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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Nexus V1

Back in 1985, CU reviewed Nexus for the C64 under the Beyond label, but it never surfaced.

In June 1986, CU did a preview of the game and explained that the original game was held up as Beyond were taken over by BT. Programmers Paul Voysey and Tayo Olowu decided hat they didn’t want to work for Buzby and set up their own company. Beyond bosses Bill Delaney and Clive Bailey decided to go with them and a new software company was born and they called it Nexus.

In the year between leaving Beyond and the launch of Nexus, the developers had been busy totally re-working the game and adding a in a lot of different and original features.

Now what happened to the original game?

Well, after sifting through Cory Kin’s disks, we found a preview of the game which is labelled with Beyond Software as the disk name. This indeed is the version which was due for release on Beyond’s label. It is already in CSDB in cracked form, but this is the uncracked version which we have found with all the files separated out. CSDB’s entry suggests that the game may have been called “Killer” in the beginning, but its likely that a hack was made of the preview with a new name.

It is heavily bugged, and you cannot do a huge amount. Some of the digitized faces are different too, but you can see the game taking shape. It isn’t as hugely different as anticipated. The interface is quite different though.

We hope some day to talk to Paul and Tayo to find out a bit more about this early version. But check it out for yourselves!

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New Pasqua

Another interesting GTW entry, which has information collaborated from Fabrizio and also Bonaventura Di Bello, famous co-founder of Brainstorm Enterprise.

New Pasqua was a text adventure game first written as a storyline with hand-sketched illustrations. We’re a little unsure of the rough story line, though the game was to be written in The Quill, and may have even had some of the story scripted out at some point within that tool.

It is believed that the story was actually complete and a good section of the game sketched out, but it is unknown why the game never made it out.

There have been discussions about taking the stories and completing the games in a package such as “Inform”. However, nothing more has since been heard since those initial suggestions.

If you know anything more about this development and who the original C64 developer was – please do get in touch.

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New Clowns

A game brought to GTW’s attention by contributor Zeldin. Zeldin had coded a very early (but playable) demo version of a game called “New Clowns”.

This was to have been a polished version of the old classic “Clowns” arcade game which had been converted to the C64 by Commodore.

Unfortunately Zeldin told GTW that the preview was lost and that he may only have some buggy source code, some sprites and an early backdrop.

Hopefully one day Zeldin will allow us to post screenshots of what’s left, and possibly anything else. Though it has been some years now, and its likely that this one could be gone for good.

A nice idea, sadly long lost in its good stages…

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Neiw

A platform game, where you are given the chance of actually creating you own levels. Good, but unfortunately the game itself lacks a lot of thing to make it that playable.

Apart from some simple graphics, a simple main character and a pre-set level – there isn’t much to do other than navigate through created levels. There are no enemies to fight to have much of a playable game at all.

It seems this preview is at quite an early stage in its life, and would likely have included enemies and more graphics in a later build no doubt.

Anonymous contributor has done a lot of digging – most of which follows now. Firstly, they suggest that the game could be of Austrian origin, with “Neiw” backwards being “Wien”, which is German for “Vienna”. The preview intro is also by Varsity, and says that, concerning Ragon Software: “This company’s distributor is Karasoft”.

Karasoft does not seem to be around anymore, but is frequently mentioned in the archives. They seem to have been an Austrian distributor active in the late 1980s and early 90s. An example from Happy Computer issue 1, 1988, page 2. The Gauntlet 2 ad has the following fine print: “Distribution in Österreich: Karasoft”. The same company is mentioned in several ads in the same issue.

In Aktueller Software Markt magazine, issue 8 1986, page 53, a Madness ad mentions the company as being stationed in Wien: “In Österreich: Karasoft – Wien”. Amiga Magazin issue 12 1990, page 8 then had the following to say about Karasoft:

“Karasoft describes itself as the oldest software company for computer entertainment in Central Europe. Accordingly, the selection is mainly for games from Activision to Sublogic and joysticks from Competition to Suncom. But Karasoft also offers educational software from the German Eureka, the American Fisher Price and the Austrian Ingenio.”

The ads all run between 1986 to 1993, giving a possible span for Neiw.

So who’s behind Ragon Software? Further research needed, but possibly an Austrian programmer located in Vienna in the late 80s to early 90s. And in order to have a distributor, as the intro claims, it is likely that Ragon has already published a game or two. As Anonymous Contributor suggests, it is hard to see how Karasoft would be interested in a preview from someone unknown.

A huge thank you to Anonymous Contributor for that amazing information!

It’s unknown if a later version of this game does exist, and there will be trouble trying to find out, as there are no credits to the game to follow up. Another tough one for GTW.

If you know anything about this title, please do get in touch.

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Necronom

Mentioned as a future title from Linel in Your Commodore issue 73, Necronom was a R-Type clone which saw eventual release on the Commodore Amiga back in 1991 by Linel and later on Amiga Fun magazine around 1992/93.

The game got mixed reviews, with Amiga Format slating it – but Amiga Power’s Stuart Campbell loving it and finding it a good stop gap after playing R-Type 2.

So what of the C64 game? Well, as you can expect… Linel never mentioned a conversion again for the C64 and no screenshots or anything ever surfaced. In 1992, Linel/Genias released Catalypse, but that was it.

Contributor ‘Nemo’, found a review of the Amiga/ST game in a Greek magazine called ‘Computer Games’ in April 1992, which reviewed the game and also stated a C64 release on the formats list. Seems very likely therefore that something must have been started!

The Amiga credits list a familiar name – Michael Tschögl … so did he do the music, and did Andrea Pompili by chance also code this before Catalypse? … Well, not quite! After porting a series of disks for Darren Melbourne, C64.com passed these onto us and we got to work checking the contents.

On one of the disks was a graphical slideshow from Chris Edwards, who worked for Pantheon Software (who did titles such as Superkid). A good few screens were from an aborted conversion of Necronom (as well as a loading screen), so we can confirm that Pantheon Software were behind a conversion.

So what happened to their conversion?….. Did it get far? Hopefully we will get to learn more soon from Chris Edwards about the development and if anything happened to survive. We believe that it never got much further than the concept artwork.

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Necromancer 2

Necromancer 2 is a strange game which is a clone of Ultimate’s classic 3D games, such as Knightlore and Alien 8. What is mostly strange about this game, is that it also runs on a Vic 20 too.. this got me really, though I couldn’t get it working.

It’s not quite in the same league as the Ultimate games, though it seems Carl was emulating their technique, and did a rather good job too.

The game simply involves you to collect 3 objects and take them to a special treasure room. The rooms are rather small in size too compared to other isometric 3D games, which may be down to the fact that the game is for Vic 20 too, though Carl mentions that the game may need to be decompressed first to play properly.

Not much else is known about the game, so hopefully Carl will shed some more light in the near future.

A great little bit of code, sadly never released.

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Nautilus Navigator

Advertised in many magazines, this was a title being sold by Anik Microsystems… however only two Anik games exist and seem to have been released on the C64.

The advert describes the game as follows:

"Manoeuvre your nuclear powered Sub through undersea chasms, vaults and maybe tombs. But what other creatures lurk in the Deep??? (Joystick required)"

An interesting sounding title, though we know little about if the game scrolled or was single screen etc. It certainly sounds like a multiscreen game. The game was being sold very cheaply at around £4, compared to the higher price of their titles in Gamebase. Maybe this was a simple BASIC game that was being sold for quick profit?

We know very little more about this than the above, a lot more research needed and hopefully we will find some of the people who used to work for Anik.

More soon we hope…

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Nuker

Hidden in the Thalamus archives is a game called Nuker. A bizzare name, but a rather interesting game! Standing for “NUclear SnooKER”, the obective is for the player to guide his spherical craft around randomly shaped areas, shooting spherical toxic dumps into pockets. The player is constantly frustrated by enemy craft but you can gain some excellent power up’s.

The game is 8 directional scrolling with parallax effects, viewed from above in assorted spacecrafts. Due to cash flow problems Paranoid Software (the games developer team) closed down at this point and the game never saw the light of day. The game was based on an idea by Ned Langman from 1984, which you can see below

Concept art by Ned Langman

Stuart Cook originally got in touch with GTW, and believed he may have something of the game to uncover. However things went quiet and nothing came about. Luckily though in 2011, C64.com preserved a bunch of Darren Melbourne’s disks and GTW64 filtered through to see what had been found. On there was a few versions of Nuker, pretty much complete – one complete with sound effects!

Sadly we could only call it a preview, as there didn’t seem to be an ending – and there was a glitch on the ball movement – which Darren was adamant was fixed in the final version. Well, Darren sent his final batch of disks to us in December 2015 – and we found that very version!

And here it is for you to finally enjoy in Full Game status! Thanks to Martin Pugh for defreezing!….It is a neat little game, with a classic 80’s feel to it. It gets a little repetitive and there are far too many levels, but it is fantastic to see a Thalamus title preserved at long last!

Check it out! … Case closed!…

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Car Racer

A very smooth and nice little racing game at a very early stage.

The game features a Lotus looking red car, that drives along a very smooth rasterbar road. The actual road itself is very detailed, with well animated white lines and pitstop lanes.

The sound is quite basic, with some simple engine sounds and that is it. The game comes with no titles, and the game area features no real details, apart from a half screen display for the driving.

After some waiting, a lead at last for this intriguing racing game.

At first we thought it was Lotus 2 early preview, but it seems that Samar were infact been behind this car racer.

Recently a later version of the game had been released, with a texture mapped road which looks quite impressive for the C64. It’s a little slow, but what do you expect. It seems to have taken a few strides since its original form which has been on GTW for a while now. There are even some 3d wireframes there which look as if they would have featured on the tracks. This version is claimed to be at 20% completion. And it is likely said that Samar will never finish it.

Rafal of Samar got in contact with GTW, and has conducted a special "Creator Speaks" with one of the guys behind the game. It seems the game was done because Stinger simply wanted to see a better car racing game on the C64. It certainly looked like it was on the right tracks, featuring road effects similiar to Lotus 2 on the Amiga.

Rafal also uncovered another rare preview of this game, which actually includes a split screen version of the game with two cars. At the moment they are not separate, but apparently there was a preview that DID have separate controllable cars… but it was sadly lost.

It seems that the game had a lot of ambition, but was a little bit too much to expect from the little humble C64. Who knows. But its a promising preview, sadly that didn’t get very far.

A neat and detailed little racer…

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Nimitz

Nimitz was being produced by Martech back in 1988 (possibly started even further back in 1986!) and Andrew found the game whilst scanning through ACE magazine (September 1988). In the mention, the price was quoted as £9.99 for cassette and £14.99 for disk.

Anyway, ACE had this to say about the mysterious Martech game…

“Take charge of the largest and most powerful fighting ship in the world. Positioned between two warring nations, one of who is your ally, it’s not going to be easy to protect both yourself and your friends from the constant air and sea attacks. Have you got what it takes to be able to command 6,000 men, and some 100 aircraft? This naval strategy game promises to have some heavy arcade flavouring added.”

Strangely the game was first mentioned around 1986 by Zzap 64, which also assumes that the game was in development for well over a year.

Now looking at the date of 1988, this was around the time Martech went under, but we find that the game was actually cancelled by Martech before they went under.

We find that John P Gibbons was the man behind the game, who originally pitched the idea to Martech after completing Eddie Kidd Jump Challenge. This by his own account was a very ambitious title where the idea was to make the ultimate naval arcade game combining strategy, shoot-em-up and air-combat flight sim in one package. John looking back felt this was overambitious and part of the game’s downfall in the end…

Although fairly well advertised by Martech, there were many delays as John soldiered on to complete the game. However there was nothing playable as such, and something which John doesn’t describe as a game. A nice selection of demos were created which included some fairly impressive filled-wireframe vector animation, a impressive scrolling carrier deck with missile launchers and a map of the Persian gulf. Probably more, but for an almost 20 year old lost title, things understandably are hazy.

Eventually Martech saw after 2 years that the game was not progressing very fast, so they decided to cancel it sadly.. much to John’s disappointment. And so the game gathered dust on his work disks.

What now for Nimitz in 2006? Well, John offers the possibility that he may still have his floppies with all the remains of Nimitz, which GTW may eventually be able to show to the world. John will also be digging out some A3 flyers of the game which were given out at the PCW 85/86 show.

This is a huge step forward in this previously mysterious Martech title… could we one day see how impressive Nimitz was looking?

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