Documenting unreleased, cancelled and prototype video games.
Welcome to Games That Weren't!
We are an unreleased and cancelled 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 games that were never released to the public. Sharing history and stories from the developers, assets and more before it is too late.
Autumn has well and truly drawn in, and the updates for Games That Weren’t 64 continue where possible. This time we present 7 new entries, and 9 updates overall to various titles.
A big chunk of additions include many titles that were planned for the Commodore MAX platform – which was the precursor to the C64. If the titles can ever be found, then they should be adaptable to work on the C64. There’s also the finding of a more complete demo of Lemmings V1.
A bizarre name for an intriguing puzzle game that was due for release on the Amiga, ST and PC platforms back in 1992. Not much is currently known about the game, and it was only seemingly previewed in Joystick magazine in October 1992.
In the magazine article, the story goes that Sisyphus, who offended the Gods, was condemned for eternity eternity to roll stones up a mountain just to see them tumble and to start over and over again (a very severe punishment! ). Millennia have passed and men have forgotten Sisyphus and the warning he exemplified. The Gods are therefore again very angry and decide to appoint a new Sisyphus. Continue reading →
Platforms: Commodore Amiga, Nintendo Game Boy (+ potentially others)
Tucked away in a news page in Commodore User magazine was a snippet that talks about Gremlin being set to update an old 8-bit classic – The Way Of The Tiger. Once again casting the player as a fighting hero who must participate in a number of events.
Nothing else was really mentioned and the line went dead at this point. Continue reading →
Initially there were big plans with Delsyd Software, with a team of 8 people, a hope to develop a host of new software for the Commodore Amiga during some dark days. When the team moved onto pastures new, Chris Kelley was left to try and keep things going himself.
In February 2001, Chris started rewriting a 3D engine he had been working on, and repurposed with creating a vehicular combat game. Chris and his friends were big Twisted Metal fans, and so Hatchbacks of Doom was born. The target platform was the AmigaOne.
By April 2001, the engine was about half finished, and Chris was interviewed about the game in Amiga Active in May 2001. Here he tells readers that Hatchbacks of Doom was set in the very near future (scarily probably set today!), where there is a problem with cities are expanding all over the world and downtown areas are dying. Continue reading →
Also known as “Impossible Mission: The 90s Remix”, Impossible Mission 2025 was to be an enhanced version of the classic 1984 Commodore 64 platformer from Epyx. Not only featuring a whole new game, but the entire 8-bit original as a bonus extra.
The new version would however feature the ability to select from 3 different characters, have power ups, multiple sub-games, end-of-level baddies and cut scenes. Continue reading →
A very short post to flag up some unused assets that were intended for the Psygnosis classic – Walker, thanks to Karl Kuras for highlighting.
Tucked away in a Work In Progress feature within The One magazine (issue 47), screens are shown from the upcoming game that we all know and love. However, a number of screens show scenes where you actually leave the Walker cockpit and descend underground into the enemies’ secret base.
Thanks to The Dizzy Fansite, we have learnt of three new unreleased ZX Spectrum games that were intended for release by Codemasters back in the day.
Two were complete, called Alea (created in 1987) and Hovercar Simulator (1989/91), with another called Eros (1988) which was not complete and in its early stages.
The games were created by friends José Oliveira and Ricardo Silva (under the label of Computer Weekend), who wanted to get the titles released into the British market. Their confidence in publication saw the Codemasters logo within their loading screens, even though no deals had been signed. Continue reading →
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.