation and SEGA Saturn

As part of the launch and release of The Games That Weren’t book, we are  adding assets and content that didn’t make it to print as bonus DLC content to share with you.

Within the book is a short double page spread on the unreleased Creation game by Bullfrog, with a quote from Glenn Corpes to briefly summarize the project. The title was a very ambitious underwater game, where marine life have been saved from the Earth’s destroyed Oceans.

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Posted in Amiga CD32, Bonus, PC, PlayStation, Saturn | Leave a comment

GTW64 update for November 2020

Almost the end of 2020, and continuing our regular GTW64 posts, here are the various additions and updates that have occurred over the past month.

5 new entries added

Gauntlet 3 V1, Heroes and Cowards, PP Hammer 2, Stratos, The Time Crystal

15 updates added

Babylon, Daffy Duck, Delphian, Jet Set Willy V1, Jonny Quest and the Splinter of Heaven, Kljuc, Last Ninja V1, Mindbending Aliens From Hyperspace, Mortal Kombat 2, Night Hunter, Phoenix Lair, Whitbread Round the World Yacht Race, Who Dares Wins, X-Men, Zzap Italia homebrew

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Frogger 2: Swampy’s Revenge

2000 Interactive Studios

Platform: Nintendo 64

As part of the launch and release of The Games That Weren’t book, we are  adding assets and content that didn’t make it to print as bonus DLC content to share with you.

Within the book is an in-depth and detailed 10 page story about the unreleased Nintendo 64 edition of Frogger 2 by Interactive Studios. We spoke to Andrew and Philip Oliver, Andy Eder, Darren Wood, Matt Cloy and Steve Bond about the cancelled platform development due to cartridge commitment costs.

6 1

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Stunt Car Racer Pro

2003 Simergy and Lost Toys

Platforms: Microsoft Xbox, PC and Sony PlayStation 2

As part of the launch and release of The Games That Weren’t book, we are  adding assets and content that didn’t make it to print as bonus DLC content to share with you.

Within the book is an in-depth and detailed 12 page story about the unreleased Stunt Car Racer Pro, the sequel to the classic Microprose game by Simergy and Lost Toys for the Microsoft Xbox, PC and Sony PlayStation 2 platforms. We overall speak to Geoff Crammond, Alex Trowers, Ben Carter and Glenn Corpes about the project which was sadly never to be and never picked up by any publishers at the time.

SCR Pro 25

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Posted in Bonus, PC, PlayStation 2, Xbox | 3 Comments

Halloween/horror themed games from the archive

Just seeing all the Halloween posts today, I wondered if there were that many Halloween/Horror related games in the GTW archive, so decided to have a bit of a delve and was quite surprised just how many cancelled titles there were.

So here is a quick post to share and highlight 25 Horror/Halloween themed games we have covered over the years:

Amiga/ST

C64

NES

ZX Spectrum

Happy Halloween everyone!

Posted in Amiga, Atari Lynx, Atari ST, Commodore 64, NES, ZX Spectrum | Leave a comment

Gazza 2

1990 Active Minds

Platform: Amstrad GX4000

As part of the launch and release of The Games That Weren’t book, we are  adding assets and content that didn’t make it to print as bonus DLC content to share with you.

Within the book is an in-depth and detailed 8 page story about the unreleased Gazza 2 by Active Minds for the Amstrad GX4000. We spoke to Adam Waring, Chris Pink, David Colley, Julian Rignall, Matthew Regan, Paul Clansey, Rik Yapp, Richard Leadbetter, Simon Butler, John Pickford and Ste Pickford about the development and reviews that were made. The book also contains a number of specially re-pixelled screenshots by Trevor Storey from grainy screens shown in various magazine reviews of the time.

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A rare Zoom mode which was activated via a cheat.

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Cyberspace

1993 Empire / Oxford Digital Enterprises

Platform: Amiga

Thanks to @nearvanaman for the heads up. An entry has been available for some time over at the Hall of Light. Due for release in late 1993, this was to be a game based on the table top role-playing game by Iron Crown Enterprises and partly on the William Gibson novels. Viewed within a fully 3D perspective with an adjustable head-up-display that you view the world through.

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The game was to be a mixture of role playing, puzzle and live action, controlled completely through the use of a mouse. Sort of a mix of Mercenary and Cybercon III at the time. Cyberspace was previewed in many magazines of the time, and looked incredible. A game that was potentially ahead of its time and which excited those who got a glimpse of it in action.

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Posted in Amiga, Features | Leave a comment

Waterworld

1995 Software Creations / Interplay

Platforms: 3DO and Sony PlayStation

As part of the launch and release of The Games That Weren’t book, we are  adding assets and content that didn’t make it to print as bonus DLC content to share with you. 

Within the book is an in-depth and detailed 12 page story about the unreleased Waterworld by Software Creations/Interplay for the 3DO  and Sony PlayStation platforms. We speak to designer/producer Ste Pickford and developers Carleton Handley (PlayStation) and Peter Scott (3DO) about the game and its troublesome development.

PLAYIsh2 01PROCESSED

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SEGA 1995 product catalogue

Whilst working and researching on the write up for Virtua Hamster for the Games That Weren’t book, we were loaned a bunch of assets from David A Palmer for the book and later website. Part of the archive was a SEGA product catalogue which advertised Virtua Hamster.

It’s possible that it has already been digitally preserved, but we have scanned it just in case and have made it available here – showing a glimpse of many titles from SEGA for a variety of platforms, including Game Gear, Saturn, 32X and Mega Drive – even Pico too. There are likely a few other unreleased titles listed within the pages too. Enjoy! Continue reading

Posted in 32X, Bonus, Mega CD, Mega Drive, Saturn, SEGA | Leave a comment

Virtua Hamster

1995 Peakstar Software / SEGA

Platforms: SEGA 32X and Saturn

As part of the launch and release of The Games That Weren’t book, we are  adding assets and content that didn’t make it to print as bonus DLC content to share with you. Images are (c) David A. Palmer and used with permission. With thanks to Eric Quakenbush for the additional scans provided.

Within the book is an in-depth and detailed 16 page story about the unreleased Virtua Hamster by Peakstar/SEGA for the 32X and Saturn platforms. We overall speak to designer Eric Quakenbush, producer David A Palmer, lead developer Nick Kimberley, associate producer/artist Ben Palmer, artist Roddy McMillan and musician Paul Tankard – getting their recollections about the project.

Virtua Hamster 32X Prototype 1994005

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Spitfire Fury

1992 The Fourth Dimension

Platform: Acorn Archimedes (A3000, A310 and A400)

As part of the launch and release of The Games That Weren’t book, we are  adding assets and content that didn’t make it to print as bonus DLC content to share with you.

Within the book is an in-depth and detailed 8 page story about the unreleased Spitfire Fury by The Fourth Dimension for the Acorn Archimedes.  A title where very little light has been shed until now. We speak to lead developer Andrew Hutchings, polygon creator Mark Ferguson and loading screen artist Stephen Scott. The book contains a number of specially re-pixelled screenshots by Trevor Storey from grainy screens shown in the game’s magazine advert.

Sadly Andrew no longer had anything of the game, so this is a short bonus DLC post – but during our research he provided us with a few photos and scans from that time. We also purchased an Archimedes magazine to make a hi-res scan of the game’s advert and screenshots, which you can find below in our gallery.

It is still hoped that a copy will some day surface from a bizarre source.

Gallery

Posted in Archimedes, Bonus, Features | Leave a comment