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

Gauntlet 3

The final part in the Gauntlet trilogy (on the Commodore 64 at least) was to be an isometric affair, owing more to Pacmania and 3D Ant Attack then the previous overhead offerings that were converted by Gremlin Graphics for U.S. Gold.

The game features some awesome graphics by both Martin Holland and Hadyn Dalton, including some incredible character selection screens. The scrolling is relatively smooth, and the game is pretty good overall.

The music is fantastic, and was created by Tim and Geoff Follin. The two tunes present are in the same league as the awesome Ghouls and Ghosts tunes that Tim produced a few years before.

The game was due for release in the Summer of 1991 after some well received reviews from the press. The game apparently suffered massive delays when the programmer fell ill and U.S. Gold couldn’t get the game off the development system and onto cassette tape.

Due to the delays, Gauntlet 3 was to be eventually released onto the Kixx label, but unfortunately this never happened either, as they could just not get the game onto tape format. Disk? Not a problem though. It strangely seemed to mirror the issues that were had with Murder!, another well known GTW title.

Martin Howarth however contacted GTW briefly many years ago and clarified that he did not suffer a breakdown of any sort (which had been originally the rumour for the game’s unreleased status). Martin confirmed that he was actually made redundant by Software Creations, and after that point, Software Creations had problems trying to master the game onto tape from Martin’s source code.

Martin didn’t move onto any other platforms after this, and sadly got left behind. After a break from programming, Martin got back into it, and now works at BarCrest. It is hoped that Martin will shed some more light about the development of the game and issues at the time in the near future.

There is also however the remarkable story that Gauntlet 3 did actually sneak out in a very short supply and only on disk. This was believed to be specially for those who were signed up to the U.S. Gold software club. A few of us luckily have a copy, including Mat Allen and the webmaster (though missing disk 2).  A copy is also in the procession of someone which is still sealed, and copies still occasionally surface online for obscene amounts of money. It is likely through one of these copies that the game was cracked and leaked back in the day.

So thankfully you can all still play it, though its not friendly with all emulators, so be warned. The original disk images have also been added to the download for posterity, thanks to Jazzcat. Additionally if you want to see the game ending, then check it out at C64 endings.

A lovely finale that you can all thankfully play, but one which you will struggle to find a fully packaged release.

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Gamma Strike

A rather interesting title now from an obscure company called Gamesware. Gamma Strike is a kind of a light phaser/target pack, with the target board plugged into the computer.

ACE magazine (issue 9) reported on the game and said the following:

“Another creative use for home computers has been found by a Liverpool based company called Gamesware. They are currently marketing a game called Gamma Strike which retails at about the “23 mark for C64, Spectrum and Amstrad and comes in a large box complete with two air-powered plastic pistols , some small soft plastic pellets and a target mounted on a touch sensitive board that plugs directly into your computer – plus, of course the necessary software.

The idea is for one to four players to take turns shooting at the target. Your scores are then displayed on your monitor. With three types of game including Alien Shoot-out where you try to outdraw a bunch of alients. Gamma Strike is a novel product aimed at the younger player who’ll probably get quite a lot of satisfaction from it, as long as an adult supervises and ensures the pistols are used safely.”

Hmmm, sounds like a potentially dangerous pack, with maybe the ability to fire pellets at others in the room. To be honest, the game probably never got past the standards phase, and was ruled to be too dangerous. And it seems that it didn’t… well, at least in a mainstream way!

Gamesware struggled to get the product onto mainstream shelves due to the health and safety hazards of the package. They resorted to shifting just a few copies over mail order and through petrol stations in the Manchester and Liverpool area!

Recently the game’s lead programmer Simon Phillips got in touch with GTW whom shared the above information. Simon was only 15/16 at the time and assembled a team of himself, another programmer, a graphic artist and a musician to construct 3 games to go with the gun technology. They only had a month, but they produced 3 reasonable games to go with the gun..

1. Competition Shoot-out – A simple game where two players compete against each other shooting the target and getting scores. Written in BASIC.

2. Voyager 19 – A better title with two space rockets where each player takes turns to fire and score depending on where the target was hit. Each shot would send that player’s space rocket up towards the top of the screen. First one into space would be the winner.

3. The Alien Team – Probably the most intriguing title of the pack, where the game hardly uses the target until the very end boss. The game is predominantly a side scrolling SEU.

The package had its limited release, and the developers got a small bit of money without royalties (Which may not have been a bad thing in the end!). However, it is only now that the games have finally been preserved.

Simon kindly posted one of the last packages of Gamma Strike known (Possibly the only one left in existance), where GTW has taken high quality photos of the packaging, internals and also fully preserved the 3 games which came with it!

The only problem is that at present the games are completely unplayable without the target, and Alien Team needs someone to shoot the target to start the game! Well, shortly after release on GTW, Triad sorted Alien Team and Voyager 19 out (The two key games) and released versions which allow you to use keys to replace the target, as well as the original hardware if you ever discover it! :) .

A great discovery for GTW, and finally preserved after all these years!

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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.

Recently, Martin/Stadium64 purchased a tape copy of the game and sent us photos, showing what the released box would have looked like, and the tape too – had Tynesoft’s version been released.

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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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