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.

Latest News and Posts

Chiller V1

You may be screaming at me for putting this game in the archives, but this is no normal version of Chiller.

The game basically was originally withdrawn due to the connection to Michael Jackson’s Thriller music video at the time of the game’s release.

The game originally featured a neat rendition of Thriller by David Dunn, but Mastertronic decided that they could face possible legal action because of the music and asked for the music to be changed immediately.

The problem was, that a few copies of the game sneaked out with the original music, before Mastertronic canned the first version, which are extremely hard to find. You basically will have to buy every copy of Chiller to ever find an original with the original Thriller music… I have now 8 copies of the game, and originally had no luck.

However, recently Gareth Dolloway noticed this review and offered his own copy of Chiller, which is infact Version 1. So now thanks to Gareth, GTW can now bring you a .TAP image of the original version 1.

The game itself is familiar to all, created by the Darling brothers before they established Codemasters. The new music made and put in the game they eventually sold on large scale, never suited the game properly.

Site vistor, Carl Speed, had the following to say about the game:

“I just wanted to say that there is a difference on the front covers that I’ve noticed. The V1 seems to have no mention of Burner Loading System on the top right red triangle section. Only the newer version does. I’m not sure if this is absolute, but I’m sure it probably is. Thought I’d pass on the discovery, in case people are looking for the version.”

Well, I checked and I think he’s right!…. Basically it seems that if you have a copy which doesn’t have the “Burner Loading System” mentioned, you could have an earlier edition with the original music in. Time to start checking!

Additionally we found this early screenshot in an early issue of Your Commodore – which must have been dropped from the final game… what was it to be used for?…

Thanks to someone who got hold of a copy of version 1, you can now download the game how it should have been… or sounded at least!

Oowwwwwwwwwww!…

Posted in: GTW64 archive | Tagged: | 8 Comments

The Battle Of Chickamauga

The Battle Of Chickamauga was going to be a stragetic war game, of which there are many on the C64. Its scheduled release was for 1987, by Games Designers’ Workshop (GDW), an American company who already had a fine pedigree in board games and RPGs by the 1980s, having formed in 1973.

The game was based around the Battle of Chickamauga during the American Civil War. You controlled either the Confederate or Union army of over 50,000 men plus artillery. The only references to the game for the Commodore 64 is from a full-page advert by GDW that primarily promoted their other planned game and Games That Weren’t 64 entry, Rommel – Battles for Torbruk and a similar full-page advert also promoting the one released game by GDW, Road to Moscow.

The game was however released on the Atari platform, more details can be read below

http://www.elisoftware.org/index.php?title=Battle_Of_Chickamauga_%28Atari_8-Bit,_5_1/4%22_Disk%29_Game_Designers%27_Workshop_-_1985_USA,_Canada_Release

Nothing else is known about the C64 conversion though – and surprising considering that the Atari version did well on its release. Was the C64 version ever even started?

More digging required for this entry, and we hope to track down some of the original developers at some point in the future.

Posted in: GTW64 archive | Tagged: | 2 Comments

Chicago

Mentioned in issue June 1986 of Commodore User, this was a game mentioned as coming soon along with 3 Days in Carpathia.

It was described as a Mafia scenario featuring Rats Maldano and the Morona Brothers and would have been written in The Biro like with 3 Days.

It never surfaced and its believed that the game never got past the planning stage, however it has been found as a Spectrum incarnation in Sinclair User magazine in 1987, with a link to Activision (see scans).   So something was started at least!   But was it started on the C64?

Do you know anything about this game?

Posted in: GTW64 archive | Tagged: | 2 Comments

Chevalier

A neat little game from way back in 1986, by the C64 programmer of Turtles and Speedball 2, Carl Muller.

Chevalier features a PITFALL 2 style main character which jumps around various platforms and ladders in this sideways scrolling game. Very reminisant of Ghosts and Goblins in its style of play.

This game was scrapped for unknown reasons, something that hopefully Carl will oneday shed some light on. Carl originally released this and others on his webpage as unreleased works.

It’s not known who this was being pitched for, but plans were definately there i’m sure, what with Carl also creating a special loader with a little game in it, of which you can play along with this preview.

According to Carl from his webpage, a later version used to exist with aliens, but the tape had sadly been lost. So this looks to be all that remains of this promising little game.

Graphically it’s nothing special, there is no music (Apart from the loader), but who knows what may have been?

Hopefully more from Carl soon someday…

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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?

Posted in: GTW64 archive | Tagged: | 11 Comments

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.

Posted in: GTW64 archive | Tagged: | 2 Comments

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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