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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Aquarius

A very short entry for now for a game that was one of many that never quite made it from Crystal Software back in the later end of the 90’s.

This game was to be underwater shoot-em-up from what we know so far.

We know little more about the game, but ex-CEO Alex de Vries of Crystal Software had the following to say which explains why all of these titles never made it:

“I used to be the CEO of Crystal Software back when it was developing and publishing games for the C64 and Amiga platforms before making the transition to PC only. The Legend of Kyril was actually an Austrian project we signed up as a last effort to see if we could sell decent volume on the C64 if the quality was there for the title. Our involvement was purely in sales and marketing and we were never involved in the creative side of things. I wish I could remember the names of the developers but it’s just too long ago.

Code exists for some but I have moved halfway across the world since those days so I don’t know whether anything survived. I don’t have a copy anymore in any case.

We packed it in after 1996 and cancelled all projects for the C64 in Q1 1997. Titles we did (re-)publish were McRat, The Zinj Complex, Target, It’s Magic, Colorzone, Riddles and Stones and a few others. Not the greatest stuff but it was fun while it lasted.”

Do you know any more about this game?…

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Aquablast

Aquablast is probably better known today as “Live And Let Die”, a James Bond movie licence by Elite and Domark.

But what was exactly “Aquablast” then? Well it seems that Elite had this great little boat game by Dave Thomas, and around that time Domark wished to churn out as many Bond games as they could.

Somehow they must have seen Aquablaster, or were aware of it, and struck a deal with Elite to turn it into a Bond licenced game. It kind of made sense, but then again, the boat sequence was only a small part of the film.

Dominic Wheatley (Ex-head of Domark) had this to say:

“Steve [Wilcox] was the boss of a company called Elite. And they had done a number of coin-up games. In fact, one of the things that happened was, we [Domark] did Star Wars that was based off the coin-up machine from Atari.

We did such a great job that Atari came over to see us and said “We want to put all our coin-ops with one company…we’re going to decide which company we want to give all our future coin-ops to, good or bad, for a flat fee, build a business together…

We were thrilled! But I was more worried about Steve because Steve had done lots of coin-op conversions that they had made loads and loads of money out of. Fortunately for me, Steve decided that he didn’t need the coin-op guys anymore – that he could do it on his own, make his own games, he didn’t need the licenses, he didn’t need the royalties… Steve’s business made the wrong decision.

He had been making games that people didn’t know of…his business simply faded away and he was struggling a bit. Aquablast was a game I thought my business was in – I thought immediately that it was reminiscent of ‘Live and Let Die’ with the chase scene… I simply said, “You give us your game, we’ll put a license on it, we’ll publish it…” And that was that. “

Actually it seems that Domark had a previous version under development themselves by Lynsoft, which we also have an entry on. Apparently the early version was taking a long time, and by chance Domark saw Aquablast and decided to take that on as a quick solution.

Elite didn’t mind, as it brought in more money for them than maybe Aquablast would have. Steve Wilcox recollected that it came about because the engineers creating the game for Domark had let them down and Domark were keen to satisfy their commitments to their licensors – DanJaq (?).

Would Aquablast C64 been that different? Well, apart from maybe a few graphics and the sound, maybe not. But it would be very interesting to find out if the game did still exist in its old form. Did Mark Cooksey do other music for Aquablaster? Is there another loading screen somewhere unused? This is our job to find out.

We do know that Aquablast did surface on the 16-bits in the US, which was the same game as Live and Let Die, just the licence removed for that market. So its likely that hardly anything changed apart from the name and loading screen + music.

Well, we located Dave Thomas many moons ago who sadly confirmed he no longer had anything of Aquablast in its original state, so we may have to keep looking around!

Also Mark Cooksey confirms that music and SFX was done for Aquablaster, but most of those tunes seem to be missing. We think that the high-score tune from Live and Let Die and also the SFX were from the original game though.

Do you know anything more about this earlier version?

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Apprentice

A well received game on the Amiga, “Apprentice” was to be another great release from Rainbow Arts in 1990. The game made its way into magazines, via double sided adverts, but as usual the game never surfaced on the C64. The Amiga version featured incredible artworks, and it was foretold that the C64 would follow similiar suite.

One of the artists was established as Drew Northcott, who claimed that Probe were behind the conversion. Drew just did a few bits of missing graphics for them remotely, but didn’t know who else was involved. Many moons ago, John Cassells once said he did a load of sprite graphics for a Probe game called Apprentice, which must be the very same development:

 “I *should* have the sprite graphics for Apprentice (which I was doing for Probe) on disk somewhere”.

Thanks to contributor Nemo, the World of Spectrum entry on the game had more credits – and there are details about what happened from Brian Beuken for at least that version:

“[This was] probably the last game I did on Speccy, the machine was dying off and the returns were dropping…shame really as it was a very cool big game even made use of 128K if it was detected. I had a helluva time fitting it in.

It was done and dusted but Rainbow Arts decided to add some more levels to it on the main Amiga version, but this was really pushing things too far on the humble speccy and while I was trying to fit these new levels in it got canned. Shame.”

Interestingly the manual present on Hall of Light (and which we’ve added here) contains loading instructions for all the 8-bit versions. We can understand why the Spectrum version may have been unreleased, but not the C64 – which was still going relatively strong at the time. Rainbow Arts had also been continuing to release C64 games into 1991. Maybe therefore there were issues with that particular conversion?

We checked with Grant Harrison and Nick Jones, and they both confirmed not having any involvement at all on the game. So who was it then? Well – Anonymous Contributor suggested it may have been Manfred Trenz, who spoke with Swedish magazine Datormagazin Dec 1990, page 8. This was an article on Rainbow Arts. When Manfred was interviewed, he said the following:

“I’m the one who created Katakis and right now I’m doing a new advanced game called ‘Apprentice’ (reviewed in DM 17/90), says [Manfred].”

Manfred doesn’t explicitly say he is doing the C64 version, so it could have been helping out the Amiga version (which was coded by Axel Hellwig). Later in the Datormagazin interview, it says that Manfred was sitting in a small room with his friend Andreas, programming new, cool C64 games.

It might be that Manfred was originally working on the C64 version, but perhaps he got distracted by Turrican that he began working on? We think this happened, as recently Keith Purkiss (aka Pakman) confirmed that he wrote the C64 edition whilst freelancing for Probe Software back in the day. Keith didn’t know why the game was never released and only just found out it wasn’t thanks to our entry.

In 2024, Keith found all of his work disks, including his work on Apprentice. However, it seems that Keith didn’t finish the conversion, and when the game was cancelled – it was only at a very early stage. Loading up the preview, there is 1 level overall which is more of a test level if anything and is very glitchy at this stage.

It does seem to be shaping up well, and if it was cancelled due to the glitches – then that would be quite harsh. We think there must be other reasons as to why Rainbow Arts and Probe didn’t continue with the 8-bit editions.

For now, check out an early glimpse at what could have been a decent C64 conversion, and wonder just how it could have been had it been finished.

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Appointment With Fear

Along with Sword of Samurai, Appointment with Fear was to be yet another Fighting Fantasy game on the C64 from US Gold according to http://pdd.if-legends.org/ldp/bdp.html.

This game in particular was to be based around super heroes and we presume would have been by the same developers using a version of The Quill.

However, like the others this never quite surfaced. Compared to the other games planned or released, this never really got a mention and its only the above website which seems to know of the games.

As a result its still very early days, but an entry none the less!

More information needed…

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Apollo 14

A great looking game in similar style to the first part of Dynamic’s "Game Over", with some awesome graphics in similar style to those common with X-Ample games of the early 90’s.

This game is not based on any moon landings or space trips, but of a space man who roams around various flick-screen colourful rooms of shooting pods and robots, all of which animate beautifully. Not only that, but the main character is well defined with a hi-res overlay and great animation.

Music is good errie and suitable for the game, though maybe something a bit more pumped up could have been used.

The game was never completed, and the reason is currently unknown to GTW why exactly. The game had every reason to be well recieved and a good game. No problems here.

Knowledge of how far the game actually got too in terms of percentage, is unknown also.

A bit of trivia too for old readers of Commodore Zone, the moonscape bitmap on the right of the game actually featured in a demo called "Red Moon" by Jon Woods (See Colony), where the moonscape zoomed into. Not related to the game though, but the game was used :)

An awesome preview, unfortunatly not an awesome full game…

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Apex Demos

After the discovery of various bits and pieces which were created by Apex and that never saw the light of day, there remained a few demos which didn’t really tie into any particular GTW titles.

So as the Rowland Brothers are highly regarded on the C64 scene, it felt right to put together a small compilation of some of their lost works. This is why this entry is simply called "Apex Demos".

The first demo is simply of two bikes with a raster title in the center of the screen. This may have been an advertisement, or simply Steve testing his drawing skills. It has not been confirmed that this was for a game being produced.

The second demo consists of a series of large sprites, which look as if they were being developed for Retrograde. It is likely that these have actually been used, but this demo is demonstrating these large sprites flying from left to right.

The final demo is something a little bit different for fans of Creatures. A special demo of Creatures created for the Emap fair back in 1990. This was rushed overnight as the Apex crew tried to tie up a demo to show people at the show. The difference with this particular demo of Creatures is that its not actually playable. John Rowlands has programmed the game to play by itself in a variety of ways and showing different progressions… almost as if they were playing a video feed of the game in action. Not giving anything away there it seems :-)

In 2008, Jason Mackenzie dug out a few little extras too… 4 previously unseen screens. Cyberdyne Warrior loading screen (Which can also be found in the Cyberdyne Intro entry) and also:

1) Spaceship picture … Which some people may recognise from the pages of Commodore Format when they did a feature on Vidcom!

2) The Ultimate Warrior … Which could be a loading screen of another GTW?… We’re not sure yet!

and

3) Porsche R69 … A cool little car picture.

And that is it… a few little snippets of C64 code from Apex which have not seen the light of day until now. Maybe there will be more in the future, and certainly we will try and add it too!

No case to chase, but something to check out for curiosity…

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A.P.E.X

A Review Zak and Maniac Mansion type adventure

A.P.E.X stands for Advanced Prototype EXploration Unit, and is the beginning of a fair looking Operation Wolf clone.

The preview features some average graphics and good music, and smoothly scrolls along. Although there is no bullet spray or anything to shoot at, bullets go down when fire is pressed.

This is obviously a very early preview, and it is thought that a more advanced stage has been met with this game, possibly only with very little added since this preview.

Secure Softwares will hopefully someday shed some light on their little production.

Start of possibly a good Operation Wolf clone…

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Ant Eater

Recently released by the Triad crew, this is a neat little clone of a classic arcade game which was completed in 1987, but never really saw the light of day until the programmer dug out his old disks.

This game is of a commercial quality, and should have possibly made a budget release of somekind.

Sadly it never did, and the game just gathered dust. It was only recently that people were able to check the game out and play it for themselves.

There is not a lot of information on this game at the moment, and more research will be required before a better picture of the game can be painted.

But for now, enjoy a nice little classic game which perhaps should not have been a GTW….

More soon we hope…

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Andy Rixon Game

A rather nice entry this time for GTW, and from the world of Taskset. Paul Drury from Retro Gamer magazine has in the last year or so been in touch with the guys form Taskset and has been doing various features, including a recent one on Pipeline 1 and 2.

Through the contact, one of the guys from Taskset dug around at their parent’s house and dragged up some various out negatives which had photos of Pipeline. On there was this particular game which has caused us a little bit of a stir, as it is a long lost Taskset game which now requires some digging!

It is believed that this is a game which had graphics produced by a guy called Andy Rixon and that the game was based on a musical concept. Indeed the game seems to indicate some ‘Equaliser columns’, but no-one can recall what they were meant to do in the game. It was suggested that maybe the columns fell down from above and required matching in a vaguely Tetris way, and that maybe the music concept could be related to the pitch of the sound register.

Thanks to Mike Bevan, in 2013 – Andy Rixon confirmed that this was a game that he was working on – producing a set of mock-ups. Andy suggests that the game was no more than a concept and he can’t recall it ever getting as far as having a working title. Like with most Taskset games, it was inspired by mundane daily tasks and in the case of this game – keeping all the light bulbs burning. The main character navigates the bars platform style to reach the bulbs and the equalisers controlled the maximum bar height. It was designed as a platform game with puzzle elements – following on from the Pipeline theme.

Sadly Andy believes that no code was actually written, and only graphical mockups were made. He suggested that a chap called Mark Buttery may know more. There may also be other mockups showing the game with levels featured in a castle.

Andy suggested that he has no idea if anything of the game still exists – he hopes some day to dig around his attic and see what he can find. With that and Andy Walker potentially digging out some disks soon – this one could well be saved in some shape or form in the future!

Watch this space!

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Ancient Warriors

Ancient Warriors was a game by the famous CoCo game developer, Ken Kalish, who produced many a famous game on the machine and shunned the likes of the C64 due to the coding environment he was comfortable with.

It is unknown exactly what the game was about, but it is believed that the game was actually completed. However Ken never pursued getting the game published as he felt the market was falling apart at the time and left it unreleased.

Ken was interviewed on http://nitros9.lcurtisboyle.com/interview.html many moons ago, and sadly the email seems to be no longer valid. Any chance of trying to find Ancient Warriors could well be lost now, and we have a feeling that Ken has previously mentioned that he no longer had the disks for the game.

Still, this will be worth pursuing more to see if we can find it… confirmation first from the author I think!…

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