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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Zool

During the development of Lemmings on the C64, E&E were to work on a conversion of the Gremlin classic ‘Zool’

At first it was all about trying to find a publisher to take on the game. Gremlin at first showed initial interest in taking it, but quickly decided against it when they decided to move out of the C64 market.

After such an impressive conversion of Lemmings, maybe Zool could have also been something to ram down 16-bit users throats. And of course, Zool did make successful ports to the Master System 8-bit, so who knows?

Well, sadly we can confirm that Zool was never started by E&E on the C64, and Remi Ebus confirms this. Not even a single sprite was created. So Zool is merely a planned title which could have got started.

It is unknown who would have developed the game, but its likely that the Lemmings developers would have handled the game.

Zool sadly bites the dust, and so this game case is closed…

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Zone Warrior

The first thing to say for this shoot ’em up is that the lack of a C64 version may not be a huge loss. Amiga Power magazine described it as "possibly the least involved game we’ve ever reviewed", and Electronic Arts’ Simon Jeffrey later described it as the worst Amiga game they ever did.

Still, a C64 version was in the pipeline, and that makes it potential GTW fodder.

According to Amiga programmer Julian Alder-Salter, Sean Dunlevy and Haydn Dalton were working on the conversion.

It got as far as a simple demo featuring the main character walking around a primitively-parallaxing background, but had not advanced very far when it was decided that the number of sprites it required was not feasible. Sean Dunlevy speaks more about the woes of the game in his Creator Speaks segment.

Julian has nothing of the C64 version, so now we await news from Sean to see if by chance he kept anything of the conversion!

Possible hope for this one being found…

Posted in: GTW64 archive | Tagged: | 1 Comment

Zorakk

What is it with fantasy games from the 1980s and the letter Z? So many characters, particularly in American fantasy (so it seemed to me) start with the letter Z. The wizard from the American version of Heroquest was called Zargon (The UK version had Morcar, which is much better!); Beastmaster had King Zed and let’s not forget the many trips made to Zork.

The UK chipped in with The Warlock of Firetop Mountain being called Zagor and at least one other effort, Zorakk the Conqueror, which was released on the BBC Electron and CPC but not on the Spectrum or C64.

Due for release in 1984 (the same year that The Warlock of Firetop Mountain was released on home computers), the game was slated to come out with Space Station Alpha, another GTW, neither made it onto the market.

The game itself is described as a graphical adventure game and follows a formulaic concept of recovering broken pieces of an artefact to rid the land of evil/win the game. You control Zorakk and lead him and his band of warriors across dangerous lands in search of the ‘long lost crown of Ultimate Darkness’.

From the screenshots, the style of play looks typical for the time, with the in-game shots presented in a layout similar to King’s Bounty and games of that ilk.

Icon Software, the company behind the games, did have several releases on the Spectrum, including Bug-Eyes, Merry Xmas Santa and the fantastically named Frankenstein 2000. All these games were released between 1984 and 1985, and three of their games are listed as MIA on World of Spectrum, suggesting they may have had a problem with getting games released into the market in large numbers, if at all.

Furthermore, there is no listing for Icon Software or any of their games on GB64 or Lemon64. Could it be that they tried to expand into the C64 market and overreached, leading to a collapse of the company?

Zorakk was definitely released on the CPC and BBC Micro (which we have added a review from Personal Computer Games thanks to Stoneoak Valley), and screenshots of the game can be seen over at CPC Zone. They have the game listed as released in 1985, as the advert we have is from September 1984, perhaps there was a delay in the release of the game, various platform formats were scrapped and only the CPC version made it out.

It is ironic as it is the only listing from Icon Software on CPC Zone so logically the Spectrum version would be the one they’d want released, as that’s where their market was, along with the BBC, where Zorakk was also released, along with Space Station Alpha and other games that are MIA for the Spectrum and C64.

Judging from the fact that there are so many more games on the BBC Electron from Icon Software, than on the Spectrum, CPC or C64, it looks possible that the company never fully made the transition to the larger markets in the 8-bit scene.

As such there is probably a wealth of unreleased material on the Spectrum, C64 and CPC from Icon Software that will almost certainly include fully playable games, hopefully one of which will be Zorakk The Conquerer, which may one day be found and can fully take its place alongside the rest of the 1980s ‘Z’ obsessed fantasy games and films.

Can this golden oldie ever be found?…

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Yogi’s Big Clean Up

NOTE: This game is (c) Hanna Barbera, and is distributed freely without any profit as part of a digital preservation project. With thanks to David A Palmer productions (http://www.gamesproducer.com/)

Yet another game that was sadly to be caught up in the demise of Hi-Tec Software back in 1992. This was to be a 3rd Yogi Bear game from the company, and was only really known about for the C64 when listed as a competition prize in the Daffy Duck compo in Zzap.

The game was fully released on the Amiga (http://hol.abime.net/1649) and ST. The C64 edition was a conversion that was being done by Ashley Routledge and Dave Saunders, started approximately as Daffy Duck was nearing completion.

Yogi featured in your typical platformer, spanning across 4 levels where he must tidy up rubbish in Jellystone Park, find parts of a bike in the swamp, find objects for different characters in the film studio and then conclude by trying to find all the pieces of his bed in the underground caves.

Borrowing from their previous code libraries, it didn’t take long until the conversion was almost complete. The underwater section had been dropped, but otherwise it was all mostly there. Things just needed stitching together, bug fixing, an end sequence produced and tunes composing by someone. Unfortunately, just before this could all happen – Hi-Tec went into financial trouble, and the game was caught up in the mess.

David Palmer attempted briefly to launch a new publishing arm, by launching a Citizen Software label in early 1993 which would support 8-bit and 16-bit platforms. Ash and Dave span up work yet again on Yogi 3 to try and do a bit more work, and changed the titles a bit in preparation. However, it was decided at that point to move away completely from the 8-bit platforms and concentrate purely on console developments. Daffy and Yogi both could have almost snuck out after all!

As with Daffy, Yogi 3 was to sit on its development disks for many years – until in 2015, the complete source code and assets were recovered in PDS format after borrowing Ashley Routledge’s work disks. Around the time that Daffy was being pieced together, Yogi 3 was also compiled to see what was there – but found to be very broken in places and nowhere near as complete as Daffy Duck.

Over the past year and on and off, Martin Pugh has carefully pieced the game together – using the Amiga/ST version as a reference point, with much testing carried out. Each level was at the start was essentially a separate component, not linked at all in any way. Much of this work was yet to be done, and Ash and Dave hadn’t had chance to do so.

There were many bugs that prevented picking up and dropping items that needed to be fixed, especially on the Swamp level. The rooms which Yogi could enter on Level 3 had not been properly patched in, so this was done, so the level could actually be played and completed. Level 4 had some heavy glitches, which most have now been fixed. Although there still are a few minor glitches for the colour scrolling, the game is now at last fully playable – and all 4 levels have been linked up. Even the code for level completion, game over and level linkup + loading wasn’t present and had to be coded in.

The title screen and high-score parts were partially there, but needed to be linked up and score entry + saving code developed. Music was sadly nowhere to be seen, and likely not to have been composed at all. No doubt it would have been done by Gerard Gourley. There would luckily be SFX included in the game, created by Ashley Routledge.

Crucially though – although a loading screen was present, there was no ending screen or any reference to an ending in the code. Ashley had not got round to doing one. Sadly Ash was too busy to produce a new one, so we asked Steven Day if he would produce one instead.

Luckily Ste very kindly agreed, and not only produced an ending screen (inspired by the Amiga/ST ending), but also finished the (believed to be incomplete) loading screen, in the style of Ash. As a bonus, Joachim Wijnhoven and Neo very kindly composed a brand new tune to accompany a specially produced end sequence to round the game off and make it complete. Hopefully as close as possible to how it could have been, had been released by Hi-Tec back in the day.

So for our 2000th GTW entry, we are very proud to present yet another long lost Hi-Tec game in a fully playable state. We hope you enjoy it, and here is to many more recoveries in the future!

Posted in: GTW64 archive | Tagged: | 7 Comments

Your Computer Software Exchange

Another compilation of games (Like with the CDU based games) which seem to be missing, and many we believe could well be GTW’s. These were advertised in Your Computer back in 1986 as part of their software exchange…

There are 20 games listed in Gamebase with 15 of them missing.

  • CBM01: The Birds by Richard Palmer & John Palmer
  • CBM01: Stellarways by J. Dakin
  • CBM02: Adventure Pencil by Chris Pile
  • CBM04: Bunker by Simon Beesley
  • CBM04: Runner by Ben Kirk
  • CBM05: Mission ZX1 by John Storer
  • CBM06: Space Ambush by Michael Solomon
  • CBM07: Boots by Mark Mainwood
  • CBM07: Invasion of the Killer Tomatoes by Russell Wallace
  • CBM08: Detective 64 by Stephen Collins
  • CBM08: Puss’n’Boots by Gerald M. Duffy
  • CBM09: Brag by Lionel Jack
  • CBM09: Tug of War by Paul Randall
  • CBM10: Lightning Strike by John Taylor
  • CBM11: Fast Food Laser by Frank G. Tout
  • CBM11: Sorcerers’ Quest by Darryn Lavery
  • CBM12: Owzat by Mark Eastham
  • CBM12: Super Wormy by Mikael Sundstrom
  • CBM13: The Mission by Frank G. Tout
  • CBM13: Splish Splash by Paul Greenstead

Help us fill up this list with links / remove them completely by ensuring they get preserved.

Interestingly, contributor Andrew Partis noticed an advert for BBC Software Exchange – bizzarely though with Commodore codes for the following titles (In issue March 1987, Vol 7 No 3):

  • CBM03: Fruit Machine by Shaun Hewitt
  • CBM03: Haywire by J P Lord
  • CBM04: Kung-Fu by David Chung
  • CBM04: Bird of Prey by N Sheard
  • CBM05: Pandomonium by Peter Scott

Were they C64 or just a mistake with the codes? Andrew also confirmed that the scheme was going well into 1987 as well. So the titles must be out there.

We learn that The Birds was first advertised in Your Computer – May 1986 as part of their software exchange selection, where you could send off for a budget tape for £1.99. Seems like this offer was on for some time! See creator speaks from John Palmer below and also extra scan from May 1986. The game was saved and translated from a Spanish copy -see download below!

Shortly afterwards, The Bunker was also saved thanks to Chris Kraus! Download can be found here or via CSDB link above!

Then in November 2015 – It was found that Space Ambush had been recently preserved on Gamebase!

Do you know any more?

Posted in: GTW64 archive | Tagged: | 4 Comments

Yacht Race

Advertised in Home Computer Weekly issue 85, Yacht Race was a simulation based game released by Hill MacGibbon on the ZX Spectrum, but also advertised for the Commodore 64.

As you can expect by reading this review, the C64 version never surfaced in the end, and so another entry in GTW for Hill MacGibbon for another game.

The game was a pretty good educational game on the spectrum, teaching you how to sail and using all the common sailing terms. The game came with a large map also. Reviews for the Spectrum were generally quite good.

So its a shame this one seems to have disappeared like so many of the Hill MacGibbon games. Only a few ever quite made it, but why?… Was there a huge problem with picking up the C64 platform?

Still early days, but maybe you can help us with this one?

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Xybots

Another oddity in the C64 world, thanks mainly to Zzap’s up and coming preview column they used to run. Xybots was given Amiga review treatment with its average 3D tunnel shooting playability, and the C64 version was due shortly afterwards. The Zzap preview section however showed a game which looked far different from the eventual released version.

Zzap’s preview shot was in a good range of colour, including multi-colour sprites and a better shaded tunnel. The eventual released version was a pale spectrum port in comparison which was far too slow to be playable. Even the review later in Zzap actually commented about the missing colourful version they once saw.

Did Zzap see a moving action version with colour graphics, or was this the screenshot (or maybe mock-up?) sent by Domark?… It is possible that this was just a mock-up, especially considering a few discrepancies in the colour palette used. It could pass as C64, but it doesn’t look quite right (Like a hybrid of an Amiga panel with C64 main area).

Thanks to Matt Furness, GTW got in touch with Shaun Hollingworth who was the project manager at Teque Software who did the conversions for Tengen/Domark. He details that the ST and Amiga versions were done first, and then the 8-bit versions – the main programmer? – James Tripp. We have a name :-)

Shaun could not remember any particular problems with the conversions – though he suggests that the game may have been cut down due to memory limitations. Maybe the ambitious graphics were too problematic for the programming team? According to Shaun, the game was ported down directly from the 16-bit versions and reworked.

The question is – who can shed light onto this odd version that might have been, and could we someday see a demo of it?… We needed to try and find James Tripp to find out more and see what he says, but didn’t have any luck.

Domark’s Richard Browne got in touch via the comments, and confirmed that the screens were just mock ups. The Teque C64 game was always just a straight port from the Spectrum version, and no full colour version existed.

So there we have it! No full colour version to find which will blow us all away – and very much now a case closed!

Posted in: GTW64 archive | Tagged: | 12 Comments

Xtron

Xtron was due to be released by Diamond Software, along with various other releases, Diablo, Hollywood Poker and Kaos. However, it seems only Diablo received a release, judging by entries on Lemon64 and the preservation site, GB64. That means that Xtron, Hollywood Poker and Kaos are all ‘Games That Weren’t.

The games were due for release on disc and tape, with Hollywood Poker and Kaos due for release on the Atari ST and Amiga, but again I can find no evidence they ever made it into the shops. There was a version of Hollywood Poker on the Atari ST, but by a different company.

Xtron was described by Diamond Software as a ‘Roll playing game’ in an advert featured in Zzap! magazine. Presumably they meant ‘Role-Playing Game’, unless the game was based upon dice rolls made within the game. Such an obvious mistake may provide a clue as to why the game was never released. The general terminology employed by the advert is quite colloquial, with the description of Diablo starting off ‘It’s quite simple really’. While this approach would make a certain amount of sense in that you’re appealing to young readers and you will want to engage their attention easily and quickly, perhaps it also points to a small company, perhaps run by only a few people without much capital, and as such they quickly went under after releasing only one game from their release slate.

We don’t really know anything else about Xtron; the rest of its description merely states that it was ‘tremendously addictive’. We do have a cover shot though, and presumably all the Diamond Software games did reach at the very least a playable level, if they weren’t actually finished.

It seems like the story of Xtron and Diamond Software is typical of a number of games companies in the 1980s, where various problems meant that an initial slate of games releases was never fulfilled.

Can you help us?…

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Xevious Clone

An unknown title for a pretty much unknown game which was brought up by Marc Walters.

This game as you wouldn’t have already guessed was to be a Xevious clone that was written way back in 1984. It featured very smooth scrolling and bas-relief graphics to make it quite an advanced title for its time.

Had the game been released, it would have made a significant impact on the market, but sadly there were to be legal troubles with the game company. In the end the game was indefinately shelved as a result.

Possibly now we could be seeing this game released in the near future, as it has been tracked down and now we await to see what happens and if this game will see the light of day any time soon.

It certainly sounds like a title to get excited about! – Hopefully soon we will have more details about company and coder names etc.

More soon!…

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Xermaid

Another single screen modern invaders clone. Apart from some nice graphics, the game is very simplistic, and quite poor.

A simple attack wave of creatures fly around, and you simply shoot them, then its onto the next attack wave of similar creatures in similar attack wave formation. Xermaid offers nothing new over the others apart from a new backdrop.

Thanks to GTW64’s researcher Gaz Spence, we learn that Cream Software was a Hungarian scene games development company and had a few titles released through Magic Disk. As a result, its likely the people involved are the same as involved with those other games. We’ve added temporary credits for now.

Note: The music by Matthias Hartung is not original to the game either.

If you know anything more about this game, then please do get in touch.

Posted in: GTW64 archive | Tagged: | 2 Comments