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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Radioactive

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 text adventure game shortly after Time Crystal – called Radioactive. Here is what Phillip Boyce had to say about it (following on from discussing Time Crystal)

"I loved working on 3DCK though, creating an exploration game, something that played at a more sedate pace, and so after I’d finished it I started on my first (and what was to be my last) text adventure. I have no idea why CF reported that it was going to be a level in a SEUCK game, we never told them that! They very obviously read one of my letters and completely misunderstood it.

The text adventure was about 50% complete when I took a break from it to set up PLPD and begin a diskzine called Commodore Diskette, which took up all my time for a while. Then, with it being just me on my own at this point, I hit that silly age of about 18 or 19 when hobbies were left to the side and drinking and gawking at girls in clubs came into fashion. Don’t judge me lol, five years later I realised the shallowness of my weekends and I rediscovered my roots and once again became interested in comics, videogames and Knight Rider all over again!!

I’d love to gather together my thoughts and get back to you with some more info on the game if you like? I was very proud of what I’d achieved before I shifted focus. "

Sadly Phil decided to leave the C64 when support was poor for Parallel Logic. All of his disks were gotten rid off too, so the likihood of ever finding this text adventure is very remote and shortly could well be a closed case. Phillip will hopefully shed more light soon on this one!

Can this ever be found?…

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Radax

Some of you may have seen this game released on another label in Europe in the early 90’s, but what you don’t know is that this game infact was due for release on the Firebird label around 1988/89.

Sadly, the game was not complete in time before Firebird closed its doors, and the game was left without a publisher. Originally the game was called "Radax", but was renamed later for its proper release.

Therefore, the game exists in a complete state, but with another name. Though "Radax" never was to be.

Firebird sadly missed out on a nice little game, which would have made a good budget release, with its nice graphics and addictive gameplay.

But never mind…. its here, in full form… Magic Disk released it eventually, though really it was mean’t for Firebird software. The original Firebird preview is also in the download.

Hot stuff, but not hot enough to make it for Firebird in time…

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Rubicon 2

We had it all, over a decade of quality C64 games for our beloved machine, but it all had to end sometime. As the C64 started to make way for its 16-bit counterparts, titles were rushed and often there were shoddy ports towards the end. There was the odd gem though which made the C64 proud towards the end of its commercial life, and Rubicon was one of those titles which clearly had a huge amount of effort put in.

Rubicon was dressed to impress, with an array of phenomenally good graphics and reasonable gameplay overall. It got good reviews from the magazines, but sadly never got enjoyed as much as hoped due to the collapse of Hewson, and delays with its release under their new label.

None of this deterred the efforts and imaginations of the game’s creator, and a sequel was put into motion almost straight after the first game was finished.

The sequel was started initially for the Amiga, but consideration also was given for a C64 version. The game was to be coded on the C64 by a new set of programmers, whilst the first game’s original coders would concentrate on the Amiga version.

Joachim Ljunggren, known as The Sarge to many on the C64 scene, was allocated to the C64’s graphics like with the first game. Joachim got set to work on the game’s graphics, whilst also drawing up a series of plans and sketches to map out the whole game.

Sadly once the sketches and plans were pretty much complete, the game was cancelled and never progressed past ideas and initial C64 screens. It’s not known exactly why it was cancelled on all systems, and hopefully we will find out more soon.

In later years, The Sarge was in strong co-operation with C64.com. It is here where The Sarge had a gallery set up for all his work, which included previously unseen screens from Rubicon 2, and a whole series of scanned sketches. Thanks to Andreas Wallstrom, GTW was given permission to use and show these sketches within our own preservation of the game.

The Sarge has been in touch a few years later, and uncovered a very rare demo of Rubicon 2. This included a Zoom effect which was unused in Rubicon, and may not have been seen before, included as a bonus.

This is a very very early development demo which demonstrates the game graphics moving left and right. It is possibly one of the only code demos ever made for the game, but there could well be more and I’m sure we will bring this to you in the future if it turns up. The graphics are amazing anyway.

A potentially stunning title which was maybe a bit too late in the C64’s life…

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Rings Of Medusa 2

Another amazing looking C64 title that bit the dust, again suffering from the gradual commercial decline of the C64 back in the early 1990s.

After completing the C64 conversion of Rolling Ronny in 1991, the team were assigned to work on Rings Of Medusa 2, a stunning RPG game which was being done for Starbyte and Virgin.

90% of the graphics were fully completed for the game, and just needed the code to bolt it all together. Starbyte approached Markus Schneider to do the code, but refused due to personal reasons.

Starbyte did not bother to try and get any other coder to take the project, and so the game was cancelled with all of the graphics near completion. The game would just see release on the Commodore Amiga , Atari ST and PC (DOS) platforms.

Looking at the graphics dug out by Oliver Lindau, it looked fantastic and could well have matched the heights of the first game or even surpassed it. A huge shame that the title never had a chance.

Hopefully some day we will be able to see more of the game and what it looked like, but Oliver has many images of the game, including a very large map which has been pieced together and added here.

So there is nothing to find of this title, apart from maybe the odd bit of graphics for a potential slideshow in the future. But check out the screenshots courtesy of Oliver.

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Revolution

One of Simon Pick’s unknown games exists in the form of Revolution, which can be found on Commodore Format’s Powerpack from issue 1.

This game was actually meant for commercial release, and was showed around to various companies, but with no real response. The only company that showed interest was "Big Apple", and they wanted to change the game too much.

After Simon had to get a job, the game was abandoned as he joined Sales Curve. It wasn’t until Commodore Format contacted Simon and asked him if he had any unreleased games for the covermount of the first issue, that he sold them Revolution for £2000.

The big thing is that the game isn’t actually complete. There was to be far more added to the game, so technically its only a preview at heart, but released to Commodore Format as pretty much a full game. You wouldn’t have thought that it was a preview would you?

The game features music by Martin Walker, and features a ship based in a kind of shield. The screen rotates around the ship by pressing left and right, and enemies and rocks come hurtling towards your craft in the centre. You must rotate and shoot each object before it crashses into you.

Along the way you can collect powerups to help you progress to the next stage.

The game is very playable, and I thnk an original concept, based very loosly on Gyruss in its style.

It’s a big shame that no-one took on this game, as Simon i’m sure would have finished it off a treat. Although this is all that remains of Revolution, it is still a great little game and a game which Simon says is one of his best. Read more on the game in "Creator Speaks", where Simon gives his own account on his masterful little game.

Also check out the game instructions which were kindly put into a text file by James Monkman and can be found in the download.

A great little revolution of a game… case closed.

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Rapid Steel

What we have here with our next GTW entry is Miles Barry’s first C64 game which was started while Jason Kelk and Nigel Smith were crashing over his place for a week.

The majority of superb graphics were done by Jason (TMR) Kelk, with a main sprite and paper based level designs by Nigel. Infact, its been recently found that the walker sprite is actually by Robin Levy and was borrowed from the early Armalyte previews that did the rounds! Jason is fairly sure thinking back that Nigel had originally shown them the same sprite editor.

Originally the game started out as an advert in Zzap64 by Nigel, as he wanted to have this particular game written. Miles contacted Nigel and joined forces with to create this game. Both Miles and Jason took over the project, and controlled the majority of it once Nigel arrived at Miles house for the week. Unfortunately the game was not to last really past the week that was spent on it. It is possible that Nigel went on and finished off the game elsewhere according to Jason.

The game therefore consists of a well animated Ed209 based sprite which walks left and right on a horizontally scrolling screen with some smart initial looking graphics. It is not playable as such, with no sprites to look at apart from the main character and nothing really to do. It is at a very early stage.

The loading screen itself came after Jason arrived back home, and was inspired by Ed209 from Robocop.

The game, if finished, was to be published by Diamond Bytes, which was rumoured to be a software house offspring of Commodore Disk User, which didn’t get very far. Apex Images was infact Cosine and Nigel, but the name soon died out as they discovered that there was an Apex already out there.

There is no more of this game to be found, apart from possibly any other bits of work from Nigel himself, or even the paper designs he did. Maybe if Nigel can be found, he can shed some light on this title and maybe even tell us what happened next.

An interesting title which will be examined more in the future….

Nice early development of a promising title…

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Race Drivin’

This rubber-burnin’ coin-op conversion, sequel to Atari’s classic Hard Drivin’, was expected around Christmas 1991.

After the miserable attempt to get its predecessor onto the Commodore 64 (the filled polygons moved slower than London traffic), the programmers dispensed with the own-eye 3D perspective favoured by the coin-op, and gave the game the same perspective as the crash replays in Hard Drivin’.

It didn’t really work. The nail-biting immediacy was lost and the main sprite’s animation defied the laws of physics. Domark wisely decided not to release it.

The coder of this game was actually Zach Townsend of Ocean / Batman The Movie fame, and from a interview with him, he informed that Race Drivin’ was almost at a completed stage. The development was being done as part of his new Technodream development team, with graphics by Joe Brown we believe.

Zach has recently revealed to GTW that the game was subject to problems from Domark and messing Zach and his team around. Because there were so many delays with the signing of the contract, many of his team were forced to go onto other projects as money was running out.

Zach started the project himself alone and continued it roughly for several months before the game was cancelled by Zach. Payment was not coming, and Zach was losing trust in Domark.

It is known that a working demo was actually created, and according to Zach, this is believed to be on disk somewhere as source code. Asking whether Zach would be willing to allow GTW to release the remains of Race Drivin’, Zach has said that he will allow it once he has managed to check his disks to ensure it still exists. Then finally Zach may get the credit he deserves for his hard work.

Also, it is confirmed that the screenshot here is of the actual game, and not a replay sequence from Hard Drivin’ (Which does not feature a replay sequence in the C64 version). Zzap issue #75 gave a small write up about the up and coming game, which gives plenty of details about how the game would have been and a much clearer picture for us…

“RACE DRIVIN’ “Domark have sensibly jettisoned the solid 3-D which doomed Hard Drivin. Instead Domark and Zach have come up with a Paperboy style perspective, with the action shown from above, the road scrolling at 45 degrees. There will be all the coin-op’s tracks including the standard Hard Drivin’ one, Speed Circuit and the Stunt track, complete with a corkscrew loop! There’s also a choice of four cars to drive and the Phantom Photon, a competitor car which duplicates your last best performance so you can race against yourself!”

Seems like some excellent ideas there to try and save a potentially doomed conversion… maybe this idea did not work out the way they intended.

Zach was very honest in saying that the game was doomed from the start. Hard Drivin’ was more Grannies Racing than anything, and Race Drivin’ should have never been started. Zach took what was a doomed game and gave it a new perspective to save things, but it would never be how it was originally intended. But you never know, the new version may be good?

Richard Browne ran external development at the time for Domark, and got in touch via the comments to confirm that it was his idea for shifting away from the first person perspective. The original idea was to take inspiration from Racing Destruction Set and go down that path for the 8-bit editions. When leaving Domark to join Psygnosis, this may have slowed communications down and what caused Zach to leave the project.

In Commodore Format issue 22, in the review of DJ Puff, Gerard Gourley mentions that he worked on tunes for Race Drivin’ (listed in the piece as Hard Drivin’ 2), so was this true? It is claimed that Gerard did the music for Pitfighter (which was done by JCH) and Shadow of the Beast (which was done by Fredrik Segerfalk).

Will anything ever be found of this one?

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Quo Vadis V2

This second version of a released game, Quo Vadis V2, was brought to my attention by DanSolo over at the Lemon64 forums.

Quo Vadis V2 was mentioned in a news item where a disk version was being planned that could create 1 million different games, with each a 1000 screens.

Click here for News scan

Quite impressive stuff, but maybe a little bit too blue sky?

Well, contributor Neil Collins confirmed that he had two copies of the game on disk, and both had a file called “Generator” on them.  We then found a crack in CSDB which also includes the generator, so it looks like this was released after all!

Case closed!

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Quo Vadis

Quo Vadis was to be a German adventure with animated graphics and some other nice little features. The vocabulary wasn’t that big (200 words), but the game was judged as a good solid adventure game with excellent animated graphics.

The game was made by Bodo Kühn and Rainer Hagen. The main developer was contacted by Hartmut Pachl some years ago, and it was discovered that Quo Vadis was almost finished and almost had a publisher. Unfortunately things fell through and both moved onto other projects.

What is interesting to note is that Amiga, PC and ST versions also existed and were being developed at one point. However, sadly everything was abandoned many moons ago due to University studies being started up.

Ever since, nothing of the games have been found just yet. We hope that the developers will some day dig out their archives and allow remains of all versions to be released.

Interestingly enough, a SID file was found in HVSC by Thomas Detert, which possibly was used in this game. You can download this below at least.

If you know anything more about this game – please let us know.

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Quondam

The source of this next entry is interesting as it was mentioned in “Illegal” pirate fanzine as something seen at PC 1988 show (or so it seems) by SSD of Cosmos.

Quondam was an arcade shoot-em-up written by Denton Designs, and was actually released on the Spectrum but only seemed to get published on a magazine (Crash).

Nothing was ever mentioned of a C64 version, so we were not sure how true it was that a C64 version was in the works. However, Jon Dunn composed a tune which is credited 1990 Ocean, and was called “Quandamnation” which could be a deliberate mis-spell of the name.

Doesn’t seem to be much info attached to the tune at present – but are the two connected? We will be trying to contact Jon Dunn to see if he can shed any more light on this one.

In 2011, we got hold of Paul McCarthy who had done the loading screen for Hard Drivin’, where they shed light on Flashpoint as they worked on the graphics. Quondam was another title they worked on and was exactly the same as the Spectrum version, but with more colours splashed around.

So confirmation that the game did indeed exist on the C64. But who was the the coder? It was none other than Mike Hutchinson, who had produced games such as Double Dragon 2 and Final Fight.

The game had a background made up entirely of hardware sprites, allowing the game to be done in multicolour bitmap mode – mirroring the Spectrum’s presentation, but with many more colours. Sadly it disappeared, probably when Ocean didn’t feel it was up to scratch.

Sadly Mike no longer has anything of his C64 work, so its possible that this game could be lost forever – unless anyone who was friends with Mike may still have something?

If you know anything more, please do get in touch.

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