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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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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Mishun

Another GTW game from the 80’s, created by a company who call themselves ‘Backroom Software’, so obviously this wasn’t created in house. We believe that this game was actually created by Steve Dunn, who also did the Blast game in the archive.

Bits of the score panel for instance you can actually find in the released Zone Z by Starlight Software, which also seems to be a completed version of Blast.

What we have here though, is a mix and match of sprites from other games, including the main sprite from Antiriad. The rest of the game seems to be its own though, and simply involves you flying around and shooting creatures while avoiding the lazer beams.

The preview is very glitchy, and unpolished. It’s not quite known if this was going to be offered to companies to publish or if it was just a technical demo. Unfortunately Steve could not recall anything about the game at all, so we believe it was just done as a play around and didn’t interest enough to proceed further.

Case closed!

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Miner Willy Meets The Taxman

It was thought for many years that “Miner Willy Meets The Taxman” and “Megatree” were the same game, and that the first title was the working title for “Megatree”. Well, after attending a Q/A session with Matthew Smith at a CGEUK 2004 at Croydon, Matthew startled listeners when he talked about “MWMTT” and revealed that it was actually a separate game in itself.

In this title, Miner Willy has to travel back and forward in time and try and avoid the Taxman at different periods of history, collecting coins to pay the Taxman at the end of the game. Not much else is currently known at present, but we hope to speak to Matthew Smith at a future retro event to find out more.

Certainly, the Taxman part was thought to be a feature of Megatree, but it seems that over the years, the press mixed up the nature of the two titles and they combined into one GTW.

No doubt, although this would have been a Spectrum game first off, it would have had a C64 incarnation coded by another programmer. Matthew had no part on other machines at that time apart from the Speccy.

As far as GTW can tell and from what Matthew has said so far, it seems only bits and pieces of the Spectrum game were ever started. It is hoped that some of Matthew’s work disks and tapes will be recovered and something can some day be shown – but it will only be of a Spectrum conversion.

In 2021, Martyn Carroll revealed for Crash Magazine that Derrick Rowson was tasked by Alan Maton to create Taxman after JSW 2. Derrick produced a preliminary demo of a single scene stretched over four rooms and laid out in the style of Jet Set Willy, but played more like Manic Miner.

As you explored each of the 4 rooms, the action would carry on as you moved onto another room. So for instance, if a baddy followed you, then they would appear in the next room with you. Rather than flick screen, the game had a sort of scroll effect to move between rooms when Willy got to a certain point (a half screen jump).

Interestingly, as he worked on the demo – 6502 programmer Tom Lanigan sat with Derrick and got effectively a lesson in Z80 and helped Derrick on the game. When Tom left, he took a demo with him to show off at Odin to get a job. Odin asked Software Projects why the game was being demoed, and the shock of it being out there would cause Software Projects to decide to cancel the game.

Sadly Derrick no longer has the demo, but there is a faint possibility that Tom still does. Hopefully it will some day surface, but we don’t expect there to have ever been a C64 version started, but we are prepared to be surprised.

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Mindstone

Yet another Edge title. The game was advertised in magazines such as CVG in 1986, and was brought to GTW’s attention thanks to Lee Theasby who kindly provided the advert scan. The game was an adventure RPG which was in the same style as the Gargoyle games from the looks of things.

The game saw a release primarily on the Spectrum platform (See WOS at http://www.worldofspectrum.org/infoseekid.cgi?id=0003975), but typically the C64 version never surfaced as promised.

A recent contributor had found that in Soft, #5, September/October 1987, pg. 8, there was news that this Spectrum-game from 1986 was said to be converted to the Commodore in 1987. Well that was the plan at least.

Pennsoft (British converting team – mispelt as Pennysoft) said that the game should have been ready in August/September 1987 but the team had some problems, which delayed the release. Furthermore, if those problems weren’t solved, the public had to wait until November or the beginning of December 1987 to see the Commodore-version. Sadly, nothing more was ever heard.

It is very likely that Pennsoft could have been converting straight from z80 code, and hence had speed issues which were hard to solve. We need to find these Pennsoft guys and find out more about what happened… but its a big lead and hopefully it will lead us to the pot of gold at the end of the rainbow (If it is gold that is…).

Thanks to Professor Chaos – he made the correction that Pennysoft was infact Pennsoft, and this has led to some possible leads to try and learn more about the C64 development, especially via Andrew Wright. So watch this space!

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Mindsmear

Zzap 64 were always a magazine to have a laugh at times, and they did it in style with one particular April edition of Zzap! 64 with this “amazing” looking game introduced one day back in 1986. Here are the Zzap articles to show what happened.

Mindsmear was promised to consist of the most advanced graphics and game play that the C64 had ever seen – with fully moving, smooth scrolling bitmap backdrops. All created by Bob Stevenson, and looking very impressive indeed.

What caused a small amount of chaos was when Zzap announced that the creators of Mindsmear needed a publisher. It resulted in many top C64 companies ringing Zzap’s Ludlow headquarters to enquire about the game and find out more.

Unfortunately, their faces fell as Zzap told them that this so called wonderful game was all but a April Fools joke. Bob Stevenson had joined together with Zzap to create a couple of mocked up screenshots to fool people, and it worked a treat!

Thanks to Julian Rignall, we learn that it was Gary Liddon who was the mastermind behind it all. He looked into the feasibility of the tech to ensure that the story was solid, and consulted with Nick Pelling to get it right. Gary then asked Bob Stevenson to produce a set of fake screenshots, which Doug Hare then coded up later into a small demo that would be uploaded onto Compunet.

After the stunt, many musicians would compose tunes in the hope they would get picked up for the game. This included Barry Leitch and the late Anthony Lees, as well as various others. We’ve added over the years many of these tunes which we believe to be intended for the game, all into a download. We’re not quite sure if this was before or after the prank was revealed.

Zzap announced the prank to the world in the very next issue, and apologised to a member of a certain company who really fell for it in a big way.

So, there was never anything playable of the game at all – just a series of screenshots. You can thankfully at least download a demo of a selection of the screenshots which were mocked up (press A to advance through the sequence). There is one screen missing with the map overlay, which we hope to find someday (This may have been mocked up by Zzap themselves separately from the demo). If you have a copy of this, please let us know!

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