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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Kick Off

This is nothing to do with the Anco game series of the same name, but this particular Kick Off game was to be a conversion of the Jaleco coin-op from 1988, suggesting that this game was due for release around 1988.

The coder was Paul Black (Of Dizzy Down the Rapids fame) and the game was fully completed. It was Paul’s first ever C64 development whilst he was teaching himself assembly language, and was an unofficial conversion, with no contact made with any companies to try and sell the game.

It was literally saved onto a cassette tape and forgotten about.

We are not sure how good the game was, but it is hoped that some day Paul may recover the game and allow us to put it on the website for others to check out. It may be rough round the edges due to being Paul’s first piece of work, but it would still be good to save this interesting piece of work from Paul’s work tapes/disks.

More soon we hope on this one!

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Victory Road (UK version)

I’m not completely sure why we haven’t looked into this one before, but it was flagged up recently on the Lemon 64 forum about if a UK release of Victory Road ever existed.

So did it?  Well between 1987 and 1989, Imagine Software advertised the game as being released for the C64, Amiga, ST, Spectrum and Amstrad platforms.   Certainly all the other platforms got a release, including the ZX Spectrum version.

The C64 version however never seemed to get a review in any of the magazines.  Although i’m sure I have seen a write up in the likes of CU or CCI on the C64 version, I could not find the said review – and am wondering if I have in fact just got mixed up with the Amstrad review in an issue of CVG?   If anyone knows of a C64 review in any of the UK magazines, please let us know!

Interestingly, but nothing uncommon, but Victory Road did see release in the US by the infamous Quicksilver company who did the very poor Ikari Warrior ports, seemingly by the same developers. This was back in 1987 though,  which suggests that it is likely that Imagine had their own UK version in development.

It is early days yet – but we began asking those at Ocean Software if they can recall anything of the development and if they really did intend to just re-release the US version. So far, no recollections at all.

Ross Sillifant found a snippet from CU (see scans) which suggests that Ocean had cancelled the C64 version.  It almost suggests they had two versions cancelled, but they are most likely referring to producing a playable game, as the US version was terrible.   So who was behind the C64 version?

In 2017, we recovered what seems to be a loading screen from the game which was produced by David Bradley.  It was found by Dean Hickingbottom, but he couldn’t recall where it came from.  It seems that Video Images may have been in discussions to handle the UK conversion of the game at some stage.

More soon as we find out!

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Unknown Ole Mogensen game

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

Within the directory was a tune labelled “My big brothers game”, which must have been a game being developed by Ole Mogensen. We at the moment don’t believe that this was intended for Prince of Darkness (another game done by Ole and Thomas), but a completely different game.

Thomas confirmed that the game was to be a Space Game with parallax shooting. This is all we know at the moment.

Watch this space!

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Firefighter

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 Firefighter, which obviously must have been about firefighting. So was it a platforming game where you have to climb a building to put out fires? Was it a single screen game? Very early days and so little information at the moment.

We believe that the game was being developed back in 1992, based on the dates on Thomas’ tunes. The game was being developed by Ole Mogensen, who is Thomas’ brother.

Hopefully he’ll be able to shed some more light soon on the game.

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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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