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.
Within the book is an in-depth and detailed 14 page story about various conversions of Putty Squad across almost 20 years that never quite made it, including of course the famous Amiga 1200 edition. We discuss the various developments with Phil Thornton (Putty Squad designer), Andy Roberts (PS2, CGB project leader), Jon Wells (CGB developer), Galahad (A1200 version saviour), John Twiddy (A1200 developer + other various conversions), Michael Smith (CGB artist) and Nick Lee (A1200, Mega Drive and PS2 artist).
Virocop is an often overlooked classic Amiga game by Graftgold that was released in 1995, a spiritual sequel of sorts to the likes of Quazatron and Magnetron that you may have missed. If you did, then check it out!
Thanks to contributor Grzegorz Antosiewicz, we are able to show a series of early screenshots during its time in development that show different features and assets which didn’t make the final game.
This is a smaller piece intended for inclusion in The Games That Weren’t book that didn’t make the final cut. Within the book is an in-depth and detailed 18 page story about the unreleased Carmageddon TV(CTV from this point on) by Visual Science. Often it has been stated that CTV was due for release on the Gizmondo hand-held, but this wasn’t the case at all. In fact, it was a conversion of the original PC classic.
We had planned to tell the story of the Gizmondo conversion in the book, but had to cut the piece due to space. As part of our Bonus material series, here is the full raw article for your enjoyment, where we speak to the Stainless Games team – Patrick Buckland, Ian Moody, Steven Haggerty, Neil (Nobby) Barnden, Kev Martin and Will McCourt. Special thanks to Justin Castle for allowing us to use his screenshots from the demo.
Please note that it hasn’t been professionally proof read compared to the published pieces in the book. Apologies for any errors, which we will be happy to fix over time.
Although Visual Science’s Carmageddon TV development had been faltering and eventually saw a professional relationship destroyed, elsewhere another was about to be repaired after half a decade towards mid-2005, when opportunity arose to develop for the new upcoming and exciting Gizmondo handheld. However, this was not the CTV conversion as often reported over the years online.
Within the book is an in-depth and detailed 18 page story about the unreleased Carmageddon TV (CTV from this point on) by Visual Science. We talk to creative director (and later temporary project manager) Ken Fee, lead developer Grant Clarke, design leader Pat McGovern, lead vehicle artist Iain Anderson, level designer Jim Thompson, lead front-end (UX/UI) designer Mark Traynor, main physics programmer David Guthrie and freelance vehicle artist Paul Walker.
Also known as: Fire and Forget 2 – The Death Convoy
Many of you may recall playing Fire and Forget 2 by Titus back in the day, although it was sadly a fairly “forgettable” game on the C64 at least from the author’s point of view.
Something which I had never noticed, and was brought to my attention by Karl Kuras, is that the adverts state that the game was based on the arcade game by Titus – complete with an actual photo of the cabinet too.
It was a time where visual advances in games made it possible to bring comic book ideas to life in a way never thought possible. With a great movie that had been released just a few years earlier, Australian game developer, IR Gurus felt there was an opportunity to do a title on SIN CITY. Not covering the story of the movie, but events that would lead up to it.
Slope’s Game Room recently produced a brilliant video that tells the story of the development, which we highly recommend that you check out:
Daniel Ibbertson AKA DJ Slope got in touch with GTW and has very kindly passed on a mega ton of art concepts, and game design docs for the unreleased development game that was due for release by IR Gurus (later becoming Transmission Games) around 2007-2008. Daniel used a lot of the materials to help with his research and story telling in the video, and was given permission for us to put some of the materials on GTW. Continue reading →
Within the book is an in-depth and detailed 12 page story about the unreleased Eye of the Moon which was planned for development on modern day platforms including Apple iOS, after the cancellation of the 8-bit title in the series. We speak to Chris Wild about plans for the game and take a look at the ideas and vision from the late and great Mike Singleton.
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.