Welcome to Games That Weren't!

We are an 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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Roadwars V2

A strange entry now into the GTW64 archives, which is thanks to JazzGhostrider for highlighting on the Lemon64 forums, and then getting in touch with GTW64 to see if we knew anything.

Roadwars was a conversion of a game that was released on the Arcadia arcade system (basically an Amiga inside a cabinet) and was converted by Binary Design. Unfortunately, the conversion wasn’t too great and it got a complete slating in magazines at the time.

The game was full of bugs for a start, and it had a bit of an unfinished feel about it (the top part of the planet slightly corrupted). So when it was flagged up that an improved version existed, with a blue road and better score panels – the question was “what happened?”

At the moment, we have only seen the unfinished edition of the brown road version of the game in an original form. The TAP image in the archive is from the release. The blue road/more complete edition has only yet been located via crack releases – and in particular from Fusion.

JazzGhostrider and I feel that Melbourne House/Mastertronic screwed up the mastering, and took an earlier prototype and mastered that as final. What makes this apparent is that on the UK full release inlay, the improved version is shown on the back (with the brown road version “prototype” is on the tape). It means Mastertronic must have had this “final” version from Binary Design, or at least marketing did when doing the packaging.

I spoke with Nick Speakman (the graphic artist), and he recalls the whole saga of Roadwars being a mess from start to finish. It was developed in the US for Mastertronic’s Arcadia division to be an arcade game on Amiga hardware (as many of you will know). He mentioned that the biggest problem was that every few weeks – the graphics would change. The planet was smooth, then it had craters and then the road would change, then the balls would change.

He distinctly remembered the balls were always designed to be low-res multi-coloured, with a hi-res overlay applied. So confirms that the brown version is definitely an earlier prototype that was far from finished. He didn’t know why this version had been put out there, and never knew at the time either (it was straight onto the next project etc, and never brought a copy in the shots etc).

Oddly, there is also a preview version which has the improved panels and sprite overlays, but with the brown road (see gallery and download). This was released by Laser, and in the code has mention that it is a “Roadwars demo” with “coding by Fran”. It isn’t playable and hasn’t got any title screen. It’s clearly half between the released version and the improved version.

Also tucked within the code is a message to say that V1.1 of the game was written by Francis Knight and was started on the 26th August 1987 and finished on the 27th November 1987. The same message appears in the improved and playable version. The message isn’t within the final release version though.

Additionally, in the actual released (brown road) version, another message exists. Note that on this version, there is no scroller on the title screen. The message seems to be cut off, but says:

“If you have any comments about the quality of this game, telephone Paul Ranson at Binary Design in Manchester, England on PHONE NUMBER, as he was responsible for it… Thankyou and goodnight..Tel..”

Thanks to Magnate for completing the message. So who was “Tel”? We hope to find out soon, but also from Francis about what happened exactly. How did an earlier and bugged version get mastered and put out there? When Francis commented on the Lemon64 entry for the game, why didn’t he note that it wasn’t the right version? Did someone else hack his final game down for some reason?

Oddly, a loading screen was only seemingly added to the disk version of the game (possibly only the US release). On the UK tape release, they just used the Invadaload loader.

But what is really strange overall is the date hidden in the improved version. It doesn’t quite make sense, as the game was reviewed at full price in July 1988. Now, perhaps Francis had accidently put 1987 – which then would suggest that V1.1 with the improvements came after the poor reviews.

Many many questions still to answer – for now, check out the different builds in the download and compare for yourself. If you know of the blue road version getting out there commercially, please let us know!

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Cuthbert in the Tubes

Our next entry might be a case of misinterpreted title, but we’ll include it within the archives for the time being.

Thanks to Vinny Mainolfi, we learn that there was apparently to be a Cuthbert in the Tubes game released on the Commodore 64, created by Microdeal and announced in the Buzzwords section of Your 64 magazine in October 1984.

The segment talks of Cuthbert navigating his way through 210 screens, where you have to find your way out of a labyrinth of underground pipes. Each new screen is a new screen, and you have to find a key to unlock the door before moving onto the next. Apparently, there is a mini-arcade game lurking inside each room – but was the journalist just suggesting that each room would have its own set of challenges?

Already its beginning to sound like Cuthbert in the Tombs, but its the mention of ghosts and “dastardly saxophones” which make you wonder if the journalist got “Tombs” mixed up with “Tubes”!

We think that is exactly what has happened, but we’ve added an entry for historical purposes. So if anyone else finds the article talking about a “Cuthbert in the Tubes”, then we can say that we’ve already got it covered ;-)

However – wouldn’t it be amazing if there was indeed a Cuthbert in the Tubes!

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Enchantress

A short entry for a title that we believe may have had a Commodore 64 conversion planned at somepoint. It seems to have been also planned for Amiga, Atari ST and Spectrum platforms too.

Enchantress was a title due for release by CRL, and written by Fergus McNeill. Thanks to CASA Solution archive, we learn that the game was set to feature RPG-like stats invisible to the player, and let them be affected by the weather.

A detailed preview was shown in C&VG magazine in October 1987, which seems to show ZX Spectrum screenshots.

Was the game ever started, why was it cancelled and could anything still exist of it today? Fergus spoke with CASA and suggested that it was just a proposed game that some mock-ups were done for and prelimary design work – but the project never really got going compared to Mindfighter that appeared later.

It’s unlikely that a C64 version exists in any form, but it would be great to see the ZX mockups one day!

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Parisian Knights

Our next entry is for a title from the creators of Mindfighter by Activision, developed by Abstract Concepts and mentioned within the manual. We assume therefore that Activision were set to release the game around 1989 time.

Little is known so far, apart from that those behind the title were Fergus McNeill, Anna Popkess and John Popkess. However, within the Mindfighter manual, the following details were given:

“In the wake of the First World War, amid crumbling empires, economic depression swept the world. International tension eased but remained present as some countries sought refuge in the ideologies of Fascism and Communism.

It became and area of rebellion, civil war… and spies!

The story follows the progess of a French secret service agent, Monsieur Phillip Grouchy. Returning from a disastrous mission in London, Phillip is severly reprimanded by his superiors. Although certain that he was betrayed, he can show no evidence to excuse his failure. Subsequently, the success of his next mission is vital to regain lost credibility. However, as he discovers the ever-increasing dangers of his current assigments, he begins to suspect that he may be walking into a trap and that the traitor may be closer to him than he thought…”

December 1988 issue, page 103, of ST Action Magazine had a bit more to say about the game:

“Fergus has just finished assisting the Abstract Concepts company to create their latest adventure, ‘Parisian Knights’. This adventure is set in Paris between the two world wars and your part is that of a British secret agent who is set to foil the plans of the nasty German brown-shirts. Fergus also revealed that in addition to putting the finishing touches to a separate adventure from his Delta 4, company he has also found time to get engaged to Anna Popkess whom he helped co-write the Mindfighter game.”

There was a brief mention in Your Sinclair August 1988 page 79 as part of an article on Delta 4:

“Following soon after Anna’s game will be one written and designed by her brother, John, and that’ll be called Parisian Knights. This one deals with the adventures of a French secret service agent between the two world wars, named Monsieur Phillip Grouchy. He’s the star of this spy thriller which should be out before too long — provided Fergus can drag John away from playing Fighter Pilot for long enough to get on with it!”

Your Sinclair May 1989 issue, page 64 features a full-page preview of the game, which allegedly is 95% finished, but ends with this curious note:

“A final verdict on Parisian Knights will have to wait until the finished version arrives, but going by what I’ve seen so far there’s a long way to go to turn this into an enjoyable adventure.”

Then from the producer’s own mouth, Your Sinclair June 1991 revealed why the game never happened:

“Whatever happened to Delta 4/Fergus McNeill/Abstract Concepts?

Questions, questions… well the last time I saw Fergus was when I bumped into him at a computer show, at the time when the second Abstract Concepts adventure, Parisian Knights, was well overdue for release. You might remember that YS did an exclusive preview of this game – the only place you’ll get any details about it!

When I saw it the game wasn’t quite finished, and it never did get published. Fergus told me there was a disagreement with Activision, who were responsible for publishing the Abstract Concepts adventures, but obviously he couldn’t go into too many details. It seems that the first game, Mindfighter, didn’t do as well as had been hoped, and that was the end of that.”

Finally, this was all but confirmed by Swedish Magazine Datormagazin Jan 1990 issue, page 13 bottom of page:

“More negative news: ‘Parisian [K]nights’ will not be released. This is due to Activision having terminated the contract with Fergus McNeill’s Delta 4 gang, who were meant to make the game. We at the adventure department [a section of the magazine] are somewhat sympathetic to this decision after the horrible ‘Mindfighter’…Whether anyone else will make the game about the Parisian [k]nights is of course possible but not likely.”

Although its clear the ZX version was close to completion, was the C64 game ever started and could anything still exist of it today? (as well as the other versions?)

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Goodnight Cruel World

Our next entry is for a title from the creators of Mindfighter by Activision, developed by Abstract Concepts and mentioned within the manual. We assume therefore that Activision were set to release the game around 1989 time.

Little is known so far, apart from that those behind the title were Fergus McNeill, Anna Popkess and John Popkess. However, within the Mindfighter manual, the following details were given:

“By 1998, New York has become a violent police state. Ravaged by constant gang warfare and organised crime, the police have fallen back, leaving no-go areas in the control of the drug barons. Disease is rife and areas of the city are frequently sealed off to control an epidemic.

And yet, throughout all of this, life goes on as normally as possible for the people of Manhattan.

John Schulz is a computer operator for the Rosling Corporation. He lives with his girlfriend, Val, in a basement apartment in the Chinatown area.

One night after a row, Val leaves the apartment and vanishes. John’s worries turn to a nightmare when he learns that the police suspect him of foul play. Knowing the Justice Department’s ´Shoot First, Ask Questions Later´ policy, John goes into hiding.

His fugitive search for Val uncovers deeper crime and corruption than he ever imagined…”

Was the game ever started, why was it cancelled and could anything still exist of it today?

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Ajax

Often there were titles that had completely different US releases, such as Bionic Commando and Afterburner. Some were just NTSC fixed versions of the UK releases, such as Salamander.

Ajax (or A-Jax) was another title planned for release by Konami in the US, and was advertised in magazines in 1990. It was the world-wide name for Konami’s Typhoon, which Imagine/Ocean had converted to various platforms back in 1988. However, the US version of the game never surfaced at all (or at least hasn’t been seen).

What isn’t clear at this point in time is whether the game was an entirely new development done by a different team, or an NTSC conversion of Typhoon.

We hope to learn more soon, but if you know anything or maybe even have a copy – please get in touch!

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Escape 2

A short entry for a title where nothing much is known at this stage, but a loading picture was found by Baracuda at https://csdb.dk/release/?id=191028

Seems to be something by a group called Headline, with credits for Bjorn Larsen and Nikolaj Moller. Was it for a game? And where is the first game? Is it potentially a sequel to the Kelline game?

Well, the scroller in the demo gives a bit more info:

“Escape ii is the second part of the amazing game -escape-: your mission is to return to the enemy’s base , and destroy it. : in the year 2002 , you have succeed in stealing a heavy armed fighting helicopter , so you can take your revenge..

There are 30 keys you must find before you can win… watch out for the terrible traps and the electric walls. : look at your fuel , you must remember that you have only 2900l onboard…. . . . . . good luck…”

Sounds like it could be some kind of Elite Airwolf clone, but we’ll have to see. If you know anything more, please do get in touch.

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Mad Mission

A very quick entry to highlight a BASIC game (with some Machine code) that was created by Soeren Lohel. The game was recovered by Baracuda, but sadly seems to be corrupted.

Do you have a working copy of this game? If so, please do get in touch!

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Unnamed Shoot’em up

A very short placeholder entry for yet another missing 1987 American Action title – an unnamed space shooter.

Mentioned in Svenska Hemdator Nytt No.4/1987, it is suggested that the game would be released soon by the company on the Commodore 64.

Was anything ever started, was it related to Goremium and can anything be found?

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Warp One

A very short placeholder entry for yet another missing 1987 American Action title – Warp One

Mentioned in Svenska Hemdator Nytt No.4/1987, it is suggested that the game would be released soon by the company on the Commodore 64 and 16-bit platforms.

Was anything ever started – was it anything related to The Super Can or an enhanced version of that game, and can anything be found?

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