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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Liverpool

This was to be yet another Liverpool licenced football game, but a budget title.

Strangely this was announced at a similiar time to when Grandslam were working on their first Liverpool game. Where as Grandslam signed the entire squad for its game, Video Images had signed the club for its budget label – Impact.

The game was to be developed by the same guys who did Exceleron … so what happened to it?

Did Impact go under before anything could surface? …. Was anything actually started?

Well, Impact came from the ashes of Video Images and brought the licence to Liverpool FC. However, Impact didn’t do anything with the licence after paying 1 year of a 4 year deal. The rest of the licence was sold to Ocean Software – who also sat on the licence and never did anything with it. Of course, we found remains of the Ocean Liverpool game which eventually turned into Adidas Soccer.

So that was that! … Nothing was ever started, and production moved to Ocean. Case closed!

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Live And Let Die V1

Well, this entry may not come as much of a suprise, especially now you have learned about how the actual released game came about. We all talk about Aquablast as being what Live and Let Die used to be, but what about before Aquablast came along?

Surely Domark had something else in the pipeline before they learned about Aquablast?
Well, they did… and infact Lynnsoft in particular were the guys behind it. They actually were pitching the idea through Lynnsoft to Domark and got the contract originally. Zzap 64 even at somepoint mentioned that Lynnsoft were behind the game that was coming soon.

Some code was actually started and a really nifty FLD routine was created which would have been awesome for the boat effect.

Basically Domark had the Bond license and were looking for devs to build it. To date their efforts had resulted in spectacular failures (View to a Kill for example) and Lynnsoft were given the chance at the Live and Let Die movie. The actual design for the game actually came from Jake Simpson who spent a weekend with a very dodgy video copy and determined that probably the part that lent itself to gameplay the best was the water chase, so they based their design around that. It was basically pole position with jumps and some other stuff.
This was also to be Lynnsoft’s first 16 bit game as well – they even had some of the first versions of 16 bit PDS.

The C64 game was coming along well – though Jake had a few issues with trying to get the water drawing fast enough on the C64 – he tried 3 or 4 different approaches. Lynnsoft this time had an external artist work on dashboards for the boat for them (The ST screen apparently was just beautiful). It was all chugging along fine when all of a sudden Domark changed project managers on us – who was rumoured not to be particularly great. It is rumoured that the project manager looked at Lynnsoft’s design, went back to his old company and offered them the design for a back hander. They accepted, so he pulled the project from Lynnsoft and that was that. Lynnsoft at the time didn’t have any other work and so most of the team were sadly laid off. Only one coder – Gordon Fong – was left.

Later on that year, Jake was at the Commodore show and got into a huge blazing public row with the guys from Domark over the issue, where Jake played the final game then had a right go at them over the design being very much the same as Lynnsoft produced. Jake later left the show, left gaming and went to finish his degree and go on to be a mainframe coder instead.

Steve Wilcox when question recollected that the take over of Aquablast came about because the engineers creating the game for Domark had let them down and Domark were keen to satisfy their commitments to their licencors – DanJaq (?). Was this true, or did Domark feel that Elite already had a finished game with Aquablast and decided they could save some money?
Seems that the other company that the project manager worked at didn’t get the game done either and could be yet another version that exists.

We hope to find out soon, but the good hope is that we may just see something of this development very soon!

More soon on this title we hope…

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Little Hero

Little Hero is a simple platformer, in the style of Giana Sisters and in a very early phase it seems.

At present the demo which has been floating around seems to just be a quick test of the graphics, with very little interaction and just a main character that can scroll the screen and jump around (Not being able to jump on any platforms).

We’re not entirely who was behind this game, who it was being produced for and how far it got. We need a lot more information on this one.

Overall its doubted that it got much further than this small demo, but can anyone confirm?

Do you know any more about this game?

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Little Duck

Weird little platform game featuring a cute looking duck (Or what is supposed to be a duck anyway).

You collect various little gems and jump over holes in the ground, and that’s currently about it in this preview.

It’s currently at a fairly early stage, and lacks probably a lot of features which the final game would actually have.

Graphically its slightly poor, but do fair well for the game. It’s not too playable just yet either.

Promising though, and a game which could have given a few hours of fun.

The game was never completed, and its unknown exactly why this was. No credits are known as of yet, so no chasing up can really be done. More information needed.

Bit of a dead duck at the moment…

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Little Beau

This is a bit of an obscure title which was never really mentioned in any magazines, that is apart from Games X magazine in 1991.

This game was a Wonderboy 3/Alex Kidd clone done by the team behind Escape From Colditz. Sadly, the game was never properly taken on by Digital Magic, as they went under before it could be released on the Amiga, though here is a video of it running. Instead, the game later surfaced as Kid Gloves 2 for Millenium in 1992. As with Colditz, Little Beau was also planned for the C64 and was put into development.

Not much else was known about the C64 conversion, until a little discussion with Jason (TMR) Kelk. After a visit back to his home city, Jason spilled the beans about various GTW titles, and mentioned a particular cutesy platformer he had a sprite demo of. It was being developed for Digital Magic, it was a conversion of an Amiga title, which was a rip off of Wonderboy 3…. But Jason could not remember the name. It struck a chord with me though, and instantly I offered the name “Little Beau”, to which Jason instantly recognised.

Miles Barry was behind the game and wrote the scroller, multiplex routines and simple sprite handling. Jason was given a preview which had multi-directional scrolling under joystick control and a few sprites sitting around the map to prove they knew where they were supposed to be.

The graphics were started, and the demo had background graphics, which according to Jason, may have been cleaned up wires from the 16bit versions, but with no sprite definitions. It apparently looked ok, but wasn’t anywhere near ready. Overall it was little more code wise than a technology demo of the plex and scroll code to prove that it was a viable port for the C64.

Really as the tech demo was being written, there was already a playable preview of the ST and Amiga versions on the cover disks for the popular magazines. So you can see how far behind it really was. Maybe 10% complete, if that.

Now Jason has kindly uncovered a very early demo of the game which demonstrates the game’s first level map. It is not playable, and you simply move the map around to get an idea of how things would have looked. Jon Law (artist from Escape From Colditz) has done a great job so far, and it certainly looks good, although it is too early to say how the game itself would have been. Unfortunately things didn’t move too quickly with the game, and this didn’t help at all for getting anything near completion by the time DM went under.

According to Jason, more does exist of the game, with sprites apparently created and more level graphics complete (According to Jason, all the graphics were ported across and so were the sprites – suggesting that only sound and the game engine were required really). The chances of finding the other remains are slightly slim, though there are some exciting developments regarding Miles’ old work.. so who knows what might be uncovered.

Sadly we will never see anything playable, but we are pleased to have something salvaged at long last for this game which was only briefly mentioned in Games X magazine. We hope that soon we will hear from Miles himself about the game, and maybe
even Jon Law too. For now the search is on for more remains.. but nice find Jason! :).

More soon on this interesting title…

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Link-a-line

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:

"Make the connection 4 enjoyment"

Well, the clues are there, and it seems that this was a Connect 4 game that was done very quickly for the company. 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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Lightgun Archery

This was planned as a late release for the Trojan Lightgun, featuring Archery as the theme.

Featuring some fair graphics and additions to make it playable for joystick users in this preview, it isn’t too bad. It’s certainly not the best light phaser game i’ve seen.

It seems a little late for a light phaser game, a few years after the lightgun was actually sold.

Not many people had a light gun, so it was a gamble whether this game would make much money.

It was probably decided that the game would lose money, and therefore it was scrapped.

It’s not known how complete this game was, though its possible the game’s creator released it onto the scene once it was scrapped.

Can you help us find out about this game?…

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Liberation

Liberation was a game similar to Turrican, and was in development for quite some time by Profile Entertainment. Danish based Profile Entertainment are also known under their demo name, Camelot.

The game had a brief mention in the pages of Commodore Format, under the European Invasion article for Denmark. The game was put down that it was in production and coming our way. The game sadly however was never fully completed and no preview was ever released.

To maybe shock you all, GTW proudly presents a first ever look at the impressive looking Turrican clone. This has deliberately been kept under wraps for sometime now, while the game has been pieced together to get something you can look at, and even briefly play.

GTW brings you a rare look at two playable levels, which are in a very early stage. They are not really playable at all, but you can have a wonder around some simple backgrounds to get a feel for how it was shaping up.

Then you also have two graphical slideshows, which really show the intentions of the game. There are some awesome graphics in here, which show a game which had a lot of ambition and would have maybe kicked some serious butt.

To round off, there is a very brief sprite demo to show some of the sprites. And for those who wish to have a mess around, the game’s level editor is also included. Don’t ask me though how to get any levels running! If you know how, then please do let us know.

Sadly it seems that the game was cancelled as support in the C64 and its games drained away. A huge shame, and a potential classic lost. We’ll find out the real reason soon straight from the horses mouth in hopefully a “Creator Speaks” page some day.

There is more to come too. Note the V1 on the preview. There was more planned, so you will have to watch this space, but it has been quite a few years now and may have stalled. Its possible we could see something slightly more playable, or even more graphics…. maybe even Jeroen Tel’s unreleased music, if Commodore Format’s reports were right that he *did* do the music.

Check out some of the amazing art and get a small glimpse of a potential classic. An oil painting which sadly didn’t quite get there…

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Leopard Lord

Text adventure from Kayde who went into administration at the 26th August 1983. Did Spectrum releases, tried to do C64 and Vic 20 ones, which never seemed to surface.

The game in the advert (Two adverts were submitted by Peter Weighill) was described as follows:

“The first in the new range. Can you rescue your friend from the elite Leopard Lord, Fordel? You will need to destroy the evil wizard! Scenes are set in around a castle.”

“The first of the new exciting adventure games, specifically commissioned by Kayde and written by a science fiction writer. The first game is set in and around a castle littered with monsters, mazes and magical items. You must find the correct items before facing Fordel, the elite Leopard Lord, because you won’t get a second chance.”

Originally we did not know exactly how far the game got or if it actually ever got released before the company collapsed, but GTW contributor Kevin Steele recently found the game on Ebay and is in the process now of preserving it for us. You can see the inlay and tape of the game in the gallery area below.

So the game did get a release, and also Kevin found Arcane Quest, which seems to have been towards the end of Kayde, as the tape is a recycled version of Leopard Lord.

Well, the game has finally been preserved, but not from Kevin directly – but from Darren Melbourne’s disks. GTW64 recently preserved a second batch of disks (after the first batch was processed by C64.com) and found it sitting on one of the disks.

Overall it is a simple BASIC text adventure, but another game preserved! Just how many copies are there out there in the world of this?

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Lemmings V2

Another surprise, but it seems there was an influx of Lemmings developments going on, and here we have a second official conversion which was being done by Jed Adams who worked with Mike Dailly (who created the first test demo).

Basically, Jed had this to say:

"There was ANOTHER lemmings game in developement that I was working on while at Psygnoisis. It was basically a tech demo that was written after i’d seen the Mike Dailly version.

It used characters for everything unlike the E&E version that used sprites for the backgrounds. I had 128 men running around and following terrain ( they weren’t lemmings because i couldn’t draw :) ).

It was canceled / halted when I was moved onto working on an Amiga Title ( sadly )."

A lemmings game with 128 men?… would it have worked had Jed been given full development time on the conversion? We will never know.

But what of the demo which Jed created? :

"Nah its GONE .. along with all my other cool stuff .. kicking myself for selling all my c64 / c128 stuff for 100 quid many years ago … :("

Sadly this could be a closed case, but maybe someone still has Jed’s disks after all these years. They could well come forward, as you never know. Maybe Mike has a copy of Jed’s demo just by pure chance.

We’ll have to see…

Can remains of this be ever found?…

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