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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The Tripods

The Tripods was to be a graphic adventure game based on the John Christopher novels / BBC TV adaption, featuring creatures which look like something out of War of the Worlds.

The adverts mentioned that the game would promise something revolutionary, when infact it was just a standard graphic adventure game – not a bad one though…. Basically no C64 version ever surfaced, but the ZX Spectrum version did surface in 1985…

So what happened to the C64 version?…. We’re not sure just yet, but it surely wouldn’t have been too difficult to convert from the Spectrum.

Peter Weighill recently found a snippet from April 1985 of Commodore Computing International. But also the Spectrum instructions mentions the Commodore 64 here… ftp://ftp.worldofspectrum.org/pub/sinclair/games-info/t/TripodsThe.pdf

Do you know anything about this game?

Well, Dave Cogbill came to the rescue and made a very interesting discovery in a batch of C16/C64 games recently purchased, when he found not 1, but 2 copies of the C64 game! Check out the photo which Dave has kindly submitted.

Unfortunately though the news is not great – both tapes seem to contain the ZX Spectrum edition of the game, and not the C64 version … meaning there must have been a mastering cock up with the game of epic proportions. It is possible that there are two copies, as one was a replacement copy for what was thought to be a defective copy. A massive massive shame, but at least confirmation that a C64 versions *should* exist! But can it be found? Will other copies merely have the Spectrum edition on?

Watch this space…

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The Advanced Music Synth

This program was announced as ‘coming soon’ in an advert for their series of educational games (most of which never seem to have been released). It is not given a name; hence its description will have to serve as a sort of working title.

Given the lack of a name, it’s even harder to come up with any theories on this one as it is for the other GTWs we have for Channel 8 Software. However, given the straightforward premise, namely a synthesizer program, perhaps we don’t need one! In fact the idea of releasing such a program for Channel 8 Software does seem rather odd, given that it would be nothing like their other releases. However, they did distribute Brian Howarth’s adventure games, so perhaps someone came to them with a near-complete program and they agreed to distribute it for them too.

Of all the Channel 8 Software programs that went unreleased, this would be perhaps the most interesting find, and given that it might have been worked on by a third party (sheer speculation though that is) perhaps it’s the one we have the best chance of finding also. Or conversely, the very fact its nothing like the rest of their releases could mean it’s the one we have the least chance of finding!

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The Swamp

Another game which was said to be released from Kele Line in 1987 (Mentioned in Soft, #1, January/February 1987, pg. 10). It is another title from Kele Line which we know little about, but we can guess what happened to it anyway. We can also guess that maybe the game was set in a swamp, maybe with some crocs for show? :)

The company sadly went bankrupt in late 1987 and as a result any developments were scrapped. Nothing has ever been seen of the game.

Sorry that it is so short, but this is really all we have at present…

Do you know anything more about this game?…

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The Swamp

Text adventure from Kayde who went into administration at the 26th August 1983. Did Spectrum releases, tried to do C64 and Vic 20 ones, which never seemed to surface (or did they? – see below).

The game in the advert (Two adverts were submitted by Peter Weighill) was described as follows:

“Death stalks the swamp at every turh. Nowhere is safe and you’re on your own. You survive on your wits alone with nobody to help you. You’ll gasp with relief when you come to the end of the struggle against some of the most dangerous monsters ever programmed. You can be a wizard, thinker, barbarian, warrior of cleric. But you’ve got to be good. No silly problems to hinder your progress. It’s just you against the Swamp!”

We don’t know how far the game got exactly, but do you know any more?

Well, in September 2021, contributor and archivist John Christian Lønningdal confirmed that he had found and purchased a Vic 20 title by Kayde called The Valley. The cover art though is identical to The Swamp, and even the description is practically the same. We’ve added a photo of the Vic 20 release thanks to John.

It seems that at some point, The Swamp was renamed to The Valley and did see limited release. The C64 edition is still at large though – or is it?

Tucked away within Gamebase 64 is a title with the very same name, The Valley, but released by Argus Press Software. Thanks to John, it has been confirmed that it is the game that Kayde released. In the World of Spectrum, both the APS and Kayde versions are present – and they are identical, apart from the APS version has been tidied up a bit.

The dates seem off though – 1982 for the APS release seems too early, as Kayde was 1983. Our guess is that APS released it in 1984, after buying assets from Kayde when they closed down.

An interesting twist was when John also found that APS released the game on their Victape Computing magazine in late 1983 for the Vic 20, but under the name of Wraithquest. Certainly makes the story for this game rather more interesting and more of a rabbit hole potentially :-)

How different is the APS edition then on the C64 to the original Kayde version? We doubt much will have changed apart from credits, and APS may have added a splash of colour to the graphics. Therefore finding a copy of the Kayde version is still historically important. The search therefore goes on.

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The Soul Gem Of Martek

The Soul Gem of Martek was yet another mysterious title that went astray since some initial mentions in various magazines and adverts. This was a title that was to be released back in 1985 by Anirog, and was to be a text adventure – mixed with around 6 arcade element parts.

Thanks to Andrew Nicklin, we found that Zzap 64 had published some rare shots in issue 1, which you can find in the scans section. However, the game itself was nowhere to be found – not even on the Amstrad platform, which the game was also advertised for. As a result, the game had been missing for over 30 years.

At some point, there was a rumour that due to delays with the game, the name was changed before possibly being released. But there seems to be no evidence of this at all. However, as we later learn – there may have been a name change of sorts on the cards.

In Zzap’s brief write up – the game was depicted as being a 150k, 6 part blockbuster coming soon from Anirog for £9.95, and a very ambitious game by the sounds of things. Considering that the partners of Anirog have sadly passed away, it was looking tricky to see who was behind the game or have any chance of saving it.

Contributor Lee Heise however came forward in 2014 and declared that he had what was believed to be the last remaining copy of the game – unfortunately with corruptions on the loader. Lee is good friends with Dave Gamon, who was revealed as the developer of the game.

Dave was clearing out his mum’s attic completely when he found a box of Anirog materials and gave everything to Lee for safe keeping. In the box were two mastered copies of Soul Gem – but no recollection of the game actually being released. The game was seemingly cancelled when Anirog closed its doors after the death of Roger Gamon (Dave’s father). Hopefully Dave will shed some more light soon about the title and what happened overall to it.

In October 2015 – Lee very kindly sent both copies of the game to GTW to try and preserve, along with a rare catalogue from Anirog, which we believe was never published.

The first tape unfortunately was heavily corrupted, but the second tape brought joy – and we managed to save everything. However, both sides of the tape (even on the corrupted version) had the same 3 parts copied. There was no 6 parts or files to match the original descriptions.

Interestingly as well  – the file names were something very different too. All 3 parts were labelled “Slave of Shards” – which may have been a new name the title was going to hold, or a WIP name. Very odd that it is called this on the Soul Gem mastered tape.

Each of the 3 parts came with an arcade action segment, which then led onto a text adventure segment. The inlay suggests that they were not fully tied to the adventure at all (in terms of points/items) – and were just there as light relief from the text adventure segments.

The inlay also talked of six screens of arcade action, with the program being over 100k long and turbo loaded in twelve sections. We were not sure how it could be that amount, as the arcade segments were bolted onto each part of the adventure in the same load. However, the desert scene shown in adverts was seemingly missing, or so we thought.

Upon further investigation in 2022 and digging around in the parts, it seems there are indeed 6 action parts overall, and around (but not quite) 12 segments in total.

At the start of each part, you can either start the first action part of the game, or press space to drop into the text adventure segment that follows (you can also press space when you die on the action part to exit into the adventure).  Breaking into the code, in part one you can RUN 4500 to decompress/prepare and start the next interactive part, which again can drop you into another text adventure segment.  So part one has about 4 segments in total.

Part two has a similar thing – with the action segment first, and a text adventure part.  Breaking the text adventure, you can RUN 1300 to see yet another action part. Exiting this, you get yet another text adventure part. 8 segments so far.

Part three is then an interesting conclusion.  You can run the action part, or press space to exit into a final action part (the desert scene which we believed was not present).  Once you get past the desert part, there is one final adventure part to finish the game.

That only gives us 11 segments, unless I have missed something. Perhaps after the first segment, it should first go to a text adventure, but accidently goes straight to the final action part? May need more investigation in the code to see if anything else is tucked away.

Overall though, it seems that all the content is actually there, it just needs polishing up and linking up properly to make into a fully cohesive experience.

Thanks to the kindness and generosity of Lee Heise though, we have been able to present what existed of Soul Gem overall. Importantly too, there are various tunes which were composed by David Dunn, and which have not been heard publicly until now. So these are worth checking out!

As soon as we learn more about the game, we’ll add it here – but for now, check remains of a game that has been missing for over 30 years!

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The Sock ‘n Tooth Affair

Mentioned in issue June 1986 of Commodore User, this was a game mentioned as coming soon along with 3 Days in Carpathia.

It was described as a sience fiction saga and would have been written in The Biro like with 3 Days.

However, it never surfaced and its believed that the game never got past the planning stage.

Do you know anything about this game?

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The Slippery

The Slippery was a Quill based adventure game which was written by Ruben Spaans in his early days. Ruben sheds more light on the game here (talking about the collection of adventure games he created):

"They are simple text adventure games I made when testing out various adventure game creators (The Quill and Inform). I silently put them in my game collection, and I guess they got spread because I swapped with other game collectors who got these games from me.

The Bandage has references to a part 2, but no more parts were made as far as I can remember."

This was a personally created game, but Ruben has very kindly shared the game for others to check out. It is another game found and preserved!

Case closed!

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The Secret River

When it comes to RPG’s one of the obstacles computer games have always had to overcome is how to proficiently transfer the unlimited experience of playing a pen and paper RPG, such as Dungeons and Dragons, to a computer, especially in the early days when you were limited to 32k, 48k, 64k and so on.

It could be argued that only with the spread of high-speed Internet access has this problem finally been overcome, with huge online worlds offering near-unlimited game play. However, back in the 1980s programmers had to make do with the entire world stored on one or more disks.

Triffid Software Research’s own attempt to solve this problem came in the form of the Runemagic Adventure series. Set over eight ‘adventures’ a player could create their own character, complete with individual statistics, equipment and spell lists that they would then use to try complete the adventures. After completing each adventure they would reload the character generator and update their character, buying better weapons and armour or learning new spells. Then they could start the next adventure in the series.

In ‘The Secret River’, the players’ quest is to venture into an underground cavern, guarded by Trolls, and drink from a magical river that bestows the drinker with strength. The game seems completely text based and the statistics are loosely based on the Dungeons and Dragons system of Strength, Intelligence, Constitution and so on. Instead of gold coins to collect you find ‘Luna’s’, otherwise known as Silver coins.

Sadly, it seems that only the first two in the series, ‘The Secret River’ and ‘The Wizard’s Citadel’ were released. And despite planned releases for the BBC Electron, Spectrum 48k and Commodore 64 these first two games never made it onto a different system. The most obvious reason why this would be is that the initial releases didn’t sell well enough to fund the release of the next six adventures. How far along these were, or the ports to different systems including the Commodore 64, is unknown.

Considering the innovative approach to Role-Playing, it is a shame the rest of the games weren’t released. With continuing success they could feasible have released dozens of adventures, allowing players to build strong heroes, which they could even trade with friends! For whatever reason the target audience presumably didn’t catch on (they even advertised in Games Workshops’ White Dwarf magazine) and today it is unlikely we’ll ever find out anything about the ports or the planned adventures in the series.

Do you know anything more of this game?

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The Secret Path

A quick entry for a title which recently surfaced thanks to Magnar Harestad who dug out his own game preview and put on CSDB.

This is a good little Dungeon Master style maze game which is in its early days. The game was made by Magnar by himself as a project. He was only 16 at the time, so it was mostly for fun and no money involved.

The preview is a version that was salvaged from an old floppy disk. There may be more in the future, as Magnar mentioned there was workdisks with later versions where you see your warrior in combat with skeletons that you encountered in the labyrinth (On a separate screen where you would click on upper/middle/lower attack buttons with your sword). A total of 3 monsters and animations were made, but currently these are lost!

There were also to be diferent poison cloud traps that leaked out green/red/blue poison clouds when you moved around, and also treasure chests for coins… but it never happened sadly.

There was no real intro, start screen, ending etc … just pretty much what we see here.

It was cancelled in the end as Magnar lost interest in developing more on it (and the source got messy later on). Magnar later moved onto the Amiga platform as a result.

So that is pretty much it… what you see is most of what there was. We may see extras in the future, but could be a long time to wait.

Almost case closed for this one…

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The Run

This was once a short preview of a nice little Super Mario Bros clone, until recently when the full version was finished off for a UK magazine. Here it is!

Though not as closely linked as Giana was, “The Run” contains most of the classic platformer elements which made Mario popular. The game feels more like Terry’s Big Adventure in certain ways, and the game plays more like it too.

You collect a series of coins and avoid snakelike creatures.

Graphically the game is good, with nice cartoony graphics and well defined blocks. There isn’t any sound yet, confirming its early status.

Its all the basic building blocks of a nice little platformer. Not the best, but certainly not the worst. Its probably a bit too easy for most people.

Mikael had actually the previews of the game, but had lost the levels. Luckily, a scener actually had the levels and after Mikael had contacted Christer, they were given the ok to finish the game and put in some final fixes.

It is believed that the game was mean’t to be sold to a company, but its not too clear. Christer is the man to ask about that one.

The game was actually put onto the coverdisk of Commodore Scene… though its proper release was never to be, but luckily its here for you to see in all its glory…

A nice platformer for you to see and case closed…

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