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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Pacman X

Another pacman clone, with a imaginative title of "Pacman X" :)..

A fairly early preview, as the game is not 100% playable.

The game is slightly modernised from the original Pacman, but not by too much. The graphics are still quite simplistic, and very green looking overall.

There doesn’t seem to be a great deal more to offer than the old concept.

There are plenty of credits within this preview, including Mikael Backlund, who has helped GTW in the past. Hopefully he will be able to help with enquires into this game.

One to hope finding in the future….

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Psycho Glider FMB

Psycho Glider FMB , and interestingly titled game which involved gliders!… Created by Pete Andrew for Lothlorien back in the late ’80s, the game was shaping up just fine until something bad happened.

The game was part of a series which included the actual released “Psycho Hopper” and “Psycho Warrior”, which also never made it out.

Incase you were wondering what the FMB stands for, well.. Pete informs me that it was privately referred to as “F**king Mad B*stard”, but obviously not publically :)

The game itself was a vertical scroller with the main player steering a boat up the river, which towed a glider behind it. The man in the glider could swing into land and shoot at things.

Sadly the game never got completed, and for currently unknown reasons, the game never made it out. Hopefully this will be found out soon. With a new credit to a graphics man, hopefully we may trace something of this obscure game.

A fun sounding game, but just how fun we may never know…

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Protocol

This was a bi-directional SEU with some nice graphics by Simon Probert (Simes of Cosine, currently in Australia) and code by Jason Kelk with no sound, although Simon was to do this.

The game progressed from some early code by Jason, whom is most famous for his work now with Cosine, and his Reaxion games.

The game was being developed for Firebird and their budget range, after someone at the company showed interest after seeing the previews they sent.

When a more complete preview was sent up, Firebird were not really interested and wanted games with BMX and Skateboards. Firebird suggested various changes to the game, and Jason didn’t want to make these changes. He felt the game would distance too much away from what he really wanted.

The game itself is quite good, and something which would have faired well on the budget range. It was a little hard to play, and probably needs a lot more, but Jason i’m sure would have had the ability to do so with the final version.

This is it of the game, and case closed. All you will see of a game which Firebird wanted to change too much for Jason’s liking.

Jason gives an account in his own words in Creator Speaks, extracted from his webpage, where he first released this game.

Grab it and check out a piece of Firebird history…

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Prizone

This interesting game is best described as a Uridium style shoot’em’up and was to be published by CRL in 1988 but the game company went bankrupt.

The preview features some nice music and graphics, and i’m sure it would have recieved fair reviews in the magazines had CRL lasted long enough to sell the game.

Well, Jukka has released it at long last to the public…. and its a great classic feeling game. I just hope that Jukka can find the full game from somewhere, if it was ever finished.

For now, read what Jukka had to say about the game he did the graphics for in ‘Creator Speaks’.

Unfortunately not snapped up by another game’s company.

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Prince Of Darkness

A game which has been known about for some years, but only really for its music by Drax. The music has been used in various places over the years, and has been ever present in HVSC almost since the beginning.

As many people will know or guess, the music was intended for a proper game release, but sadly it was never quite completed.

The game itself was to be a Ghost ‘n Goblins clone, or at least heavily inspired by it, featuring extras such as a shop to buy new weapons. The game was technically strong with hi-res scrolling pictures, sprite multiplexers and a good introduction sequence.

Sadly it was unfinished due to the developers losing interest in the C64 and moving onto the Amiga.

Although Ole sadly doesn’t have anything of the game, we do have some rather exciting news. The game has been uncovered and it will soon be coming to GTW. At the moment, it is bugged and cannot run, so it requires fixing up first. We are not sure at present how much is there, or how playable it will be.

More details of the game will be coming soon, but check out Drax’s music for the time being if you want something to check out for the time being. Screenshots soon we promise! ;-)

An old mystery close to an end…

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Plasmatak

Plasmatak was originally being developed in collaboration with Thalamus by Steve Collins (Herobotix fame), who actually almost finished this game, but sadly interest was lost, and Steve went to work at Pizzaland for the summer.

The game had a Paradroid type over-head scroller approach, which was in a proto-type stage of around 40-60% completion stage before it was scrapped. It was based on the Aliens saga, lots of eggs and fertilisation going on, and it was up to you to clean the place up.

The game featured some impressive particle system explosions, balls of flames to follow you down corridors when an explosion occurs. Overall the game had the same quality and look of Armalyte, and sadly just was never to be. The explosions in Dynablaster fashion, were one of the main highlights of this wonderful sounding game.

Recently, GTW got in contact with Steve, and he kindly gave his own record of events about the game, which can be read in his "Creator Speaks" page at the top. Additionally now in 2005, Steve has added some more notes and recollections of the game, including something VERY exciting!…

Steve found two tapes which may have had the remains of Plasmatak on. One tape is almost certainly the game’s charset graphics at least, but another tape contains the Tran game demos being pitched to companies. A little slip of paper with the tape suggests that Plasmatak is infact on the tape too!…

Sadly after examining the tapes, we couldn’t find any preview, but only remains of a charset/set of blocks of somekind for the first level. These seem corrupted, but then they could possibly form a set of graphics for the game. We aren’t too sure yet.

A big thanks though to both Ian Coog and TCE for salvaging the tapes which were originally corrupted (And also apologies for stupidly forgetting this credit in the rush of getting the update out with this info!)… Both guys helped salvage what little remained of the game and helped to display the information. Jazzcat also provided a helping hand in attempting to find out what the code was about.

The slip of paper in with the tapes do suggest that there is a preview tape somewhere, so we hope that Steve will find this sometime soon. From what Steve tells about the game, it sounds very impressive and one which will be worth trying to presever… Fingers crossed!…

Almost solved and found!… watch this space!…

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Pizza Delivery

An early game by David Spicer, who went on to work with Nick Taylor on a host of C64 games.

This was one of David’s first commercial projects for Martech, and it involved pizza deliveries and navigating around on escalators.Sadly, not much was ever done on the game as David was made redundant after about a week into the game.

The game essentially was about delivering pizza’s if you hadn’t already guessed, but was strangely based in a kind of shopping centre, with a mass of escalators and moving walkways hindering the player. Not much else is recalled about the game design…

Hopefully one of the main designers will come across this and be able to shed more light about this game. All else we know is that the game was originally known as an Atari ST demo which Dave Spicer was shown as he started out at the company. This was a small window with a series of escalators which were animating. Dave was told to simply copy it.

Now thanks to Dave Spicer, you can check out what was Pizza Delivery on the C64. Luckily Dave found most of his work disks where this demo survived from the downfall of Martech. This is a weeks worth of work before the company got into a bit of trouble
and Dave was made redundant. Although nothing is playable, it is great to see what the game looked like at the death, and to maybe try to imagine what the final game would have been like… though at a very early stage that might be quite hard.

Check out what Dave has to say about the game, but this is another GTW title which we can close the door on.. Or is it?… What exactly were the plans for this game, what would it really have been like?.. Next stop is to track down the designers of the game to find out their thoughts. Onwards then we go… :).

A small title which had a small living period…

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Perplexity

A interesting puzzle game with some very interesting credits too.

Created by Miles Barry, who has had an unfortunate record with his game releases, having worked on Fuzzball and Escape From Colditz as well as this little puzzler.

Graphics were provided by none other than Andy Roberts, who you will all know from the days of Commodore Format, and today with Thalamus Interactive.

And the music?, well Apex are penned as doing the music and sfx, but according to Andy, they never got to do this, so the music was taken from a variety of demos. If anyone can name the ingame tune’s author, please let me know!

A strong set of credits, for a reasonable puzzle effort. The release situation was likely to be budget, though no publisher has had their name linked to this game. Miricle Designs was the only name found, which I assume was Miles Barry’s own team.

The game was scrapped, due to both Miles and Andy moving on and parting company. Andy went to work with Apex, and Miles went to work with the guys behind Escape From Colditz. The game was doomed from that point on.

The idea was to actually pitch the title to Codemasters as a cheap budget title, and they were the main targets for the title. Sadly it never happened.

What we have here is pretty much how far the game ever got. The good news is that it comes with a Level Editor, so it could be finished off. Andy tells GTW that he would wish to do better graphics, as he was quite new to this kind of thing when he first did Perplexity. So enjoy what could have been as we lay this game to rest.

A puzzling story with a clear ending… and case closed…

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Pentacle

Gremlin Graphics were very popular on the C64 in the 80’s, and another title on the way was a intrigingly named “Pentacle”.

This game was in the style of Knight Lore, and was being developed by Richard Underhill (ex-Arc Developments) and Bob Armour (Creator of Gauntlet on the C64).

According to Richard, the game was shaping up well and certainly looked full of quality with its great graphics.

Sadly, due to differences between the two programmers, the game never got completly finished, although it was very nearly there. A huge shame really.

Zzap had the following to say…

“an arcade adventure with 3D perspective graphics and some unusual but neat touches”. Gary Penn saw a preview at Gremlin HQ in Sheffield . According to issue 18, it won’t be released until after Christmas (1986) due to technical problems.

Richard went to Elite, and Bob went to Gremlin and went on to produce Basil The Great Mouse Detective.

The game got completely canned, and the development was wasted. Unfortunately, Richard does not have anything of the game any longer, so it is down to Bob Armour, whom GTW will attempt to contact about the title.

I think there is more to learn about this title… Lets hope that we can find it…

Knight Lore with even more bells on… well, almost! :)

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Penguin Tower V2

Indeed, there was another version of Penguin Tower in production, by non other than Ewen Gillies.

After the non-appearance of the original game by Jani Hirvo, Ewen was very disappointed and decided to create and finish off the original game for people to play, though project work stopped at one point. Ewen had started the whole game from scratch, using the graphics from the original.

While in conversation with Wayne Womersley of Art Ravers, Wayne found out that Ewen had this game that was in production, but he needed a musician. Wayne, a big fan of Andrew Fisher’s music, got them both in contact, and a co-op version of the game was to be produced.

Andrew created a series of jolly tunes for the game (Which are currently in HVSC), but sadly Ewen only really completed a few previews before stopping work to move away from the C64 scene for good.

Ewen also got Kevin Tilley involved, and asked Kevin to design all the levels and some additional bits for the game. Kevin did so, though Ewen never got to see the designs, and Ewen disappeared and scrapped the game due to PC commitments.

The game was very near complete, and what with Kevin’s level designs and Andrew’s music.. this could be a almost complete Penguin Towers game. It JUST needs to be bolted together really. The game played very fair to the original title by Jani Hirvo (It’s not known if Jani knew about this conversion).

The preview still exists, and now thanks to Ewen and Andrew, they can now be downloaded. Basically the zip file consists of the preview itself, all the SID music that Andrew composed, a Level editor for the preview and some level maps. Hopefully one day I will be able to present a more complete version with title screen and the music integrated.

This is an accurate version of Penguin Towers, and you may be surprised. What with the Level Editor being present, the potential of finally seeing Penguin Towers on the C64 in some form was a reality. Well, in 2023 – the original game was finally finished off and released by Jani, which you can find here.

A case closed once more for GTW, and a successful one at that.

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