Impossible Mission 2025

1994 Microprose

Platforms: Super Nintendo, SEGA Mega Drive

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.

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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.

Although released on the Commodore Amiga 1200 and CD32 platforms, planned editions for the Super Nintendo and SEGA Mega Drive were not so lucky.

Tim Cannell would develop the SNES edition, whilst Paul Dunning worked on the Mega Drive version – both of which were reportedly well into development before the Amiga versions were started.

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So why were they never released? Thanks to a comment from “Jorpho” on Unseen64’s entry on the game, an archived site interview with Stuart Whyte (producer on the game) reveals all. Although completed – Microprose could not afford the prices to get the cartridges manufactured, and so it was decided not to release either of them.

It means that out there somewhere are full editions of both games waiting to be found and digitally preserved. Can you help find either/both of them and will we some day ever get to play them?

If you know anything more about the developments or can help in anyway, please do get in touch.

With thanks to Paul Darbyshire for highlighting and archive.org for the scans.

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4 Responses to Impossible Mission 2025

  1. Very weird due i remember playing impossible mission 2025 and special edition on my amiga back in 1995. I am pretty sure something was released but the main character wad bit different everything else matches up.
    https://youtu.be/iII1nQn5DH0

    • Hi Serdar, yeah the Amiga version was released, but not the SNES and SEGA Mega Drive editions. It could be that the designs were slightly different on the console versions too, hence why they look a bit different to the final release. I think when the console versions fell through, things may have been paired back for the Amiga version to get it out the door.

  2. Through the Amstrad CPC adventure scene, I knew Stuart Whyte. I’ll try to get in touch with him (it’s been over 15 years since I last corresponded with him to see if he has anything.

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