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.

Latest News and Posts

Moon Gods

This game has been brought to our attention thanks to Wayne Womersley of Art Ravers, who regularly writes for Commodore Scene.

And it is from that particular magazine where this game stems from…

Moon Gods was being designed for Commodore Scene by Lee Hudson in 1997, and was a vertically scrolling shoot-em-up. It would have been free probably on their covermount, in the same way that Savage Platforms was planned. According to reports – the game was complete, there was just music and SFX to add. David Green was to be writing the music and SFX

We got in touch with Lee Hudson and he had the following to say:

"The project all started sometime in the mid 90’s when Mike “The Kernal” Berry told me he’d been contacted by a C64 retro magazine, I think it was Commodore Scene and Commodore Scene had asked if we’d be interested in doing something new to put on their cover disk.

Mike started work on Savage Platforms and I started work on Moon Gods. It’s all a bit of a blur now as to why I never completed the game. I guess I had other things going on at the time that distracted me from completing the game. The work disc is probably lost forever as I’ve moved a couple of times since the 90’s and I can’t remember if I took my C64 discs with me or not. I know I don’t have then now.

Moon Gods was a vertical shoot ’em up. Think of Moon Cresta and that was the kind of style I was going for. It had about 10 levels if memory serves me right. The game itself was finished it just needed a title screen and music adding. "

More research will need to be carried out through old issues of Commodore Scene to see if there are any other details which were mentioned about the game. But this one could well be lost i’m afraid!

Yet another game to be hunted down…

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Moonbase Touchdown

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:

"Your fuel is low, your Astro-module has an itermittent malfunction, can you reach your base SAFELY!!" (Joystick required)."

A lunar landa game perhaps?… it sounds very much so, and i’ll be surprised if this surfaces as something else :)

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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Mood

Since the craze of Wolfenstein and Doom on the PC’s in the early 90’s, we saw a new breakthrough in gaming. Seeing this kind of game even on the likes of a SNES or an Amiga was pretty impressive to say the least.

A C64 version of Doom?… Surely not? Well, No Name thought it was possible and therefore made it possible. After seeing hints that a C64 could replicate a port of Doom through various scene demos, “Mood” sent shockwaves though the C64 community as the first “Playable” version of Doom, and a pretty good one at that! Well, ok… its slightly more Wolfenstein than Doom, but we can live with that. It’s a C64 afterall, and this is still impressive.

CMD surprising does not offer a helping hand for this game. With no Super CPU’s or Ramdrives needed for this game, just a standard C64 and a joystick. This is one of the most impressive things you may see on a C64. Ok, so the graphics are not as defined as the PC versions, but compensation had to be made for the fact that we are running on an 8-bit processor, and almost full screen too.

MOOD was developed on the Amiga using cross-assembling and painting levels in various paint packages on the system. Perff created some converter programs which the Amiga used to convert the pictures to datafiles that could be transferred to the C64 and run.

The game is just as playable as its counterparts, and just as fast, even more so when you play on a C128. Most of the weapons from Doom are present too, although it takes a bit of squinting to realise what some things are. Movement of enemies is not quite as fluid as the original Doom, but so what?…

The game comes as a set of previews which have been collected over the years, one with a set of sound effects added and better maps and weapons, with no speed loss. Rumours however of a C64 based level editor were rubbished recently and its been confirmed that the level creation was a complex thing that only the developers could really do programatically.

Unfortunatly, production ceased on this game after over 6 years in development. Currently the No Name webpages have screenshots of another much later version of MOOD, with improved colours and status bar. The weapons have also been vastly improved, and I am guessing that there is sound (even music) even more integrated into the game. Incredible… The Christmas level was confirmed by Perff as being done by another developer within No Name. There is a possibility we may see it at somepoint soon.

In addition to what we have added already, we’ve bunged a load more preview bits in the zip file for you to have a look at, sourced from CSDB and the No Name site. But also additionally, Glenn Rune Gallefoss has kindly submitted to GTW all his SFX work which was mostly unused. This can be downloaded from the link above.

Recently Perff, one of the game’s developers put a special preview out of some more of the later stages of the game, including the new score status panels and running much much faster! Does this mean we could see more?? Well, Perff has suggested there is always the possibility, but in reality what we have here as a whole is likely to be all there ever is. We hope that might change though!

However, it is a title that we may well continue to see little bits and pieces added to over the years, so we await any more bits and pieces of this wonderful Wolfenstein clone!

A classic PC game which almost managed to fully squeeze its way onto the C64 in its own little way…

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Monster Museum

Monster Museum was mentioned in March 1989 of The Games Machine as coming soon with the following blurb – “Other games on Palace’s mean menu include Monster Museum, an arcade adventure with graphics by Gary Carr and main programming by Andy Wilson (Dan Dare fame).” … Was this another result of Palace sinking and Titus not wanting to pick up and release?

When we did some research on the net, some Amstrad sites were found to have listed it, but it is missing for them too. So we had to keep digging, firstly by finding some of the Gang of Five such as Andy Wilson to find out more.

In early 2009, GTW were in touch with one of the Gang of Five, who suggested that they had a bunch of disks for Monster Museum, but wasn’t sure what was on them. GTW obtained the disks and backed these up, but were unable to release what we found until permission was granted from the original coder Andy Wilson.

Upon the disks we were surprised to find many different executable builds of the game from a year’s span from 1989 to 1990, and even more so to hear some long lost tunes by the late Richard Joseph. The game itself is ironically a mix of Barbarian 2 and Dan Dare, with a female lead role. Very exciting findings and something we were desperate to share with people, hence the screenshots we originally leaked!

Firstly in our hunt for the coder Andy Wilson, we located artist Gary Carr, who sadly didn’t know the whereabouts of Andy… but shed some light on the game’s development for us. After Barbarian 1 and 2, Palace changed direction slightly and started commissioning games from external teams. Monster Museum was a project that wasn’t fully fleshed out and didn’t come with much of a team, but Gary was asked to take on the project form an artistic point of view and worked with Andy on the game concepts.

The premise of the game was particularly different to most, as you play a female character in the game in a proper substantial role, some years pre-dating Tomb Raider. This was quite odd for 1989! However, things get very weird/co-incidental when we learn that the lead character is the daughter of a museum curator, is dressed in tight shorts, a vest top and has pony style hair!…. Very spooky, but Gary quickly adds this is completely co-incidental as the game never saw the light of day.

The story behind the game we learn is that you are locked in the museum over night and the exhibits come to life (Of which Gary mentions that there has ironically been a cheesy movie along those lines recently – Night in the Museum). The game world takes place over a number of exhibit spaces including: Egyptian, Prehistoric, Greek Mythology and Science (Being more like science fiction to make it more visually interesting). The game as a whole was broken into two parts and single load – the second part borrowing a lot in terms of displays from the first part it seems with different puzzles. Using various objects you must solve various puzzles.

Well, all good and everything… but we had to find Andy to be able to show you it in the flesh!… And that we did!…A few weeks later we got some developer leads and managed to trace Andy who was more than happy for us to release the game to the world!… He himself hadn’t seen it for about 20 years!

We learn from Andy that Monster Museum was the last game he ever worked on before leaving the games industry for good and going into a different profession. Monster Museum came about as a result of working with the likes of Simon Birrell (Known from their Virgin Software days). Simon helped Andy out with the design and odd ideas, whilst Steve Webb (ex of Virgin) was doing the Amstrad conversion (Hope you are noting this CPC readers!) and Patricia Mitchell (another ex-Virgin Software person) was responsible for the project management. Some of Simon’s ideas submitted can be found here, as well as a map produced of the game.

Andy recalls working closely with Gary on getting, what was considered at the time to be some great animations – including a Head biting plant and a Toilet Monster with some humorous features throughout.

One of the key findings with the game has to be the music by the late Richard Joseph – a number of short tunes and various sfx which have been great to find just a little bit short of the 2nd anniversary of his sad passing. It was quite haunting to hear the tunes for the first time as a result. Andy recalls Richard coming down to his place and playing him Herschell Gordon Lewis’ “Blood Feast” soundtrack (Which Simon Birrell had given him a cassette of) – this was as possible inspiration for the game’s tunes and sound effects.

The game itself was mostly complete – believed to just be around 5-10% away from completion – so we have had to give it preview status (But we’re sure that you should find this certainly playable!). The reason for its non-release?…. Well, the game remained unfinished after missing a couple of deadlines and Andy hit some serious technical problems – Andy hated multi-load games and was determined to fit it into 64K, which mean’t he couldn’t afford to continue development without further advances, and Palace were not in a position to pay anyone anything. Andy eventually parted ways with Palace and left the industry. Additionally contributing factors according to Gary were that the team were never really together to make it happen quickly enough (Space between office, coder, artist etc was quite far!). Simon Birrell took over the game to try and finish it off, but by 1990, Palace were subject of a takeover, the C64 was a dying platform in their eyes… and the eventual takeover company Titus decided to drop the title. And that was the end of Monster Museum.

So now we begin to conclude Monster Museum and what has been a great finding!…. It’s a wonderful look at the excellent talent of Andy Wilson that follows on from the excellent Dan Dare game and its a huge shame this didn’t get finished off. 6R6 has very kindly tidied up the game and fixed a few issues and added some extra keys such as 1 to skip screens and 2 to get different items. Along with the download we have included all the original disks that were backed up with the different builds and also the scanned disk labels – so its a bit of a download!

Case closed!

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Mole Squash

Another of Andrew Rodger’s planned games during the C64’s demise. This was to be released on his own Robotronics label.

Sadly the game was never to be, and apart from a single mention in Commodore Format, there was nothing to ever be seen of the game.

The game was simply described in issue 47 of Commodore Format as “amazing cartoon violence”. For years we tried to get hold of Andrew, but however thanks to Andrew Fisher, we got in touch with Andrew in 2013 and find that sadly the game never really got off the ground.

The game was to be based on the arcade game where you squash moles that pop up with a mallet. Andrew never played the game, but saw a photo in an issue of C&VG and was inspired by it. In Mole Squash, you play a dumb-looking dog that jumps up and down platforms in the style of Capcom’s SonSon game.

Andrew loved the jumping/shooting gameplay, but this game had the dog holding a mallet instead of firing guns. The Bally Midway game Timber was also apparently an influence on the graphics – with a fixed screen approach to each level, with various platform layouts across each. The dog would run around and try and bash the moles before they disappeared. Moles were in several colours – denoting different speed/points.

The game sadly didn’t get too far, but Andrew believes that he still has various sketches for the game and its design around somewhere. Also he may have coded it as far as the dog jumping around platforms. Not much to see, but certainly could be something to preserve! Andrew is hoping to check his disks very soon and see if there is anything to be saved.

Check out the creator speaks section for now, but could potentially be a case closed very soon it seems!

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Moebius Strip

Another V1 title, with an interesting story behind it too! It was always wondered by Andrew Fisher if originally Antony Crowther’s “Challenge of the Gobots” game was something else before. Well we now have confirmation thanks to Andrew that the game was to be called “Moebius” / “Moebius Strip” and released by Alligata software. However, Antony moved to Ariolasoft and took the game with him.

At first the game had nothing to do with Gobots, but it was quickly changed and had Ross Goodley provide an animated storybook bolted on to make it an official Gobots game. According to the Computer Gamer write up, the game as a result was a heck of a lot better than the original Alligata title.

However, the Moebius tag is still used in the final released game with the full title being “Challenge of the Gobots – On the Moebius Strip”. It might have been that Tony had planned for it to be based on Gobots, but Alligata didn’t have the licence and hence he called it Moebius (Some say it was actually called “Moebius Strip”).

We are now trying to find out if anything exists of the original game in its original form. How different would it have been? Would it have been the same game with Gobot sprites, or something vastly different?

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Mizmop

This isn’t much of a game, but in some way I actually like it.

You control a very colourful glow-worm type creature, which flys through a colourful set of parallax stars backdrop. You must collect as many of the objects that fly past as possible, so to progress to the next stage, which is the same with a different colour scheme.

The game also features a nice rendition of Teddy Bear’s Picnic by GRG/Blues Muz, which suits the game quite nicely.

As a game in itself, it doesn’t offer too much in terms of playability, but its likely that a later version would feature much more detailed gameplay.

It’s unknown how far the preview did reach, or whom was to release the game, but its a shame if it were never finished or progressed past this preview.

There are some names, and hopefully this will lead to more information on this funny little game.

Colourful glow-worm action on your C64…

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Mission Jupiter

Another GTW entry and yet another Codemasters non-release to go into the vault. Mission Jupiter is not a late title like CJ’s 4th, but infact a very early Codemasters game which was being converted from the Spectrum original by Derek Brewster.

John Airey was assigned to the task and completed a conversion of this average sideways scrolling SEU, complete with music by Adam Gilmore. However, unlike the Spectrum version the game never quite made it even though it was completed.

The reason why we are not entirely sure – the game lacks a bit of polish compared to the Spectrum version – but Codemasters did release their fare share of crap in the early days so it does seem odd why this didn’t make it. To get a glimpse of how it might have looked released, you can check out the spectrum inlay in the scans below which would have been used.

Reading the crack intro though, it seems a friend of the programmer obtained a copy and leaked it out… so maybe it was because of the leak that Codemasters decided not to release it? Alternatively the original game was released back in 1987, where as the cracked version surfaced in 1989. Possibly the conversion was very late and too late for Codemasters to release – another option to ponder.

The main thing is that the game has sneaked out and is fully preserved, but it would be good to find out the story about this game. The game’s author only seems to have programmed one other game, which was a text adventure for Atlantis Software.

John got in touch via the comments, and confirms that he wrote a few games (usually conversions from the Spectrum), some under the name of John Green. He didn’t recall much about this particular game or why it wasn’t released, as he was in the process of moving from Newcastle to Brighton.

Do you know any more about this release?

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Mission Of Mercy

This game was being created by Richard Kay (who later started Software Creations) and Hugh Riley. The game also was to feature music by Peter Clarke.

It was a non scrolling platform game on a spaceship with evil monsters that your spaceman had to defeat.

There was apprently an arcade game in the coding recreation area called Mission of Mercy on which both guys play the whole game within the game to find out what was coming next.

The game hasn’t been seen, though the music did sneak out thanks to Peter Clarke. And because the game was scrapped, he reused the music in Ocean’s poor game ‘Double Take’.

Thanks to a brilliant interview with C64.com, Peter had the following to say when asked if he had worked on any games that never got released:

"Yeah! Mission of Mercy by Software Creations. Although, I’ve only found out recently that it never was released. Paulie got himself hired by Ocean in Manchester and he offered them the music for Double Take.

At the same time, I was talking to Software Creations, down the road from Ocean, literally five minutes walk from St Peter’s Square along Oxford Road in Manchester. I had offered the same music to Software Creations for Mission of Mercy. Both accepted before anyone realised!

I walked into Woolworths and there’s Double Take on a TV-screen with the scrolling credits saying ‘Music by Paul Hughes’. I was really angry thinking my friend had deceived me. Anyway, I went to Ocean to clear things up. Paulie got in a bit of trouble for it and Ocean were upset and talked about the lack of exclusivity. I told them that they didn’t have my permission to publish my music! They backed down and offered me a job, so I took it."

Not much else is known about the game, or its completeness…. Was this ever finished as well as released?

Strange game with a lack of information…

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Missile Command

Back in the 1980’s, Atarisoft were doing official conversions for the Commodore 64. Missile Command was one of them!

We learn of this conversion thanks to Mat Allen who has documented the conversion briefly in Digital Press. We hope to learn more about the conversion soon as a result.

We are not sure at present how far the game got, or why it was cancelled, but we guessed it was due to Atarisoft breaking up at some point. However, Phobos/Ready64 found a snippet in Video Game Update (August 1984 – see scans) which suggests that Jack Tramiel got Atarisoft to stop all C64 developments and focus just on Atari. It wasn’t the video game crash that caused the cancellation of titles. Thanks to Roberto Nicoletti and Phobos for the heads up.

Thanks to Duc Nguyen, it has been found on the GDRI webpage that Bob MacDowell was the coder behind the conversion. Early days, but its a lead!

Do you know more?

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