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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Ake 2

A little game which is a sequel to another game which never got finished. You may know the 3rd entry, which was actually finished and released in the Crap Game Compo in recent years called "Ake Goes Medievil".

Ake goes on another adventure, this time in a small sideway scrolling platformer.

Currently, nothing much goes on apart from a hard to control Ake floating around the platforms and a dead end at the end of the preview.

Featuring some reasonable graphics and some good music by Zyron, this game doesn’t really promise too much. Talking to the programmer should hopefully reveil the reasons behind this game.

Ake has another hard time, will he ever see the light of day?

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Ake

The first in a series of three remarkable games, but most remarkable for the fact that only the 3rd game in the series has been finished and released at a crap game competition in recent years.

Ake starts his adventure in a game dominated by C64 Basic character set graphics, but neat little hi-res overlayed sprites, which animate fairly well.

The main character does not respond too well, and jumping is buggy, and no progress can be made past this first screen, so its assumed that this is it.

Some Christmas music plays as you try to make sense of what the game has to offer, which seems to be in the right direction in terms of sprites, but not anywhere else.

Johan will hopefully enlighten us on this game very soon, and maybe introduce us to more of the game. Watch this space.

A great character idea, but game design is missing…

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Airwolf 2 V1

A rather interesting story with another game which had an earlier version … but one which was infinitely better it seems than what was eventually released. Airwolf 2 was released on the Hitpak collection. It was a Nemesis clone, with Airwolf set oddly in space!

However, it seems there is a rather bizarre link between Airwolf 2 and Starline. You see, Airwolf 2 was indeed to be a clone of Nemesis in terms of game play, but also was to feature some awesome graphics in bitmap mode.

Arthur Gill had the following to say after checking out Starline:

“I told you a while ago that one of the games Stu was working on had graphics that looked just like the arcade version of ‘nemesis’ and was infinitely better than the official konami c64 version that was released. The game was Airwolf 2.

The ‘bitmap scroll’ screen you mention in the ‘shots’ section shows the mountain from nemesis, and that is the GFX’s that stu originally was sent! I recall it perfectly, as he created the twin volcano spitting fireballs section (heck entire level as I recall 20 years later) as a demo. The trees also look similar, but in “starline” they are much larger then the ones Stu had received form Bob.

It seems the GFX’s did eventually get used elsewhere.. :) This is what Airwolf 2 was ‘originally’ going to look (a bit) like. You can tell Stu my memory still works, If you like!”

Very interesting indeed. it is now a case of checking what Bob and Stu have to say and see if a demo can be found. I wonder how much it improves over the released game. Why was this one scrapped? – was it the same reasons as with Starline and Touchlight?

Another interesting bit of info is that the game that was released actually has an entire level tucked away which was accessible only via a SYS code. Anyone know what this was or how to access it? Apparently there was a poke in Zzap 64 disclosing the extra level (which was dropped apparently for being too easy).

It would be interesting to locate Stu Cook’s demos from CNET which had the fireball spitting feature. Does anyone have it?

More information needed…

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Airwolf V1

Before Elite got the licence for Airwolf, Ocean Software actually started producing the home computer conversions.

Although it was advertised for the Spectrum in the scan, it was infact also planned for the C64 until Elite Software won a legal battle to write the game.

Elite got their conversion released during 1985, and Ocean advertised their game at late 1984. It could be very possible that the game reached an advanced state.

Just how the game would have been is currently unknown… Possibly the game would have had a different aim and perspective compared to the Elite version.

It is possible that ideas from the scrapped Airwolf game were used in other games that Ocean did… possibilities could include the Helecopter section in Rambo II and in even Streethawk. This is speculation and my own possibilities.

The Spectrum version on World of Spectrum had the following:

Jonathan Smith reminisces: “Dan had the misfortune to be the programmer of Ocean’s ill fated version of ‘Airwolf’, a game based around the American television series about a helicopter that can fly dead fast, with guns.

Elite Software famously managed to acquire the official licience from under their rival company’s nose. Ocean only had a ‘handshake agreement’ with the distributor.

The project had to be cancelled and Dan’s work shelved.”

The developer who Jonathan referred to was Dan Hartley, who did Duet and also Daley Thompson on the ZX Spectrum. What is interesting is that Dan had a helecopter game released in the same year by Software Super Savers called Super Chopper. Could this have been the original Airwolf game, rebadged and modified?

Or maybe Helecopter Jagd was infact the original Airwolf game, held up and released after the storm had calmed under a different name. The loading screen looks very Airwolf like.

What is very clear now is that code work was actually started with the Ocean version of the game. It is still unknown who was behind the C64 version, it could have been Ian Thompson, Rawells, John Hutchinson, David Collier, David Selwood, Andrew Taylor or even Tony Pomfret.

 

At least for the Spectrum edition, we now know that the author re-hashed the game and released it as Super Chopper with Software Super Savers (Software Project’s budget label). What of the C64 edition though?

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Aftermath

Aftermath recently surfaced to GTW thanks to Jason Whitener who kindly brought it to our attention.

The game is a US based game that was programmed by Mark A. Dickenson, who was active on Qlink back in the day (and programmed the Stereo Sid Player as well as several other utilities). Mark was an active supporter of Qlink when it was up and was active in the sid forums.

He went to a couple of Sid conventions they had as an offshoot of the forums they had active at the time, and later went on to develop the Stereo Sid player, with Stereo sid support, supporting both the internal as well as either the second sid mod or the Dr. Evil Labs Stereo Sid Cart. Later he programmed several other programs, one of the more memorable ones being digiplayer, that would play ripped samples, and even supported the reu, allowing for longer ripped samples to be played. Mark even was a software developer on the Commodore 65, designing the music, digital autio and text to speech software.

Aftermath was something that Mark was working on which would allow for stereo sid utilization, REU support and uploadable content support. It was a kind of Ultima/Questron style game with some dated/unrefined graphics compared to some releases you might know. In the demo version we are hosting (thanks to Jason who grabbed it from a BBS many years back), you can see some various bits and pieces from the game, including a world editor.

As far as it is known, the game was never going to be marketed commercially, as the c64/128 market had started to dry up (though this is to be confirmed with Mark).

Mark these days works on a hobby browser based game called Alien Assault Traders … I wonder how much of Aftermath may have sneaked into this game? We hope to find out more soon and learn what fully happened with this game.

For now, check out the demo and enjoy :-)

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Advanced Soccer Simulator

A very quick entry, but in an article by Commodore Format and written by Gary Penn, it was mentioned that Gary Liddon had written a game called Advanced Soccer Simulator for Codemasters back in the day which was never released.

This is news to us, but it is another Codemasters unreleased game which we can add.

We hope to get hold of Gary at some point to pick his brains about this game.

More soon we hope!

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Advanced Dungeons & Dragons

Dungeons and Dragons was a gaming phenomena that started in the 1970s when historical gaming enthusiasts, Gary Gygax created his own rules to tabletop battlefield gaming and focused it on a small group of heroes sneaking into a castle.

The game proved popular and to this day remains a huge influence on popular culture, though few people realise it. All modern computer games owe something to Dungeons & Dragons. Any game with even a casual structure that involves hit points, experience or levelling, in fact owes it’s existence to the original RPG game that introduced these concepts.

It is no surprise then, with the explosion of home gaming in the 1980s that Dungeons and Dragons tried to get in on the act.

This game, preserved in ‘preview’ form on www.gb64.com, sees you create a hero, choosing between a Warrior, Wizard, Cleric, Paladin or Thief and venture out into your surroundings. As such, despite it being ‘Advanced’ Dungeons & Dragons, the character creation is more similar to style to the original Dungeons & Dragons of the 1970s. Race-wise too you can only choose from several basic races and not the mixed race characters that typified Advance Dungeons & Dragons and many other games under the banner, such as the Gold Series games including The Savage Frontier and Pools of Radiance.

The unfinished state of the game shows itself through basic spelling errors on words such as Armour and Halfling and poor formatting, with too many words starting on one line and finishing on the next. In fact, some elements are downright bizarre, ‘experience points’ spelt ‘xperience points’, for instance. And starting as a level one Mage with 22 hit points, when every D&D gamer worth his geeky dice collection knows Wizards get 1D4’s worth of hit points per level, therefore starting between one and four hit points.

The game proper is a typical text adventure, with a menu displaying your options when you enter a town or ‘area’. In the town you can buy weapons and armour, or visit the temple, inn or casino. Your choice of dangerous ‘area’s consists of a forest, a dungeon and so on.

Playing the game it becomes clear this is in no way an official D&D product. Around this time TSR/SSI were producing quality RPG games, immersing the player fully into the D&D universes, such as Forgotten Realms. This game, on the other hand, plays like the results of a first-time bedroom coder. Misspellings, poor formatting, basic setups, poorly written and with an incredibly tedious combat system that bizarrely features no spells despite my character being a wizard, I was glad when my wizard was killed by a Giant Cockroache because I was bored of waiting for the fight to finish, when my options were either running away or attacking again.

I can only assume that the game was perhaps created as a showpiece for the programmer, perhaps to take to TSR for it to be commissioned or to a software house to commission a different work. Sadly the preview isn’t up to much, which is probably why it remained a preview.

Sadly the game does actually have potential, simply because text adventures were relatively well suited to a pen and paper RPG game like Dungeons and Dragons, if done well. This isn’t, sadly, although if it is tentative results of a first-time bedroom coder, it’s a valiant effort (although there is no excuse for such terrible spelling). But on a commercial level, it’s a stinker and probably better off left as a Game That Wasn’t, rather than a Game That Was.

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Adroit

A little puzzle game which was planned for the popular German games magazine, Magic Disk.

This preview features 5 levels of puzzle shuffling to represent the pictures supplied with the puzzle. This is by no means a new idea. A little buggy in places, but reasonably promising in its own right, although the graphics could be better and have a bit more colour.

The full version never surfaced on Magic Disk, and now its up to GTW to track down Bas and find out exactly how much further this game got.

Fair, not original, not completed…

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Ad Infinitum

Brought to my attention by Jason Kelk, AD Infinitum is a early version of W.A.R which was released by Martech in 1986.

You may wonder what a game like this is doing in the GTW archives, but you will notice that the final game compared to this, is a lot different from this preview.

For instance, in this preview your ship can turn both directions like Uridium, but in the released W.A.R game, you can only travel one direction.

You’ll also notice that the title screen has a font very similiar to Andrew Braybook’s own in Uridium. It seemed that AD Infinitum was dubbed too similiar to Uridium, so they cut the double scrolling and added extra bits to try and cover up the fact that it was a Uridium clone.

Essentially the original W.A.R game was scrapped to make way for a new version to keep legal eagles out of the way. Sadly it ruined the game, and eventually only the Hubbard music was any good.

Just how far the first version got before it made the scrapheap, we don’t quite know. Stoat and Tim are present on the internet, so hopefully we can throw some questions their way about the game. This could be all that exists of W.A.R version 1.

More soon we hope…

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Addams Family V1

This entry originally began as a possible V1 hunt, but it has been confirmed that Finlay indeed programmed the version we all know (and love?).

However, a recent conversation with Wayne Billingham showed that a Cartridge version was being produced. This new version was worked on by Finlay Munro, who also worked on the unreleased Kick Off 2 Cart and Captain Dynamo 2.

It is very likely that the cartridge version would have featured many enhancements and possibly some new graphical screens between levels. We are hoping to find some bits of a possible set of extras for the game.

Wayne Billingham mentioned the following…

"While at twilight (after doing Wrestlemania for Ocean) we did
Coolworld (tape/disk) and the Addams Family game for c64 cartridge..

I dont remember much about it, I think it was a conversion off something like the nes, ..coded my Finlay Munroe, who’d worked on lots of stuff at alternative(lots of cheap budget games)..he did wrestlemania and coolworld, and also captain dynamo 2 which i mentioned before.."

Finlay expanded and said the following…

"Pretty sure Addams Family came out – maybe It was Addams Family 2 or something? I’ll have a good look and see if I’ve still got a copy of it knocking about. As far as putting stuff onto cartridge goes though, It wasnt something that I did very often. The only one that I really remember doing was WWF for ocean, and I only remember that because I did it over xmas and there was a bastard bug with the decompression that took ages to track down."

This is all we sadly know at present. We need to talk to Finlay more about how much extra was done, but we now know at least that Finlay was not working on a version never seen before, but just an enhanced version of the game on cartridge.

We assume the cartridge release failed because the format was found to be a flop with the GS, and it was far cheaper to just do a tape/disk option.

What happened… did any cartridge get produced?…

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