Welcome to Games That Weren't!

We are an 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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24th Amaranth GP

A very quick entry which was picked up upon by browsing through Thomas Mogensen’s work directory in HVSC.

Within the directory are a large number of tunes for a game called 24th Amaranth GP, which we assume was to be a racing game (with cars or bikes?) that never quite made it.

We believe that the game was being developed back in 1991, based on the dates on Thomas’ tunes. We do not know who was to publish the game, who worked on it and exactly what happened.

Thomas confirms that the tunes were just a sketch to help towards an Amiga game of the same name being developed by a Danish company. No C64 game ever existed, so its a straight case closed!

Case closed!

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Leaving Teramis

A brief new entry which we kind of missed before – as the coder Mario Knezovic had mentioned it in one of his previous creator speaks for Seven Gates of Jambala.

At the same time as working on that C64 conversion for Thalion, Mario was also doing a conversion of the Alien Syndrome/Gauntlet clone called Leavin’ Termis (Or Leaving Termais). The game saw a release on the Amiga/ST back in 1990 and was a fairly well received game, though not the most popular overall.

Mario had got a small way through the game’s development, but was never properly assigned a graphic artist to help finish the work – and the game was scrapped as a result after taking too long to find someone. Mario had up until then done test graphics himself to be later replaced.

We know little more right now about the game, though the adverts never mentioned a C64 version it seems. It is hoped that Mario may have remains of the game, along with Lethal Xcess … we hope to try and find out very soon!

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Unknown Tony Crowther game

Back around 1985 time, Antony Crowther was working on a game based on the Red Arrows, which is another GTW which we have within our archives. In an interview with Commodore Horizons, Antony suggested that his next project would possibly include a game based on the Ray Harryhausen film, Clash of the Titans.

It was a very brief mention, and it seems unlikely that the idea never fully came to use. However, a game called Gryphon surfaced and could have been what the game turned out to be.

Maybe Gryphon started out as a completely different game? We hope to find out soon from Antony himself if he can recall anything and if this game ever got off the ground.

Otherwise if this was a separate and new idea, we don’t believe it got anywhere at all, as Tony suggests he only had two C64 games that were never finished or released.

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Toby’s Rescue

Another game, another title which was never really mentioned in the press – probably because this was a submission to a magazine, rather than a full commercial game it seems.

This game was discovered on a disk in Darren Melbourne’s collection, which seems to have been given to him by Gary Liddon. It was found alongside another adventure game by the same author – both of which seem to have been submitted to the White Wizard at Zzap 64.

The game was the first of an “Arlia” trilogy. There is not much back story to the game and things kick in pretty quickly. The game does give away on the title screen that Keith Matthews was from Cardiff, so we hope to track him down!

Both games though are dated from 1984, which suggests they had been sat on for a period of time before the author then submitted them. Were they submitted for review? Does this mean they were on sale at any point?

Well, the author commented on the CASA website that the games were only distributed to close friends and never submitted for publication. He no longer had any copies, so these were possibly the last remaining copies of his game. Thankfully the author was able to see their work once more. See Creator Speaks for more details.

I’m not much of a text adventure player, but the game seems detailed enough with some good puzzles throughout. It is a shame that more people back in the day didn’t get to experience it!

We hope that some day the author will see his games and will get in touch to shed some light on them and we can finally close the door on this case. For now though, check out the games for yourself and see what you think!

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Racing Game

Our next entry is a short and sweet entry for a racing game that sadly didn’t get too far, although as you will see in a bit – looked very promising (and fast!)

Racing game (working title) was a title by Martin Piper (author of Berzerk Deluxe and Tusari) back around 1992 time when doing Tusari.

It got to the stage of a few test routines to render a road with some track side objects. The car from Turbocharge was thrown in quickly for testing.

Overall, its a very nice and fast routine – a little rough around the edges (with the road part not fully smooth … but you can see the potential, and no doubt Martin would have constantly improved things.

Interest was unfortunately lost, and the concept was shelved – until recently when Martin dug out the last version of the concept for GTW64.

So check out this cool and small preview of a game which looked like it could have been superb. Faster than Turbocharge and better?… We will never know!

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Otherworld

Now then, our next entry is a title which was never advertised in the press or mentioned. It was highlighted to us when Andrew Morris (Magnetic Fields graphic artist, who did graphics for Kikstart 2, Lotus 2 and many others) got in touch with a few titles that he had worked on.

Otherworld was one of those titles, but the big difference was that the game was actually coded by Andrew – who dabbled in coding as well as graphic work in the early days. Otherworld was a project being done for Mr Chip Software and was started way back in 1985 by Andrew as a concept. It was worked on, on and off right up until around 1989 and was pretty much completed. However, by that time Andrew was already moving fully onto design work (and ditching coding completely) and Magnetic Fields started to move onto the 16-bit platforms. The game was forgotten about, and Magnetic Fields were firmly in 16-bit mode from that point on. Their last C64 game being Super Scramble in 1989. Had Andrew had polished things off and pushed it out, it would have likely gone on the Mastertronic label as a budget title.

The game itself is a flick screen platformer, which has a very similar look and feel to Thing on a Spring, but with a bouncing Amiga red/white ball as the main character. Things are split across 6 levels in total, including themes such as Kitchen, Toys and Plants. You essentially have to switch off a load of switches on each level, to open a door at the end of the map to escape. In your way are a number of platforms, conveyor belts and creatures trying to stop you. You get one life and large block of energy to play with, which means the game is pretty tough.

A huge shame that we never got to purchase the game – but did it survive? Andrew gave the news that we were desperate to know, which was that he still had all his disks – which should have the last version of the game. So Andrew posted a few boxes down, which GTW64 got to work on. After finding an executable with no sound, but playable – we thought that this was it – but then found a disk which was labelled as a back up of everything related to the game, a loader file reference and a SYS jump code. Following the instructions brought a few loading issues, but eventually a rather corrupted title screen appeared with some music. There was a seemingly complete version here. The irony was the disk was one of the only ones which had bit rot and corruption throughout.

After consulting with both Jazzcat and Jani Tahvanainen, they suggested some tips to get the data off the disk. The first tool used suggested did the trick, and after several backups – Jani confirmed that we had managed to get everything off the disk. The game now loaded with the title screen in-tact from believed to be the last remaining copy in existence. Phew!

Graphically the game is of a very good standard, which was to be expected of Andrew. The main ball is well animated and looks very nice in its hi-res mode. The enemy sprites are cute and well defined, and the backgrounds are crisp and very cartoony. Sonically we are treated to a previously unheard Shaun Southern tune on the title screen, and some simple SFX throughout. The title screen is nice and colourful overall, with bold text and some witty text from Andrew. Basically you will see early on just how much of a shame this didn’t even get a budget release – especially seeing how complete and polished it is.

Recently in 2013, we also recovered an unused loading screen for the game, as well as some graphical assets which we have added to the pack.

But it is saved now, and finally as intended – you can check out the game for yourself. A fun budget platformer which was almost lost in the midst’s of time (or bit rot as we know it!)

Case closed!

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Andromeda 3

Another game, another title which was never really mentioned in the press – probably because this was a submission to a magazine, rather than a full commercial game it seems.

This game was discovered on a disk in Darren Melbourne’s collection, which seems to have been given to him by Gary Liddon. It was found alongside another adventure game by the same author – both of which seem to have been submitted to the White Wizard at Zzap 64.

In the game you are the captain of the Starship Andromeda III with a crew of 20 men and women. You are to set out from Earth to find the secret of the Dawn People.

Both games though are dated from 1984, which suggests they had been sat on for a period of time before the author then submitted them. Were they submitted for review? Does this mean they were on sale at any point?

Well, the author commented on the CASA website that the games were only distributed to close friends and never submitted for publication. He no longer had any copies, so these were possibly the last remaining copies of his game. Thankfully the author was able to see their work once more. See Creator Speaks for more details.

I’m not much of a text adventure player, but the game seems detailed enough with some good puzzles throughout. It is a shame that more people back in the day didn’t get to experience it!

We hope that some day the author will see his games and will get in touch to shed some light on them and we can finally close the door on this case. For now though, check out the games for yourself and see what you think!

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Mountain Combaters

You may remember another entry called Beauty and The Beast, which was an unofficial licence of the Disney film, and rather oddly done within the Last Ninja engine.

Well, not long after finishing with Beauty and The Beast, the same team started to develop another game using the Last Ninja engine called Mountain Combaters. It was more of the same, with a different main character and story line – but with technical advances over Beauty and The Beast. The level graphics engine was done by Maham Samanpajouh.

We know little else just now about the game, and Maham is in the process of compiling what he has into executable form. For now, he has very kindly passed on a copy of the introduction sequence that was produced early on to give a glimpse.

In addition to this, we have a few screenshots which you can see seem to be heavily influenced by Last Ninja 3, or at least borrow some elements here and there. Overall, the game looks very interesting and we can’t wait to see more of it.

We should hopefully learn more soon about the game, but for now check out the intro sequence for a taster.

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Mag Max V1

Another day, another first version of a game discovered. This time we discover that Mag Max had an earlier version in production by Sean Townsend and Martin Calvert (from Canvas – the guys who did Highlander for Ocean).

According to Paul Hughes, who coded the eventually released version of Mag Max, Ocean were let down by Canvas for some reason and so Paul had to step up and do a very quick conversion.

It seems possible that the conversion shaping up was not quite up to scratch, and after the failures with Highlander – Ocean decided to bring it in house and salvage things. Although Paul Hughes suggested that Canvas did the Z80 versions, in fact they were done out house by Gary Knight (who is believed to have done the Amstrad versions as well). Mark Jones helped tart up the graphics in house before those versions were released.

It is unknown how the C64 version looked, as Paul never saw the game. Martin unfortunately didn’t recall anything of the conversion and sadly no longer has any of his disks.

Sean Townsend stepped forward in 2015 and confirmed that he was the developer of the game. The game was practically finished, and Sean believes that it was actually a pretty faithful conversion of the arcade.

He is unsure why the game was canned, but mentions that the version released was not quite as good as his original version. This is very interesting indeed, and it would be good to see it as a result (and maybe some day work out why Ocean didn’t let Canvas finish it).

Sean still had all the source code for the game in an Atari format (Sean coded on the Atari and compiled down a cable to the C64). GTW recovered all of this, but sadly the graphics and music assets are all missing at present and we’re unable to get Sean’s version up and running. Sean is hopeful that other disks may be found with C64 assets on, so that things can be pieced together.

In the meantime, Sean also sent over a ton of printed materials related to the development, including maps and character set definitions. We have scanned all of these in and you can find them below. Fingers crossed some day we’ll be able to fully recover Sean’s work.

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