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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The Old World

Not playable this one i’m afraid..

"The Old World" is simply one to look at… with a series of screenshots which show different time periods and items to do with that time period.

It’s not very clear how the game would play, though it looks likely to be a game in the style of "Time Tunnel".

It may be that the game only reached the stage of some level designs, but its possible some prelimary character movements could exist in a more advanced version of the game.

No credits exist for this one i’m afraid. More searching around and questions to ask then until we find more on this obscure one.

Old world… and fast becoming an old extinct game…

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Old Scores

“An adventure of mystery and suspense, based around the London South Bank” – as described in the advert which was printed by CVG back in the day.

Old Scores is yet another adventure game, and a graphic text adventure by the looks of the Amstrad previews (see below). The advert continued to describe the game:

“Then you can settle Old Scores. Cryptic from the start. Old Scores is a mystery to everyone. Even I haven’t got a clue what it’s all about. So it sounds as if you’ll have to play it by ear. When that little lots got your brain in a flat spin and your knickers in a twist, you’d better get yourself straightened out…”

The Magicians Ball seems to be the only release which Gamebase 64 has currently found, so it seems that after the release of the game, sales were poor and they folded early on. A shame, as the game looks fairly good.

As for “Old Scores”, how far did it get? It seems the Amstrad version got reviewed in Amstrad Action back in August 1986, but has never surfaced. More details about the Amstrad previews surfacing about the game can be found here: https://cpcrulez.fr/GamesTest/old_scores.htm  . Our guess is that Global collapsed before the game could see release.

Did Grant program this one?… Well, it seems a Pete Green was the programmer – confirmed by PaulEMoz, who spotted the mention in Issue 8 of Zzap, which you can find under scans.   Can Pete Green be found to ask more?

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Off Shore Warrior

Titus released a string of 3D-based games, initially on the 16-bit machines but often converted down to 8-bit. Among the most famous is the Crazy Cars series, all three of which made the jump to the C64.

Offshore Warrior was set in the year 2050, and the player controlled a speedboat in a dangerous race. All the boats were armed with rocket launchers, and hazards like rocks hurtled towards the player. The challenge was to stay alive and avoid finishing last to continue to the next event in the series.

While it got a mixed reception from the gaming press, the Amstrad conversion was graphically quite impressive. However, little is known about the Spectrum and C64 versions. Adverts for Fire & Forget mentioned a C64 version that did not make it, and the situation is the same for Offshore Warrior.

Does anyone know if Titus had a C64 version in development? Well, thanks to Martin/Stadium64 – we learn that there were C64 loading instructions included in the Amstrad CPC release. So a conversion was on the cards, but how far did it get?

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Octil

A rather quick entry until we get more info, but Octil was in production by Paul Black, who did a number of C64 titles including Dizzy Down The Rapids.

We don’t know anything about the game just yet until hopefully Paul has some recollections about the game. Paul still has his work disks, and we hope that at somepoint we will be able to see some of his old C64 work – including this game in the future.

Who was this game mean’t for? How far did it get? How did it play?… we hope to find this out very soon…

More to come soon we hope…

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Outrun Europe

Many of you will own Outrun Europa on the C64, but not this first version created back in 1988/89. This version was under the name of Outrun Europe and not Europa. It was also a rather different game.

Outrun Europe was originally drawn up for U.S. Gold as an unofficial sequel, and was started by Neil Coxhead who had joined Probe Software at the time. A design proposal was presented to U.S. Gold, who accepted it and allowed Probe to continue with their work on the project. GTW has the proposals which you can download below.

Outrun Europe was fully completed, but nearing the game’s completion, SEGA launched their own sequel entitled “Turbo Outrun”. U.S. Gold now had the dilemma of whether to release their own unofficial sequel, or to put that on hold and convert the Turbo Outrun game.

U.S. Gold chose the latter, so Probe were moved onto the development of Turbo Outrun instead with Steve Crow and Mark Kelly at the helm this time. Apparently one of the reasons was also because it was a bit naff according to the programmer, Neil Coxhead. Bits were apparently used from Outrun Europe to build up Turbo Outrun though.

When Turbo Outrun was released, attention turned back to the delayed Outrun Europe game. In comparison to the awesome Turbo Outrun, it was deemed now not good enough. It needed to be re-written.

Neil by now had more experience since the first game, and re-did the game and design from scratch. It resulted in a far better game released in 1991. The first version was never seen and would gather dust for many years.

Many years later, Neil sold all his development disks on Ebay, where a cracker/collector known as Mr Fox brought it along with several other disks. Video of the game in action was provided to GTW, with the promise of the game being fixed up and eventually released.

From the video clips, we can see a few bugs, but also Jeroen Tel’s music included – along with sound effects that can be put on. It does look good, though some parts of the game’s movement is a little jerky and plain.

The interesting bit about the music is that Turbo Outrun’s intro music was in fact meant for Outrun Europe. The proof is in the music demo download below, submitted thanks to Martin from Stadium 64. Also it is documented in the HVSC STIL file that some tunes used in Outrun Europa were actually intended for Outrun Europe. This is all but confirmed now by the video clips, as this intriguing story draws to a close.

Unfortunately it has been almost 20 years since the video clips were made, and there has been no progress on making the game available after several attempts.  It seems that the collector has no intention of making available, which unfortunately we see from time to time.  Hopefully some day we may find something of the game via other means and release properly for people to check out and enjoy.

For now, check out the official game proposal download below which Probe sent to US Gold to get approved. You will find that it proposes a rather different game to Outrun Europa which was eventually released.

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Orbyt

A very early game from Jason Kelk, ex-editor of Commodore Zone, and also the main man behind Cosine Systems.

Orbyt is a creation from Jason’s early days as a programmer, and is a unfinished game which was to involve using spinning defence devices as in Delta.

The preview is in its very early stages, lacking a lot of the features planned and any music. Currently the preview represents a horizontal scrolling equivilant of another early game of Jason’s called "Hyper Zap".

It’s not quite known why the game was never completed, but hopefully Jason will shed some more light in the near future.

Nothing too special.. but early stages and early days here…

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Orbital Run

Orbital Run was a particularly ambitious project which was planned and started back in 1991. Shaun Pearson and some other guys believed that there was no decent C64 car game out there, and so they decided to create their own.

The idea was to be set across the universe, racing against other cars while using all the best playability elements of Outrun and adapting them for a C64. Ambitiously the game was to feature no multiload, and all the cars were to be made of sprites and not chars. Basically all the effects were to be geared around what the C64 was actually capable of.

Two cars were fully drawn, including a Porsche 928 (Chase HQ style) and a white Lamborghini Countach (player controlled). The backdrop was going to be a starfield which could scroll left and right, complete with a parallaxed effect. The road system based in space, would have mean’t that the player would be able to fall off the track (Similiar to Mario Kart).

The game progressed quite well, and all the road effect was coded by Juned, featuring straights and 2 types of curve (One of which you could turn at full speed, where as another you had to slow down to turn it). The road effect featured 2 shades of grey with a stripe effect, in similar fashion to Outrun.

Musician would most likely have been Dave Dewar again, but there are no known tunes in HVSC by him for the game. Dave has briefly mentioned in the past about doing tunes for a great car game, which is no doubt this very game.

Sadly it seems the game went by the wayside, and Juned lost interest in the game like with Koshimo. It only got as far as described above. Hopefully someone will still have code from this game which we can put into the GTW archives one day. No doubt Shaun will probably have some graphics he did for it – we shall see!

More research needed, but a very promising title by the sounds of things.

Hopefully more to be found for this one…

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Operation Thunderbolt V1

Quite possibly one of the strangest goings on behind a Ocean release, coming in the form of the rather bizarre release of Operation Thunderbolt.

It all stems back to Zzap! 64, and issue 57 in particular. Zzap reviewed the game and it seems that it wasn’t complete either. This was confirmed by Paul Hughes, one of the game’s eventual programmers for the final version that was released. Zzap reviewed a half complete version which wasn’t that playable, it just looked bloody good with the sprite multiplexing.

One of the reviewers, Robin Hogg, explained that the review may have been written through “Rose Tinted Specs” at the time. Either way, the game got a rather undeserved high mark, when it wasn’t that particularly great after all.

Paul confirmed that the version seen by Zzap was being coded by junior programmer, Trevor Brown. Apparently the game looked really good but never moved that much. After struggling badly and not progressing much further, Paul and a team including Richard Palmer and Johnny Meegan had to write the game from scratch in no more than 12 days. Incredible, and possibly even more incredible that even though the game wasn’t great, it was written in this time. Trevor Brown was sadly let go in the end.

Most of the music and graphics were reused from the original (with some modifications and simplifications in places), and just coding was done from scratch. The sprites in particular were much more detailed and larger in Trevor’s version, but were possibly too large/detailed to be usable in a busy game like Operation Thunderbolt, hence the issues.

Artist Brian Flanagan, revealed that the game was around 60% complete from around a 6 month period overall. He suggests that a deal was struck by Ocean with Zzap for them to give the game a good mark in exchange for Zzap obtaining exclusive access to one of their big up and coming games. It seems that Trevor’s demo was shown to the Zzap reviewers, and it was deemed good enough to be passed off as a good game from the rolling demos and was therefore “reviewed”.

Robin Hogg however knew nothing of any deal being struck, and feels they just reviewed what they felt was a good game. It was a blip on their normally high standard reviews, but it seems that in the background there was promotions involved for the up and coming Batman licence. You can read Robin’s side of the story also in the “Creator Speaks” page, as well as details from Brian Flanagan.

To be honest, it seems that the guys allocated to the project should not have been in the first place. It was too big a project for two people just starting out in the industry. Had there been someone more senior on the project to supervise and help, Trevor may well have got the game out and could have established himself at Ocean. In the end, the struggle was too much and it was not to be.

Trevor moved on to pastures new, and has yet to be tracked down to talk about this game and give his side of the story. We would be interested to hear from Trevor and find out more, so if you are out there Trevor, please get in touch!

Of course, it is the controversy over the Zzap score which people will remember more than anything. We would love to get hold of the demos that Trevor produced to see exactly what Zzap saw back at the time and reviewed. Can you help us find them?

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Ooops Up

A graphically superb Pang clone from the publishers of PP Hammer, Ooops Up promised to beat the Ocean single screen arcade conversion, where you had to shoot various bubbles (which broke into smaller ones) until all were cleared from the screen.

Although fully released on the Amiga, the developers struggled with the C64 edition due to sprite limitations, so developers Digital Excess convinced Demonware that the C64 version wasn’t viable to continue.

The game had only got as far as a half decent intro sequence with cool digitized sounds and a quick prototype with some nice graphics. It is however lacking most of the game mechanics to be fully playable. The final build of the game was snuck out as a crack release many moons ago, and is what you can find here.

Certainly it is more than what magazines got to see of the game, which was mostly just a blip on the Commodore Format early warning scanner. It does seem odd though to cancel a title that most certainly was doable, especially after seeing Ocean’s Pang conversion.

Sadly this means the title is a “case closed” with nothing more to find or recover. At least you can get a glimpse of how it was shaping up early on.

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Obliterator

Now I bet you didn’t expect to learn that Obliterator was also a planned C64 title?… No?… Well, if you’re an Amstrad user you have probably played it already, where as us C64 users have suffered without a conversion of this popular Amiga classic.

There was always the odd rumour that Obliterator was being worked on, but we never got to see or hear anything of the title. That is, until Lee Cawley set the record straight and with some hard evidence.

Obliterator was in production at Lothlorien with Chris Caress (Coder of Bosconian) and Lee Cawley (Graphics man for Motos and Bosconian). This was at a time when Lothlorien was on its last legs and production became an uncertainty as staff were not paid. In particular, Lee was not paid and started working at home at one point.

Chris confirmed that the game was complete as far as the maps were concerned, with collisions and room to room transitions working. The main player was complete, fully animated and bullets were done as well as the collision detection. The Amiga edition had terrible scrolling, and for the C64 it was requested to make it smooth scrolling. This was achieved, but was quite slow and made the gameplay much more tedious according to Chris.

None of the enemy logic was in place, but Lee had got all the artwork complete and animations working. There was also music, but no sound effects. So overall, it was almost finished and was shaping up to be a very faithful conversion, featuring almost nigh perfect porting of the main character, and only some compromises had to be made to the squeezing in of the enemies.

Sadly, as Lothlorien went downwards, they got rid of Lee to try and save the business and the game was supposedly going to make it out.. though it never did.

15 years after the cancellation, Lee dug out his old disks in the hope of finding more of this enigmatic conversion. He found the loading screen, which for the first time can be seen in the shots page, but nothing was found of the rest of the game. This is the first and merest of glimpses you will see of Obliterator at the moment, which you can download below.

Chris Caress was later traced thanks to Lee, and he was been asked the big question about the game’s final existence. Chris spent some time checking his old Einstein disks which would have had the code on, but sadly it seems that there were only mere scraps of source code remaining and nothing to really show to the world. The only remaining hope now seems to be with Lee Cawley and if he manages to find anything else of the game – its been so many years now that it is seeming more and more unlikely.

Rumour has it that the musician Mark Wilson converted the music, but was not paid for it. We have added the tunes which Mark did, which could well have been officially asked for, and would have been used in the official game. Chris does recall there being music in the game – so it is plausible that it could have been Mark’s music. Mark himself could not recall if the music was sent to Melbourne House for use in the game, but hasn’t ruled out that this happened.

Why was the game never released? Well, it was never properly finished, and because of the troubles at Lothlorien – development was stopped and never resumed. A shame, as it was looking pretty good.

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