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

Cube Heads

Another game in the archives. Thanks to Richard Bayliss, we learn that the game preview appeared on Commodore Scene issue 13 cover disk and was made in 1995 by Violent Flower Software. All that seems to remain of it is the preview we have here.

The game is pretty simple – you have to select tiles and place them onto the game grid, ensuring that all tiles are positioned in the correct place, but when you insert a tile – two colours must match the previous tile, which you try to connect in that particular position. However, you are against time and you also cannot undo a move.

The game features some fair graphics, good music and nice titles, but nothing much else.

The game never surfaced on the scene as a complete game, nor was it sold through any companies. Its now down to finding the crew of this game to find out more.

Do you know any more about this game?

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Crystal Castles V1

You may be shocked to know, but there were two versions of Crystal Castles in development – both before the U.S. Gold release in later years.

Atarisoft were doing an official conversion themselves back in the early 80’s of Crystal Castles that didn’t get released, but there was in fact another version developed a little earlier by a company called Thundervision, which is the focus of this post.

Around the time of the Atarisoft game – a company called Thundervision worked on what was believed to be an unofficial conversion. Kurt Woloch informed GTW that he read a story from the programmer that the Thundervision game wasn’t made to get the licence to sell, and hence was leaked to the community to play. This was a few years before U.S. Gold released the game in the UK, but would have been around a similar time that Atarisoft could have released their version.

It suggests that the leak of the Thundervision game could have been the key reason why the completed Atarisoft game didn’t make it beyond prototype release stage, though the company itself had collapsed around that time anyway.

Another source suggests that an Australian programmer did the game and offered it to Atari, but were turned down and as a result leaked the 99% complete version underground. Was this the case?

On the Lemon64 forums, a “Jim” laid claim as to being someone who worked on the game, along with someone called Jon. In Gamebase, there is another “Thundervision” title from a year earlier, which lists the developer as a Jim Larsen. Hopefully we can speak to Jim soon to learn more about what happened exactly, or if Jim sees this – please do get in touch.

Unfortunately, it has been highlighted that the Thundervision edition of the game crashes at the end, so it isn’t possible to play the final level properly. We don’t believe that there is a version out there which fixes the issue. Does anyone fancy trying to fix it for posterity and create a 100% working version of the game?

For now, check out the original version from Atarisoft, and compare against this superior Thundervision version.

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Crucial Bros

After completing work on the unreleased ATG and doing work for BMX Kidz, Paul Docherty was assigned to another Telecomsoft based title, this time a cheeky Super Mario Bros clone called Crucial Bros which was to be released by Silverbird back in around 1988.

The game was being developed by John Knox, who previously had been working on another game for Firebird called "Food Feud".

It is believed that the game was actually completed, or at least very close to that stage. But sadly at the death it was considered to derivative to market and it was cancelled, never to see the light of day.

Dokk recalls that the game was fun to do, which indicates that this could well have been a great looking game. As for how it played, we’re not too sure. John Knox has been problematic in trying to find, and we are still yet to locate him to discuss Food Feud. Add this Mario Bros clone to the list then!

A potentially exciting clone to look out for!…

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Crossinvert 2

Another puzzler, no instructions again… but looks as if you have to replicate a image on the right part of the screen. Graphically quite nice, the game is one of many puzzle games which saturated the C64 market.

This one however didn’t make it too far, and was scrapped for unknown reasons. Credits have now been established thanks to Gamebase64 and Anonymous Contributor, so we hope to learn more soon.

More information needed on this game…

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Crossbow

Our next brief entry is for a game being worked on by Screen 7, a company who also did Jaws and a few others on the C64.

The game was to be based on the TV series, Crossbow and was mentioned in Zzap issue 56.

Thanks to Martin Smith, we can confirm that the game was a side on viewed game and was actually released on the Amiga, PC and Spectrum platforms, where as the C64 version sank without trace.

The game seems quite naff, and I don’t think it did particularly well. Screen 7 seemed to disappear without trace around 1989, which could be the reason the C64 version died out without a release. Maybe the C64 version was taking longer to develop, and just missed the boat before Screen 7 sank.

Well, thanks to Andrew Fisher for sparking a connection – but this was a game written by Kevin Oxland for a company called Intelligent Designs which sadly went bust before it could be released. Kevin recalls writing code for the navigation around the forest amongst other things.

Sadly Kevin no longer has any of his old work, so it could be that this one is lost for good. Maybe you know more about it?

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Crossbones

Crossbones was originally a game which had very little known it, apart a mention way back in 1987 in “Happy Computer” magazine.

It was in an interview with Brian Fargo and Bill Heineman of Interplay where they first mentioned that they were working on a pirate game called “Crossbones” for Activision, and it would come out in the autumn of 1987.

Nothing else was ever heard about the game and that was the end of that.

Bruce Schlickbernd was a producer on the game and got in touch to shed some light. He confirmed that the C64 conversion was well into production and infact was almost complete and fully playable at the time it was cancelled.

Why did it get cancelled? … Well, Sid Meier’s Pirates! game beat them to it, mainly because Activision were messing around and asking for things to be changed and tweaked all the time and delaying the release. Had the game been left alone and finished, Activision may well have beat Sid’s successful game by a month or so.

Unsurprisingly, both games were very similiar with cannon fights, sword fights and sailing around a vast ocean. The main difference between the games was that whilst sailing on Crossbones, you remained in a deck level view of the seas (referring to a map to get an idea of location). The game covered basically the same physical area as the Caribbean.

There were broadside views for ship-to-ship fights. The general closeness of the game unfortunately gave reason for Activision to cancel and prevent them potentially being taken to court and accused of copying Pirates! (which no doubt they would have done). It was a shame the game couldn’t have been changed enough to prevent any court cases.

The C64 conversion was done by none other than Troy Miles, who programmed Necromancer on the C64. Unfortunately Bruce no longer had anything of the game and sadly neither did Troy…

“I don’t know how much help I could be concerning Crossbones. It was never released and I don’t have any source code or artwork from the project. It was over 20 years ago on a machine I haven’t developed for in an equally long time. In fact, I very surprise that you found out that it existed.

We were working on it for Activision. We were actually pretty close to completion, when they canned it. It wasn’t the only project which ever got canned, it was a pretty frequent occurrence in those days.”

Huge progress and steps into finding more out about this game though, and exciting one! Could this be another enjoyable Pirate game to discover? Time will tell.

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Cricket Captain 2

Our next entry is based on a sequel of a popular Cricket game which was planned by D&H Games, but never quite made it
to the crease.

There was to be a sequel and international version, and this was advertised by the company briefly. You would have been able to save players from the first game to use in the sequel and international version. But it was never to be. It seems D&H games went by the wayside, and their sequel also went under.

It is likely that the developers were the same people who did the first game, Adam Parker, J DeSalis and T Huggard. Maybe someone can help us track these guys?

More soon we hope on this one…

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Crazy Bikes

Yet another Titus title which was mentioned in a schedule list from 1990 for the C64 on Tape and Disk (And later cart!).

We know very little about the game though sadly – as there is no sign of any documents or release on any other formats. But it seems obvious that it would have been a take on the Crazy Cars franchise, but with bikes.

Maybe they decided actually to stick to cars?…. Maybe the Crazy Bikes game turned into Crazy Cars 3??

Do you know anything more about this title?

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Crazy

All you will get so far with this game, is a picture and logo, with an arrow which moves, but can’t interact at all with the background.

This is unplayable, and there is nothing to indicate what this game is about or what its plans were.

Unsurprisingly, no full version exists and no news was ever heard on this game.

Can’t say much more than that… apart from that the purple looks nice..

Unplayable…

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Crash Course

Back in 1996, an enthusiastic Wayne Wormersley got working with Jon Wells on a title called Crash Course.

The game was to be a sort of update to the classic Spectrum/Ultimate title ‘Trans Am’, or at least based on the game due to its 8 way scrolling. Wayne worked very hard on a graphics set for the game – Wayne recalls about the project:

"Crash Course was meant to be a collaboration project between me and Jon back in 1996. I did the graphics for a full level and a bitmap screen to advertise the game which isnt quite complete. Jon originally suggested doing the game as an 8 way scroller like an old Spectrum game whose name escapes me but then decided that he was going to use his 10TH DAN scrolling routine for the game. This game didnt get done due to me being so slow, I was incredibly neurotic ( I still am ! ) about getting the graphics absolutely perfect.

The graphics are in Saracen Art files I think there are about 16 files in total with bits and bats here and there. Jon has a utility that will grab the graphics form the screen and dump them in to a character set. Perhaps someone could approach him and suggest he completes this game, the graphics are rather nice even after all this time….."

At this stage we are unsure about how far the game got code wise, but we believe not much was ever started. And we believe that after all this time the game is likely to have been cancelled unfortunately. The idea of a C64 version of Trans Am would have been very welcome (And i’m sure Jon would have done a great job, considering he was a fan of the game).

We hope to find out some more soon about the game, its plans and how far any code got. We are now to chase a few leads to see if we can get hold of the graphics to show and preserve on the website.

More soon we hope!

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