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.

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Nodule

Nodule is nothing out of the ordinary, and repeats a genre of game that has been done before.

Here you control a blue blob which has to navigate past green obstacles, while not touching them and avoiding worms. All within a time limit. The screen scrolls, and you need to get through as quick as you can.

The graphics are quite good, but the playability is quite lacking. Does a later version exist that offers more than this?

Thanks to Gaz Spence, who spotted the game on Gamebase64, the game seems to have been intended for release on Loadstar magazine but didn’t quite make it. It however has given some credits to add to the title.

Another game that GTW hopes to find out more about in the future, if it ever finds the credits first that is!

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Ninjanimal

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

Strangely the game never surfaced on any platform and doesn’t seem to have got past the schedule list. Just what kind of game was this?

A clever name which could have held a clever game too. Would this have been some super platforming game? This could be well something for one of the Titus guys to answer.

Do you know anything more about this title?

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Ninja Grannies

A rather interestingly named game, Ninja Grannies was first heard about thanks to an entry on the World Of Spectrum and its own particular entry.

The game was to be a multi-loader, multi-level pensioner fighting game. According to the developer, it was developed in parallel on the CPC and ZX Spectrum and a C64 version was also being done.

The game was primarily intended for release by Alternative Software, though the game was rejected and also by other publishers too. Thankfully the CPC and Spectrum versions have since surfaced and are available to play in their final form.

But what of the C64 edition? Well, Dean Hickingbottom confirmed that it never really got started, and an artist (whose name cannot be recalled) drew up some sprites and backgrounds which were not quite up to scratch.

When a publisher couldn’t be found, the C64 game was scrapped. Had it been started, David Bradley would likely have been the developer. As for the artwork – nothing has been found as of yet, and its likely that it could be lost for good.

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Nightflight

J.Morrison Micros was a very early development company that produced games for the Commodore 64 such as Bonka, Cybermen and Vultures … unfortunately they disappeared rather quickly too.

In issue 86 of Home Computer Weekly, another game called Nightflight was mentioned as a new title coming soon from the company. Unfortunately it never did and today the game is still at large.

We know very little apart from the mention in HCW, so do you know any more about the game?

What happened to the game?

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Nightbreed RPG

Yes, we are aware that Nightbreed was indeed released by Ocean back in 1990… but that was the arcade and an interactive movie game. Ocean had the licence to do three games, Arcade, Arcade Adventure (which never had a C64 consideration) and an RPG title. The arcade and adventure games got a release in some shape or form, but the RPG disappeared after initial mentions in the press.

The RPG game was being developed by Imagitec and was being overseen by David Wightman who was the project manager. The only programmer name we have is the Amiga programmer Adrian Waterhouse. Music was being done by Barry Leitch, but this is not in HVSC unfortunately at the moment.

Thanks to an interview with Kristi Louise Herd at C64.com , we learn that the game was being developed under the name of Cabal. She described the game as being a medieval themed title with full screen backgrounds. Unfortunately it never got off the ground as the game was being written and designed as they went along. Kristi sadly no longer had any of her disks, which were stolen some years ago.

We got in touch with Dave Wightman who mentioned that he had the music (Amiga and C64) on an Amiga floppy that he has been threatening to move to PC for some time. It is possible that the source code is on a 5mb Atari ST hard drive that has not been turned on since he left Imagitec. It’s unsure if it still works. We are hopeful that Dave will have a sift through at some point and see what is left over.

The game was itself was pretty solid as a playable game with all the sub-systems and a few levels in place. It is not quite remembered why the game was scrapped, but most of the actual code was re-used to become Daemons Gate. The C64 code was actually ported over to the Lynx for the game, though it is unknown how much of the code survived from Nightbreed.

It seems that overall it would be the flop of the movie which would result in the final 3rd game being cancelled. Hopefully some day we’ll find something of it.

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Nigel Mansell World Championship

Keeping with all the hype of the ex-world champion, Gremlin bought the rights to produce a game based on the famous British Formula One driver, with Nigel Mansell’s World Championship.

Originally, it seemed that by 1992 – Gremlin felt it was time to move on from the 8-bit platforms, and their new licence was just to be a 16-bit release. However, magazines of the time would help to make Gremlin reconsider, with Commodore Format pushing their readers to fill in a small slip to ask for the game to be converted.

Just a few issues later, it was announced that Gremlin had an overwhelming response and had now decided to have 8-bit conversions as a last hurrah of sorts. Even the FreeWheel Logic 3 had adverts for the game on the Commodore 64, with the steering wheel supported on the platform (see scans).

However, although ZX Spectrum and Amstrad CPC editions (developed by Mike Chilton) would see release and scoring very well (apart from some crippling multiloads), the Commodore 64 version was never even previewed and disappeared without a trace.

As a result, the game became one of the holy grail titles for the C64, one which many had been looking forward to including myself. After years of nothing, things began to ramp up in 2012.

Darren Melbourne got in touch with GTW and shed some important light on the game. It was was indeed in development, worked on by Enigma Variations – where it was project managed by Darren, with code by Andrew Bowen and graphics by Paul McKee.

Darren told GTW that the game was shaping up very well, and featured some of the most impressive road routines he’d ever seen on a C64. He reported that there were smooth corners and undulating hills were working extremely well on the C64, and pushed things to the limit.

Unfortunately, too much development time was spent on trying to perfect the road routine, and when it came to releasing the CPC + Spectrum versions, the C64 version was still an estimated 6 weeks away from completion.

Gremlin felt that it was 6 weeks too long, and by that point – they would have missed the chance to make any profit from the title. Many C64 users could well have moved onto consoles by that point. As a result, they decided to cancel the game – even though instructions still referenced the C64 edition for both tape and disk mediums.

The recovery process

Sadly, Darren didn’t have anything of the game himself within his disk collection that we preserved, and neither did the team that worked on it. There was still hope that something may exist within the Enigma Variations archives.

In early 2025, GTW were finally asked to help preserve works from their archives, thanks to Mark Greenshields (and for Darren arranging). The expectation was to find a series of NES titles that never saw the light of day, but we were stunned to find the entire PDS source code back up to Nigel Mansell on the C64.

This was dated 29th March 1993, and seemingly when Enigma Variations were asked to stop work on the conversion. Present was also a music binary file, suggesting that the game could have been possibly closer to completion than we thought.

Thanks to the amazing work of CSixx, Martin Pugh, Bieno, Arcane, Dave Simmons and Ax!s (who has created a conversion of the CPC loading screen), we can now see just how far the C64 version had come – and its much much further than we ever thought, even though still a bit away from completion to mark up as a full game.

Pretty much all of the tracks are present within the game, and it seems straight away that the NES release of the game was a major inspiration – with the look/feel replicated of the console edition, rather than looking anything like the other 8-bit editions.

You can race against other cars and also put in qualifying laps – there is also a tutorial feature where you can drive with Nigel Mansell and get tips on how to become a better driver. It’s glitchy at this stage in places (especially with the road routine), and there only seems to be one car on the screen at a time – we guess this would have been improved over the last few weeks, as graphical mock-ups we also recovered show more than one car present.

Pitstops are missing, and also road-side objects at this stage. As well as there only being one car, there are no variations in colours and the main car’s wheels are lacking animations to make them look like they are spinning. All areas which no doubt would have been improved and polished before the final release.

Sadly, although there was also music and sfx in binary form in the archive – none of it ever got to be integrated. A music demo is included which showcases the title music, and several sub tunes by Gerard Gourley (who certainly got around at the tail end of the C64’s life!). There might be some SFX tucked away in there too according to comments in the binary.

Amazingly, the entire game has been crammed into a single load, and overall, it has all the makings of what could have been a brilliant racing game had it been finished. The potential is all there, and you can see just how agonizingly close it was.

There are even some bits of content tucked away that were never used – so more secrets to discover too. Martin Piper for instance found a hidden talking head for Nigel Mansell – likely to have been used for the training segment. Warren Pilkington ripped the tunes as a SID (see downloads) and found 5 unused bits of SFX as well.

So at long last – check out something of a Nigel Mansell game on your C64 for yourself as we close the case on a title that has haunted Games That Weren’t for 26 years and C64 users for much longer. Enjoy! Perhaps next we can find the missing Martech one? ;)

It is with a huge thank you to both Mark Greenshields and Darren Melbourne for making this recovery possible!

Video coverage
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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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