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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Nigel Mansell’s Grand Prix

A early licence of Nigel Mansell was planned by Martech in 1988, and the game was set to deliver where other racers failed. The game was actually reviewed in the Swedish Magazine ‘Soft’ Issue#3, May/June 1988. The game was definitely released for Spectrum & Amstrad, but no C64 version. The screenshot shown was not of a C64 version sadly.

The game was to be the first racing simulation to reflect some of the enormous advances in car design and technology that had taken place at that time. Game managed to make it out on the Spectrum, Amstrad, Atari ST and Amiga – but the C64 version was constantly delayed and reported as so in the press at the time. In the end, Martech folded before any delayed version could make it. But what happened and why did the C64 version take so long?

The Games Machine had a little snippet about the C64 version, saying that there were problems with the program, and the release had been delayed. Possibly too long delayed before it could sneak out. It was found that ‘SIR’ (Stephen Robertson), who created many a loading screen, actually did a loading screen for the game and uploaded his unreleased loading screen to his web site many moons ago. At the time, SIR was working in Hendon at Andromedia – who were the development team working on the game.

However, it wasn’t just Andromedia who were behind the C64 game – but Nigel Mansell GP on the C64 was a very deeply troubled development which is suggested to have had as many as 4 versions in development – all of which failed in one way or another! Pretty staggering!

With the Andromedia edition – SIR tells GTW that the game was in the playable stages, and they were having problems getting the music into the game, a faithful rendition of the F1 TV theme tune that was written in Rainbird’s Music Studio. A demo was produced and taken down to Martech for approval and for hopeful sign up it seems.

Dave Martin confirms that they did indeed enter discussions with Andromedia to do the conversion, but he believes that due to pricing reasons – they eventually decided not to go ahead with them. This may be why SIR didn’t really see any further progress beyond that original demo they took down.

At this point, Martech apparently contracted a new programmer (the name of which sadly escaped Dave) to work in-house with the team in Brighton to get the conversion done (already almost a year behind the others at this point). Well, thanks to Ron Shirley – we discovered that this in-house developer was none other than Simon Nicol, who was rumoured for years to have been someone who was rescuing development.

However, Simon wasn’t working with a struggling developer and with their code – he was working with another programmer (who we have no name as of yet), started from scratch and had began what was to be the 4th (and ultimately final) attempt at converting the game to the C64. It was from Ron’s information that it seems there were even two more attempts before Andromedia and Simon, which were abandoned for unknown reasons – but we have no idea who was behind them at this stage and may never will.

Ron was asked to do a loading screen for the game by Simon, where a video digitizer was used to get a scan of the Amstrad cassette inlay. This was tidied up over about 4 days using Koala Painter in zoom mode. Simon and his co-programmer were very happy, and inserted it into the title screen part of the game.

When seeing the demo of the titles and picture in place, Ron was confused to why there was a black horizontal line about one pixel wide (and two thirds down the screen) on the picture. When he was about to ask, the lower third of the screen fell away like an “Amiga special effect” (in Ron’s words) and up came a 38 looking colour swirling colour effect, with track times overlaid in white text. After a few seconds, it fell away and was once again replaced by the lower third of the picture. It was apparently very impressive!

Ron believes that Simon probably did the actual game graphics, though hopefully Simon will recall and confirm. With the game itself, it was almost actually completed and was in a fully playable state. It wasn’t based on the Spectrum or Amstrad code at all, and was written from the ground up to make the most of the C64’s capabilities and really push it to the limits.

And limits it indeed pushed – as Ron recalls (and which Simon confirms), the game was around 200k in size and would need to be massively reduced in size at the risk of damaging the game, or turn it into a multi-load title. To resolve this, there were discussions between Dave Martin and Simon about what to do next. Around that same time unfortunately, Simon went to the offices one day and found that Martech had gone bankrupt.

Interestingly – it has been confirmed by Ron and Simon that the recent Road Routine recovery is actually very closely related. As this was the actual road routine used in Simon’s Nigel Mansell game! Ron recalls seeing Simon starting the routine and gradually adding to it over time.

The theory we have (based on various research and reporting’s) is that Simon had developed the routine in response to Turbo Outrun and as part of a bet with Mark Kelly that he could better their road routine. The response (we believe) was the actual road routine itself (minus dashboard).

It’s believed that Dave Martin saw what Simon had produced. He was angry at first, as Simon had wasted time on something that wasn’t publishable, but then realized it could be used to Martech’s advantage – with what could be a real saviour moment.

With things with Andromedia falling through – Dave Martin likely saw an opportunity to turn Simon’s routine into the Nigel Mansell game he was so craving for the C64. With progress perhaps initially slow (according to Said Hassan), a co-programmer was brought on board to try and move the project forward – where roadside objects were added with a smooth and special method of movement compared to Turbo Outrun.

From the Car routine write up – if Robert Wilson’s report about an article on the game is true, then there should be a screenshot out there somewhere which shows Simon Nicol’s Nigel Mansell conversion well under way and with other cars in place. According to Ron, Simon told him about Dave Martin taking the Road Routine to various shows to show off the new car game they had in development.

Sadly it could be difficult finding anything of the game – but Ron has suggested that he may at least have the title screen and copies of the roadside objects, which we hope to preserve and show here soon! But as for the other 2 conversions and more details on the Andromedia conversion – there is still plenty more to uncover on this amazingly long and drawn out conversion that never was. Ron also confirms that the dashboard was what was being used in Nigel Mansell – so it is indeed an early preview of Nigel Mansell, and we’ve had it for a few months already without realizing! :)

What doesn’t quite add up, and could be a result of very blurred memories – is that Dave Martin suggests that there was a distribution agreement with Electronic Arts to sell the game in the US. Dave suggested that EA were given a complete game, that in his words was “awful”, and that a very small initial run of the game was manufactured and shipped to EA. Martech disappeared not long after, so Dave wasn’t sure if it was ever released.

Ron suggested that after Martech went under, the licence moved to another developer – and they did a quick port of the Amstrad version. It came out very poor indeed, and we never saw this either. That’s right … potentially a 5th version that never made it! But was this what Dave recalled was sold to EA? Who were the new development team this time?

But we’re not done yet … Now for potentially a final twist as we come back to Simon’s conversion…

So Martech closed its doors, Simon is now left with practically a complete racing game which is almost useless. However, remove the references to Nigel Mansell, and you have a Formula One game which could be picked up by someone else.

In the past, there have been suggestions that Simon later went to work at Virgin Mastertronic, and was working on a car game. Suggestions also say that the recently recovered road routine was the early basis of the car game. Therefore, it is VERY likely that Simon did indeed re-brand the Nigel Mansell game and got it picked up by Virgin, and the game we have written about here is actually the same game!

Charles Deenen of course also composed a F1 tune with digi drums, the demo lists “Virgin” as the copyright and was from the same era. Maniacs of Noise also worked numerous times with Simon on a few titles. We believe when Martech closed, there was no music created (the game still had polishing/compression to do) – and Charles was brought on when the project moved to Virgin to produce some tunes. We don’t know why that version didn’t get released – and is another title to chase and find out about.

So there we have it – many different threads which are starting to come together and paint a complete picture of what happened. But there is still so much more to find out, and potentially 3 early developments to recover, and a close to complete development too. Who’d have thought it?

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New York Crisis

New York Crisis was to be sold by Alphavite Publications in the form of the Commodore Disk User game disk series.

Unfortunately it seems that the company went bust just before the game packs could be released, owing money to the developers it seems who submitted their games. Were any packs sold?

Jason Daniels was the creator of New York Crisis and got in touch with GTW with plenty of information and also scans.

Unfortunately Jason no longer has anything of the game itself, but did have documentation and other various bits. We add what we can here for you to check out. Above you can find the documentation PDF to check out, but here are some maps as well of the game:

Level 1, Level 2, Level 3, Level 4

The game document does a great job of explaining how to complete the game, and was a guide really for anyone who needed to review/explain the game.

It could be very difficult trying to find anything more of this one, but we hold out hope and will be trying to track a few people down from some software companies to check if by very limited chance they may have a copy.

More soon on this one we hope!

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Nether

Nether is a game that I can remember from the days of Commodore Scene, being touted as a Doom clone. Eventually when I saw a preview, there wasn’t much to see and I then completely forgot about it.

The game’s development had however been continuing way into 2004 – where a new engine was developed called Nether G-II. It was lacking sprites though, but apparently was a lot more sophisticated compared to the old blocky and slow engine. Although we sound critical, the game was one of the first engines to have light sourcing included – it just was character block blocky and slow.

We assume that the game was to be a straight Doom clone, as this is how the game was sold on their website (which we’ve grabbed an archived copy for you to see – see Creator Speaks).

What happened to the game? There had been no updates since around 2004, so we assume that the project is now officially dead. However, the game resurfaced again in 2012 in the form of “Aptitude”.

Instead of being a Doom style game, Cameron had reworked the title to become more of a puzzler – inspired by Portal it seems. A special free three level pretest pack was released (see downloads) and the full edition was due for release in Winter 2013.

Sadly it didn’t make that release date, and the game is still yet to be finished. The page for Aptitude is still online currently at http://www.floodgap.com/retrotech/cbm/3d/

We hope that it is completed some day, especially as we are seeing so many new C64 games finished these days and released. Cameron may get the final urge to finish the title once and for all.

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Nereid

Thanks to Jazzcat for highlighting this one, but on Philippe Lesire’s website, he mentions working on a game called Nereid which sadly didn’t quite make it.

Nereid was to be some kind of space game, and Philippe produced a series of graphic screens for the game, including charsets and bits and pieces. Sadly when he loaded everything together, he found that he didn’t have enough memory or the required skill to make the whole thing work.

The game was to be developed in BASIC, but we were unsure about exactly how the game would have played. Philippe kindly got in touch though and informed us that the game would have been a maze based game with graphics looking like something of a mix of Dan Dare 2 and Citadel.

Sadly Philippe got into technical difficulties with the game and had to stop work on it as a result. BASIC was just not the right language in the end, which was a shame for Philippe and his game. Check out Creator speaks for more details on the game.

We may possibly find more remains of the game to show people and complete this entry, though sadly nothing playable will ever be found. Phillipe has recently found his tapes so we should be seeing some bits and pieces soon!

Case almost closed…

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Mythos

A fantastic Super Zelda clone written for the C64 by Crossbow/Crest and was a secret part to the demo Krestage 3 – More Weird Stuff. This awesome clone has to be seen to be believed. Unfortunately it seems we will never see a full version of this game anytime soon.

When you think about a Zelda conversion on the C64, you think of getting something which is fairly close to the NES versions in terms of graphics. Well, the C64 version does its best to blow you away by providing a conversion which looks almost identical to the 16-bit SNES version. A really fantastic achievement and a testament to the awesome graphical work which has been done.

The demo allows you to walk around a very accurate representation of Zelda’s map, with the ability to swish your sword and even chop the greenery of the map like in the original game. It seems that quite a big chunk of the map is in place, and the clone/conversion was well on its way to becoming a fully fledged game.

The game was ditched after Crossbow lost interest in the development and time was against him. This seems therefore to be a mere proof of concept. To complete a game of this scale would take so much blood and sweat for maybe only a thousand or so who may play it. We assume that the hidden part is all that was ever created, though there may be some small bits and pieces that Crossbow may show someday. This seems to be it, and all that may ever be sadly :(

We’d love this game to not be a GTW, but sadly it seems it indeed is and is another one to chuck into the archives. A fantastic C64 Super Zelda conversion… case closed…

TRIVIA: To access the hidden part in the demo, on the password area – you need to enter “no limit hold’em”.

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Myth 2: Dawn of Steel

Myth was a huge game on the C64, which won many awards due to its style and class. System 3 announced that work would begin on a sequel, named ‘Dawn Of Steel’. The planned sequel would have had yet more historic set levels to do with Myths and Legends etc.

Not much of an outline was given of what it would have been like, but system 3 as usual promised a sequel which would beat the original. Brendan Phoenix in later years found a leaflet from System 3 which mentioned Myth 2 as an up and coming title (see scans below).

Ideas were drawn up, but actual coding was rumoured to have never started (at least on the C64). Interestingly in 2014, a contributor on EAB spotted that artist Les Edwards had produced some cover art for a game in 1991 called “Dawn of Steel” .. which must have been Myth 2 (see scans below).

As for the game itself, did it ever get started? Well, thanks to Jazzcat – Mark Cale has confirmed that it did not.

“We never started Myth 2 on C64. Robin and Doc did a lot of the Amiga graphics but the original graphics were done by Bob. The original character wore jeans and was more like a teen hero.

When we went to the Amiga we changed the character to more of a barbarian type character. Myth 2 was only ever a concept that never was fleshed out.”

So confirmation that there was never a sequel started on the C64 (nor it seems on other formats), and very much case closed!

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Mysterious Worlds

A stunning little game, featuring some great graphics and wonderful spot effects and animations. This game was intended to be sold via mail order companies on the C64 for a price of around £8.99, which seems like a reasonable price for the game that was being produced here. It was rumoured to be sold by Crystal Software, but this needs clarifying.

Since the previews were spread on a few magazine cover disks, nothing else has been heard of the game, and therefore sounds like the game has been scrapped and was incomplete when scrapped.

A shame, but then it may have reached a much later stage than is actually here with this preview. But with no credits to match to the game, it is going to be another hard task to find out more on this game.

However, thanks to contributor (see comments) Liqmatrix, we have learnt that the game was released on the Amiga and PC back in 1990. For the Amiga the game was released on a cover disk in seems called Amiga Fun. It seems someone decided that a C64 conversion would be a great idea in later years – but who was behind it exactly?

There are a number of cracks and previews that exist, most of which were released around 1992-1993, but with a late one from Legend in 1998 that credited Groovy Bytes and said the game was coming soon. The most interesting of all is the crack from TRC, which has two very different looking previews. There are also a stunning series of background conversions too intended for the game that you can browse through. Certainly there is a story behind this conversion, as so much work was done – was it perhaps anything to do with X-Ample?

It seems that at some point Steven Diemer (A-Man) may have been the musician for the game, so we’ve added them to the credits for now.

A very mysterious game. Do you know anything more about the conversion?

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Mystical

Yet another Titus title which was mentioned in a schedule list from 1990 for the C64 on Tape and Disk.

The game did surface on the Amiga, under the Infogrammes label and wasn’t particularly well recieved. It was sort of a poor mans "Feud"… It also appeared on the Spectrum and Amstrad platforms, which suggest that surely a C64 version was in contention or even started.

Just how far the C64 version got, we don’t know just yet… It’s very early days. This could well be vapourware.

Do you know anything more about this title?

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Mutant

According a text source, Mutant was to be the next game released by Kris Hatlelid after Frantic Freddie.

When Kris visted Lemon 64 once, he couldn’t remember any games that he worked on that were never released. It might be a hard one to try and find anything more about. We got in touch with Kris where he said the following:

"I started Mutant on the Vic-20 as a prototype around a combination sort of Defender meets Choplifter. Imagine defender, but set on earth and having to rescue people from a city under seige from Aliens.

Goals were 1) rescue people, 2) preserve city. Frantic Freddie seemed like a better and more original concept (although it was pretty derivitive from a Vic-20 game called Panic City by a friend of mine that I worked with – Vince Sorrenson), and honestly more acheivable so we ran with that concept, and thought we’d get around to Mutant, but after I did some prototype work, it never really gelled. Additionally, Astroblitz came out and I wasn’t sure I could do better than that. ;-)"

When asked about the C64 version that was to be done…

"Sadly, Mutant (which I thought would be the next game from Greg and myself) never made it past prototype. I got sucked into BBS and copy protection development (which did get used by EA, where I later worked full time), and Greg and I kind of drifted apart.

I guess the good news is that I’ve taken an interest in remaking some of my old ideas, so it’s possible I get around to dusting off the concept as a mini-game. Unfortunately the source code is long since dead."

So that could be it… but it seems like Mutant is sadly dead and buried. Could Greg have a copy still?… Or is this it?

It looks almost like a open and shut case…

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Mumbles – Super Spy

Mumbles – Super Spy was another cool looking game from Databyte, and was advertised with their released game, Polar Pierre within all the popular magazines at the time.

Just how the game would have played is anyone’s guess. As far as I’m aware, no review of the game was made, and hence the game never surfaced. Just what happened to it?

We don’t know much more about the game at the moment, and all we have is a scan of the game as detailed in the magazines at the time. Do you know any more about this game, or is it lost forever?

Fabrizio Bartoloni found some information in MC Microcomputer which translated to:

“We have to look for Baldar, the usual mad scientist, and destroy his lab before it’s him to destroy the world. A carbon copy of most traditional spy adventures and bearing some vague resemblances to Impossible Mission, Mumbles Superspy is a decent quality videogame from the American company Digicorp distributed in Europe from the British company Databyte. If you look for originality, you won’t find it, if you search for fair quality graphics you will”.

Source: https://www.gamesthatwerent.com/gtw64/adam-caveman/mc_microcomputer-059_0087/

The game was trademarked by Digicorp Inc, who are still going today, so we hope to learn more soon from them (if anyone is still there from those days).

Art Huff had confirmed back in 2013 that he was no behind the graphics, but then in December 2022, Ron Rosen got in touch to confirm that he was indeed the developer of the game after all and that Art had been mistaken. Art had actually done all of the graphics, and the game was fully completed. Ron wasn’t aware that the game had never been released.

Unfortunately Ron confirmed that he no longer has any code for any of his past works, though there are a few other contacts who may – so those routes are for now being examined to see if anything could be located. Ron also solved another mystery by confirming that he and Art were behind Adam Caveman.

Watch this space and hopefully we’ll have some more positive news soon.

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