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.

Latest News and Posts

Wonderball

Now for a start, we’re not 100% certain if this was intended for release on the actual Hi-tec label, as you will find out below.

Wonderball has been floating around for a while and is a simple platform game with a ball that bounces around platforms. Coder Stefan Toftevall started the game when he was just 16yrs old and finished the development. After being part of several groups, Stefan got in touch with a guy called ‘Per’ who was apparently a person who had some contacts with a game company who could help Stefan get his game released.

Sadly Stefan heard no more from Per, and many years later the game was found on the web with copyright listed to 1992 High-tech Software. Stefan therefore believes tha the game was given to Hi-tec software to try and release it behind Stefan’s back.
It seems that Per failed in the attempt though if this was the case, as David Palmer was not aware of the game and Hi-tec went under anyway in 1992.

Overall Stefan never got paid for any of his work, but it seems luckily no-one made any money out of his work either. What exists on the web is believed to be everything of the game, and complete. No more of it exists.

Stefan has kindly given his Creator Speaks story, so take a read and then download this cute little game…

Case closed…

Posted in: GTW64 archive | Tagged: | 2 Comments

Wild Fire

Wildfire is an ace horizontally scrolling shoot-em-up in the Armalyte mould.

Unfortunatly, once the game was programmed, it was sent to a games publishing company in Germany which was also part of a Cracking crew. Therefore it was cracked and pirated so heavily that no software publisher would touch it after that.

Rumour had it that the original programmer, unable to sell the game, put it into the public domain. We’re not sure whether or not this is true, but if anyone has any further information, let us know. But its likely that the game merely exists because of its pirated release.

According to Remi Ebus, this game was developed before Alter Developments came about, and it was completly finished. This version seems as if it is not completed, but then maybe it is?

Hopefully Niels will confirm his game as complete or incomplete in the near future. However, Secret Man has provided GTW with what is thought to be the final version of the game, although it has the sub label of "The return" to suggest it was a sequel. More details needed, but we believe this might be the final version of the game and we have included it in the download. The music and practically everything else matches the preview.

But it is a sad way for all this hard work to go to waste and not recoup any money for the developers. More soon we hope.

A chapter almost closed on this game…

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Wilberforce

For this game, we go back to when the C64 was dying out, or at least Commodore Format was, and there was a little spurt of new games coming from various sources.

One such game was ‘Wilberforce’, which looked like some kind of Cauldron clone, however, featuring an apprentice and not a witch.

The game was reviewed in Commodore Format issue 46, scoring 55%, but although the game was advertised for sale, it seemed to have never got released anywhere. Not even Gamebase had the game listed in their records.

Well, we found that the game did indeed have a very limited release to just a handful of people. Sadly because of the low grade, the game’s sales were appalling.

Nabil Gonem, the game’s creator, tells GTW that it was pitched to several companies, but they turned it down as the C64 games market died out. So he decided to go it alone and sell it by mail order.

What is quite impressive is that Nabil was a one man show and did all his own music, SFX, graphics and code. There was no-one to help him. He enjoyed doing the game, and all in all it was a bit of fun to him.

What seemed to be a lost game was eventually found when contributor Michael Culshaw found the game in his attic, and ported the game to PC. He has kindly passed this onto GTW, and we can now proudly present this long lost title. Although it had a very limited release, it sits here because of its commercial pitching.

It is not a fantastic game, but it is playable and a nice title. I’m glad its been found, as it would have been a shame to have been lost. The zip is two disk sides, and there is also a text file containing the manual which came with the game.

Nabil is now a web developer, and has not followed up a career in games creation. You can hear from Nabil about the game in Creator Speaks.

Enjoy this nice little game like it should have been back in 1994. A case finally closed and another game saved…

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Whirligig

Had it found its way onto the 8-bit market, Whirligig would have been that rare thing for the time, a game planned to be released on all the major gaming markets, the 8-bit, 16-bit and the PC (However, although it was released on the ST and the Amiga, the 8-bit versions (And also PC version according to Richard Hewison) never saw the light of day.

The game itself is a 3D space exploration game, although in reality it seems like only a few of the sprites, including the player, were drawn in 3D and the game itself plays pretty much in 2D. In fact it plays like a souped-up version of the classic ‘Asteroids’ and as such seems like it could be easily ported to an 8-bit system.

A review of the game in Computer and Video Games Magazine from August 1988 states that the 8-bit versions were to follow in the autumn along with the PC version, ‘no earlier than October’. The PC version made it, so why didn’t the 8-bit versions?

Well, Mike Singleton confirms that when Microprose took over Firebird, they decided to drop the C64 versions due to concerns with framerates and also that the markets were dying and did not want to waste too much time on the platforms. Otherwise the games would have in fact been completed and released.

We know from an interview Chris Pink did with the Amstrad CPC Games resource website (http://tacgr.emuunlim.com) that not only did he create the graphics for the PC version of Whirligig but that he also programmed the 8-bit versions.

Indeed Chris confirmed to us he was involved, and confirms that a C64 conversion did indeed exist. The C64 version was not done by Chris though, but by Mike Lyons – with most of the maths done by Chris.

The game had a working level system which showed the map (where you could pick a gate to go through to test). The Spectrum and Amstrad versions were fully playable, but also scrapped. The C64 version isn’t available from Chris, but he does have the PC, Amstrad and Spectrum code still… maybe someday people will get to see it.

Mike Lyons got in touch with GTW in December 2022 and explained there was very limited graphics for the game, most of the sheet sprites were computer generated and the ship from a mesh. The rest of the graphics used complex maths to draw. It took about a minute of processing time on the ST 16-bit version, and with that in mind it was probably beyond acceptable for the 8-bits.

Mike had actually taken over the project from Kevin Mulholland, and it was worked on after finishing a UK and US version of War in Middle Earth.

Chances of finding anything are slim, though Mike does have some disks still and is in the process of going through them. An early concept or remains of the code could some day be dug out to show how it was looking.

Posted in: GTW64 archive | Tagged: | 2 Comments

Where Time Stood Still

A wonderful game on the Spectrum 128k, and the silent sequel to The Great Escape (As the game was originally billed as a sequel and called Tibet). This was set in the same mould as TGE, and followed on from its success.

After the success of the Spectrum game, talks were made about creating ports to all other machines, including the Commodore 64.

The main problem was that the Spectrum game was fitted into 128k of memory, and the C64 had the job of squeezing it into 64k. Not totally impossible, but a hard task, and something that could not be made into Multiload.

Stuart Fotheringham does not recall the C64 version, but worked on the Spectrum version. He states about the problems of trying to convert this game had it had happened. GTW is told that Ocean recieved the finished game and design from Denton Designs, and Ocean would have contracted other developers to do other versions.

It seemed therefore that it was likely that there was a C64 version in consideration, or even production. Unfortunately we can now confirm that although considered, the game was never started.

John Heap in a recent article with Retro Gamer magazine on Where Time Stood Still on the Spectrum, mentioned to Stuart Hunt that the problem was that the game was 128k for a start, but additionally they had seen the C64 port of Great Escape and felt that was incredibly slow. With both those factors, it was decided that no C64 conversion was to be started and that it would remain exclusive to the ZX Spectrum.

It seems that Gari Biasillo was also close to have been involved in a C64 conversion, as a recent interview with C64.com revealled:

"I joined Ocean as a musician but asked if I could write a game first to help improve my programming skills. This was the first real game I wrote which was a port from the Spectrum version by Dynamic Software (Basket Master)

I had no code to go from so I had to just play the game and come up with my own interpretation. I was actually first asked to port a game by Denton Designs and was sent to their offices in Liverpool to take a look and talk to the guys there. The game was Where Time Stood Still, an isometric game, which would have been too complex for a green programmer like myself to undertake, which I told the boss, Gary Bracey."

The game was later to be released on the Amstrad and ST, but only the ST version made it. But with the C64 version, it is another case we can close the door on.

Case sadly closed :(

Posted in: GTW64 archive | Tagged: | 15 Comments

Wayne Gretzky Hockey

Released on the Amiga back in 1989, Wayne Gretzky Hockey was a great little game of hockey. In an 1989 issue of games magazine "Games Player’s" and in its Amiga review, it mentioned that a C64/128 version was being planned for release that year. It is hard to imagine EA doing a game so late into the 80’s when you consider they practically left the C64 market early on to go onto the 16-bits.

However, we can confirm that a conversion was started…

Michael Hart was given a dream job at the age of 14 as a beta tester at Bethesda Softworks before they hit the big time. At one point during his career in around 1990, Michael joked about doing a C64 port of the original Wayne Gretzky Hockey game, seeing as the NES version was being done and released. Chris Weaver had heard the idea and told Michael to go ahead and do it if he wanted. Michael was loaned the NES source code as reference and Michael set to work on the game in his own time. It took some weeks to knock out a prototype due to school work and other things, but he got smooth scrolling just right with tons of players moving around the screen. The guys at Bethesda saw it and loved it and tried to encourage Michael to finish it off. But unfortunately just before he left the office that day, Chris Weaver decided to abandon the project due to the dying C64 market. That was the death of the game.

Michael did keep a disk with the work on, but sadly tragedy struck in years that followed and a leaky pipe destroyed all of his C64 disks and whatever might have remained of the game. There is a really really really slim hope that it ever survived in any other shape or form as a result.

It seems that the conversion was a test to see Michael’s programming abilities, with Chris knowing from the start that they probably couldn’t release it as it was too late into the C64’s life for them.

A huge shame overall, but we will keep this one open in the hope that it may turn up some day… you never know… For now, read Michael’s full story in Creator Speaks, and we’ll get on with the search…

Do you know more about this conversion?…

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Warrior Of Darkness

Yet another title from Starbyte and Bonespark… and yet another GTW entry. This time we are greeted with a promising looking arcade adventure game, which sadly doesn’t seem to have got very far before it was cancelled.

Originally, the game was known as Dragon Slayer, another title in the archives and which was being developed by a team at Linel Software. This was shaping up to be a sideway scrolling arcade adventure in the style of Rastan.

However, the project got switched to Starbyte, with a new team of developers, and the title started to become (As Oliver describes) “more like Psygnosis’ Barbarian”.

Bonespark was asked to do the C64 conversion, and so Oliver and Markus were assigned to the game. Oliver created two screens for the game (which can both be found here), and Markus composed one tune (again found here).

Starbyte soon cancelled the game, as they did not agree to the conditions set by Bonespark. So the game never progressed really beyond what is here now.

There is no coder mentioned, though it is assumed that Markus was in fact going to be doing the coding. I assume also that Oliver never mentioned a coder, because there was no code ever started. Unless Linel had some C64 code done for their version.

At the moment, it seems this entry is complete… Maybe some additional words from Markus and other information will close the doors on this game’s case.

Looking at the remains, it looks and sounds good.. but sadly we may never know how good this really would have been…

Another potential stunner lost…

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Who Dares Wins

Created by Steve Evans, famous for classics such as Guardian. This game was a very sly Commando clone, and as soon as Elite (who owned the rights to converting Commando) saw the game, they gained an injunction to stop it from being sold.

A shame, but as you can see for yourself, Elite were right… and it was a blatant copy of the game. The full game has sneaked out, and now exists with the same music as the sequel which was released (featuring different level maps). Here is the full unreleased game for you to enjoy and spot resemblances to Commando.

The game eventually resurfaced as “Who Dares Wins 2” as many of you know, but the big news was when the original first game turned up for auction on Ebay many moons ago, and was sold for over £50 (would have been a lot more today!).

It was discovered that the game was in fact briefly released at a computer show in 1985, just before the official release was planned, and before Elite even saw it. Rich Stevenson confirms that the game was actually on sale elsewhere too for a very brief period, but the injunction meant that it was taken off shelves right away. It may have only been on shelves for a matter of days.

So there are likely to be a few originals out there to see. But the guy who won the bid on Ebay, kindly allowed us to have a scan of the inlay for you all to see. So click the scans link above and see what was to be. Then in August 2020, Tom Roger Skauen kindly provided a far better scan of a copy owned by Richard Stevenson which we’ve also included alongside.

Glenn Stubbingfield also found a scan of the advert, just before they changed it to number 2. Another shred of remnants of the first game. Case closed, and luckily one that you can all play.

Posted in: GTW64 archive | Tagged: | 14 Comments

Vulcan

Yet another Taskset GTW has come to light thanks to the stearling work of Paul Drury and his discussions with the Taskset crew.

The game ‘Vulcan’ originally started off as an arcade board called ‘Hunter’ which was being done by the Stampers (Of ‘Ultimate/Rare’ fame), but never seemed to get off the ground, possibly to do with the fact that the arcade hardware was not great at scrolling character sets. The game idea as a reuslt was turned into ‘Vulcan’ by Taskset and was being produced on the C64 back in the early 80’s.

Descriptions are slightly vague, but the game apparently involved flying over an area which you were bombing and aiming bombs at, shot from above… possibly inspired by Stanley Airport/Falklands.

The guys from Taskset could not remember too much more, apart from some tidbits including a vague memory of "Arktus" graphics on the C64, and that possibly Mark and Andy did the graphics for the game. It is possible that Cosmic Convoy took over the production time, but for reasons currently unknown.

Its still very early days, but what with a recent discovery of a box of disks by Andy Walker, there is a possibility that maybe something of this game could be uncovered!… It would be fantastic to preserve anything!

More soon on this one we hope!

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Voice

"Voice" is another game in its most early stages, featuring a few platforms and some cute objects to collect.

You are a snail like creature, which has the ability to drop some bombs. These bombs create an awesome explosion which wipes out anything in its path.

The bombs are actually the coolest feature about this preview, as their is a line of fire and the screen errupts and shakes with each bomb.

There isn’t really a game to play, but you can test out the main character, which is a lot of fun to work with on this one screen.

A promising start to game which I don’t know the plot to, or what was planned for it. I just know that its promising, and a shame if this character never got to do anything else.

No credits are linked, so it will be hard to find out if the snail will ever get to use its bombs in an actual playable version of the game.

A neat early look at a potentially great main character…

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