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.

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Spaced Out

Released on the ZX Spectrum and Amstrad CPC, Spaced Out was a puzzle game that was produced by Steve Cain and John Gibson back in 1987 for Firebird Software.

The game had a mixed reception, but was a good solid budget title overall. Zzap 64 in June of 1987 first mentioned that Spaced Out was coming soon to the C64, mentioning John Gibson, but most likely he only ever wrote the Spectrum version and someone else did the CPC and C64 versions.

Sadly as you can tell, the C64 conversion never surfaced, and we are now hunting for the game. The back of the Spectrum release shows some rather C64 ish looking screenshots, but these may have just been the CPC ones.

So what happened to this one?… Do you know any more?… Who was the developer behind it?

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Space Ace

Potentially this was originally thought of as vaporware until we had received confirmation that it wasn’t. This was thanks to early adverts for Space Ace by Empire/Readysoft, which reported a C64 version as coming soon.

Additionally though in recent times we have knowledge that indeed a deal was being thrashed out for a C64 conversion of Space Ace by Empire software. With a ton of game design document information and notes recovered by Paul Cawley and scanned in. Check out the downloads for a massive PDF showing a ton of information and specifications for the C64 edition being proposed.

Basically, Empire were trying to arrange conversions for not only the C64, but also the Amstrad and ZX Spectrum. We know at least that the C64 version was being pushed for UK based development during late 1989. They also wanted the game to be kept to around a 512k product to maintain portability at a later date to the Nintendo Entertainment System.

The document carefully explains what key sections would be focused on and converted, and how they could be converted – i.e. using vertical scrolling, switched perspective etc. It wasn’t going to be trying to emulate a laser disc game at all, but do something akin to Drgaon’s Lair, and make an interpretation/demake of some of the scenes.

Later adverts (and at least the ones we have seen) do not have C64 listed, so it was clearly scrapped off the list early on. It seems that discussions got stuck in a bit of a loop between the owners of Space Ace and Entertainment International UK, who were trying to negotiate the 8-bit conversions.

Things dragged well into mid-1990 and the owners of Space Ace got a bit fed up and even started to pitch to other companies to do conversions. They wanted to ensure that development was started asap, so they could get a Christmas 1990 release. It never happened, but we don’t know if anyone actually started any kind of conversion or if an agreement was ever made. The information ran dry at this point.

Readysoft did eventually release a C64 title in the form of Wrath of the Demon, which has a kind of laserdisc feel in its graphics for some strange reason. Maybe because of the large cartoony graphics. Maybe a proof of concept was done with Space Ace in Wrath of the Demon’s engine to start with, was scrapped and Wrath of the Demon grew out of the C64’s proof of concept?… A bit far fetched speculation?

More I feel is yet to be uncovered on this conversion, and something may well have been started – not only on C64, but Spectrum and Amstrad platforms too!

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Source Of Light

Source Of Light is a promising Uridium clone demo by Christoph
Demper, who was only around 14yrs old at the time when he developed this game.

Christoph had this to say about his game…"This was the first
try and machine code experiment for an unplayable Uridium clone – more a sort of technology study with sound-fx, grafix etc. done by me (when I was 14 or so…)"

The demo is playable enough to be able to control the main ship, which doesn’t move quite as fluidly as Uridium (but then what does?). The general concept was there, and you can shoot a few aliens… but thats it.

Interest seems to have been lost in the game, and no doubt in
1988 there had already been a huge flood of Uridium clones.
Maybe Christoph already realised at this point that there would be little point trying to create a game which was already on the
market in several hundred forms. It however was a good exercise of coding for Christoph, and no doubt he took a lot from it.

Of course, we will hopefully speak to Christoph more about his game soon, and he can explain in more detail about its development.

This seems to be as far as the game ever got, with a intro
picture and some title screen demos. Nothing else will likely
exist of the game, unless Christoph has some long lost sprites/level graphics which were unused etc. In a sense, the game is found before the search even begins. Now its a case of actually speaking to Christoph to learn more about his game…

More soon on this one we hope …

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Sorry!

A game being produced by R Pedersen, who developed a number of games which never made the light of day. The games were all made in MSDOS first, then ported easily over to the C64 and Apple machines.

This game came to light thanks to an interview with Roger. The game is based on the board game of the same name.

Roger tells GTW that the game was created initially on the IBM PC, and was due to have a C64 conversion created. The IBM version was not paid for however, and therefore the C64 version was never fully developed or released. It might have had a test conversion started, but we’re not too sure.

However, after a contributor came forward and mentioned they owned the game – it became clear that the conversion did get finished and was infact released!

After some digging around by Mason, a digital copy (not an original copy) of the game was found thanks to the combined efforts of Mason and Chris Kraus. We are unsure how this crack of the game had been leaked originally – but no-one is known to own an actual original of the game.

At first it was feared we may need to find someone willing to pay for the auction of the actual real game that has recently surfaced (as sadly none of us can afford), but now this isn’t the case for us. The auction though offers the chance for someone to own a copy of the original game though and should go for a fair bit. Then towards the end of 2012, a fully boxed copy was sold on Ebay for around $48, of which we have added a photo from the auction.

Case closed for this one, as it is no longer actually a GTW! (will be removed in the future!)

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Sophistry

Sophistry is not to be confused with the other entry within GTW which was for Hewson and a Quix clone. CRL’s Sophistry game was to be a isometic 3D game in the style of Bobby Bearing, and recieved glowing reviews on the Spectrum … http://www.ysrnry.co.uk/articles/sophistry.htm

The Games Machine mentioned that a C64 version was being started, but we never heard any more. We are guessing that the game was going to be a straight spectrum port, but the speed issues as with many conversions for this type of game was a bit crap and the game scrapped as a result.

Clem Chambers suggested that they may not have been able to find a developer who could port the game at a decent speed from the Spectrum. It’s clear that a C64 version was planned, but it could not be recalled if this was actually started or scrapped when a suitable developer could not be found.

Maybe you know something?

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Sophistry

This was one of the first games to be released by newly set up team, Arcanum developments. This team consisted of Mark Kelly, his brother, Robert McGowan, Barry Leitch and Alan Mac.

The game was being done for Hewson, and was to be a Quix clone featuring cool looking graphics. It was rumoured that Firebird weren’t really happy with the idea of a Zolyxx clone being produced, so they came down on Hewson like a ton of bricks and the game was promptly cancelled.

However, Richard Hewison sees it differently and that there wasn’t really any pressure from Firebird at all. It is suggested that Hewson saw the issues with the on-going court case with Telecomsoft over Morpheus (and Magnetron) and this influenced their decision to ditch the game. But there is a little bit more to it aswell, which seems to be the overall answer. Essentially the developers were quite young at the time, Robert McGowan had the following to say:

“At the time, me being 16 and xenon being about 14 I think, neither of us really had the mathematical skills to work out the fill routine in stix (basically an algorithm to subtract successive squares and pick the smallest possible enclosed area) so we just started working on whatever we liked (for me that turned out to be the scrolling shoot-em up called Marauder which Hewson actually sold)”

Eventually the team broke up, and no-one really got paid… the game was canned as a result. It is not known if the game still exists today, but we hope to find out soon by getting in touch with Mark and seeing if anything still exists anywhere.

Barry’s music still exists, and can be found here to download and have a listen to. Barry described it by saying “It’s shite! :) “… but its still a small piece of the game which has survived.

Time will tell, but more research needed at the moment…

More soon on this we hope!…

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Sooty And Sweep 2

Originally we didn’t know a great deal about this game, only that it would have been the sequel to the released game and featured more from the popular series.

However, news has recently surfaced on the World of Spectrum about the sequel from Clockwize and confirmation of the conversions. Taken directly from the World of Spectrum entry, Dean Hickingbottom recalls…

“The ZX version was ported to the Amstrad CPC. There are also CBM64 and Atari 8 bit versions. This game was never released due to a dispute between Alternative and Clockwize.”

Nothing seems to have been mentioned in the likes of Commodore Format, like with Thomas The Tank Engine 2… so how far did the C64 version get?

The note from Dean seems to suggest just that and it was merely a dispute with Alternative that prevented the game from seeing the light of day… Could we therefore be eventually seeing a full version of this game?…

We could indeed – the game has been confirmed as being completed and a master disk produced and hopefully in the future it should see the light of day. The inlays were even produced, but sadly Dean doesn’t have any of them. Developer names have been confirmed also!

Sadly Alternative do not wish the game to go out, so we may have to just put screenshots up for now.   We also have learnt that there were actually two versions produced.  An earlier edition by Keith was not quite good enough, so it was redone by Dave and Dean.

More soon we hope!

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Sonic the Hedgehog

A huge hit on the MegaDrive and other SEGA systems. In the early 90’s, SEGA signed a deal with U.S. Gold to allow them to convert their titles to other computer systems, with titles such as E-Swat and Alien Storm seeing release.

Sonic was actually amongst the planned games for the C64 and other platforms, and U.S. Gold were eagerly awaiting Sega’s permission to start work on converting it over. Issue 77 of Zzap!64 in particular had a small article about upcoming games, which included Sonic.

U.S. Gold waited and waited, but Sega decided that their blue hedgehog creature was far too popular. People were buying a MegaDrive just to play the game, so they kept it as an exclusive to their platforms. It was only in much later years that Sonic would appear on platforms such as PC and the Nintendo Wii.

It is intriguing to know if any conversion was ever started, but it is highly unlikely. Could it have maybe been something close’ish to the SEGA Master System version perhaps? Interestingly, some Amiga mockup screens were produced, but its not yet known if they were just fakes produced in Deluxe Paint.

At least we had Mayhem in Monsterland!

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Solo

We have to find this one!…. According to the game’s creator, this was heavily inspired by one of my favourite Vic 20 games of all time, Myraid by Rabbit Software.

This was infact released on the C16 by Bug Byte, and according to Stephen, should have also been released on the C64 too, but for reasons unknown … Bug Byte did not release it.

It is a frantic shoot-em-up which will be very worth finding again, and Stephen offers hope that he may still have something of the conversion on some old disks. Stephen some day will be digging these out for us to try and find some of his long lost games.

For now, check out the C16 conversion at http://plus4.emucamp.com/software/Solo and just hope that we may see a C64 version sometime soon.

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Soldier One

Yet another Beyond Belief game which was planned and mentioned in the interview with Jim Scott.

Information is a bit scarce, and all we knew was that the game was to be a horizontally scrolling game like Rubicon/Hawkeye. Well, the game did surface on the Spectrum at least, but on Your Sinclair’s covermount… http://www.worldofspectrum.org/infoseekid.cgi?id=0004635

The game was a flick screen shooter which wasn’t that bad, but unfortunately Beyond Belief never quite took off as a label and sold off some of its complete titles to the magazines at the time. Commodore Format for example got Shellshock for their covermount.

Contact has been made with Jim Scott, but sadly we have not heard anything back just yet. Hopefully soon we will hear back and find some information based on this game and the others. We are wondering just if any C64 conversion was ever started … we certainly hope so!

So for now we have no credits for the game, so hopefully someone will step forward for it.

More research needed…

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