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

3D Tunnel

A quick new entry and for another Quicksilva game which was listed in a few adverts as coming soon for the likes of the C64. However there seems to be no evidence of the game anywhere.

Pretty much straight away we found out that the game was eventually released as part of a 30 game compilation that was released by Argus Press.

Additionally thanks to John Christian Lonningdal, we find that 3D Tunnel was released by New Generation Software (Possibly distributed by Quicksilva). Backups will be made for various preservation websites soon.

The game itself can be grabbed from here, so its case closed!

Case closed!

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Shelter

It was back in 1985, way before the days of Doom or Wolfenstein, when a young Antony Crowther began working on a 3D game which you ran around a 3D maze blasting various bad guys. Some progress was made, but unfortunately Tony was never happy with the general look of the game and left it – deciding never to complete it.

The first mention of the game was within the pages of Zzap 64, and this was it and no official product was ever announced. There was no official publisher in mind for the game, but was a product of Antony’s creative mind which likely would have been pitched around. It didn’t really end there though, and in 1990 Tony resurrected the general concept in the form of the Sizzler ‘Captive’ game for the Amiga/ST (Published by Mindscape).

Looking at ‘Captive’ you have a kind of Dungeon Master style game with clickable arrows to move your player around the maze and blast things. This is kind of what the C64 version may have been like and is believed a little of which Captive evolved from.

Thanks to Ross Sillifant, there was an interview with Tony in C+VG’s Computer Cabin section (Dave Kelsall aka Microgoblin) – where he mentioned the game and gave it a name called Shelter! Here is what Tony had to say:

“I did a game called SHELTER that I spent a week on. It was a 3D game on the C64 (a bit like Doom) with chunky graphics where people hid behind barrels.It was done in the machines character mode and at the time i felt it was’nt going in the right direction…so we shelved it.After that i’ve released every other game i’ve written…”

Sadly we doubt that Antony will ever release anything of the early C64 prototype, so this is likely an open and closed case…

Posted in: GTW64 archive | Tagged: | 1 Comment

3D Formula One

Plucked from the advert pages of Computer and Video Games comes this intriguing racing game entitled 3D Formula One by Knightsoft.

We do not know much about the game, but it seems that all that was ever mentioned was the advert for the game itself. Knightsoft seem to be an obscure company which didn’t last very long, and could therefore be the reason for this game’s demise.

As a result, we are unsure what the game would have looked or played like, and we do not know how far the game reached. It may well have been completed. All we know is that the game apparently did feature full 3D graphics (Wireframe?) which apparently ran at high speed and had superb sounds. There was to be multiple gear change, engine conditions, actual qualifying position, pit stop and much more.

Thanks to Anonymous Contributor, they noticed that the full advert seems to suggest that the UK Gold games were not yet ready for release at the time of the adverts. Then the March 14 1985 issue, page 5, of Popular Computing Weekly (see scans) mentions that Knightsoft got into legal trouble with US GOLD over the label:

“US Gold previously won a dispute with Knightsoft which introduced a UK Gold series of software, US Gold had registered both the names UK Gold and also Euro Gold. That time the dispute was settled out of court.”

It seems that 3D Formula One never made it out before the injunction, even if printed and ready for release. The other games though in the advert all saw release, but under a “Knightsoft” banner – with no sign of the “UK Gold” logo.

We don’t think the brand dispute was a cause for the game to not see a release, especially considering the release of the other titles. There must be another reason why it never made it out. Perhaps there were issues with the actual development?

We are currently lacking any credits also, so we await anyone to come forward and lay claim to this game. Who worked on it, how far did it get, and can anything of it be found?

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Speedboat Assassin

More from Mastertronic, this time from Binary Design who did a number of titles for the budget label.

Speedboat Assassin was being worked on by Paul Gill and Haydn Dalton. Hayden was doing the graphics, with Paul Gill on the code.

The game was in the mould of Live and Let Die, and described as a Fire and Forget game on water. The Amiga and Spectrum versions managed to make it out, but sadly the C64 version did not.

It seems that the game was fairly playable on the C64 and was only a month away from completion (after around 6 months worth of work done on it). It seemed to be all shaping up well, but then Paul wasn’t getting paid for his work and left in the end before it could be finished off.

Paul was asked if the game still existed – but sadly he didn’t keep anything from back then. Haydn also never kept any of his work from back then (apart from of course Solar Jetman), so it is looking very bleak.

Could well be case closed i’m afraid…

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3 Days In Carpathia

3 Days In Carpathia was originally thought to be a sequel to the popular Valkyrie 17 game by George Stone and The Ram Jam Corp.

A text adventure, which was written using “The Biro” and featuring character set screens, livened up with moving sprites (including a dodo which fixated on you as its mother when it hatched), the game was shaping up well. All words in the adventure were in Carpathian, until you found a dictionary in the game.

Promising indeed, though it is unknown why it was never finished or released – even how far exactly it got. Its unlikely that it was finished, due to sources revealed below.

Hugh Riley, popular for his work on Last Ninja 2, worked on this game a few years earlier. Thanks to Hugh and Jazzcat for his interview, we are now able to see some of the remains of the game. Although not much, you can see some of the graphics in action which Hugh managed to salvage from some of his disks back in 2001.

It’s believed that more exists, though in the years since – Hugh hasn’t found anything more to show.

Thanks to contributor Strident, we learn that the development was pretty troubled throughout. Within the October 1986 adventure column in Your Sinclair magazine (pg69), it was confirmed that the game was not a sequel Valkyrie 17. A true sequel would be released at a later date. This was also later confirmed by Tony Barber in Classic Adventurer magazine.

Hopefully some day we’ll learn more from those at Ram Jam about the game and exactly what happened. For now, check out Hugh’s graphics and remnants of the game for yourself.

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11th Time Period

Being created by Marc Dawson (BC Bill and Mega Games), 11th Time Period involved travelling through time, through Roman, Greek and various periods. Each period consisted of a platform game based level where you had to fight your way through all kinds of enemies and obstacles, armed only with a sword to fend off the bad guys.

The game was inspired by a classic Apple 2 game called Swashbuckler, which featured similar aspects throughout. Ironically, the game also was to have 11 levels to match the 11 time periods in the game.

Marc Dawson described his game as something "Special", for an unknown reason. Being harsh of his own work, Marc describes the game as being crap and therefore never really getting that far. A shame, but a game which Marc hopefully may find scraps of one day for GTW.

Inspirational game, meaningful to its programmer but flaws meaning the eventuality of no game…

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10-yard Fight

In development for Elite, this was one of Mark Kelly’s first games being developed and was based on an ancient arcade game of the same name. It was American football and was to be another Elite arcade conversion.

For reasons currently unknown, although the game was finished, Elite never released the title. However this was apparently the title which got Mark Kelly the start he needed in industry.

According to people who worked with Mark, the game was terrible and this could be the reason why the game was never released. Mark recently confirmed that he was working on the game and that it was a mess from the start.

There was no coin-op for Mark to use as a reference point and he originally got the job to work on the game after someone else bailed out on the conversion. As the game finally got started after a coin-op was found, the artist was then moved onto another project. In the end, the game was canned and was one of Mark’s one and only games never to get fully completed.

Unfortunately it seems that this one may be completely lost, but Mark offers the hope that he may still have something of it tucked away. We’ll wait and see I guess!

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2400 A.D.

January 1989, and Compute Gazette published two Origin System game adverts, “Times Of Lore” and “2400 AD”. Times Of Lore made it, well known for its amazing Martin Galway music.

Unfortunately, it was not to be for the other game. Even though released on Apple 2 and PC platforms, the C64 version was never to be, apart from some great music by Jeroen Tel that would sneak into the wild.

The game’s development had two separate development teams over time, starting in 1987 with John (Doom) Romero originally kicking things off. John was way into the development, but Origin decided (for reasons unknown) to kill the project. John subsequently left in 1988 to start his own company.

This wasn’t all known at first – it was always believed that John was always the developer for the game. What was odd though for us was looking at the scan shots of the game from the adverts. Notice the name, “Allan Short”?…

Well, it was none other than Allan Shortt, who did Arkanoid 2, Athena and others for Ocean Software. After a quick question about his name being in the game, he confirmed that HE was the coder for the game, and not John Romero. With John’s email in 2008, it confirmed the story of two development teams.

Just why the game was reallocated to a UK team, we do not know. However, lets move onto the second development phase…

The second development phase

The game’s development with Allan started in August 1988 (shortly after John Romero had left Origin), and spanned a good few months until the game was pretty much complete. After going back to the UK, Allan tried to go back to the US to carry on with the game but was refused entry due to a cock up with visas. A break down in communications with the producer led to the game sadly being cancelled as a result. No-one seemed to take over the project for reasons unknown.

Allan disclosed that the graphic artist was Phil Meller (who also did work on Bad Blood, though was mis-credited as “Phillip Mellor”), so what with Allan not sadly having any of the game code any longer, Phil was the last resort – otherwise the game could be lost forever. Allan sadly passed away some years ago, not too long after we had spoken about the development.

Music was completed during the game’s second phase, with rare unreleased sound effects by Maniacs of Noise later recovered. The tunes done for the game have been in HVSC for some time.

Nowhere to be found

We finally got to speak with Phil in 2013, and sadly the news was not good. Phil confirmed that the game was complete, but hadn’t kept anything of the game at all. Phil described the title as a great looking game. Our last remaining hope could be if Phil uncovers a random disk in the future or someone else comes forward with a rogue copy.

There is off course still the question whether anything of John’s version still exists. Has John kept any of his work, or will this too uncover more bad news?

Well, in May 2022, John got in touch via the comments and confirmed that all his C64 disks were lost in the early 1990s during a move. Overall, unless a miracle happens – this could well sadly be lost for good.

If you know anything more about the game or any potential leads to recover it, then please do get in touch.

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10th Dan

Only a few C64 sceners who stayed around until the end with Commodore Format magazine will remember this game probably.

10th Dan was to be a ground breaking martial arts beat-em-up game by Jon Wells, featuring two massive sprites and game play and graphics to beat IK+ to a pulp.

Originally promised to feature a whole array of tunes, high quality samples, excellent graphics and variety of maps (Which were to scroll as well) and some awesome moves to create a very playable game. But the big thing was that Jon aimed to squeeze this entire game into a single load!

Well, its safe to say that after time during its development, Jon realised that this dream would not be possible, and so a Multi-load was staring the game in the face.

During the dying days of the C64, the game had its own diary instalment in Commodore Format magazine, detailing Jon’s progress for the game and taking the reader through all the problems that were occurring It was a very interesting read, and with all the progress screenshots, it looked very promising indeed. And you can now read all 9 parts in the gallery area below.

At the time, Jon had a lot of projects on the go for the C64, and sadly the support was not that great for them. People were just not buying games, and eventually Jon decided to slow down his productions and even cancel some too. After a trial on Supportware, which Jon created, it was found that trying to sell games on the C64 was going to be hard. So hard infact that Jon decided to call it a day. Not that he has stopped all production completely, but we may not see as many bits of code for our c64’s like we used to.

Since GTW came about, we asked Jon about his titles, and mostly they have all been put on hold. 10th Dan came up in conversation, and Jon pretty much confirms that 10th Dan will never be completed. But we cannot bring you any preview just yet, because Jon wishes to use the code for something else, maybe C64 or even another machine. The thing is, it MAY be finished in the future in some form or another.

For now, we bring an entry on the game with an insight into the game’s graphics, including a rare colour screenshot. In the near future, Jon will hopefully give us some emulation screenshots to have a look at.

The one part of the game that has been released is the actual game music which Jon did some years back. We therefore bring you the SID tunes as a download for the time being.

The Art Ravers originally saw the previews according to rumour, and they felt it was a fantastic game that was coming along. What with the quality of Jon’s previous work, it is not hard to imagine that the game would have been great

Jon has kindly passed on an emulation grabbed image of 10th Dan in action, so you can finally see in full glory what the game was looking like. Makes a change from scans! ;-)
We are hoping to provide a video clip of the game in motion in the future with Jon’s permission..

Posted in: GTW64 archive | Tagged: | 3 Comments