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

Game On!

Something slightly different now for GTW…. a rather different version of John Lowe’s Darts by Gremlin, a much earlier version before any of the endorsements were put into effect.

Back in the early 80’s, Mike Partington was wanting to create an accurate darts simulation and started to build a computerized simulation on the C64 from around 1986 time. This he did, and he had a rather impressive simulation coming together.

First the game was called "Darts Practice", and then later changed to "Game On". CDS took a particular interest to the game and offered Mike a contract for the game in 1987. CDS would have put music and speech into the game, and the game would have come out in 1988 had the offer been accepted. However, Gremlin did get the game and got the title endorsed later by John Lowe. After many delays, the game eventually became released in 1989.

We learn that Ben Daglish almost composed the C64 tune, but even though a song was written in sheet form… a C64 version was probably never started.

Stadium 64 first had contact from Mike who was after someone to port his work disks with the earlier versions. GTW offered to do this, and Mike has kindly allowed GTW to put out the earlier versions for preservation purposes. They are a very interesting insight into the early stages of the game’s life.

Some key differences between some of the versions we offer today are graphics, titles and text. The actual game itself is pretty much as it was originally.

And now you can also check out the source code, which comes as part of the download!

So go check it out… nothing more to be found, so case closed before it begins!

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The Game With No Name

Already creating the cult classic Wizball, Sensible Software tried to take their success even further with a new game, and with a new perspective altogether.

Sensible Software decided to take a trip into the world of 3D games with an ambitious Elite style space trading game. The game was to be in the same style as Elite, taking over various space stations to help create a new universe which was destroyed after a huge war.

Most notable about Sensible Software’s promising game, was the inclusion of fast filled 3D vector graphics. Something which had not really been seen on a C64 before at that point in time.

Sensible Software released a sneak preview rolling-demo of all the ships and descriptions to readers of Zzap!64 on their first ever cover tape, The Zzap Sampler. This was an advert for a big game which Sensible were hoping to create, with the hope that a publisher would see and want to sign it up.

The game’s name “The Day The Universe Died” was only a working title, and readers of Zzap were invited to help come up with a new name. What was the winning name?…. Dominion.

What happened?

It subsequently disappeared off the face of the earth, never to be heard of again. Sensible went onto other greatness and didn’t look back. So what happened?

Jon confirms to GTW that the game never progressed any further, which is what we all thought really. Jon explained that it was canned mainly due to other projects coming along. He believes that Chris Yates would have got this working on a stock C64, and that the machine was not a limitation. However, it may not have been anywhere near as fast as what we saw in the demo. Check out the Creator Speaks page for Jon’s own words.

A promising demo, which will ever remain a promising demo.

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Game No Name 4

After seeing the awesome Xenon 2 on the Amiga/ST, Mike Dailly wondered to himself whether he could get a similiar parallax effect, with instead of a looped pattern as a parallax layer….
have a separate bitmap as the parallaxed layer.

After around 2 days worth of work, this very demo was born and took shape and form into the beginnings of a rather nice looking game.

Sadly it was never to be, and it never progressed past this tech stage. There were no plans as such, and I guess this would have taken off in its own direction as ideas flowed. Mike was drafted onto other projects, and this demo was never come back to.

It has remained on disk for years until now. Mike has kindly dug out the demo for GTW, but also SNASM and the source code for the effect for people to disect and use themselves.

So from a case open, to a case closed… But rather nice eye candy to look at just like with Starline.

Case closed…

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Game No Name 3

An intriguing title by Mike Dailly, who is better known as the creator of Blood Money and Menace for Psygnosis… and then becomming one of the big names behind Lemmings.

This is a title which Mike recently released to the world via his web site, and contains all the source code. It is simply a freeze of ZEUS ASSEMBER, and you have to assemble it yourself to get it working. However, Jazzcat has arranged a compiled version for you to check out too.. But for those wishing to have a look at the source, check out the Readme file with the game from Mike himself.

It is an interesting looking title, from a very early working stage . Seems to be some kind of space Combat style game. Not playable as such, but the main character can be moved around.

There seems to be no concept or gameplan here, but just an initial coding idea which didn’t get very far until Mike found better projects to work on.

Recently we spoke to the game’s creator, Mike Dailly, who mentioned that there was a much more complete version that sadly seems to be lost. The idea was a simple 2 player blast, like Combat, where you fire a range of weapons at each other.
It was a game being worked on when Mike was only 17.

You can read more details about Mike’s work on the game in Creator Speaks.

This is sadly it, and is all that will ever be found. Hopefully Mike might have more to say about the game soon, so we’ll wait and see…

Case closed on this one…

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Galactic Enforcer

Galactic Enforcer was a 2 way horizontal scrolling SEU where you controlled a red alien that had to take out other alien enemies. Created by Marc Walters of Cronic The Badger fame, this sounds an interesting title…

Your main ship could jump on creatures on the ground, which the author describes as being similiar to Rygar.

Overall, only one level was completly made with another 6-7 levels planned, but never being defined. There was a level selection page completed where the player would walk into a matter transportation room and select weapons to use.

Apart from the levels, the other bits that needed doing were new alien sprites and code to link everything together.

The game was cancelled in the end, after Marc felt that the game was boring and too limited, so it was cancelled.

The game apparently made a brief appearance on the internet about 13 years ago, so the game must be available from somewhere… but currently its unknown where it is.

Marc still has remains of the game which luckily were salvaged from corrupted disks, so hopefully we’ll be seeing more of the game very soon in some kind of playable and slideshow form.

More soon on this one we hope, including a download!…

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Graham Gooch World Class Cricket

Although eventually released by Audiogenic around 1992, this particular title wasn’t the same game which was first previewed in Zzap Issue #77. If you check the graphics, you’ll see there is a noticeable difference to the game which was released.

The game released was a slightly rehashed version of a cricket game by Audiogenic in the 80’s. So what happened to this other version? Did Audiogenic decide the leave the C64, scrap the current game and cut their losses by re-hashing the old game?

As you can see from the scans below, the version reviewed in Commodore Format (issue 12) and Your Commodore (issue 84) is considerably different.

We got in touch with Audiogenic years ago when they were still running, who suggested the original team were not making good enough progress. As a quick solution, the old game was recoded slightly and released at the end to make back some money. But was that really the case, considering it was reviewed by two magazines. Surely two magazines couldn’t have reviewed an unfinished game?

Our biggest lead was that some ex-Tynesoft guys were behind the original version – so, looking at the credits of previous Tynesoft games, we had a few names to investigate. Audiogenic did not recall any names, and did not have any of the code.

Recently thanks to Andrew Fisher, we eventually confirmed that the developer was none other than Kevin Franklin of Zybex fame. Graphics were done by David Peacock, who did graphics for other Tynesoft games. No music was thought to have been composed – Adam Gilmore having no involvement.

When we got in touch with David, he recalled that he went to Audiogenic after Tynesoft closed. He remembers tracing the bowling animation from a recorded cricket game on VHS using a sheet of paper taped over the screen.

Graphics were done on Deluxe Paint on the Amiga and then ported down. David believed he no longer had anything of his work, and didn’t realise the game had not actually been released.

When we finally got hold of Kevin – he had no idea what happened to the game and why it was never released. When he stopped working for Audiogenic around April 1991, the game was pretty much finished.

Overall it looked bleak – with Kevin and David confirming they had nothing of the game. At best, David suggested he may still have a few disks knocking about. Sure enough in 2014, David found some disks and passed them onto GTW64 for evaluation. All graphic disks were sadly PC formatted, so work continues on preserving them (which should be of interest across all formats).

However, there was one single C64 formatted disk which was labelled with “64 Cricket (Keep)”, which happened to be possibly the last remaining copy of the game! A frozen copy produced by Kevin to show David how the game was shaping up with his graphics in place. David didn’t even know that he had this, so it has been a surprise turn up!

Interestingly the main title screen has a different title of Graham Gooch All Star Cricket, which we’ve added as a sub title. Was the name later changed? It seems so… possibly this could be a build before Audiogenic decided to tie the game into the World Cup. So, missing still is a slightly later version with a different title, but the rest of the game seems to be in place.

We are not 100% sure how incomplete the title is, but it does look very close! No sound though, so we are keeping the entry as a preview. In the meantime, there is potential for a Spectrum, Amstrad set of graphics to also be saved in the near future.

The complete and lost title screen could also well be on a 5.25″ PC formatted disk that we have with the C64 graphics on, so watch this space! For now, check out another big finding!

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Fuzzy Wuzzy

Right, something a little new and previously unseen by the makers of Creatures, Apex Productions.

This is in fact a very very early preview of what eventually turned into “Creatures”. This was a test demo created to test some graphics and scrolling. Inspired heavily by the arcade game Wardener.

You can’t do too much at this stage, apart from move the character, jump and shoot fire – but with no ability to jump on platforms or much else. It is very early stages, with some nice graphics and parallax scrolling effects.

The demo was dug out by Jason Mackenzie many moons ago for GTW64, and an additional bonus was the inclusion of some unheard music by Steve Rowlands.

A nice glimpse at the early beginnings of what led to Creatures. Case closed!

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Future World

Elite is undoubtfully one of the masterpieces of space exploration games in the history of computing, and there isn’t really an enthusiast or game player above the age of 18 who hasn’t heard of the game.

Nothing has really beaten the original 1985 classic, and very much so in the case of the C64 version. Cherry Software were aiming to creating something just as good, if not better, than the Braben/Bell classic.

Future World was to be a fantastic Elite style trading game, with filled vector graphics and presentation to knock the socks off the old classic.

The publicity information on the game was sure enough to get gamer’s excited, but unfortunatly as with a few of Cherry Soft’s game, this one was put under the kybosh, possibly due to poor sales of their previous releases.

A shame…. though fortunately a preview was released, and quite an impressive one at that. Apart from the snazzed up trading screens and fairly impressive space scenes (Which are currently empty from any 3D ships), actual space fighting occurs over a Combat style arena, with two ships battling it out. A nice idea, though possibly a 3D battle encounter would have been better.

So, all the trimmings and current building blocks of a great space trading game, but no full game. Just how far the developers got with this game is something GTW is hoping to find out. It is quite likely that the game progressed further after its preview was launched. Credits are available to us, so now research can be made. Rumour has it that Cherry Soft had some connection to F4CG, can anyone confirm or deny this?

A fantastic little preview, an idea lost in space…

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Future Shock

Future shock is a very early preview, containing a few detailed organic landscapes and nothing much else. The ship can move through objects and there are no other creatures to kill or find.

The game was actually to be a conversion of a game of the same name from the Amiga platform (Thanks Gaz Spence!) , and which was given away with Amiga Fun magazine on one of their covermounts. The game was a sort of Cybernoid clone.

Looking at the entry on Lemon Amiga, you can clearly see how close the C64 version was looking – though the C64 version still had a lot more work required.

The preview seems to have a strange ship, which might not be the intended sprites – as looking within the sprites for the preview, there is another ship sprite which looks more like the one used in on the Amiga version. There is no dinosaur head though!

Be warned, but the preview is pretty glitchy and can crash – but there are a few screens to see.

Now the question is whether the game was by the same development team, and if it was being developed at the same time. Maybe the game was being developed for both platforms with the intention of selling to C64 Fun as the C64 edition?

A lot more research needed, but a lot closer to solving this mystery! Does anything more exist? Why was it cancelled?

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Future Bike Simulator V1

Here’s an interesting GTW, this time mentioned from its coder Craig Kelsall. Future Bike Simulator was being developed for Alternative Software back in 1988. It’s main mention in the press was in Crash issue 51 which depicted a top down racer that was being coded on the Spectrum primarily by Dave Thompson.

Very strangely the game never surfaced, but 2 years later the game did surface – but under the Hi-tec label and as a completely different style of game. Where as the original was a top down based racer, the new version was changed into a Outrun based perspective. The C64 version was done by Al Dukes and released.

But what of the original? … Well, Craig had a few problems with the game and had to stop work – and it was forgotten about. The Spectrum version was believed to be mostly complete, but Craig’s version wasn’t too far behind. Craig’s C64 version had graphics for one level, consisted of the basic mechanics like bike movement, weapons, enemies ramming and avoiding you and the main explosion sequence which was very R-Type’esq.

Basically everything disappeared on the screen to make use of all 8 sprites for the explosion (Craig wasn’t sure how to do multiplexers at the time). The bike movement was quite good in that it had momentum, and not just a basic left right movement – which you could transfer during a ramming movement. Craig believed that the coding was horrible, but it worked – however the collisions were a bit of a pig. If the objects didn’t move far enough apart, they’d register a second collision and then all hell would let loose before the bikes eventually fired apart.

It seems in 1989 also was a time of transition, and Dave Palmer (Who was at Alternative at the time) created a new company called Hi-Tec. We believe that Dave Thompson must have followed Dave Palmer and took the Future Bike game with him, but for some reason decided to give things a face lift for the new company – and so the final version was born.

But with Craig’s version sadly it seems that it no longer exists. Craig long ago got rid of all his disks, so any copy being found will have to rely on someone who may have had a preview given to them by Craig. The Spectrum version is more likely to be findable, though that is probably a job for the guys at World of Spectrum.

We’ll keep looking though – as you never know. In the meantime, does anyone have any screenshots from a magazine?

Well, Jarrod Bentley got in touch and confirmed that he did C64 backgrounds with sprites by Dennis Mulliner. Thanks to Jarrod, we’ve been able to add photos of how the game looked. Jarrod remembers creating a moon surface style of level, but sadly sold all his C64 stuff a very long time ago. It could well therefore be completely lost to time.

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