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

Quark

Quark was due to be released by PSS (Personal Software Services) but for some reason it doesn’t seem to have ever been released.

Usually in these incidences you can look at the release list for a company and see that perhaps they were quite small and disappeared as quickly as they appeared, or that the game fell outside the boundaries of their usual released, but PSS released nearly two dozen games between 1983 and 1988 and although their main area of expertise seems to have been war strategy games, they released several arcade games, such as the famous Macadam Bumper, Hyper Biker and the brilliantly titled Bath Time.

Quark is described as a ‘3D-Space Simulation’, you control an ‘astro fighter’ and the aim of the game is to take off from your planet and seek out enemy ships and engage them in combat before they destroy the main reactor on your planet. Although the advert states that it would be ‘in shops 2nd June’ there are no in-game screenshots, only a picture of what would presumably be the cover of the game.

Thanks to Shadowmancer, it seems that Quark was to be the UK release of Quark 9, which was released in other countries by Commodore and Andromedia according to Gamebase. However, the author Viktor T. Toth is unsure how the game actually got released as he states the game was never released. What happened exactly?

Well, Andromedia was the Hungarian outlet for Viktor’s games – so maybe it was just released. It doesn’t explain though about the UK release not getting out there. Was PSS’s game the very same title, or maybe they cancelled it because it clashed names?

For now we’ve added the screenshots and the downloads to archive. Check it out, its not a bad little game! We have since in 2024 added some details from Viktor’s personal website and also some concept art.

More details thanks to Kirie e Leison can be read here: http://retemu.blog.hu/2014/10/23/nevjegy-_magyar_jatekok_iii_resz

Posted in: GTW64 archive | Tagged: | 3 Comments

Q-Castle

Q-Castle is an old C64 game which was mentioned in an old magazine, along with a screenshot (Though we assume this, as the game details comes from the entry currently in Gamebase 64).

From the looks of things, this would have been a kind of Adventure (Atari) and Gauntlet clone with crude graphics.

It hasn’t surfaced at all anywhere, and we believe that the game is infact unreleased… maybe the company went under before it could surface?

We know nothing about the game itself, the author or any other details… so its going to be tough work trying to find much on this one.

But maybe you can help?

Posted in: GTW64 archive | Tagged: | 1 Comment

Quanta

A potentially stunning SEU was in development back in 1988, not specifically for Elite Software, but seeing as the game’s two developers were working at Elite, we can see where they wished the game had gone.

Richard Underhill struck up a friendship with Paul Walker, a talanted graphics artist at Elite, and they began work on a shoot-em-up called Quanta.

According to Richard, this game featured a real fast sprite multiplexer, parallax star-fields, huge opponents on one level, but then the second level would allow you to land onto a giant cruiser and go into a Paradroid style arena to disable that cruiser.

This could have possibly been one of top SEU titles on the C64, along with the likes of Armalyte and Delta.

Sadly, Elite were not interested and only wanted convertable games which could go on all the 8-bits. Even though this game was shaping up into something special, that was Elite’s view and that was it.

Richard and Paul couldn’t do it part time, so the game died and that was that.

Sadly Richard does not have the game no longer, but Paul Walker could possibly still have some old work. Otherwise the title could be lost forever.

Possibly a massive loss for Elite…

Posted in: GTW64 archive | Tagged: | Leave a comment

Pyramid Of Time

This game and Break Street were supposed to be Firebird’s proof that budget games could be quality games too according to Martin Defries, who was sales manager of Telecomsoft at the time. Pyramid of Time was for 1 or 2 players and was “quite spacey” according to Soft magazine (pages 9-10, issue 2, 1988 for reference).

Zzap first mentioned news of the game in issue 26, along with a few others:

“Hot on the heels of the latest Activision re-releases come four more golden oldies – Futureball, Pyramid of Time, Pitfall and Break Street.

The former is an odd sort of game, where the player takes control of a ball and has to escape from a network of pipes before water floods the whole system. Strange but true, and you only have to wait a month to find out more!

A whacky and way out experience is to be had in Pyramids of Time, written by Russell Lieblich, the author of Master of the Lamps.”

Even stranger is the fact that ZZAP printed a full review in issue 31 (page 134, November 1987), awarding a mark of 78%.

But what was it like? Only one screenshot remains, with the text of the ZZAP review left to explain what you had to do:

“Set some time in the future, sports are played in huge arenas in space. Pyramid of Time is one such game. When the brilliant title screen appears you have the option to choose a one or two player game. Each contestant then jetpacks down to the arena and boards his chosen vessel from the three available.

The game continuously cycles between two main stages; the Pyramid screen [pictured in the ZZAP review] and the bonus grid screen. Entering the former sees the central spinning pyramid surrounded by four layers of revolving diamonds, which randomly turn into glowing gems and planets.

Shooting the gems gains points, and blasting a planet alters its colour to that of the contestant’s ship. Warping to the bonus level causes the grid to appear. This is a strange, colourful pulsating network of pathways, along which the two vessels move. During this section, the object is to collect the available gems before being returned to the Pyramid screen.”

The review went on to comment that the game was strangely addictive and extremely well presented – especially in the sound department.

So what happened to it?

Richard Hewison found out from Colin Fuidge (who worked on the budget range for Firebird) that the game couldn’t be converted to tape, which made it impossible to publish. The game was apparently very weird overall.

The game was (according to Glyn Anderson) the brainchild of the late Russell Lieblich, who was the main programmer. He was doing all the sounds and music too. Glyn however helped with a bit of navigation code and wrote the bonus level where you navigate a moving grid.

We are told that the game was never released due to Activision thinking that the market would not accept the game. It seems that Firebird had the best opportunity, but due to it probably being a set of master disks – this may have made it hard to transfer by the company. It is odd though that it was sent to Zzap before this was established.

It is hoped that Glyn may have something of the game, but it is unlikely. Any copies sent to Firebird and Zzap seem to be long gone too, and it could be a miracle now to see anything turn up.

Posted in: GTW64 archive | Tagged: | 1 Comment

Pyramid

Sadly another puzzle game which I don’t have much information about. Nor do I know how to play.

If I haven’t mentioned it earlier, then if anyone would care to elborate about how some of these games are meant to be played, then please feel free to email GTW, as the help would be much appreciated, and will help write a better review.

The graphics are average, though are clear and are suitable for a puzzle game. The music is by Jeff/Camelot, and is one the main highlights of this preview.

I’m not certain how large the preview is, and how far the final version reached. It is likely that no further version was made beyond version 1.

Posted in: GTW64 archive | Tagged: | 2 Comments

Purple Saturn Day

First offered in Zzap issue 62 in their Zzuperstore as a special offer, Purple Saturn Day never quite made the light of day on the C64 for reasons still unknown today.

Judging by the adverts published in CVG, the game was a kind of sequel to Captain Blood, featuring very similar graphics and published by the same publisher. Now Exxos didn’t stay around long, but they were part of Infogrammes, who still go strong today. So it wasn’t a publisher crash which caused this title to die out.

Strangely the game was actually released across most of the planned formats, but just never happened on the C64. It received good results throughout the magazines, even on the Spectrum where it got a grade in the 80-90% range.

The only guess is that either the developers ran into troubles with the game on the C64, or the C64 version was dropped as Infogrammes moved away from the C64. Infogrammes were not too keen on the C64 due to their French roots, where the Amstrad, Spectrum and Amiga were far more popular.

So how far did the conversion get at least?… We are not sure, but with a game so similar to Captain Blood, could the game of had the same developers? We are taking this on board as a possibility as we aim to find out what happened exactly and if we can salvage anything of this game. With a developer name now known, it seems that something was started!

Yet another search begins…

Posted in: GTW64 archive | Tagged: | 3 Comments

The Punisher

The Punisher was advertised in various magazines, and was advertised by The Edge for all machines, including the Commodore 64.

The game is based on the film project of the time which starred Dolph Lundgren and which went straight to Video. We think the Amiga version did make it out.

Just how far the C64 conversion got is unknown. The advert was all that ever existed really of the C64 conversion. The Edge did disappear after a little while, so maybe only got the Amiga and ST versions finished before they closed their doors. Some companies did tend to spend more time on the 16bit conversions, and the 8-bit versions came last.

The game looked to be some kind of early Doom game, from the Amiga shot that was with the advert. Just how the C64 could have handled this is anyone’s guess anyway.

Without credits to give or anything, it will be hard to find this game… Though according to Jason, the golden boys of Edge at the time were non other than Ian + Mic, so maybe they could have been a part in the conversion?

Possible punishment to us that we may never see this…

Posted in: GTW64 archive | Tagged: | 1 Comment

Pulse

David Green is probably more well known for his music that he composed for the likes of Boing and also Reckless Rufus for Mike "Kernal" Berry. But it seems that David also did a bit of coding too, and so Pulse became a bit of a surprise entry for GTW when Mike mailed us a copy of the game.

Think "Citadel" mixed with "Tom Thumb" from the Oink game, and you pretty much sum up Pulse, which is a great little puzzler. Unfortunately though you will only get challenged for about 2 levels, as the game is incomplete. Although the titles, music and game mechanics all seem to be here, the only thing really missing are levels. Once you get past level 2, things become increasing sparse and then eventually you’ll get stuck on a later level which has no exit.

However, some may not ever get off level 1, as it is rock hard!…. Certainly i’m sure that the game had it been finished would have had its difficulty levels tweaked slightly, and the high difficultly level is a result of the game being unfinished.

We’re not sure exactly why the game never got completed or released by anyone, but we assume that David tried to find someone to publish the game but didn’t have any luck. Possibly David (or Mike) will confirm in the future about what happened to this game. But overall this seems to be it, no more to find of this one!

Thanks to Slator for the tidyups made in the additional copy of the preview which we’ve also added!

Enjoy this great little preview, and hopefully we’ll find out more about the game itself soon!

Posted in: GTW64 archive | Tagged: | Leave a comment

Pulsator

Yet another Martech game into the archives, and one which is surrounded in mystery!… Just what exactly was this game about? CVG had this to say about the game, along with some screenshots which you can find under “Scan shots”

“Martech is set to release Pulsator, a multi-maze shoot-em-up with a challenging puzzle, for the Spectrum, Amstrad, Commodore 64/128 and MSX. The game offers 5 game levels, each consisting of 49 rooms. On each level is a “Pulsy” who has to be rescued. This is done by finding the key which unlocks the door to the prison. The aliens on each level become progressively more intelligent and will deplete your power if they touch you. The landscape of each level also becomes increasingly more difficult and hazardous to negotiate.

The game is far more complex than simply finding your way through a maze. various pathways are blocked by gates, of which there are six types, numbered one to six. The gates cane be opened or closed by passing over sensors. The sensors are also labelled one to six. if a particular type of gate is closed and you pass over its associated sensor then it will open. if a gate is open and you pass over its sensor it will close. it is this element of the game which makes it far more exciting than simply solving a maze. Pulsator will sell for £7.95 on the Spectrum and £8.95 for the Commodore, Amstrad and MSX. Commodore disk versions will cost £12.95 and Amstrad disks for £14.95.”

The game was also advertised around the place, but its the C64 screenshots in CVG which all but confirm that the game was well underway and almost completed.

So does this mean that Martech scrapped the game because it was too poor?… We are not sure just yet, but we are speaking with some people who used to work for Martech to try and find out more and see what happened here.

Seems a shame that this “Metaplex” style game was never to see the light of day. The Spectrum version did get a release… http://www.worldofspectrum.org/infoseekid.cgi?id=0003933

One recent finding thanks to Jan Harries is that the music was confirmed to have been composed by Rob Hubbard. So yet another Rob Hubbard tune we hope to recover as a result of finding this one as well – and it could well be the final lost Rob Hubbard tune left to find on the C64.

But we mention “Metaplex”, and it may not be a coincidence that the game is very familiar in style. That is because Metaplex was actually done by the same development team as Pulsator – called Softeam. Softeam is actually credited to the C64 release of Metaplex, so we believe that the coder could be the very same coder who worked on Pulsator. If you look at the score panels between both games, then you will see that the screen area size is identical. It is very likely that Metaplex also shares similar code to what was used in the C64 edition of Pulsator.

Sadly the clues are limited at present to who Softeam were, and who were behind all the conversions. One potential lead is that the loading screen is credited to “Malcolm Smith”, who may well have done the screens for all versions. Can he be traced, and can he shed light on who were behind the C64 editions of Metaplex, and ultimately, Pulsator?

Oddly there was an advert in May 1987 issue of Swedish magazine Datormagazin, page 11 (see scans), which had the game listed as for sale. Maybe jumping the gun a bit too much?

We have bought the Spectrum edition of the game to make scans (to get the extra C64 screenshot), and interestingly you will see that the C64 gets prominently mentioned in the instructions. It seems the game should have been released! Why wasn’t it?

Posted in: GTW64 archive | Tagged: | Leave a comment