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

Miami Vice

I have to admit, I was surprised to see that a Miami Vice game actually went unreleased when Frank sent me the details of this one. Surely a game based on such a huge TV show could find its way onto the market? A little digging around brought forth possible reasons as to why it may not have come to fruition.

Firstly there had already been a Miami Vice game released three years earlier across the 8-bit platforms. Its not that perhaps the market was saturated already, but the fact the original game got such bad reviews, the C64 version getting a mere 30% in Zzap! Magazine. On the other hand, a successful use of the license would surely have overcome the hurdle of a stinker of a first game; a different company would have produced it after all.

Another puzzler is the fact it was planned on being released around Christmas 1989. Surely a game based on a hit TV show, released at Christmas, would be like a license to print money?

Looking at the databases on World of Spectrum, GB64 and CPC Zone, it seems that Softek weren’t exactly prolific games developers, and their only entries I could find on WoS are for games compilers and on CPC Zone. I only found one game entry. On GB64 there were relatively more, with eight entries going back to 1983, whether it was the same Softek trading in 1983 as 1989 I simply don’t know, but perhaps there was an inexperience or inability to get games onto the market, or maybe there wasn’t enough of a cash flow to see

Miami Vice to fruition after paying for the license. Certainly their last entry on GB64 is from 1988, the year before Miami Vice was due to be released suggesting they were struggling by the end of the eighties.

Nothing else was known about the game, the only reference we had is a passing mention in Zzap magazine, so we don’t even know the possible storyline or style of the game, but I’d guess that this is yet another game to fall by the wayside whilst a dying software house tried to save itself from going under.

Martin Smith dug out some info however: http://www.worldofspectrum.org /infoseekpub.cgi?regexp= ^Softek+Software+International +Ltd$ shows that Softek released quite a few Spectrum games and also owned the ACE and Edge labels. It’s very likely that they folded before getting the game released. http://hol.abime.net/search .php?N_ref_publisher=182 suggests that they did one game in 1991 but nothing else after 1989.

A Capstone advertisement was found in a US sales catalogue from 1989, so it does seem that a game was on the cards.  It is currently listed as abandonware on the PC Dos platform.

Martin/Stadium 64 then in October 2017 dug out some flyers from a sealed copy of Intracorp’s Pro Football Facts and Predications (released in 1989).  This shows that Miami Vice was supposed to be released in July 1989.

Martin suggests that the Capstone and Softek versions could be two separate editions, though my theory so far is that Softek were producing the game and Capstone to distribute in the US.   We need to get proper credits though to fully confirm.  Martin suggests that Capstone released the Tynesoft version of Superman, so it seems plausible.  Maybe even Tynesoft were involved?

More details needed, but progress being made!

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Mexico 86

Mexico 86 was a world cup management game by Qualsoft which saw a release on both the Amstrad and Spectrum (http://www.worldofspectrum.org/infoseekid.cgi?id=0010592) but apparently was planned for the C64 too.

We have very little else to go on, but this is the rumour, so we have added the entry for now. We can’t see why the C64 would have been fully excluded from any conversion and it would have been simple enough to convert too.

The game was actually reviewed in Computer Gamer June 1986, and the C64 format was listed. There was also a screenshot which looks pretty much like a C64 shot with the distinctive light blue border, but this was confirmed by Mauricio Muñoz Lucero as from the Amstrad CPC version.

We have added the review in a scans section. The game is fairly obscure, as it seems that it was Mail Order only. Could the C64 version have sold in limited numbers?

What is a bit strange is that Qualsoft rebadged the game in 1990 under the name of "Rome 1990". In the very similiar adverts, the C64 version was not on the order list! Maybe they hit problems originally with the C64 version?

A lot more research required for this one, but maybe you know something?

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Mewlio

Mewlio is a point and click adventure game which takes place on the island of Martinique. Developed by French Software house "Coktel Vision", who only seem to ever have released Lucky Luke on the C64 (The French were big into the Amstrad more than the C64). The game got released on the ST, Amiga, PC and CPC and was also penned for the C64.

German computer magazine, "Chip" (March 1988, P.18) announced the game was coming. According to the article, the game was honoured with the silver medal of the city of Paris by ex-president Jacques Chirac. This was all the information in the article.

Sadly the C64 conversion never surfaced, and it seems it was axed due to poor support for the C64 in France. We’re not 100% sure, and we will need to do a bit of digging to find out more. Lucky Luke had no credits attached, so we couldn’t get any initial leads. So there is some work to be done here to uncover more details.

The released Amiga/ST versions didn’t go down very well, and it was described as a primative adventure game. Still, we’d like to find out more.

Do you know anything about this game?

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Metal Army

After scanning through some inlays and bits, Andrew Fisher came across an advert for a new Players game called “Metal Army”. The game was described as follows:

Only one marine stands between the Metal Army and their evil plans of total world domination. That marine is YOU!

The game is a simple flip screen arcade platformer which did actually see the light of day on the ZX Spectrum and Amstrad CPC. The game was fairly well recieved and was good quality for what it was.

However, the C64 version never surfaced even though having a mention in Joe Blade’s C64 inlay. We were positive that we were dealing with a C64 conversion as the faint screenshots (In monochrome print) seemed C64 based due to the Score panel being vastly different to the Spectrum version, a C64 looking sprite and also a C64 looking font on the “Score” text.

However, Anonymous Contributor has rightly pointed out that the screen is actually very close to the CPC edition that was released. See and compare here: https://youtu.be/C3EEcQowF9k?feature=shared&t=185Judging by the score panel, the other screen could well be the ZX edition: https://youtu.be/uBwalolMroQ?feature=shared&t=294

The game is credited to a Mark Haden in the inlay, but he’s also the Spectrum programmer, so did he do a C64 version also? That could mean that David Wright was the C64 graphic artist, but this needs confirming. The collective name for the team was Delos Software who have only seemingly completed one game in total on any machine (Their only link is the ZX Spectrum release of Metal Army).

The question is whether a C64 edition ever existed in the first place and if the inclusion of the advert in the C64 version of Joe Blade was just a red herring?

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Messiah 3

Mad Men Software were set to release the fully completed game Messiah 3. This game was a RPG covering six disk sides and was to have a large manual due to the size of the game.
Gene Barker programmed the game and the game was confirmed as finished.

The game was mentioned in various magazines such as Commodore World Issue #3 (Page 8) and RUN Magazine Sep/Oct 1992 (Page 13). The articles can be found above in the articles link.

Apparently the game was not sold because of the game manual and problems with reproduction of it. A little bit of sad tale for such a massive game.

Jazzcat got hold of Gene Barker with the conversation going as follows:

GTW: I remember years ago when Mad Men Software released the compression kit, which was a dev tool for Messiah 3 and I also remember it being intended as a 5 part series. From memory the production stopped even though the game was completed because of the reproduction costs of the accompanying manual. Does that sound right?

Gene Barker: That was part of it, the bottom line was that the 64 market dropped out from underneath us before we completed the project. The industry transitioned to console development and back then, only big shops could afford the development kits, leaving us out-of-luck. In recent years, we have danced-around the idea of adapting M3 to a mobile platform.

For fun, I’ll see if we can send a few screenshots your way to spice-up your page. Plus send you a list of people involved – I was only one part of a dedicated development team. This will take a little homework on my part.

‘Am impressed with the care you take in your research. ‘Have fun,

Gene.

PS: Regarding the manual – That was our write-protection. All the game’s text / interaction with NPC’s was contained in this manual. We liked this, because it gave us the freedom to write a rich story, was far easier on your eyes, and didn’t burden you with disk / hardware based write-protection.”

Work is underway to try and get remains of the game. We need to try and preserve such a complete title, so the search begins!…

Can you help?

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Memo

Memo is a simple, but effect pairs clone for two players which was being produced back in 1992 by Antic Productions.

It was hoped that maybe the game could be sold by one of the remaining publishers at the time, but sadly the developers lost interest in the game and decided to can it.

Göran Johansson had the following to say about the game:

"The object was like MEMORY but here you have two players and the object is to STEAL pairs from the opponent. We didn’t have the will to make this game come true."

Göran very kindly dug out the remains of the game to release to the world and preserve fully. So here it is! It is nothing spectacular out of all the pairs games out there, but it is well presented and the two player feature is a nice feature for the game.

Ian Coog from HVSC also notes that the game uses /MUSICIANS/M/Moon/Memory_Tune3.sid, but also there are several other tunes in the directory that were meant for the game but never used… Memory_Preview_worktune.sid, Memory_Tune_1.sid and Memory_Tune_2.sid. We will get these added very soon to the archive download.

It is certainly worth a look and great to see it preserved.

Case closed!

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McRat 2

A very short entry for now for a game that was one of many that never quite made it from Crystal Software back in the later end of the 90’s.

This game was to be the sequel to the released McRat game, which gathered average reviews upon its release and got reviewed in Commodore Format.

We know little more about the game, but ex-CEO Alex de Vries of Crystal Software had the following to say which explains why all of these titles never made it:

“I used to be the CEO of Crystal Software back when it was developing and publishing games for the C64 and Amiga platforms before making the transition to PC only. The Legend of Kyril was actually an Austrian project we signed up as a last effort to see if we could sell decent volume on the C64 if the quality was there for the title. Our involvement was purely in sales and marketing and we were never involved in the creative side of things. I wish I could remember the names of the developers but it’s just too long ago.

Code exists for some but I have moved halfway across the world since those days so I don’t know whether anything survived. I don’t have a copy anymore in any case.

We packed it in after 1996 and cancelled all projects for the C64 in Q1 1997. Titles we did (re-)publish were McRat, The Zinj Complex, Target, It’s Magic, Colorzone, Riddles and Stones and a few others. Not the greatest stuff but it was fun while it lasted.”

Do you know any more about this game?…

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Mega Brain

Another puzzler, and this time a memory game, where you must remember a sequence of picture tiles and try to pick them out.

Not that exciting a concept, and one of the many puzzlers that swept the C64’s shores in the late 90’s.

Graphically the game is very good, and plays well with some good sonics, but its not that original and lacks a bit to keep interest levels high.

The preview indicates that the game seems to have reached a late stage before being scrapped. It seems all there, and probably only needed some minor adjustments to finish off.

There are some credits to follow up, which will hopefully establish more on this little puzzle game.

Nice, but a little boring…

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Mayhem Deluxe

Any C64 user will know who and what Mayhem is. Rated as one of the best games ever made (Although contested by some people), Mayhem was planning a comeback briefly in a new outing called "Mayhem Deluxe".

The Apex boys talked about plans to bring up an updated version of Mayhem, complete with new levels, new enemies, remixed levels, new tunes, minor improvements and maybe even a level editor. This was all depending on how good the sales of the first game were.

Although sales of the game were very good, it seems Mayhem Deluxe was merely an idea which lost its way. It was a good idea, but after all the sales of Mayhem, it looked like the C64 was dying out and the Apex boys had to move on… and so they did. Mayhem did surface on the Mobile phones recently in ‘Mayhem’s Magic Dust’, but the C64 sequel was sadly never to be… and never will be for that matter…. ah well…

It is not known yet if anything was ever started on a sequel, though its highly unlikely that it ever was. We will be asking questions soon, so hopefully we can either close the case or have a case to chase… we shall see.

Case closed for now…

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Mattie Goes Mining

This is a surprising title which hasn’t really been discussed as a missing Matthew Smith game, and really it isn’t much to do with Matthew apart from improving one of his games on the Commodore 64 and was most likely a bit of a dig at Matthew Smith when he went to Software Projects and took Manic Miner with him.

The idea apparently was for this title was to improve upon the C64 version of Manic Miner. This may have included the use of multi-colour graphics and other graphical and sonic improvements.

According to a news article about the title, the game was at an “advanced state of development” at the time of them writing. There were stated to also be “many improvements” to the original game to take advantage of the C64 infrastructure over the ZX Spectrum.

Additionally (thanks to Andrew Nicklin!) in PC Games 1984, the following news snippet was given:

“Bug-byte hope to have a replacement for Manic Miner in the shops by early spring. The program, to be called Matty Goes Mining, will be a multi-level game for the Commodore 64.

Nasty things will happen to Cabbage Patch Dolls and many well-known figures in the computer industry will be lampooned. The program is written by Wayne Quinn, who is not a Hollywood cowboy star but a 16-year-old Liverpudlian.”

So at last we get a credit confirmation, and its the developer!…. Now how far did it get?

This was all that was ever heard of the game, and it never surfaced anywhere. Certainly if it was at an advanced state, then we’d like to see and find out what happened to it. Matthew was quizzed on this title and didn’t know anything about it unsurprisingly, but we now have a coder link.

In November 2021, a friend of Wayne – Chris Griffin, shed more light on this game and what actually happened. The title was originally started as a conversion of Manic Miner for the C64. When Matthew Smith got out of contract with Bug Byte, Wayne recoded the game to ‘Matty Goes Mining’, but it was never finished before Bug Byte collapsed.

The news article was incorrect, and Wayne was not a Liverpudlian. He was born in Wiltshire and moved up to Ellesmere Port when he was about 3 years old. Wayne and Chris were best friends, and Chris would help Wayne with conversion of the graphics. They were never sent the originals, so he and Wayne had to painstakingly redraw everything using 8×8 graph paper. Wayne used Zeus assembler to program the game, and the C64 and disk drive was given to him to use from Bug Byte.

Sadly Wayne passed away 3 years ago, so we will never get to hear his thoughts about the development or potentially see anything of his conversion and extended game. We thank Chris though for sharing with us the story about the game’s development and his memories.

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