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

Panic Button

First Star are famous for some fantastic C64 games, such as the Spy vs. Spy and Boulderdash series and many more. Along with these fantastic titles there seems to be a few which got away too.

One such title that “got away” was Panic Button, where you control a factory worker who has to construct small houses together using parts from the conveyor belt. Not as easy as it sounds, with a huge amount of parts getting sent along the conveyor belts at one time. You have to be quick and get many houses built before the timer runs out.

It is a game typical of 1984, with simplistic graphics, but the great trademark First Star playability. It is essentially a cross of Toy Bizarre and Night Shift.

Strangely, although completed, First Star never released the game, and we are yet to find out why we are having to look at it via the GTW archives. Contributor Sean Everard (see comments) suggests that it may have been due to Tandy perhaps wanting to supress the C64 version to keep it a TRS-80 exclusive. It’s certainly plausible, though it doesn’t seem like a huge title that would have made much difference. Hopefully we’ll get to learn from someone at First Star about exactly what happened.

So, how did a release occur after over 20 years?

Well, First Star released a tribute CD called “First Star Software’s Greatest Hits” to celebrate all their releases around 2004, and put all their back catalogue onto the CD for people to play and enjoy.

Either way – we’re lucky that the game did sneak out in the end, and so you can enjoy the whole game for yourself! Case closed…

Posted in: GTW64 archive | Tagged: | 3 Comments

Pang V1

Although Pang actually did make it out on the C64, it wasn’t just Arc Developments who had a crack at producing the C64 conversion. Programmer of the C64 version of Speedball 2 and Turtles, Carl Muller tried to get the licence to produce Pang for Ocean by creating a quick demo to demonstrate that he could do it.

After about two weeks worth of work, this reasonable attempt was created and sent to Ocean, but the licence was turned down, and eventually Arc Developments got it.

So the preview was all that ever remained of Carl’s own attempt for the licence. A good attempt in its very early stages, but shaping up reasonably well. Graphically terrible, though Carl knocked up the graphics just to test and demonstrate the basic game principles itself at this phase.

A previously unseen prototype of Pang, all found.. case closed!

Posted in: GTW64 archive | Tagged: | 3 Comments

Pallasades

Do you remember the SEUCK effort from Commodore Format called "Sub Burner" ? … And maybe its music which changed at different points in the game? Well, the music was infact meant for another game called "Pallasades" which was being written by Simon (Uzzy) Collis.

The game was a right to left scroller which was very much like R-Type. Several of the levels were actually completed with their end of level monsters. When the game was never finished, David saw Shaun’s "Sub Burner" game and tweaked the music and made it change to reflect what was happening on screen, rather than the usual little ditty grating along in the background.

As to the whereabouts of this promising and almost complete game, we’re not too sure sadly. It will rely on us trying to get hold of Simon to see if he still has his disks with anything of the game on.

Exciting stuff though… could we be looking at a good R-Type styled clone?

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Paddle Mania

Paddle Mania was an arcade tennis game which was mentioned as being a title for conversion in Commodore User, September 1988 by French software company FIL. UK representatives of FIL were The Sales Curve – but although Silkworm and Ninja Warriors made it … this didn’t.

FIL later lost funding, so its possible that Sales Curve went their own way and decided not to convert this game. This was the last we knew about the game. According to The Games Machine, Paddle Mania was to be released as part of a double pack, with Nikki The Radical Ninja, rather than a stand alone release – so we’re not sure if that was true or not?

However, in 2011 after C64.com converted some disks from Darren Melbourne – we found a music demo which had a huge set of tunes by David Whittaker – and quite good ones too! We made some recordings of a few of the key tunes and passed these over to Darren to check. He confirmed that the tunes were for the Paddle Mania conversion.

We were informed that Paddle Mania was written by Mark Greenshields under contract for Pantheon Software, but Mark confirms he didn’t work on the game. The graphics were believed to have been done by Sam Mohibull. However, the Pantheon Software lead could mean that it was the guys behind Superkid who may have done the conversion. We need to do some more digging!

As for the game, it was a sort of Table Tennis game meets Speedball. According to Darren, the game was axed for reasons unknown and entire resource was moved onto Continental Circus instead (possibly because Paddle Mania bombed in the arcades).

After checking out a disk with some graphics on, Jason Kelk discovered some SNK labelled images – which Darren later confirmed as being graphics from Paddle Mania. Likely done by Ned Langman. We’ve added the screens in the gallery, but also a download of the source files for you to take a look at yourselves.

It is hoped that we may find out who exactly was coding the game very soon, and maybe even find something playable. It is believed that the game was not actually completed. Just how far did it get then?

Posted in: GTW64 archive | Tagged: | 3 Comments

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.

Posted in: GTW64 archive | Tagged: | 2 Comments

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…

Posted in: GTW64 archive | Tagged: | 2 Comments

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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