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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Labyrinths

And we thought that only Platform Mania and Colditz V1 were the titles we were looking for from Ste Pattullo. Well, we were wrong, and Labyrinths was yet another title which never got to see the light of day, sadly due to the dwindling C64 market at the time, where support would have been limited from companies for the game.

Labyrinth’s is a kind of top down/slanted Pacmania clone, where you control a rather “Pac-like” character who munches dots in a maze and avoids various nasties. Actually, add in a bit of Mazemania to Pacmania, and we’ve pretty much summed up Labyrinths, as it also features different floor tiles which have an effect on you and deplete your energy.

The 3D effect is good once you see how its working, though it would have required more work to be more convincing first off.
The game plays well in this early form, and shows promising signs of what could have been a nice little budget game. It certainly isn’t original, but it seems to be better than most efforts that appeared on budget.

The demo features around 4 levels, and graphics by the creator of Bod Squad. However, I couldn’t reach past the first level, due to some bugs. If you collect all the pills and go to your starting point, the game will crash. Go to the final door to the far right, you can walk in the background. Be careful, as you can get stuck in part of a maze with no exit.

This is essentially all that ever existed of the game before it was cancelled, so there is no search to perform on this one. It is a new previously unseen title which we are very proud to add to the archives thanks to Ste who recently got in touch with GTW about his work.

Go check it out and enjoy another “What if”… Certainly it won’t help you burn the midnight oil away for playing, but it is a nice preview which should interest those who follow those games once lost…

Unless Ste has more to say or uncover on this game, its case closed.

A nice early preview with plenty of promise…

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Linking Leroy

This game features the adventures of Leroy, a Lego character in a lego based world.

The graphics are very cartoony, and very faithful to lego (No.. not blocky before you say!). Levels are portrayed over a horizontal push scroll landscape.

The game features some early Rob Hubbard music, and plays fairly well, though i’m not sure what you are meant to do exactly.

The preview is in two parts, both with different levels. The game looks fairly near to completion, apart from possibly some other maps.

As you can read from the article taken from Fairlight’s site… this preview was actually being sponsered by Lego in 1991, though this connection collapsed, and so did work on the game. No other company wanted to license a Lego game.

The preview became part of a demo by Fairlight called ironically “Legoland”. But this is a game in its own right which was sadly never finished. They opened up the game to offers of publishing, but the site is out of date, and the game still sits doing nothing. According to Pontus Berg, you can enter the level editor by a key combination of Ctrl, shift and shift.

This is all that really remains, until we gain contact with the people behind it…

Brings back memories of the fun with Lego as a child!…

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Liverpool V1

Wasn’t Liverpool The Game released in 1993? Yes, it was – but it seems that Grandslam had a previous version underway in 1989, a long long time before its eventual release. But what a difference though between the two!

This earlier version had a Emlyn Hughes perspective, but then the final game from 1993 had a top down Microprose Soccer approach to it.

Looking at the magazine screenshots that snuck out, the first version looks a bit crowded and not quite as good as the final edition. Your Commodore magazine however oddly reviewed the game and gave it 92%, suggesting that it had been complete.

So after that review, why did Grandslam not release it? Many years after we first set up this entry, Dave Spicer shed some light on the game with the following:

“I can give you a little bit more info about the 1990 version of Grandslam’s Liverpool game. The last person to work on the game was Paul Rogers, who previously wrote Time Solider for Smart Egg Software.

Paul inherited a semi-working version of the code and was given the unenviable task of trying to turn it into something workable within a very short time period. I supplied a few sound effects, purely as a favour, although I’ve no idea if he actually ended up using them.

Paul’s whereabouts these days is anyone’s guess… Maybe you can track him down?”

No exact reason why the first version was never released. As the game was completed, it could have been reworked into a budget football game if it were that bad. The Amstrad version was actually released. The Amstrad release is is odd, as the ad described that version as ‘under consideration’ whereas none of the confirmed versions surfaced.

Your Commodore speculated that Grandslam went under, only for them to reappear later (possibly after a takeover). So its likely the C64 edition was caught up in all of this. Your Sinclair reported in 1990 that Grandslam had brought in the receivers, so the CPC version must have just sneaked out before then. We guess someone must have came in and saved Grandslam, as they lived on for many years after and eventually did release another Liverpool title.

Well, we got hold of Paul Rogers, and he confirms that it was a case of “don’t worry, most of the work is done” from Grandslam when he was given the game to finish off (which someone else had started and left).

However, the game was in a right state and he ended up having to restart things again with the same design and sort the mess out. Paul goes on holiday at somepoint, and when he gets back he finds a load of suits saying that the company has gone into administration – and so it was left incomplete. Grandslam later reappeared and had the game done from scratch in 1993 by Arc Developments.

So there we have it! The first version was never complete, and Your Commodore therefore reviewed something that was never complete. That’s pure 92% gold, and up there alongside the 100% rating for Last Ninja 3 shortly after its big spread on System 3.

So what about the game? Well, Paul managed to find his disks and got the game up and running in 2020, and we’re hoping to see digital back ups at some point to be able to add onto the site. Exciting news and findings, so watch this space!

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Lethal Xcess

After sampling the great Rolling Ronny game from BONESPARK, they had much much more in store for our beloved C64’s back in the early 90’s. One such promising title was a conversion of a stunning Amiga German (thanks Teki!) shooter called “Lethal Xcess”.

BONESPARK were nominated to convert the game to the humble C64, which was to have 150 animated objects on the screen at once, 100 different sprites and 30 screens long levels made up of 3 charsets at a time.

Sadly the cause of the game’s death was not its impossibility of being converted, but the fact that development time was underestimated. At what was first predicted to take about 3 months to create, turned out to really add up to 12-13 months worth of work. BONESPARK simply did not have the money to go on for this period of time. Mario doesn’t really agree with this, and feels the game could have been done.

So after reaching level 2 with the game, it was finally cancelled after 20% completion.

Currently, remains recovered are a whole first level map courtesy of Oliver Lindau, who first put us in touch with his website and bits, a sample set of enemies and animations and the remains of the game’s music composed by Thomas Detert in .SID format.

Playable forms of the game exist, and although limited, these would be interesting to view from a GTW perspective. Hopefully Oliver may be able to pass on any playable elements of the game, or even Mario himself. At least now in late 2008/2009 we start by seeing the actual level 1 graphics released with the Bones Park editor – which you can now download from here.

The good news is that the programmer is quite happy for the game to be put out in its preview form. It is just a case of the disks being dug out with the previews on. This could be a little while yet, but its good news that you may get to see the promise of this exciting conversion. This may not happen though if Mario decides like he says to possibly FINISH the C64 conversion if he digs out his C64… in that case we will be waiting a bit longer for Mario to realize his dream.

Mario tells GTW that a lot of elements were taken from Rolling Ronny which were unusued. Not gameplay elements, but technical bits of code which were never used but developed. This would have possibly been the greatest SEU ever seen on a C64 had it been complete.

Within the screenshots we have added another shot which was scanned from a magazine, showing the actual game in action. As you can just about see, the game looked to be very action packed, and the magazine seemed very impressed with what they saw.

What has to be done now is for GTW to preserve as much of the game as possible, and archive it here where it belongs. A huge shame it never saw the light of day, and had it done, then no doubt it would have been a huge success.

For now we live in the comfort that the game will surface in some form at some point… IF Mario’s disks are still working. Oliver however does have all the graphics he did, so not everything is lost. There is hopefully more to tell in this story we hope…

A sad loss for the C64 in its dying days…

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Kung Fu Warriors

Yet another Beyond Belief game which was planned and mentioned in the interview with Jim Scott.

Information is a bit scarce, as all we currently know is that the game was to be a horizontally scrolling game which was based on Kung Fu Master. Funny how the name is very similiar to that of Kung Fu Master… hmmm.

Well, it has been found that the game almost made it to release on the Spectrum, getting fully reviewed (Page 1 / Page 2)- but getting a rather poor 30% grade. It was found more to be a bad Dragon Ninja clone rather than Kung Fu Master.

Nothing though of the C64 conversion sadly.

Contact has been made with Jim Scott, but sadly we have not heard anything back just yet. Hopefully soon we will hear back and find some information based on this game and the others.

So for now we have no credits for the game, so hopefully someone will step forward for it.

More research needed…

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Krypton Factor

Another rather odd licence which has been dug up – Mentioned in Computer Gamer (October 1985), this was listed along with the announcements of Knightrider, Streethawk and Rambo. Now this particular licence never came through in the end, but Domark did however get a licence sorted and released a year or so after the Ocean announcement.

It has to be said that the Ocean announcement was very low key, and its only in the Computer Gamer news item where we have ever seen the mention.

It seems likely that the licence deal never came through for Ocean, and Domark later snapped it up… or Domark had already secured the rights (Like Elite had done with Airwolf). A bit later Ocean did release "Its a Knockout" (It seems as a replacement for the Krypton Factor licence), which asks the question whether if Ocean had got the Kypton Factor licence, would the same developers have done this instead? (Maybe elements of It’s a Knockout pre-existed in a Krypton Factor prototype?).

We don’t know much more… but we hope to find out more. We’ll question a few people including the developers of It’s a Knockout to see if they know anything.

Does this ring any bells?…

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Krakatoa

"My whole bodyached as I scrambled back into the chopper.. the subs were back! … The rockets were coming in over Krakatoa and the constant explosions had brought the volcano to life!… I could stay to defend the tanker or get the islanders off the volcano, it wasn’t going to be easy!… Arming the rockets I lifted off and headed for trouble…"

That is the intro as described in the game’s advert in Your Computer back in 1984, which was a game that had just been released on the ZX Spectrum, but the advert stated that a C64 version was coming soon.

Basically due to the release of the Spectrum game (http://www.worldofspectrum.org/infoseekid.cgi?id=0002763), we can give you a little description about the game, and essentially the story above gives it away by signifying that there are actually two tasks to the game, which is one to defend your tanker and two to save and rescue as many people as possible from a volcano which has come to life.

The game is a sideways scrolling game which scrolls in both directions and has a little radar panel and other details at the foot of the screen. The graphics throughout were very colourful and well praised for the time. The main critisism of the game came through reviews stating that there was a lot going on and maybe too much. There were a lot of controls, and these were not even listed in the inlay. Still the game got a good respectable 83% from Crash, and was well recieved generally.

So what happened to the promised C64 conversion?… Well unfortunately nothing ever surfaced, and Abbex continued to produce for a long while past 1984. There are no credits apart from a Spectrum credit to Paul Reynolds. Maybe he would know more?

A lot of research to be done with this one, do you know anything about it?

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Knuckles

Yet another System 3 title takes to the GTW stage, this time with a rather obscure title which was briefly mentioned on a news clipping for System 3 in Zzap 64. As well as talking about Last Ninja and Bangkok Knights, another title was mentioned with the name of “Knuckles”.

The game was briefly described as a fist fighting game, and was mentioned in 1986. It was in the pipeline at the time, and the game was expected in early 1987.

Before anyone says anything, it is NOT Bangkok Knights which the title is referring to, as the game was already mentioned in the same cutting. So there were two beat-em-up’s in production.

In 2015, Mark Cale revealed that the game was to be a sequel to Bangkok Knights, which used large sprites and had open fighting. However, they could not get all the moves into the limited memory and scrapped the game as a result. Mark felt the game would not work if they tried to keep pushing it.

So there is something out there to find, but who did what? And can anything be recovered and shown for the first time?

Time will tell!

 

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Knight Rider 2

Ah, the days when Ocean churned out many a movie/tv licence which was utter tripe eh?… Well, 1986 was a popular year mainly for some real stinkers such as Highlander, V and also Knight Rider. All of which were heavily delayed and when they eventually turned up, you’d wonder where all the time was spent – certainly not making a great game anyway!

In true tribute fashion to the “classic” game, Christian Widmann decided to enter a spoof sequel into the 2006 Crap Gaming Compo after much nagging by a fellow C64 scener on IRC. The game would have eventually gone onto a Cronosoft Cassette 50 compilation for charity, but unfortunatly some users took the competition too seriously and critisized things for being too leniant on rules. The runner of the competition had enough and sadly eventually closed the competition down.

Knight Rider 2 however got quite far and was coming on very well, probably a bit too well as it began to look like a fairly good little game in its own right with some good graphics and great music. However the game never quite made the planned deadline due a bug which took Christian ages to fix. After that, the developer got bored with the game and decided to do some more GBA based work instead.

Christian recalled…”Code, graphics and especially the “gameplay” is terrible, just as it was supposed to be. MTR’s redition of the original theme is way too good, I did the rest in a couple of nights while drinking cheap sangria and watching the original series on DVD, to get in the right Hoff mood. I’m quite proud of the sprites for the other cars, I did them in about 5 minutes (including saving them to disk!) and they look just perfect, like a 5-year-old would draw them. 8-) ”

In the end the game came with a great little introduction sequence, a loading screen in typical Ocean style and a semi playable game (Well, you can move your car and avoid other cars!). The game puts you in an Outrun style perspective, with a simple road effect … but the strange thing is that the game is actually more playable than Cisco Heat! :-)

It’s a shame it wasn’t fully completed, thanks to Christian you can now check out what might have been!….

Case closed…

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Knight Force

Yet another game due out on the Commodore 64 but never arrived. Knight Force’s plot was to be as follows:

“The knight has to fight all the bad guys to get to Red Sabbath in a side scrolling action game.”

The game was released on the 16-bits, but wasn’t anything new and it had quite average reviews. Titus seemed to be reluctant to release C64 titles at a frequent pace, and many titles seem to have been lost at sea. Knight Force is one such title which has disappeared off the face of the earth. Was a C64 conversion started? If so, why was it cancelled?

Thanks to Marco Das, we got in touch with the 16-bit creator Alain Fernandes who said the following:

“Knight Force is never edited on Commodore 64, (90% certain). 1989/1990 is end of the Commodore 64 market.. and Titus , is never big sealer in Germany ( The bigest market with the US )… Titus make the major profit with the French market…

After 1995 , Titus change, and is start a new age, with international market, but is only on PC and “Console” market.”

However the Spectrum and CPC versions did get a release and depict a standard beat-em-up affair with pretty graphics and little or no playability. The game flopped it seems.

Oddly though – the Commodore 64 version is listed in the instructions (see downloads for the manual). Surely, something must have been started? This of course contradicts earlier reports from Alan – and perhaps there was something after all?

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