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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Immortality In Space

A severe lack of goings on here i’m afraid, with this simplistic shooter.

The game features some Haydn Dalton sprites ripped because the main ship looks so out of place compared with the other classy sprites. Infact, the game borrows sprites from Subsonic :)

There is no backgrounds, but just a series of attack waves and ability to shoot.

The game can therefore be put down as being in its early stages. The actual final stage of this game is unknown, though hopefully some more credit finding and searching for the creators of this game will help establish the final version of this game and some more information.

A main ship with a series of sprites, and thats it just now…

Posted in: GTW64 archive | Tagged: | Leave a comment

Illusions

Illusions was to be a Intellivision game conversion to the C64 by the Mattel Electronics France offices. It was scheduled, but apparently never worked on, though it was given an id of #7857 on diskette.

The catalogue entry for the original Intellivision game (Which also never got released) described the game as follows:

“The enchanted mirror splits you into multiple images. You must become whole before time runs out. Changing stairways and folding cubes with SuperGraphics try to keep you from safety.”

Essentially from a batch of prototype games from the French development offices, Illusions was picked as a winner and given the green light for development.

The game had a working title originally of Escher, mainly due to the multiple game screens being inspired by the mad designs by Dutch lithographer M.C. Escher. Only the Colecovision version was complete after Coleco brought the rights and released it.

According to the Intellivision website, little or no work was done on the C64 version of the game. But then one of our contributors (see comments) found it tucked away on Gamebase 64.

Thanks to JazzGhostrider, we can confirm that unfortunately the C64 game seems to be incomplete, every second level should feature a cube-landscape, but on this C64 version it is just an endless series of the same level.

Is there anything more to find, or was this the final version that leaked out?

Posted in: GTW64 archive | Tagged: | 3 Comments

Illgen

A nice little Quix/Volfield clone, with some nice visuals and addictive gameplay, as with the original.

It has recently been found that the game was infact completed and released on 64’er, a German disk magazine. Eventually this game will be removed from the archive.

Check out http://www.gamebase64.com for a complete version.

Case closed…

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International Karate Deluxe

International Karate Deluxe was well on the way from multiplex and sprite master Archer Maclean back in the day. The third instalment in the series had a 2-3 screen background to provide more space for the area of combat. Also even more computer-players could be on the screen than IK+

The game also would allow you to collect up fighting moves, and define which ones you would use for any section of the game. You would be able to reassign moves as well on the joystick and create your own mappings.

This was meant as a revamp of the classic beat-em-up. Since the excitement of the C64GS around it’s release stages, many companies dreamed up games with techniques never thought that would work on tape or disk, and that would be perfect for Cart. IK Deluxe was one of them, and the enhancements must have been something to be worthy of a cart release, seeing that IK+ was a single load anyway.

After the flop of the GS, many of the planned games were stopped and only a few carried on producing carts. System 3 wasn’t one of them unfortunately, and only got a few of their games on cartridge.

Well, the game was infact started back in 1987/88 and was for the ST and Amiga platforms. For reasons not yet known, the game was not complete – though Archer believes he still has something of it somewhere. Retro Gamer printed a moves list as well!

So what of the C64GS edition? Well, Archer suggests that nothing was started on a C64GS edition (as seen in the Retro Gamer interview) – meaning that the press must have got hold of merely a rumor and nothing more. Maybe System 3 were being hopeful too?

As a result, unless someone else was doing a conversion themselves – this was nothing more than vapourware sadly!

Case closed!

Posted in: GTW64 archive | Tagged: | 5 Comments

Iduna

Nice polished look… Naff game…

After all the nice looking visuals, you are greeted with a poor 2 player game to do with words.

Not interesting, and a waste of nice visuals. Probably intended as a freebie for a magazine cover or something, the interest level will only last a few seconds before you reset your C64.

A later version would have to dramatically pull away from this preview to save it, thats if the game ever made it futher.

Hopefully contact with the programmers will establish what was going on…

Sadly a good looking poor game…

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Ice Tea

An interesting entry which is worth reporting on. Ice Tea was a great little Ice hockey game released back in the late 90’s and was actually released!

So why do we have a GTW entry on it?… Well, thanks to Martin/Stadium 64 – take a look at the shots page and compare this preview to the final released game. It’s only cosmetic, but things were looking quite different.

Technically this is the very same game, but the later released version improved on things somewhat with its graphics. For posterity, and because of just how different the game looked… we’ve stuck it into the archives.

And the good thing?… There is nothing to search for, so its an open and shut case. Check out the full game at http://www.gamebase64.com

A big thanks to Martin/Stadium 64 (http://s64.emuunlim.com/) for highlighting the differences, and also for the screenshots which we have used. Thanks to Gamebase 64 too for the actual released game shots..

Case closed…

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Ice Age

A very obscure title now, and yet another Firebird title to enter the archives. Ice Age mainly has come to light due to the SID file which is in HVSC that Jeroen Tel did for this game and sound effects from Charles Deenen. However, no game of this title ever made it onto the C64, so it begs the question “What happened?”

After quizzing Jeroen about the game, he suggested that it was a game either programmed by Ian and Mick Jones, or by Ashley Routledge and Dave Saunders. Mick Jones however confirmed that the game was not by him or Ian, so is it therefore Ash n Dave?

We’re digging around now to try and find out more, but at the moment nothing seems to be known. No other game by Firebird was released with Jeroen’s music in it, so it seems like the game was never released.

One suggestion seems to be that the game could have originally been Tyger Tyger, which we will try and find out more about soon to confirm/deny, but the dates don’t seem to add up and usually the sound is done quite late in a game’s development.

The SFX demo from Charles does reveal some clues about what the game may have contained. There are sound effects for footsteps of a man, but also a wolf. Is it possible that you turned into a wolf at certain points? There are also footsteps, sword sounds and explosions. There are no jumping effects, so perhaps this was a side scrolling game of some kind? Pure speculation for now :)

According to contributor Professor Chaos, Firebird did not pay MoN for their services as a penalty for spreading the music beforehand (around May 1988). This is confirmed on page 6 of a November 1988 paper scene magazine at: https://csdb.dk/release/?id=176504  or see scans below.

Then Professor Chaos found another lead, buried within the scroll text of That’s the Way It Is. In the main part with the girl, under $B107-$B19C, Charles leaves a message for Ikari:  “IKARI,I HOPE YOU LIKE THE SOUNDS FOR ICE-AGE. PLEASE SEND A COPY OF THE GAME AS SOON AS IT IS RELEASED. HOPE TO HEAR SOON FROM YOU MARK,NIK OR PAL…”

Now the question is whether members of Ikari were coding the game, or if it was anticipated they would crack it on release to pass on. Well, we then found some old (believed to be Compunet) text which Charles put up back around late 1988 which confirmed that the music and sound effects were done for a game being done by a member of Ikari. Check out the text under the articles tab.

We spoke with Charles quickly in August 2022, and unfortunately he recalled nothing of a game called Ice Age, or the Ikari link after all this time.

Looking at Ikari, there was a Mark who went under the alias of “Just Ice” and was a coder. A co-incidence with the name, or is the developer that we are looking for?

If you know anything more about this game – please let us know.

Posted in: GTW64 archive | Tagged: | 8 Comments

I Can Remember

“I Can Remember” is another long lost educational game to add to the GTW archives, and another which we know little about at the moment. It is assumed from the title that it is a kind of memory based game which was being developed and which never was.

Roger Pederson was involved on the game, and was believed to be its developer on a variety of platforms including IBM, Apple II and C64. All his games were first developed on an IBM, and then later ported to Apple II and C64 with relative ease.

It is unknown what happened to this particular game, but the guys from Laxity in 2014 found a full copy of the game and fully preserved it for everyone to play! The game was brought off Ebay by Secret Man.

It means therefore that the game was actually released, but just in very small numbers it seems. So its a case closed for this one and another title saved! Thanks Laxity!

Case closed!

Posted in: GTW64 archive | Tagged: | 2 Comments

Ishido

A nice looking puzzle game, which i’m not quite sure what you have to do, as the game comes with no instructions. The game’s author has however given some hints about playing the game in his Creator Speaks page.

On the gridded screen, there are some well drawn shapes which have been cut out of some coloured blocks, and there is a main game arrow to move the blocks, but its from there where things get a little cloudy.

It has been recently learnt that the game was actually finished and released for the Amiga and PC, but was never actually officially started on the C64. The programmer, Ferenc Veres, liked the game so much he decided to do his own version.

From what has been done in this preview, its a very impressive conversion and nearly exactly the same. It is likely that this would have been published, had the game been finished.

The game seems to have got to a later stage, and it has even been quoted that the game was actually finished. The sources have been confirmed to still exist, and GTW is trying to see if its possible to see the final game itself.

Time will tell, but promising signs with this particular title, thanks to the detective work of Viktor Varga.

Promising, and still puzzling…

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Inspector Gadget

It almost brings a tear to my eye when thinking back to watching this great cartoon series as a young kid. So much so that when I found the game in a second-hand shop, I was quick to buy it. Loading up the game when I got home, I was sadly disappointed to find a poor arcade adventure game based around a murder at a circus. When researching for GTW and generally playing various games, I came across this interesting preview of the game, which is nothing like the abysmal game that was released.

This version of the game is much closer to the style of Melbourne House games which was typical at the time (Muncher, Street Hassle), with a chunky main character (Though accurate and well animated!). It even seems that the charset was nicked too from Muncher/Street Hassle! Graphically very funny, and the animations for each part of Inspector Gadget are very faithfully reproduced.

Gadget has to run through a horizontally scrolling level (very much best described as a Metro Cross clone), jumping obstacles and getting Gadget skates and other gadgets like the Helicopter, spring legs and other bits. Very faithful to the cartoon original, and much more fun compared to the very poor effort we eventually got. Collecting certain objects, makes you jump to other screens, but overall its very unstable and crashes a lot.

No music exists in the preview, apart from an awesome rendition of the theme tune in the intro sequence, a lot more accurate than Jason Brooke’s version in the final released game, and much closer to the the cartoon and the style of old Melbourne house music. You can check it out for yourselves from the downloads area below.

It was discovered that the version in Gamebase 64 has the missing intro sequence, which is a very faithful rendition of the cartoon’s intro. Plus it has the music which has been sitting in HVSC for a while. This updated version has been added to the downloads section as well.

Thanks to Peter Weighill for digging out an early advert for the game, it is confirmed that this was intended to be the “Circus of Fear” Inspector Gadget game eventually released by Melbourne House. So this version you see here was cancelled, and another team clearly brought in to create a whole new game around the story/theme. But why?

Thankfully, the creators were tracked down in 2008 and we would learn what happened.

Essentially, the game was being developed by both Don Havelberg and Ian Chia, and was nearing completion when disaster struck. Towards the end there was a bug that kept crashing the game, and unfortunately after many banging of heads, the developers could not find what was causing it. Andrew Davie, who worked at Beam Software, recalls sitting with Don Havelburg for many hours trying to find the issue and were chasing around the bug in the system.

With deadlines looming, Melbourne House had to concede defeat, and so new developers were very quickly drafted in to knock out a quick effort which was the dire arcade adventure game which was released. Dire probably because it was rushed.

What is quite sickening though is the fact that soon after the contract was passed over to another development team, the developers of the original game found that it was something startlingly simple that was causing the crash, and that they could have after all fixed it and finished the game. Andrew confirmed that it was later found to be simply a missing “clear interrupt” instruction.

Sadly bad luck prevented what should/could have been an excellent licensed game had it been polished up.

Interestingly the press span things by saying that Mastertronic cancelled the first version as it wasn’t good enough, which is clearly a cover up – as it certainly WAS good enough. Plus the eventual release was absolutely terrible. According to Mastertronic, companies had review copies – but probably just the demo that we have perhaps?

It is not known exactly how this development of the game managed to sneak out, but it is believed that this is the final version, and indeed it does crash on occasion. Both developers did not know how the game surfaced, and were quite surprised to see it after so many years. Ian was only around 16\17 when working on the game. It is suggested that someone who saw the game at CVG when the article preview was produced (see Gallery) may have leaked it.

It is possible more graphics, level maps and enemies are hidden in the code and haven’t been implemented just yet. Certainly there is a bug there which could well be fixed and make the game fully playable once more. Is this something anyone can help with?

From the article that CVG ran, we learn that the game was divided into three worlds – the first was really a training level to get to grips with all the gadgets that Inspector Gadget had (including Gadget Skates, Gadget Copter, Gadget Elastic legs and more). It could be that the preview has all of the features, just includes a bug and a lack of music/sfx (which could well be added by someone).

Professor Chaos has been hacking around and it seems it may have been a very easy fix, but also there is a cut-scene tucked away in the game that you can see by pressing F7. Possibly an end sequence unused? A good point made by Professor Chaos is that the ZX Spectrum version of the Beam game was released, so this is actually a good indication of how the final game would have been: https://www.youtube.com/watch?v=O-uvHQ5u23o

It feels that there is potential here to do something with this preview. Hopefully some day we’ll get a fully fixed version to enjoy.

Posted in: GTW64 archive | Tagged: | 7 Comments