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

Time Crystal

Its not often we get a new game to add to the archive which is from way back in 1985. As you can see, the game’s graphics are gorgeous, and way ahead of their time for a C64. Some lovely animations in the preview, with a really nice intro with some eerie music to go with it. Its kind of like a Paul Norman game, with very polished graphics.

Its a very small preview and it seems to be very bugged. When you die, you cannot restart (or can you?), but all in all, it looked very promising. Nothing else seems to be tucked away or hidden within the preview from what we can see.

The game was started by Jim Sachs and never finished. As you will see from the demo, he did excellent graphics work, but he quickly left the C64 for the Amiga due to its vastly superior graphic modes.

As a result, Time Crystal never progressed further than the preview here. Jim tells GTW that piracy in the C64 market made him realize that it wasn’t worth finishing the project.

Hopefully Jim will shed some more light some day on his old production. It seems that Jim was keen on the idea still for some time, and took the game over to the NES later on to try and finish it off in tandem with release of the Powerglove (which died a death early on). Sadly that never got finished either, but you can see a glimpse here (which was confirmed to be an Amiga mock up): https://www.youtube.com/watch?v=BaPjEAGkA_Y

Case closed, this is it with Time Crystal…

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Time

The year is 2047 and you have been summoned to the Historisat satellite which is orbiting the Earth. As the game starts that is all you know but you will soon discover that a scientist has seen the future and only you can save mankind. A prototype android, called Mek, will mutate and start to replicate, eventually destroying all but a few members of the human race?

That was the introduction in the CU Amiga review of a game which was by Oxford Digital Press, who were also linked to "Sleeping Gods Lie" that never got a C64 release either.

The reason we have an entry for this game is due to a brief mention in CU Amiga a few months before the game was reviewed. They mentioned the game was coming very soon for the Amiga, and following shortly afterwards on the C64. This is the only mention though it seems and the later CU Amiga review and Zzap 64 reviews do not mention the C64 conversion.

Considering that Oxford Digital’s previous game was not released on the C64 either, this may not have been started. It was a fairly ambitious game but seemed to be one that could have converted ok.

We don’t have much more information i’m afraid at present, but in it goes into the archives as one we need to confirm. Maybe you know something more?

How far did this one go?…

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Tiger Road 2

Mentioned at the end of the first game, Tiger Road 2 was of course the sequel to the not too bad Capcom game. The C64 conversion of the original was good for rose tinted reasons (I loved it!) – comparing against the arcade, its completely different in places and quite boring.

You’d think that the C64 developers would be referring to a potential conversion of an existing conversion, but research didn’t find any sequels – so was it a bit of tongue in cheek?

It seems it was, and coder of the original game Keith Purkiss confirmed he never worked on a sequel. The title is therefore vapourware and it is very much a case closed!

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Tidemarsh

A very big thanks to Mauricio Muñoz Lucero for highlighting this one for us. Tidemarsh is a game which has recently surfaced thanks to the author of Warhawk digging out his unreleased software whilst he develops the new Warhawk game on the DS.

Tidemarsh is a simple monocrome Robotron type of game which was written after Warhawk for Mastertronic. The game was bought to be worked into one of their Arcadia cabinets (Not sure if in its current form), but it never quite happened.

The game is pretty much complete – but lacking on sound. Overall its a quite enjoyable game – though as Michael mentioned on his forum – its a bit of a Marmite game, where some love and some hate it. I’d agree with his friend that this is one of his best games along with Warhawk and Dr Bazair ’92 (Its sequel which also didn’t get released).

We hope to hear a bit more from Michael about the development in the future, but here it is … A great little game!!

More soon on this game we hope…

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Thunderhawk

Another of the unreleased 22 games which one day we hope to track down and bring to you, like Codemasters should have done a long time ago. Nothing is known of the actual game, or what it was about.

An interesting point to make, is that Matt Simmonds, who did the Grell and Fella music, has done a piece of music by the name of Thunderhawk and it seems likely this would have been for a Codemasters game.

Thanks to Zoltan, we learn that a conversation about the missing Codemasters game came up between Barry Joynes (aka Derbyshire Ram) had sent a message to Jazzcat flagging up that “Thunderhawk is a game that still exists gathering dust in the Codemasters archives”.

Back in 1996/97, Commodore Scene magazine it seems tried to contact Codemasters with a view to getting access to all the missing games and even spoke with Richard Darling (who seemed open to the team going through their archives). Unfortunately it seems this never happened, so many of these titles are still at large (even though we’ve managed to recover some of them over the years ;-) )

One other thing to note is that we know a “Firehawk” game was being done by Codemasters, so could Barry have got the titles mixed up? Sadly Barry passed away many years ago.

More information needed, so can anyone help?

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Thundercats 2

Some of you may have wondered in the past if Beyond The Ice Palace was meant to have been a Thundercats game. Certainly the main character looks the part, albeit with blond hair – so it was fairly plausable. Well you wondered correct!

Thanks to Patrick Furlong for originally suggesting, but it seems that according to one of the Amstrad magazines of the time (Amstrad Computer User), the game Beyond the Ice Palace was actually intended to be a Thundercats game for Elite. Nick Jones confirmed to GTW64 that this was the case, and it was to be the second game in a series of three.

That’s right … the second game. You see, Elite actually commissioned 3 separate teams to produce 3 separate Thundercats games – which were all intended to be released as a series. The first in the series was Gargoyle Games’ Thundercats – The Lost Eye of Thundera.

Issue 3 of ACE magazine confirmed that there were 3 versions in production – one version being produced in house at Elite (thought to be the 3rd part) and another version which was outsourced (and now known to be Nick and Dave’s game) – thought to be the second game in the series. The game was described as being a 4 way scroller with an exploration element – which fits the description. You can see the snippet scan below.

It is very possible that the full title of the game should have been “Thundercats 2 – Beyond The Ice Palace”, but this is to be confirmed. The question is why the Thundercats name was dropped and the title renamed? What happened to the 3rd instalment too?

We now await to see if Nick may have anything of the game in its original Thundercats guise. His disks are at his parents, so maybe some day we will get to see the game as it was originally intended.

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Thunderbirds

Yet another Thunderbirds game was in production you may be surprised to learn, and we have learned about the game thanks to Jayenne Montana, who tells us that the game was in the advance planning stages before it was cancelled due to a contractual ‘en passe’.

The game was to be a 2.5d left/right scroller, described by Jayenne as a capture flag and shoot-em-up. It was shaping up very well in design, and had sandbox code/art produced. Could we ever find any of it?

Jayenne had the following to say:

“I have very little sentimentality regarding my own work and did not collect any games/artwork of products I had worked on and so have nothing to offer in respect to demo’s, screenshots or other L – wish I did now – still, we live and learn I guess.”

It’s possible there might be something – but its likely to only be a rolling demo which Jayenne mentioned was all that was ever created.

Clement Chambers (Head of CRL) had the following to say:

“Got the rights from Gerry Anderson and started work. Firebird offered a much bigger deal. Got a phone call from Jerry to the effect that he was going to do the Firebird deal in any event so all deals were off.”

As a side note, the same person who took the Thunderbirds licence, also tried to nab the Rocky Horror Show licence too from CRL. Cheeky begger!

Could the rolling demo be found?… maybe, but its unlikely…

Graeme Mason mentioned that the Terrahawks game that CRL previously did may have been the reason that Gerry Anderson decided to not let CRL do a licenced game. The Terrahawks game bore no real relation to the series, and this may have put Gerry off the deal.

Lost forever?…

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Thunder Ball

It isn’t quite known yet, but possibly this is another unfinished X-Ample relic from the past.

This time we have a futuristic one on one game where you have to get the ball into the opponents goal by pushing the ball with your main ship. Basically a top down version of Ballblazer.

Graphically, the game is typical of that of a X-Ample release, which is why the question hangs over if this is actually by them.

Sonically there is no sound or music at all… which is something which could have later been added by Thomas Detert. There is currently nothing in HVSC which can link this game to X-Ample.

The game itself is quite playable, though possibly lacking a lot of features that a full game would have. Certainly a variety of backdrops would be there I would have thought. Some of the gameplay in places is a little grany. Overall it could be around 70% complete at this stage.

I’m not sure how well this works. Certainly without a split screen like Ball Blazer, some of the atmopshere is lost. Maybe the game was scrapped due to some technicalities with the game. It is not a terrible game, its not original either… but it is a quality looking game which sadly didn’t make it.

It is unknown if there was a publisher intended for the game, but i’d hazard a guess at Magic Disk or some German company being intended for this game. We just need to know who was behind this game.

Is there more to this?… we don’t know.

A nice little two player game…

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Throne Of Fire

Throne of Fire was due to be published by Melbourne House, and saw release on both the ZX Spectrum and Amstrad CPC platforms. The C64 version was never to appear, despite adverts.

The game was designed by Mike Singleton and was a graphic adventure, where the action took place across 100 rooms of the Burning Citadel. The objective was to seize the power of the Citadel; achieved by a player taking his Prince to the Throne Room after disposing of the other two Princes. On gaining the Throne, that Prince would then become King, power would be his and the crown presented.

The game came with a split screen display where two players could play, or single player against the computer. It was very much a medieval Spy Vs Spy game, with the Princes able to pick up various weapons and fight when they met in a room.

So after various adverts, what happened to the Commodore 64 version? Chris Pink got in touch with GTW and told us that he did the Amstrad version of the game. It was found that Tim Rogers and Darrin Stubbington (Stoat and Tim) were behind the conversion on the C64, which was one of their first big titles.

GTW got hold of Darrin Stubbington, thanks to Craig Grannell, and found that the game had not been completed. One castle was up and running with a character running about. The game was basically very hard to be copied from the Spectrum and Amstrad, due to some particulars of their hardware, so there were some changes. Darrin informed GTW that Tim Rogers was the coder.

Eventually, we managed to find Tim and we asked about the game. Imagine our surprise though when Tim supplied an attachment with all the remains of the game! The files were broken, but Glenn Rune Gallefoss kindly helped fix everything for GTW.

The preview here is all that ever existed. Featuring a loading/title screen, and also a playable early preview showing two screens and controllable characters. It’s not really playable at this early stage, but you can get a general feel and see that it was shaping up nicely. You will notice that the split has been done horizontally rather than vertically on the C64 edition, but works well.

A huge recovery for GTW and another big title preserved. Sadly the reason the game was never released was due to problems and delays that Stoat and Tim had. Due to the delays, Melbourne House learned that the game was not a run away success like they hoped on other formats, and thus decided to cancel the C64 development that was late at this stage.

Thankfully Tim was meticulous enough to keep his work, so here it is for your enjoyment!

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Three Weeks In Paradise

The final part of the Wally games series, to round things off and complete what was a fantastic series of games pre-Dizzy era.

This time the Wally family were off on holiday, but become stranded on a desert island. The aim? – To escape and get back home.

The game was a big hit on the Spectrum and predictably recieved high scores. However the C64 version was never seen.. although advertised.

Considering that all the other Wally games were converted to the C64 by Nick Jones, it is very surprising that the final game didn’t make the translation. Mikrogen continued roughly into 1987 before going under, so what happened is anyone’s guess.

We were in contact with Nick Jones a long time ago, but sadly have lost contact since. It is highly likely that Nick did do the C64 conversion, but how far exactly and why was this not released?   Well, in 2012 we got hold of Nick again and sadly he confirmed that he did not do a conversion.

It seems likely therefore that there was no C64 version ever in production – but we need that confirmation to close the case.

Anyone know any more of this conversion or lack of one?

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