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.

Latest News and Posts

Vanguard

Back in the 1980’s, Atarisoft were doing official conversions for the Commodore 64. Vanguard was one of them! We learn of this conversion thanks to Mat Allen who has documented the conversion briefly in Digital Press. We hope to learn more about the conversion soon as a result.

We are not sure at present how far the game got, or why it was cancelled, but we guessed it was due to Atarisoft breaking up at some point. However, Phobos/Ready64 found a snippet in Video Game Update (August 1984 – see scans) which suggests that Jack Tramiel got Atarisoft to stop all C64 developments and focus just on Atari. It wasn’t the video game crash that caused the cancellation of titles. Thanks to Roberto Nicoletti and Phobos for the heads up.

Thanks to Duc Nguyen, it has been found on the GDRI webpage that Designer Software was behind the conversion, and its possible that Bill Bogenreif was the coder. Early days, but its a lead!

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Valkyrie

A potentially fantastic space SEU from Denmark which sadly never saw the light of day.

GTW is proud to present a specially made slideshow by IaN Coog (Released by Hokutoforce and Onslaught) of the game and how it was looking. Sadly nothing is playable and a slideshow is the best thing we can show of this game.

It seems that there was no programming done, but pretty much a lot of the graphics and sprites which are in the slideshow.
Really impressive graphics makes you wonder how this game could have been if it played and moved as good as it looked.

We’re currently not sure why no code was started, and what happened exactly to the game. We hope to find out some
more about the title very soon!

For now, enjoy the slideshows and wonder about what could have been!

Would this have been an Armalyte beater?…

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Valentines Day

Yet another GTW which sadly hasn’t got a great deal we can say about it. Commodore Format magazine in issue 17 mentioned this game in their previews, stating that Sales Curve were producing a St Valentines Day game to coincide with the annual event.

The game was described as a “Spicy Lurve game”, but this was it… and no more was ever heard.

Upon questioning the title to Simon Pick, the head of Sales Curve at the time, he did not remember ever hearing about the title. Possibly Commodore Format “Made it up” ?

Admittedly, Simon didn’t know that Sales Curve had Solar Jetman on the cards on the C64, and that was an out of house title. Maybe this game was too?

It is unknown if this game was intended as a full game or as a promotional kind of game. Certainly creating a game purely for one day of the year was a bit of a risk, so maybe they scrapped it before it even went past the ideas stage.

However, it was mentioned, it was planned… now to find out more. Fancy some spicy lurve with your C64, then think again!…

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Virgin Atlantic Challenge

Virgin Atlantic Challenge was to be an arcade game based on Richard Branson’s attempt to break the transatlantic speed record in a boat. So, not the same game which was released later on with the rather cool Rob Hubbard tune.

The game was in fact released on the Spectrum and Amstrad, but sadly as what usually happens, the C64 version ran into a few troubles on deck.

According to Ian Munro, the game was actually written up by two different people. The first version (by whom we do not know) was actually scrapped because it didn’t quite cut the grade. Ian recalls:

“I think Virgin weren’t happy with with the way the C64 version was looking / working. It looked a lot different to the way the Spectrum and Amstrad versions looked. From what I remember it was quite grey in colour, it was a side view of the inside of a boat. I’m sure it had two levels (or platforms) and may have scrolled left and right. There was definitely a “ships cat” walking about.”

Commodore User magazine ran a big preview feature on the game, which also details a lot about the game and its features. See the gallery below for those scans. They mention the C64 version of course, and show screenshots – but from the Amstrad version (naughty!)

The game was then offered to Millside to do, after doing good conversions on the Amstrad and Spectrum. Jullian Cooper re-did all the graphics for the game and got them finished and ready to use by the programmer to pick up the project. Millside employed a programmer straight from school from an agency (Whom is believed to be Paul Smith). But after 4-5 weeks of work, the programmer left and the game was incomplete. There were still a number of bugs to be fixed, but Millside couldn’t get anyone to fix these.

By this time, Virgin had already been marketing the game on the Spectrum and Amstrad, and due to the heavy delays. Virgin decided to cancel the C64 version and put it to rest before any more money was wasted on the title.

The game itself was believed to be almost complete, but we cannot confirm this. Both Paul and Ian sadly had nothing of the C64 version, but suggested that the company directors could still have something of the C64 conversions that never were. We are now looking into finding both directors in the hope that they kept all the Millside work disks from that era.

For now the search goes on, but check out the Spectrum and Amstrad links above to get an idea of what was going to be.

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Vale Of Shadows

Around 1988-1989, John Buckley and Martin Holland were working on what can be described as a first-person adventure game with a detailed character selection front end, and a pseudo-3D map section.

The main game itself was apparently very much in the style of Space Harrier and Outrun with its object scaling, but with more detail in the graphics. This may have been for particular parts of the game, but overall it was more of a RPG/Adventure game.

The game was advanced, and featured some authentic animations and sequences. There were male and female characters created from a series of character strips, which gelled together. Only Martin Holland could pull off such a feat, and he did.

The characters were very Elvish and pretty similar in style to Martin’s character profiles in Gauntlet 3. John Buckley had managed to get trees and rocks, and little towers moving around the screen in 3D – roughly, but looking good for back then! Graphically, according to John, this was the best work that Martin ever did on a C64.

Vale Of Shadows wasn’t completed or released because the company couldn’t pay its workers. The company went into liquidation and immediately reformed. Though sadly after this, all the artists had left and Vale of Shadows was shelved.

John does not have anything of the game any longer sadly, and Martin was the only person who did. Sadly, Martin passed away recently and it seems that his work will remain unseen. Originally a video was sent of the work he did to GTW, but the video got lost, and Martin passed away briefly before resending another copy of the work. It is not known if anyone else has the work which was done.

The footage I remember had a castle like image with an animating hawk which flew above. This might have been part of the game’s introduction sequence. There was also some character shots and the loading screen to Chocablock Charlie which was unused. I have been kicking myself ever since for losing the video.

In 2010, Paul Drury produced a Desert Island Disks feature with Neil Thompson who mentioned his involvement in the C64/PC versions of the game…

“Vale of Shadows , for the C64 and PC, was a kind of Elven fantasy, where you created a character and went on quests. I spent months designing the Elves and the system whereby you could change their appearance but it just never went anywhere.”

You can find a photo in the gallery which was printed in Retro Gamer, which shows Martin in the background laughing (And maybe even working on Vale of Shadows in the background?), along with John Buckley sitting alongside Neil (Sat back in the chair with long hair).

Sadly no-one who worked on the game has kept anything from back then. Martin would have been the main source and hope to have found anything.

In December 2021, Paul Marshall uploaded a video with a quick tour of the M.C. Lothlorien offices around 1988 time. It is a fantastic timewarp, but amazingly there is some footage of Martin and a showcase of his work desk, where he is currently working on Vale of Shadows. On the screen you will see a very rare look at his Weapons shop that was produced for the game. Even from the blurry image, it looks amazing!

Here is a clip at the moment the game graphics are shown: https://youtu.be/t5FBxrkvy8Q?t=150

I have extracted the images as best as I can to add to the gallery, but it means we finally have a screenshot of sorts for the game.

Another major title which sadly never quite made it…

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UXB

UXB is a great little finding that has been uncovered for the first time thanks to Wreg and released into GTW64.

The game is complete and was produced by Jason Fox who went on to produce a few titles for Zeppelin games. The graphics and sound are by none other than Adam Gilmore, who also went to Zeppelin to produce a number of tunes as their main musician. The music is a very early example of Adam’s work which is previously unheard. Rob Hubbard is bizarrely credited for the scroll code.

With the game itself, what we have is a rather neat little Blagger/Manic Miner clone with some mini sub games which include a space rocket level and a moon buggy scene. Its good fun to play, and one which would have done fairly well had it been released.

So what happened to it? … Well, the game was the first work of both Jason and Adam and they sent it around all the publishers at the time, but sadly no-one wanted the game. As a result it remained unreleased and it has only been recently that its managed to sneak its way out. It is the first time the game has been heard of.

Jason informed us in 2021 that the game was done with Adam in their last year at school. They never expected the game to go anywhere. Jason knew Rob Hubbard fairly well, as he lived near by and he said he would take it along to Mastertronic. Unfortunately they were not keen on the game.

Overall there is nothing else new to find with the game, everything is here, so enjoy!… Additionally there is a cracked version which include some bug fixes and cheats by 6R6.

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Unnamed SEUCK Game

Parallel Logic were to be one of the saviours of the C64 in the UK market, as many companies began to leave the C64 behind in favour of the consoles.

Amoung their selection of releases was to be a very promising SEUCK effort by a colleague called Colin McMaster. Game name is unknown, but here is what Phillip Boyce recalled:

“Colin’s SEUCK game was a completely separate entity to The Venus Trail, but I have to say it did look absolutely stunning! He’d perfected the drawing of lighting effects on pipes and other shapes which produced a really lovely solid, and also 3D-like, effect to his graphics. He’d also perfected the actual gameplay and it flowed really well. It truly was a great feat when given the limitations of SEUCK. He’s now living in Texas and I’m in touch with him frequently (he also comments on my blog a lot) and I’ll see if he can remember much from those days and see if he can pass the info on. ”

That is all we currently know at present. Sadly Phil decided to leave the C64 when support was poor for Parallel Logic and Colin later moved to Texas. It is hoped that although Phil got rid of all his disks that Colin may have kept his.

Watch this space!

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Unnamed Puzzler

A very quick entry, but in an interview with Zach Townsend back in around 1997/98 time, Zach recalled producing a puzzle game in the space of a day which was very addictive.

However, nothing was done with the game and we assume it is sitting in a disk box somewhere gathering dust along with the prototype of Race Drivin’

We don’t know much more at present and need to pester Zach about the title.

Long way to go with this entry…

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Unnamed Game

A rather quick entry until we get more info, but this Unnamed game was in production by Paul Black, who did a number of C64 titles including Dizzy Down The Rapids.

The game was to be a Wizball/Thrust clone of sorts – an interesting combination. Though we don’t know much more about it just yet until hopefully Paul has some recollections about the game. Paul still has his work disks, and we hope that at somepoint we will be able to see some of his old C64 work – including this game in the future.

Who was this game mean’t for? How far did it get? How did it play?… we hope to find this out very soon…

We believe that the graphics tech demo that Paul Black did for Commodore Format in 1993 actually contains the graphics that were meant for the game. We’re just awaiting confirmation, but you can find those graphics here and the test scroll demo.

Long way to go with this entry…

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Unnamed Game

Yet another from the news vaults of disk mags and fanzines back in 1997. This currently unnamed game was a rumourmill title which was apparently being developed by RRR/Oxyron (graphics) and Baldhead/Alphaflight (code).

The game details are very sketchy to say the least, infact – we have no idea about the game or what it was to be about.

As you can see – a lot more details required to flesh this one out!

Long way to go with this entry…

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