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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Reach For The Moon

A very quick entry for a surprise title which we never knew about until reading a snippet in ACE magazine about “Costly Games That Never Made it”.

In that list was a game called Reach For The Moon, which apparently had a 5 or 6 figure sum written off by Rainbird around 86/87 time when the plug was pulled. The game was a mega-project apparently commissioned from ODE (Oxford Digital Enterprises – thanks Merman!)

According to the article, the project may well have been the most expensive software cancellation so far (back in 1987 at least!).

We’re not quite sure what the game was – but the end of the article suggested that it was a Space Shuttle based game of some kind. See the comments thanks to Max, but it seems the game was actually developed by Magnetic Scrolls. A coder admits to being part of the Spectrum game – may have even been finished according to the person only known as “Deep Fried Geekboy”

According to Spanish Sinclair magazine Microhobby, March 1986 issue, page 4, the game was an Apollo programme simulation (not Space Shuttle) and was to be published by Rainbird:

“ODE is also working on a sophisticated simulation program for the Apollo landing on the lunar surface, which will be called “Reach for the moon”, which will be launched on the market next summer by Rainbird Software.”

Richard Horrocks got in touch and suggested that the game was well under way when he started at ODE. It has been suggested that David Pringle, Gareth Blower and Rik Yapp may know more about the game.

The game was dropped not long after Richard had started, with the entire team moving onto a new Trivial Pursuit game. Richard was an Amstrad CPC programmer at the company, before moving onto the Amiga.

The game did surface in some shape or form, with parts used in later games. One part in particular was the office scene used in “Yes, Prime Minister”. This was actually from an interactive office scene for the head of NASA in the game that was never used. Does that mean that Dermot Quin was the developer perhaps?

One theory by Anonymous Contributor is that the game Apollo 18, also a simulation game, beat them to it, both being 1987 games. Richard Hewison has also confirmed that the game was cancelled, and we hope to learn more details about its development in the future from Richard.

Do you know anything more about this game?

Posted in: GTW64 archive | Tagged: | 9 Comments

Basket Master V1

ACE magazine issue 4 had a pre-production screenshot of Basket Master from Imagine and Dinamic which looks pretty different to the final version we all know from Gary Biasillo.

We’ll ignore the fact that there are no hoops just yet, but focusing on the players – we can see that there is a little more detail compared to the final version – with what seems to be hi-res overlays.

The floor is also a little more detailed and wooden based – so overall it is very different to the final version. This suggests that maybe there was a different version in production, or Andrew Sleigh was brought in later on to replace a graphic artist who had to drop off the project.

Gari confirmed to GTW64 that he did indeed do this earlier version, but just had evolved over time. Graphics may have been changed due to issues with the code early on. Gari soon hopefully to confirm!

Do you know anything more about this version?

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T-Runner

T-Runner was described by its preview snippet in ACE magazine (issue 4) as being a Marble Madness-type arcade adventure, set on a Marines training platform in space.

After 300 years of lying idle, the central computer has gone haywire and its all up to you to sort it out…. Well, it would have been had the game actually been released. The Christmas 1987 release date didn’t quite happen!

It seems that unfortunately this Nexus Productions game got caught up in the folding of the company at the end of 1987 … meaning that we would never get to see this promising sounding game.

Unfortunately no other company picked up the game from the remains of Nexus, and so the mystery of the game lives on.

We do not yet know who the developers were behind the game – quite possibly it could have been Paul Voysey or Tayo Olowu. Hopefully they may come forward and shed some light.

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Xecutor

Xecutor is a pretty good vertical scrolling shooter which was released by ACE software (a sub company of The Edge) on the ZX Spectrum towards the end of 1987.

The game was planned for release on the C64 just a month later – but never surfaced, and so another entry gets added to GTW64.

Clearly from the advert and also ACE magazine review, you can spot the C64 mention in the list of formats.

So what happened? At the moment, we do not know – and there seems to be no other mention of a C64 version anywhere apart from the ACE spectrum review and the advert itself.

Do you know any more about this lost conversion?

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Thundercats 3

No we’re not mad – but it seems that Elite had planned 3 Thundercats games to be released in 1988. The first in the series was Gargoyle Games’ Thundercats – The Lost Eye of Thundera. The second eventually turned into Beyond The Ice Palace, and which you can read more about here.

Issue 3 of ACE magazine confirmed that there were 3 versions in production – one version being produced in house at Elite (thought to be this 3rd part) and another version which was outsourced (and now known to be Nick and Dave’s game) – thought to be the second game in the series. See scan below.

We do not really know anything about the 3rd game sadly – as Elite were keeping it all very hush hush. However, we believe that the Mark Cooksey tune produced and used in Bombjack 2 was actually intended for the game being done in house. Mark sheds a little bit of light on what he knows.

We now hope to find out more from Steve Wilcox himself and see what he can recall and who was doing the 3rd game. Was it Neil A Bate and Chris Harvey?

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Unknown Educational game

Our next entry is brief, though hope we may well get to find out more soon about it. Whilst at Imagine Software, Colin Porch was busy working on an educational game. He can even be seen working on the very game in the background of Commercial Breaks at one stage, looking pretty stressed!

The basis is pretty sketchy, but Colin so far has recalled a toy train which would go round and off screen, then come back on screen from the other side with a set of shapes (or a single shape) on top. No doubt the user would then be required to choose the name of the shape or answer some kind of question. You can just about make out a train shape on the screenshot we extracted from the video.

Thanks to Mark Jones, we now have a higher quality still of the game – which seems to show some kind of kangaroo object on one of the train carriages. All the carriages are multi-coloured.

That is all we currently know at present, but according to Colin the game was actually finished. But just before anything could be sorted to get the game in the shops, the big crash happened for Imagine, and the game was never picked up by anyone else.

Imagine Software has an unreleased educational title listed on places like World of Spectrum called Sidney Meets His Match, and we are wondering if this was the game in question. Perhaps the Kangeroo-like creature was called Sidney and part of the game was matching shapes/colours?

Thanks to Anonymous Contributor, we learn that Colin gave an interview with Retro Robbins in 2023, and spoke about the title:

He mentioned (Anonymous contributor suggests that it was a bit hard to hear at times):

“What I was detailed to do was to produce a game for toddlers and this was effectively, I’d call it a game, it would be a game for them, but it was an exercise in getting toddlers to recognize shapes and colours. At the basic levels, they were just simply trying to match a cross with a cross or a circle with a circle or whatever, all on a moving train.

And in the later stages, they were asked to identify not only the shape but the colour of the shape. There would be two of the same shape but with different colours and you had to match the one they were trying to find. But it wasn’t a game as such, but it was an educational toy, application, for very young people, very young children.”

In an interview that we did with Colin many years ago for our old site (and is now housed at C64.com), he had the following to say about the game and what happened to the disks:

“I worked on two projects whilst at Imagine. The first was a general purpose program, designed to make games programming easier. Originally written in a form of BASIC, the idea was to have a central framework to manipulate sprites etc., onto which individual routines could be added according to a games’ requirements. I did complete it, but I don’t believe that it was ever used.

The second project was not a game but a program aimed at providing toddlers around the three-four age group with shape and colour recognition tasks. This was almost completed, but all the source code was on the SAGE development machine, impounded by the bailiffs when the crash came. I have no idea what happened to it after that.”

Sadly it seems that the game has gone forever along with the disks that Colin sadly skipped back in the mid 2000’s (which was the fate befell to Parasol Stars, or at least its remains). Maybe someone kept a copy from Imagine back then, but it looks very unlikely.

Hopefully we’ll find out more about the game soon!

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Agrophobia

Agrophobia was a text adventure game written by Mark Healey (who did graphics for Sleepwalker and the Fun School series).

The game was created whilst at school, and Mark sold about 3-4 copies to friends. It was likely his very first game sold to other people.

This is all we currently know about the game – and we’re not sure if Mark coded it from scratch or used something like the Graphic Adventure Creator tool.

It is also likely that the game may never be found and preserved, but this entry is created for posterity. If you were one of those 3-4 who brought the game and still have it, please contact us!

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Fun School Special – Paint and Create

To be honest, this entry into GTW64 has been a little overdue. Paint and Create was part of a new “Fun School Special” educational range which was introduced around 1993 time across all the main formats by Europress Software.

Many Fun School games have been released over the years for the C64, and Paint and Create was to be yet another.

Reviewed in Commodore Format 28 (January 1993), it received an excellent score of 91%. The game was only available on cassette and contained 6 sub-parts which would be loaded in separately, including:

  • Interactive Intro,
  • Make a Monster
  • Card Creator,
  • Art Alive,
  • Jigsaw
  • Music Maestro

For years though, no digital copy has existed and no-one has come forward to say that they own a copy. Amiga and PC versions do surface occasionally on Ebay and digital copies for both exist.

Was it just that the game didn’t get to sell too many copies as the C64 began to die out? Or did Europress decide that the C64’s time had come and decided not to release the game? Europress continued to produce the Fun School series for many years afterwards.

We managed to get hold of Mark Healey, and he confirmed that he was the graphic artist behind the C64 version. Chris Walsh (of Murder! fame) did the coding. Sadly none of the 3 people potentially involved have anything of the game any longer.

However, it was always odd that Commodore Format for several months had the game on special offer to its readers after the review. Surely had it never been released, it would not have been advertised for that long? With a final search, this time we found what seemed to be a C64 version on Jasper’s Retro Cavern.

Sure enough, there was a C64 label on the front and a tape! GTW64 quickly purchased the title, and within a few days it arrived. The package has been quickly preserved in full and passed onto Gamebase 64 for posterity. Another game saved and one which you can now download if you wish.

For what it is, its a very polished piece of work and worthy of the 91% rating. Nice to finally put the last missing Fun School title to rest. And overall it confirms that the game was in fact released – just in very limited numbers it seems. As a result, it is thankfully…

…Case closed!

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Biff V1

It may come as something of a surprise, but it was recently revealed by Michael Ware (of Warhawk fame) that he was originally working on a conversion of Biff back in the day under his Proteus Developments label.

Michael was given the task of converting the Spectrum game to the C64 (or may have just been given the brief to go and produce it) and spent two sleepness days getting something together – before losing interest and the project gathering dust. A young Mark Healy had created all of the graphics for the game (apart from the logo). Later in 1993, Chris Walsh was given the task of converting the Spectrum version for Beyond Belief and the game got released eventually.

It was in recent years though that Michael dug out some disks which reminded him of the development that he did many moons ago. In 2013, Michael backed up the disks that he found with the various bits that he did and managed to recover two previews showing a controllable main character, some collisions and a large map area to navigate around. It’s pretty neat, even in its early incarnation – and in comparison to the completed game – makes great use of the C64’s strength of colour palette. Had Michael completed the game – it could well have been a very strong Dizzy-like game which made use of the C64’s strengths.

What is interesting is the date mark for the latter preview – which is November 1989…. This suggests that Biff was originally developed back then, before the days of Beyond Belief (which we believe was established in 1991 according to the Beyond Belief article in Commodore Force)

It seems that Biff had a similar development path to Bod Squad (which was originally meant to be a Digital Magic game rather than a Zeppelin title). Maybe the Spectrum version was finished in 1989, but never released until Jim Scott picked it up in 1993. Well, Michael has said that the game was developed for a company called Zeit Corp, who were mostly a Spectrum based company. They seem to have connections with the Fun School games and Neverending Story 2 – which both Chris Walsh and Mark Healey were involved in…. the eventual developers of Biff on the C64 in 1993. Hopefully Mark or Chris will shed more light on who Biff was meant for …. was it meant to be for Codies?

Anyway – this is a nice surprise to salvage and preserve, and a nice preview too! Check it out!

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Satar

Andrew Challis is somewhat a bit of a C64 legend, being the coder of two particular games I grew up with and enjoyed a lot (Into The Eagle’s Nest and Trollie Wallie) and also produced some cool loader systems for Interceptor (including Micro Painter loader game for Players).

His very last C64 release shouldn’t have been Into The Eagle’s Nest, but in fact a game called Satar for the same company Pandora.

We know very little about the game just yet, but it was believed to have been a space shoot’em up with adventure elements to it.

For reasons currently unknown, it was never released – and was shelved. Andrew then moved onto pastures new and no more was seen by Andrew on the C64. Andrew decided to take a break from coding after 5 years or so, and left Interceptor to work for BT. The game then shortly afterwards lost momentum and others moved onto new projects. Apparently the game was previewed at a 1986/87 computer exhibition.

We are hoping to find out more about the game very soon, including if anything of its development ever survived (design docs, early demo builds etc). Sadly Andrew has confirmed that he no longer has anything regarding the game, so we hope to find Robin Chapman to see if by chance he kept anything.

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