Documenting unreleased, cancelled and prototype video games.
Covering unreleased and cancelled video games, plus prototypes and early versions of games on a variety of consoles and computers. We are a large archive dedicated to preserving games that were never released to the public. Sharing history and stories from the developers, assets and more before it is too late.
We are a non-profit digitisation project, aiming to digitally preserve software and history which would otherwise be lost for good. If for any reason there is anything that you do not wish to be on the website, please contact us for removal.
As part of the launch and release of The Games That Weren’t book, we are adding assets and content that were shared with us during our research as bonus DLC content, and which didn’t make it to the book. Thanks to Thalamus Digital (Facebook + Twitter) for permission to include this title on the site.
1993 signed tough times for the Commodore 64, as the market finally began to crumble around the once mighty 8-bit. With only a trickle of games coming out each month, and mainly budget releases, the C64 really needed a good send off before its inevitable commercial death. With Mayhem in Monsterland (and also Lemmings, Alien 3 around the same time) we were not let down by any means.
Within the book is an in-depth and detailed 12 page story about the unreleased SimMars by Maxis. We discuss the history of the development with lead gameplay engineer Jason Shankel, systems engineer Alex Zvenigorodsky, artist and designer B.J. West and associate producer Dan Brazelton, talking about the trials and tribulations, but also the pure excitement and enthusiasm there was within the team producing the game.
In a long planned collaboration with @Doctor_Cupcakes (aka Liam Robertson), you can now check out his impressive documentary video on the long lost Super Nintendo version of Green Lantern via DidYouKnowGaming, based on research from the Games That Weren’t book and showcasing running footage of the game for the very first time.
Liam also links game scenes to the actual comic scenes that were used as inspiration, which was great to see.
Sprite assets and more can also be found on our Green Lantern page, with assets that were recovered and didn’t make it to print.
Within the book is an in-depth and detailed 10 page story about the unreleased Subtraddition by Sacred Square Games, where we spoke to its creator Stuart Lilford. One of the things we wanted to do in the book was to not only cover high profile cancellations in the final chapter, also at least one indie development and a few mobile-based developments. Showcasing how far spread game development is today and how cancellations are happening all the time, no matter the budget and target audience.
Within the book is an in-depth and detailed 14 page story about the unreleased Nintendo GameCube and SEGA Dreamcast editions of Half-Life by Captivation and Gearbox Software. We speak to the original first developer of the Dreamcast edition (whilst originally in development at PyroTechnix), Brian Kraack, as well as Sierra’s external producer Jeff Pobst, Captivation’s Robert Morgan and Gearbox’s Randy Pitchford. There was also discussion with Dan Amrich, who reviewed a near-gold version of the game at the time.
This is a smaller piece intended for inclusion in The Games That Weren’t book that didn’t make the final cut. As a result, please note that it hasn’t been professionally proof read compared to the published pieces in the book. As part of our Bonus material series, here is the full raw article for your enjoyment.
The boom of mobile opened us up to a new era in gaming, with a plethora of titles in many shapes and sizes. With something for everyone, the ease of access further enabled those not into games to get involved in gaming. On the other hand, it’s been seen as a contributing factor towards a sea of “˜shovelware’, with cheap cash-ins and titles lacking on depth or real value.
Scratch beneath the surface and many gems can be found amongst the rough. Starting life out on PC via Steam, Plants vs Zombieswas one particular success story back in 2010 on iOS and became a favourite amongst mobile gamers. The game can be filed under the Tower Defence genre, where you must defend territory/items from attack. Early genre examples includeMissile Command, but it was Atari’s Rampart which set a standard for placing defences that automatically “˜attack’ incoming enemies.
DISCLAIMER: We are a non-profit digitisation project, aiming to digitally preserve software and history which would otherwise be lost for good. If for any reason there is anything that you do not wish to be on the website, please contact us for removal.