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.

Latest News and Posts

Graeme Souness Vector Soccer

Before Actua Soccer came about, Zeppelin almost beat Gremlin to it with this state of the art soccer game. We say state of the art, but we are assuming it wasn’t that good because I haven’t heard of it before until now.

Volker Malter came forward a while back with an interesting link showing the game cover, but then an image from an old auction which showed the same box with a C64 label on it. It could possibly have been a manufacturing mistake, but it will indeed be worth chasing up and finding out if there is any truth in the possible development.

It would have been a very ambitious game i’m sure. Maybe it was packaging used also to house Graeme Souness Soccer on the cheap towards the end of the C64’s life?… Possibly.

Well, contributor Boris Kretzinger has helped to confirm that the game was just a repackaged version of Graeme Souness International Soccer, after purchasing a copy of Vector Soccer with the C64 label on it. Check out the scan shots. The game is exactly the same and no different, so Zeppelin were just saving money and using the same box.

Case closed!

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Golden Pyramids 2

Fans of games such as Lode Runner may have been familiar with a particular title released by Magic Disk, called "Golden Pyramids" – created by Harold Klink and Martijn Althuizen back in 1990/91. This was their first proper commercial release (although Dying High – their other game – just missed out from a Zzap 64 covermount), and it did quite well and had a good reception.

It was almost by default that a sequel would start to emerge, though it wasn’t really common knowledge to anyone in the gaming world. This was done pretty much underwraps by the developers in the hope that they would sell the game like the first.

Golden Pyramids 2 was to feature much of the first game, but with new levels and various visual and playability enhancements throughout. It was also considered briefly about including a level editor with the game, which would have been quite nice.

Sadly interest with the game’s development was lost and it fell by the way-side as Harold and Martijn moved away from the C64. Both guys had however done a fair amount of work, including a few levels and some of the playability. Martijn did also a great deal of graphical work for introductions and end sequences.

All of this was left to gather dust, until in 2006, GTW got in touch with developers regarding Dying High. This also led to other titles which never saw the light of day, including all the disks in relation to the Golden Pyramids 2 project. With kind permission from Harold and Martijn, as well as a complete collection of what we found on the work disks – we also include the source disks incase anyone wants to examine and maybe do something with the code.

So GTW is proud to present another game once lost and now found. A big thanks to Skeletor for piecing together the remains for GTW. Enjoy and check out what could have been a nifty sequel.

One tomb that has been exhumed and opened…

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Gotcha Maths

Part of a series of unreleased games and programs by Channel 8 Software, ‘Gotcha’ Maths was one in a line of educational software releases (or as it is now, planned releases).

Click here for the advert

As we have no idea of the content of the software, we can only presume it must have differed in format to Primary Maths and the released game, Maths Tutor, in some way.

As with all the rest we have no idea of why these games went unreleased, though for more posturing check the entry for Toddler Tutor!

Thanks to contributor Sean O’Neill, it has been confirmed that the game had a limited release and can be found here on Retro Collector.

Allan Pinkerton has kindly preserved the game himself and it can now be found here to download! We have also added the tape version, but sadly TAP 1 and 2 don’t seem to work properly due to deterioration. The disk version is here in full though.

Case closed!

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Goremium

An interesting title which has been flagged up by Mikael Lundvall. This was to be the last game produced by Swedish company Greve Graphics and was going to be released in 1987, but surprise surprise it never happened!

Details on Wikipedia regarding Greve Graphics state that the game was “Only 5 copies but not complet (sic)” …. so 5 originals were produced and distributed out … but the game was never officially released.

Mikael very kindly translated details which were published in a swedish article which explains more about the game:

“During 1987 the company (Greve Graphics) developed a game called Goremium. Before the planned release 5 original disks were produced, but the game was never officially released.

Two players could play the game simultaneously. The aim of the game is to defeat Rinevald and his evil sons, each having their own evil power, Dirvania (fire), Jilvod (water) and Transvaj (earth). After that, the players face a giant dragon in order to save their princess. The players control a space ship each. Throughout the game the ships can be expanded.

The players can also connect their ships to, by joint effort, become more powerful. The game used the, at the time, new “double scroll” technique to give the game more dimensions. The border was also being fully used to maximize the game area. 48 sprites were used at the same time, and the giant dragon, the final boss, consisted of 13 sprites.

The space ships can, if fully expanded, consist of 13 sprites. The game was planned to be released in the USA during July of 1987, and then in Scandinavia in September of 1987. The game was not to be distributed by American Action or any other Swedish company. The price was going to be 249 SEK, for both the tape and disk versions. This was the last game by Greve Graphics but it was never released. The people behind the game later on moved on to work for other computer companies in Sweden, among others as programming software for the PC.”

This is all that is currently known about the game at present, but it did say in the article about references that Swedish magazine Datormagazin referred to it as “Gorminum” in some article but it didn’t say in what issue or if there were pictures or anything. Thanks to Martin/Stadium64 – this has now been added to the scans!

According to GiantBomb.com: “GG spent a lot of money and time on the game “Goreemium – The Rise of Nothingness”. It was never released, but several playable demos has been around on trade shows with many people stating “looking extremely innovative” (it was among the first games in the world were user directed a team with different skills to solve complex tasks)”

A translated article here suggests that the game could et will be completed and Lars HÁ¥rd said the following about the game itself to give some more info about what it was like:

“Yes, we worked on Goremium quite a lot in 1987. It’s a two player game with quite heavy AI requirements, which is unusual for a C64 game. It’s basically a space shooter where the players can upgrade their ships and rebuild them in order to make them more powerful. The game was very graphics heavy, giving us 48 simultaneous on-screen sprites, but the main idea was to use advanced AI to enable automated team handling. Unfortunately, Goremium never got completed, and by that time we’d grown tired of the game industry.”

Lars is open to the possibility that some day the C64 game could be resurrected and released – suggesting that they may still have the actual C64 work. Watch this space perhaps!

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Gore

Gore was a rather interesting idea which was being developed in 1990 by DMA Designs, the guys behind the famous Lemmings, which was to follow a year after this game.

The game was to be similiar to Golden Axe, with a side on view, impressive animations for the main axe-weilding character, and about 3 layers of parallax. These are based on descriptions of the Amiga version also in development.

It was an ambitious game which kept growing and growing. Mike Dailly was assigned to the C64 conversion of the game and got a few sprites moving on the screen. It was a character in the end made up of 4 by 2 sprites with a nice multiplexor working.

However, the Amiga version hit many problems, as the guys got more ambitious and started to run out of memory. It was felt that 1mb was going to be needed to run this game, and at that time 1mb games were not common enough.

DMA Design shelved the game indefinately, and hence Mike was dragged off the project to work elsewhere.

All that might have been done were a few sprites bouncing around the screen with some slight scrolling, but nothing more. We are hopeful that Mike finds something of the game, but it will be hardly anything at all. It will be a matter of interest to see a small glimpse of its final state on the C64.

Mike tells GTW:

"This got nowhere at all… The sprites were basically 4 sprites by 2 sprites tall/wide, with a few of them on screen at once. I basically had the sprite multiplexer going, and I cant even remember if I got the scrolling going before Dave pulled me off it to do something else."

We hope to find something of this game soon, it’s early days yet, though we are hoping that Mike will find something…

Will anything be found of this game?…

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Gold Train

Ah… I remember going up to London one day and my dad buying me a copy of Your Commodore on the train journey up to keep me quiet. It happened to be the last ever issue as it happened, and on the covermount were some memorable games for me and my childhood. One such title was “Gold Train”, which was a slightly odd title and there always seemed to be a bit of mystery behind it which troubled me for many years.

You play the game and one thing you’ll notice is that it has no sound or music at all… like it is unfinished. The title screen has the original 1984 date to indicate that this was in fact something never released until now. The game itself was fully playable, and seems to be an unofficial arcade conversion of Taito’s 1982 game Wild Western.

Many years later in 2008… I found Gold Train and had a play for old times sake. The questions still remained to me about the game and why it wasn’t released in 1984. I dug around in a machine code monitor, and finally the mystery was starting to unravel itself. The programmer, Richard Taylor had left a message in the game to say that it was meant for Interceptor Software and it was unfinished. Ah ha!… we were in fact looking at yet another GTW, and this time an Interceptor title!

We luckily managed to track down Richard who had the following story to tell…

“Well this is the ‘story’ of Gold Train. Back in 1983 there was a little group of us c64 owners that used to get together to try and design and write games. One of the gang knew Richard Paul Jones from Interceptor Micros. He was a few years older than us, about 18/19 I think. He was cool, friendly and encouraging. He said he’d buy games from us if we produced them to a certain standard. He saw Gold Train and several others in very early stages.

He wanted to buy them and he gave us each a cheque for about £500. It seemed like a lot of money back then! Esp to a 13 year old. One day a disk got dropped off with some music on it. You might be right about the author, but sadly I can’t remember. We put the music into the game. I think it was Camptown Races, or something similar! A little while later a couple of posters turned up for the game, and also some dummy cassette cases with printed sleeves. There was a horse with agonised look on face jumping a ravine, and Injuns firing arrows at a train. Great artwork! I probably still have that at my mums house.

Richard Jones wanted lots of changes made to the game. More shooting, more challenging obstacles. Looking back I can see his point. He wanted it all done by a certain date, in time for a computer show in London. He showed us other games he wanted to demo, like China Miner. It was really colourful and made our graphics look bad. Bizarely he also wanted reference made to camels, llamas and goats, as seemed to be a feature of Interceptor games at the time.

There was a bit of a falling out over his demands. It was a mistake to take money for the game so early on. Our ‘team’ disbanded as people went to college. I tried to finish the game for Jones in early 1984 but it fell by the wayside. To RPJ’s credit he let us keep the money originally paid. I remember him saying later that he was disappointed over Gold Train, as it was one of the best games he had ever seen, great potential.

He was a nice guy. Friendly, enthusiastic. He got some bad press for appearing arrogant. But that’s just business.”

So there we have it!… it seems we have pretty much all of the game that was done… but a mention of music got us thinking. And the Camptown Races connection…. We root around Chris Cox’s music archive and find that his Fistful of Bucks set of tunes for Ocean about a year later in 1985 contain a rendition of Camptown Races. It seems that the tune for Ian Gray’s game was in fact meant for Gold Train!… maybe the sub tunes too? We will need to find Chris Cox or Ian Gray someday to find out more.

Additionally Richard spoke about cover art for the game being produced… and he has kindly offered to take a look when he’s next at his parent’s house to see if anything still exists. And it does! In the images section below are a set of photos of Richard’s mastered disk copy. It is believed that the game will have the completed music, so we hope to see a copy of it made soon to preserve as well as full scans.

A great story to a long buried game… and we hope there is more to it soon!

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Gold Runner

A popular game on the Amiga in its early days, the C64 saw a conversion preview released of the game. I don’t know much about the game itself, apart from its recievement on the Amiga, and it mean’t to be rather good.

This is only a preview, with music taken from a Rob Hubbard track (Human Race), and has some graphics done by Steven Day (Ste’86 to old Compunet nuts).

Steve actually spoke to GTW and gives the reason for this preview, and explains more to sum up everything…. “Sorry to dissappoint you, but this ‘preview’ was actually only a spoof demo for Compunet done by the Meanteam. I know because if u read the credits on the title screen (if they are still there) it says coding by JCB & Claka, title screen by BJ and in game graphics by STE’86 (guess who i am???)”

Therefore, this is all that exists of a conversion of the classic Goldrunner, even though its not technically an official version. Would have been great if the people behind Goldrunner actually saw this, and commissioned Meanteam to do the game.

Case closed on this one…

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Golden Axe V1

Yet another V1 title, this time in the form of Golden Axe, and by the very same developers.

We believe that there was another version of Golden Axe which was scrapped to make way to the version which we all know well.

The original game has been stated from various sources to include more than one enemy at a time (Two to be precise)
and the full 2 player mode.

These features were later dropped as there was a lot of flickering with the sprites, and the coders could not get it all
working. In the end Golden Axe became a one on one fighting game with only one player.

There is evidence that 2 player at least WAS an option in the released game, as the space on the character selection screen
is just left blank for player 2. Just seems a little odd, and that the display panels were built for a second player.

Chances of finding an earlier version are remote, but it would be interesting to attempt to find, so we are hopeful something will turn up soon.

What happened to this old version?…

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Go Kart!

Before the classic times of Slicks and then Micro Machines, came games like Go Kart!, with some simple tracks and playability.

Go Kart is quite primitive when compared with Slicks, and is certainly not as slick as Slicks. Unfortunatly the controls are quite awkward, making the game slightly unplayable.

The graphics are also a little too basic, although they look ok on the second track (If only a little strange for a go-kart game). There is also no sound at all in this preview.

The tracks are selected before the preview is started, so the preview has been bolted together from other previews. The game includes a standard title screen also, which luckily had a credit which we can chase up in the future.

Were there any more tracks?, was there a later version with more cars and linked tracks? The author can hopefully answer this one day…

A nice little racer, marred by some dated graphics currently…

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Gods

A hugely popular game from the Bitmap Bros on the Amiga and other 16-bit systems done way back in around 1991. Famous not only for the game itself, but for the music score for the game. In the year 2000, work was started on a unofficial C64 conversion, and a site was put up to show progress.

Eventually an intro was released, which contained some reasonable titles and a decent conversion of the GODS theme tune. Sadly there was nothing playable, until a while later.

Before the site disappeared, the team released a small preview of the map, and slightly playable version of level 1. Those who downloaded their Xmas demo and decoded a special message could be 1 of 10 potential beta-testers to test a later version of the game. It was reported that the game was around 50% complete overall (most of the code was done, just needing final maps and character designs).

Sadly, no-one seems to have either the early demo or the beta demo and therefore the intro is all that currently remains. Their website originally said the following:

“As you can see this is the Entire map to level 1-1, This is just the background map, there are another 2 maps that go with this as each level is built with 3 layers of maps, there are a background map, Interactive map & a baddie map, the interactive map is a map that contains things like AI pointers and switches, then of course the baddie map contains all the baddie locations and paths. Look out for a playable level 1-1 demo coming very soon.”

Thanks to the Wayback machine, here was the last update and invite for beta testers:

MERRY XMAS – SPECIAL DOWNLOAD

The above download, is a WIP from 3 months ago, The Final version is A Whole FUCKLOAD nicer We are releasing this OLD demo now to keep scene interest.

Unzip, load the PRG into real or emulated 64 and type SYS 32768 (Return)

Feel Free to Email us about this, But keep in mind this is in no way a current wip. Alot of changes have been made since.

Beta Tester’s Req’d

Merry Christmas to every c64/128 freak out there. We are nearing the end of godz production, Phew! its been hard Everything is done, Music, Gfx, Code, AI, Its all there, However as we have played it to death we don’t know if its to hard or not hard enough anymore we need testers. so to make the selection process fair we have a plan :)

All you have to do is download our christmas greetingtro. load it up on your fave emulator (we recommend WinVice 1.6) and follow the instructions, it tells you all you need to know
Shortly after the festive season our new website will open up with the first public release of Godz. Hex (Me) is busy doing all the website material now (lots of shockwave).”

There were some rumors that development on Gods had been stopped, and Hexl0rd responded:

“Two of my colleagues work on it without me, but the development speed is slowing down. We are working always on GODS, we don’t give up the idea. I am working twice than before, and we will put up one new webpage with a demo with 3 levels.”

At the time, I remember many people thinking that Gods was nothing more than a fake production to drum up some interest in the scene. We had contact from a guy called Andy in 2006, who had spoken with Hexl0rd at the time and had seen a lot of the game. He confirmed it wasn’t fake as a result, and seemed like he was one of the beta testers. After promising to try and dig out the previews, they sadly disappeared (the old email address now bouncing).

According to Andy, the coder was struggling with the AI and sprite multiplexer in particular, and could have been why the game was abandoned in the end.

The likes of Hexl0rd, Marta and Ventura all seem to have disappeared off the face of the earth, so we hope they see this page some day to get in touch and shed some light on the development, and even share what remains of the game. The only other hope is if someone happened to download the early preview off the site or were one of the beta testers. If that was you – please get in touch!

Sadly, I recall downloading the map demo and running it – but I didn’t archive it at the time. From what I recall, it just had a very basic character that could move around a very simple map that scrolled in multiple directions. I can recall there being ladders dotted around. There were no enemies or sounds and it was quite dark/blue – like the colour scheme in the intro demo.

If you have old CD archives from around 2000-2001 time, then check them for anything that looks like “gods” or “gods.zip” (which was the download filename).

In the meantime, in late November 2023 (and after many searches across digital archives in the past), I made a small breakthrough. On our very own Jazzcat’s disks, we located a “GODS” file which seemed a decent size. When loading it up, it did nothing – so we tried the SYS code as mentioned on the old Gods web page. Unfortunately, we were greeted by the same (uncompressed/uncracked) intro sequence with digital music that has been floating around for some time.

Looking in the code – we noticed that there seems to be remnants of the game character set for level 1 first of all (which has probably been present in the intro release already out there).

However – lurking on the same disk was a file called “XMAS”, which also didn’t autorun when loading. Putting the same SYS code in, we were greeted by the Christmas demo which was mentioned, with the message that had to be decoded to become a beta tester.

So its something related to the development, and we’ve added it here – but still not the previews sadly. Couldn’t see anything else similar on the rest of Jazzcat’s disks. Hopefully some day we will find more.

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