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.

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M45

M45 is an early icon driven game by the late Jukka Tapanimäki and was released recently by Triad.

The title is one of Jukka’s early developments before the likes of Zamzara and Netherworld came about, and sadly hasn’t been fully completed. It’s a bit glitchy in places, but gives indication of what could have been a good title.

Sadly Jukka passed away in 2000, so we cannot find out anything more about the game at this stage and what the intentions were for it. If anyone does happen to know more, then it would be good to hear from you.

For now, check out the game and see what you think!

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Hydlide

Hydlide was to be a Westernized conversion of a popular Japanese RPG title to platforms such as the C64 in 1989. Contributor Robert Robichaud has provided some excellent information about the game- so much so that i’ve essentially posted here word by word what Robert has provided – so review credit = Robert Robichaud.

As you might know, the original Hydlide was one of Japan’s pioneering action RPGS, released initially by T&E Soft in 1984 for the Sharp X1, PC-8801, etc. After many ports and a sequel followed, the final 8-bit entry in the series, Hydlide III – The Space Memories, was released to general acclaim on multiple platforms in late 1987. An enhanced Famicom port followed in early ’89, although there it was just another face in the crowd amongst some very stiff competition.

Now, over in the States, Japanese RPGs were just starting to trickle in, thanks to the success of Nintendo and Sega. One of these was a somewhat infamous NES port of the original Hydlide, which had come out years earlier on the Famicom and was looking pretty creaky by that point. However, unbeknownst to US gamers, the series had continued on and (sort of) kept up with the times.

Enter Broderbund, whose dealings with the Japanese computer game scene stretched back even further than Sierra’s. In 1988 they formed a sub-label called Kyodai, meant to bring together around a dozen of Japan’s premier computer game publishers to help import their work to the US (a move curiously similar to Square’s “DOG” sub-label on the Famicom Disk System in Japan a couple of years prior, and involving some of the same publishers). Despite ambitious early plans, this proved to be a largely unsuccessful venture, and only a few games made it out.. It was a mostly IBM PC-centric effort, and the sole C64 game that came out of it was the rather obscure “Curse of Babylon” by XTALSOFT.

However, it turns out that at least one other was planned. And that was of course Hydlide. Except, it wasn’t actually Hydlide that they planned to port, but rather Hydlide 3, even though they were simply going to call it “Hydlide”, despite the fact that FCI was just about to release the aforementioned NES port of the original Hydlide, also (rightfully!) entitled “Hydlide”.

Where was Hydlide 2 in all of this, you ask? Well, nowhere as far as I can be told. It never did receive a Famicom port in Japan, and by the time Broderbund was sniffing around it had already been superseded by the more advanced Hydlide 3 on the Japanese micros.

Check out the Articles section for a detailed set of references from the US press about the conversion during 1989.

Summing up, it would appear that Broderbund showed some form of the port(s) at the 1989 Winter CES. The game continued to be scheduled for imminent release over the next few months, and then seems to have quietly disappeared by the time the Summer CES rolled around. It would seem likely then that at least some work must have been done on it by that point. Sega themselves did an enchanced port/remake of it for the Mega Drive/Genesis and released it as “Super Hydlide” not too long after the C64 version was planned to be published.

The person most likely to know something would probably be Doug Carlston, although it seems that he donated most of Broderbund’s historical records and design documents to the Strong Museum (National Museum of Play) in New York last year. So if he can’t recall, perhaps they would have something on it?

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The Black Onyx

The Black Onyx is a 1984 title that you may not really heard of. It was a role playing game which was released in Japan by Bullet-Proof Software and was written by Henk Rogers. It was actually one of the first Japanese language RPG titles to be made and opened up the concept to the Japanese. It was released primarily on the NEC PC-8801 and a few other platforms.

A potential western conversion was flagged up to us by contributor Robert Robichaud, who has been researching into the game. After combing through a series of classic US magazines, he has managed to come up with evidence to suggest that a conversion to the C64 was in the works.

Sierra On-Line was one of the first western publishers to make ties with the Japanese computer game industry, after imports and conversions of their classic adventures became popular in the early Japanese games market. With The Black Onyx, Sierra Online had acquired the rights to publish the game in the US for the C64 and Apple II.

Various references (which you can find under the Articles tab) detail the intention of the game being released, starting from 1985. These references were very carefully extracted and brought together thanks to the excellent research work of Robert Robichaud. One reference talks about a sequel to The Black Onyx, which wasn’t quite that – and was subject to some confusion.

Unfortunately, nothing was to appear – and a news clipping from April 1986 had John Williams confirming that the game had been scrapped due to things “not working out”. A possible disagreement with Bullet Proof Software perhaps? It is early days, but we hope to find out more soon via Ken and Roberta Williams and possibly see if there is a partially (or complete?) conversion to find of what would have been a very significant release (pre-dating other western Japanese RPG localizations by at least 2-3 years).

Thanks to giga.la.coocan.jp, we learn that the game was due for release in March 1985, thanks to an article in Login magazine from May 1985. Crucially, the magazine shows some screens from the C64 edition – as well as the Apple II edition.

More soon we hope on this intriguing conversion!

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Sankara Stone

A short entry for a title which was mentioned back in 2006 by Peter Sandén, but something I had completely forgot to add to the archive!

This was a Swedish graphic games adventure which was made just after the second Indiana Jones movie was released in 1985. The game was finished and was copy protected.

A friend of Peter at the time worked in a computer store which got a copy from the author (as they were friends). They got to borrow the disk as it couldn’t be copied – though Peter’s brother managed to copy it.

Sadly Peter and his brother sold their computer at the time, so the game was no longer thought to be in their possession. Peter could not recall who it was who wrote the game, but suggests he was probably from around the Malmö area. Peter at the time was to ask his brother more about the person who brought in the game, but sadly his brother passed away in 2012.

It was through sad circumstances that the game was found when Peter found a load of disks at his brother’s house. Whilst preserving, he found a disk containing the copy of Sankara Stone. As a result, he has preserved the disk, and with the help of Triad – the game has now been fully released and preserved. It was thanks to Peter’s brother that the game has been saved, and could have been the last remaining copy.

Peter got in touch with us again in June 2023, and got in touch with the guy who worked at the computer store “Compro”. The guy revealed that the game wasn’t what was important, but they had made the game to try and sell their copy protection. However, just before they were ready, all the freezer cartridges came out, so they never managed to sell it.

So overall, the copy protection was the real product, and the game was just something there for show to present it. Regardless, it is a cool adventure game, and well worth checking out! A shame it didn’t get a wider distribution! Check it out!

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Coven

A short entry for a title which we somehow missed over the years, but was flagged up to us by Ross Sillifant. This was an arcade style game which was due on the Spectrum/C64 and ST in June 1988, being mentioned in magazines such as ACE and The Games Machine as coming soon.

ACE described the game as being a witch who’s broken faith with your coven, and you must attempt to take power from the twelve covens before All Hallows Eve arrives. Sounds very much like Cauldron!

The storyline was written by horror author and C+VG writer, John Gilbert. Sadly though the game seems to have got caught up in the downfall of Piranha, which went down around this time with a bunch of other games. Even the ZX version and other versions never made it either.

Did anything of this game ever get started? And who coded it?

Well, thanks to some recent recovery work from the disks of Che Guevara John, graphics by Cooky (who did graphical work on Blood Valley for Gremlin / Imagitec) were found from the game. Just the loading screen and ending screen it seems – but it confirms at least one of the artists and that Imagitec were behind the C64 conversion.

We hope that this may now lead to further details coming to light about who did the programming and how far it got. Hopefully it wasn’t just a loading/end screen that ever existed!

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Screaming Wings

A short entry for a title which seems to have a C64 connection, but we’re not sure if it is a red herring just yet.

Thanks to John Christian Lønningdal, we have learnt that the 1942 clone – Screaming Wings, has Atari/CBM indicated on the front cover. However, the instructions do not show any evidence of a C64 game.

Is it possible that a c64 version was produced at some stage, but maybe removed due to Elite having the licence to 1942 on that platform?

Early days, but we hope to hear from someone from Red Rat Software to confirm more details!

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Guy Spy

I kid you not, there was indeed to be a C64 conversion of the Amiga/ST Ready Soft game, following from Wrath of the Demon.

Certainly we’re sure that someone would have been possible, but will we ever get to see anything of the game? Was Steve Douglas behind the game?

At the very least, you can now hear the tunes intended for the game which were composed by Sean Connolly, Marc Francois and Mark Knight. First 2 tunes are by Marc Francois, tunes 3 and 4 are by Sean Connolly. 5th tune was composed by Mark Knight, but converted by Sean.

Sadly Sean could not confirm who was behind the code or graphics of the game or how far it got exactly. David Foster (from Readysoft) commissioned the music – can we find David to confirm who was behind the C64 game?

We hope to learn more soon!

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Psionic

Psionic was an intriguing title which was being developed by Robert Trevellyan, who later went on to work for Bitmap Bros and produce the likes of Speedball 2 on the Amiga.

His first commercial venture was for this game at Electric Dreams software, with a game set in a kind of vertical city, with different clans or tribes on each level.

Working with Robert was Nick Cook on graphic work duties, who Robert communicated a lot with during development. Stuart Hibbert oversaw production duties.

Robert worked on the C64 SKU, and sadly the game was far from complete when the project was cancelled. He had a very neat composite sprite animation engine running, and some silky smooth background scrolling. The player could navigate around the city, but there was no gameplay at this stage. Robert believes that one of the other SKUs had some basic gameplay in place, possibly the ST version which was in production.

It is suggested that the project was pretty much adrift with no expectation that it was going to come to anything. There was no design team, and the written design (by Mark Eyles) was a little lacking in detail. Electric Dreams had purchased the written design (and possibly 3 others too according to Robert) from Mark Eyles at an earlier date – from that point he had no further involvement on the game. Other team members were having to fill in the blanks to turn it into something playable.

When asked about the possibility of the game surviving, Robert sadly confirmed that he got rid of all his C64 stuff a long time ago. It is very unlikely that we will ever see anything of this game.

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Planet Quarx

Our next entry is a title which was meant for release way back in 1983 in the US. Planet Quarx was mentioned in a magazine called Microcomputing with the following details:

“Planet Quarx is a three-stage video game for the Commodore 64. The object of the game is to reach the planet called Quarx. In stage one, the player must maneuver his spaceship through the asteroid zone, avoiding asteroids as they spin out toward his ship from the center of the screen.

Past the asteroid field, play moves into Stage 2 where the ship meets the outer defense system of Quarx. The display shows the view from the cockpit of the player’s ship. Using the joystick, the player aims and fires at approaching alien spaceships or turns on his forcefield to avoid collisions. Once past the outer defenses, play moves to the planet Quarx itself where the player destroys Quarxite tanks.

There is no time or fuel limits – play continues until all five ships have been destroyed. The game provides arcade sound and graphics displays with joystick controls and escalating difficulty”

We’re not sure if it is the same game as this, but we doubt it … http://www.gamebase64.com/game.php?id=6087&d=18&h=0 – but someone on the TPUG mailing list has an old copy of it which will not read any more. Oddly the disk says 4040 format, which is for the PET. Could it still be read and saved?

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