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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Chess

Long before Chris Abbott was busy creating some of the biggest C64 music events in history with stars such as Ben Daglish, Rob Hubbard, Martin Galway, David Whittaker and many many other big names – Chris was busy trying to break into the C64 industry by creating game music.

Chess was one such title that Chris had offered to him to compose the music. All of this he did, with slight variations which can be found in HVSC and also here.

For reasons currently unknown, the game got cancelled and was never seen or heard of again. What was strange was that there was a 1984 Superior Software Chess game, which seems like it was unrelated.

We did speak to Superior Software many moons ago, and they didn’t recall there being an updated version of the Chess game. However, Martin/Stadium64 has highlighted a very good point that Alligata Software had released Cyrus II in 1987 – but just a year later had sold up and the name/back catalogue was sold to Superior Software.

Could it be that Superior Software then decided to do an update of Cyrus II (i.e. Cyrus III)? The time lines match and it seems like a good suggestion so far – certainly more than what we have to go on at the moment.

In July 2023, Triad preserved the Superior Software 1984 edition of the game (which was yet to be preserved until now), though the version with Chris’ music is still very much at large. We’ve added the 1984 edition for the time being.

If you know anything more, then please do get in touch! Who was the coder of Cyrus II for instance?

Posted in: GTW64 archive | Tagged: | 2 Comments

Chart Breaker

Bomico was a German software distributor, mainly for computer games. They had their own development department, later on turned into another company called Sunflowers. Sunflowers prospered considerably, releasing bestsellers like 1402 later on.

One of their Amiga and PC developments was called “Chartbreaker”, but as far as its known, it has never been released. It wasn’t unknown exactly what the game was about, though you could have a stab in the dark and say something about music charts… However, Marco (and also recently…) Joerg Droege (Nafcom) came across a flyer (which you can find under Scans) which once translated describes the game… (Thanks to Joerg for also translating for us!)

Welcome to the music business.

With Chartbreaker you will become the manager of an up-and-coming band which you have to help get their first mega hit.

You quickly realise: The first gold disc is always the hardest. You organise TV interviews, deal out record contracts and live concerts. On the hunt for record contracts you get the shock of your life, the organisation of a mega company is turning into a fiasco if you do not look after every tiny detail.

A brand new mix of interactive adventure and economy simulation. Absolute top graphics, digitized music, over 30 locations, ultra humorousc texts and a completely intoxicating story guarantee many hours of gaming enjoyment!

* Mega sharp texts penned by a professional satirist!
* On-screen text and manual completely in German!
* Over 40 locations!
* Complex cartoon graphics!
* Hit suspected original music!

Planned for PC, AMIGA, C64! Developed together with the experts from SONY MUSIC! Larry presents: CHARTBREAKER – From the demo band to the mega hit!

The C64 Version is probably not in English. One of the most valuable parts of the game should be the music, comprising dozens of songs by Steven Diemer (A-Man). Can we find anything?

In April 2024, we had a commenter called David, who saw the game in development whilst at Imagitec Designs in 1993. It sounds like only for the Amiga, but were Imagitec working on a C64 version too?

So its time to get searching for this one, if only for the music.

Posted in: GTW64 archive | Tagged: | 3 Comments

Charlie Chaplin

A game based on the world famous actor… adverts were placed in magazines and it was mentioned around the gaming scene on many occasions in the late 80’s.

Martin Holland was working on the graphics for the Amstrad CPC version for Canvas Software, when apparently US Gold pulled the plug on Canvas’ involvement.  All the data was shipped to Tiertex, who took over the multi-platform project according to Martin – though there is no evidence to suggest this happened.

It was unknown at the time if the C64 version was completed, but the Spectrum and Amstrad versions were and received poor reviews. Dawn Hollywood (then Drake), worked on the ZX Spectrum version and unfortunately did not know anything about the C64 conversion.

Rumors were originally of Martin Calvert doing the graphics and his older brother Steve coding it.  Martin Calvert originally confirmed that the C64 version was nothing to do with him or his brother and that possibly it was actually outsourced to another individual.

There was once supplied what was believed to be a C64 screenshot, published in a Swedish magazine called Soft, which catered for both the Amiga and C64. There was no real Amstrad scene over there, and the Spectrum was virtually non-covered… so was this REALLY a c64 version?…. Well, no – it was the Spectrum version in the end!

Finally – a breakthrough in 2015, when Sean Townsend confirmed that he was the sole developer of Charlie Chaplin on the C64.  The graphic artist eventually would be confirmed as Martin Calvert, who eventually recalled the project after a final prod.  The game was designed by Gary Bolton.   Music was composed by Mark Cooksey in a bit of freelance work away from Elite.

The game was confirmed to be incomplete – but was functional as far as Chaplin being able to walk around scenes and interact with other characters.  The record and playback functionality however was extremely buggy and needed a lot more work to get going properly and to finish the project.

Progress halted when Sean was not being paid properly by Canvas, and so he left and moved to Barcrest.  No-one picked up the project afterwards, and Sean wasn’t sure why the game didn’t get finished off.  Maybe a C64 developer could not be found to tidy things up?

Sean confirmed that game was done from scratch and was not a port, utilizing the bitmap mode of the C64 and software sprites.   The loading however was very painful and ideally in hindsight for Sean, should have been done in a different way so it would work well on tape.

Sean kindly dug out all of his C64 and Atari disks, and did a long term loan to GTW64 to see if we could preserve anything of Charlie Chaplin between 2015 and 2016.  After a very long slog to get the Atari-format C64 source code preserved and sorting the C64 disks out, with a lot of help from Mat Allen and the guys at Kyroflux – a fully executable version of the game was found and preserved.

Most of the game is actually there, and is believed to be about 80-90% complete overall.   There is heavy corruption in places with some of the animation frames not working (in particular the collapse of characters),  and the playback feature not fully functional or working correctly.  The playback of each 3 scenes in the cinema is missing cut scene text and doesn’t quite seem to work.  You can however play the game and see most of the scenes from the complete game.

The loading is terrible though as Sean suggests, and it is hard to see how the game would have worked well on tape.   In combination with the shallow idea for the game, no doubt this would have bombed too in the press like the other versions.   Sean did his best though given the circumstances and design that he was given to work with.

Mark Cooksey’s music has been integrated, though it seems not all of it.   There is a separate music demo which has a “Sad” tune not seemingly utilized.  Only the title tune has been added, and menu tunes present in the CPC version are missing.   There is also a distinct lack of SFX compared to the other versions, which suggests Sean may have gone with a “silent movie” approach, or they are yet to be discovered (maybe tucked away in Mark’s music files?)

We are very pleased to present though what remains of the conversion and solve a mystery that has been running for many years now.  It is a title that will intrigue, and finally we can see how the game was looking on the C64 – all thanks to Sean and his kind loan of his work disks and the help of Mat Allen and the Kyroflux team for their assistance.

As an additional extra, contributor Isaac Ji Kuo spotted that the game seems very similar to Movie Maker by IPS in 1984. Just take a look at the B/W segment! https://www.youtube.com/watch?v=9VaUZdPhKhQ
Was the game design inspired by it perhaps?

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Chariot Race 64

Chariot Race was a superb game which came out towards the end of the Vic 20’s short life around 1984 time and was written by Paul Hope who distributed the game from his living room with the help of his children and wife.

It was number one in the charts for a period of time, and is very fondly remembered.

Sadly however, Paul passed away in 2011 – but luckily a tribute towards his game was made which he managed to have read to him before his passing, so he knew just what everyone felt about his work.

Shortly after the published article in Retro Gamer on the Vic 20 version, I came across a mention of a C64 version of Chariot Race being put into production.

It seems that due to the success of the game that Paul had originally considered doing a C64 update of the game to take advantage of the hardware. However, from the article we know that Paul went onto other unrelated ventures instead of progressing onto later platforms.

So was anything ever started of a C64 version of Chariot Race? We hope to confirm sometime in the future, as the Hope family did have a C64 afterwards and it could be possible that Paul once made a start.

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Charge Amarda

Charge Amarda was to be a shoot em up with contributed graphics from Shaun Pearson and Andy Vaisey, with Jason Kelk to do the coding for the game.

Jason Kelk informed GTW64 that the game was being produced with input from both artists with a short deadline for Fusion 08 as a competition game. Unfortunately when it became clear that all the graphics may not quite be ready in time, Jason took the decision to take his Co-axis 2189 title (which was closer to completion) and finish 3 levels for the competition.

Charge Amarda was put into hibination and has been this way ever since. However, there are various builds of the game which Jason will make available in the future which features both sets of graphics from Andy and Shaun in action with a few test sprites (we think from Warflame).

Andy mentions his involvement in the game (as well as supplied some screenshots of his graphics):

"The other 128 chars of background GFX mentioned by Shaun were created by me! Or at least I have a very early version of them which I never really finished and fettled with. TMR did slot them in and I have a version of the ‘game’ with my GFX in."

We started to learn about the game at GTW64 originally after Shaun released his set of graphics in a Forgotten and Found 4 compilation on CSDB. Shaun tells more about his collection of mockups produced, and which you can download at present:

"Forgotten and Found 4
Aka: Shoot’em Up Mock-up Screens x4

Created 2008
Photoshop/Adobe [1989-2001]
Char Pad 1.0 /Stewart Wilson/Subchrist Software [2003]

Released 2011

T.M.R./Cosine requested some graphics for a horizontal colour scroll Shoot’em up. I can’t quite recall the details, although I do recall there being limitations. The game was to be single load. The Level was to be constructed using 4×4 Blocks using a maximum of 128 characters. The scroll area 12 screens wide. The remaining 128 characters were to be used to create another level (to be created by someone else).

During the creation of Level, Brain-storm thoughts emerged as Red planet, Mars, abandoned building, some forms of life – possibly cyborg. The yellow circular structure shows obvious signs of R-Type/Irem creeping into my thoughts.

Some sprites were created, although never animated, with the exception of an explosion, which used a total of 4 frames of animation. I was really happy how that turned out :)"

So apart from the graphics and small game demos testing the graphics, the game never quite made it and now efforts are being put into other projects by Jason.

We look forward to seeing the final state of the game soon and close this entry!

Close to being a case closed!

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Chaos Lands

A nice looking RPG, which seems to promise a lot to the game player in terms of presentation.

I’m not personally a fan of RPG’s, but this should have appealed to those who are fans. Unfortunatly, I didn’t know how to play the game.

The game icons are clear to see, and you can make out your army and other army’s. Music is good and suits the game very well.

Complication may have been the key to this game’s downfall… RPG’s I assume are not easy to create, and a lot of time and effort would have been required to get a good game together.

Seeing as it was 1997 when the game was being produced, games were not selling well at all.. and it could be this reason why the game does not today sit on our game shelves.

Unfortunate, but how much further did the game reach before being scrapped. Well, not much more it seems. Coma abandoned the game some time back, and apart from a new preview which we have now added and a different intro, this seems to be it!

Nice RPG, marred by its timing in the C64 calendar…

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Chainsaw Warrior

This was a Double Dragon style game, where you had to go on a frenzy with a chainsaw and cut up as many people as possible. Chainsaw Warrior was based on the solo roleplay board game of the same name by Games Workshop.

Listed in CCI December 1988 as being developed by a team called Equinox, it was due as an 1989 release across Amiga, C64, ST and PC platforms. However, nothing would surface in any shape or form!

The game was described as an arcade action game with a lone warrior protagonist, who enters a haunted mansion to find “darkness”. “Darkness” is a huge amorphous cloud of chaos which emits a strong radiator field. It cannot be engaged in hand-to-hand combat, but has a “nerve centre” where attacks are launched against the player.

This “nerve centre” is the only vulnerable spot available to hit. The player must search the mansion room by room – fighting rats, assassins, zombies and avoiding traps and pits. Hiding and even running away where the situation demands it.

Martin Holland and Lee Cawley were behind graphics for the game. Martin informed GTW of the game’s possible existence around 2000 time and had the following to say…

“It was kinda like the Double Dragon style game but your guy went around a house with a chainsaw cutting up folks – kinda like playing the baddy instead of the good guy…… if I find anymore stuff on it I’ll pass it onto you….. “

Lee Cawley later confirmed the game as a multi-room fighting game, with a chainsaw carrying, martial arts main character.

Gary Yorke then contacted GTW64 in 2006, where he confirmed that the game was licenced by Bettertech (consisting of both Gary and James Poole) from The Games Workshop, and was to be published by Electronic Arts. Development itself was carried out by Lothlorien under contract to Bettertech.

The game was confirmed as never finished, but was nearly completed. Sadly the collapse of Lothlorien led to the closure of Bettertech, which meant that the game was never completed as a result.

At the time, Martin had most of his graphics work, so Chainsaw Warrior was likely to be present within his collection. However, he tragically passed away in 2003, where all his disks were trashed due to data protection and identity theft concerns.

We hope someday to have a surprise finding in someone’s collection, but it is looking very bleak now that anything of this game will be found. We need credits though, and the coder is still as of yet unknown. It was confirmed through an Atari ST interview that Jason C. Brooke did music for at least the ST edition, though it isn’t clear if that included C64 too. Should hopefully find this out shortly.

Gary did however dig out a mock-up of the Chainsaw Warrior cover and how it may have looked when released by EA, so this has been added to the scans.

If you can help us with any information, then please do get in touch.

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Chain Reaction

Advertised in many magazines, this was a title being sold by Anik Microsystems… however only two Anik games exist and seem to have been released on the C64.

The advert describes the game as follows:

"Control the atomic reaction in this game of skill. Great graphics – super sound."

The game sounds very much so like a puzzler of somekind, though we are just speculating. The game was being sold very cheaply at around £4, compared to the higher price of their titles in Gamebase. Maybe this was a simple BASIC game that was being sold for quick profit?

We know very little more about this than the above, a lot more research needed and hopefully we will find some of the people who used to work for Anik.

More to come soon hopefully…

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Cf Adventure

Now, its not that the game is unplayable, but unfortunately I cannot read German, which this adventure game is written in.

CF Adventure however looks a promising adventure game, with some nice pictures to accompany the text. Similar style to Jon Well’s “Treasure Isle”.

I apologize for not being able to shed more light on the game’s story, hopefully someone out there can do that for me?

Well, according to Leszek Chmielewski, the game was done by a group of contributors to the “Computer Flohmarkt” (german) monthly magazine which was a magazine for private communication between users of almost all computer systems. It was supposed to feature characters based on some regular writers/contributors. And it was written for fun.

Unfortunately, it was around a time that the C64 was gradually fading away commercially, and people were leaving for other platforms. As a result, the magazine eventually disappeared and the game went with it.

The game remains incomplete at the moment, Tobias possibly has a more advanced version, which I cannot confirm until contacting him, which will hopefully be soon.

Nice looking text/graphic adventure…

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