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Adventures of Max
Little is known about this title other than it
was part of the game development deal Atari made with
Axlon during the late 80's. According the former
Atari programmer Steve DeFrisco
"This was one of the “Designed by Nolan” games,
which was never finished. It was to be set in Medieval
times, the player is a knight with a sword. That’s
pretty much all we had. John moved on to another
company and the game was never finished. The opening
sequence of the character running and jumping into the
hole, and falling to the bottom worked, but that’s it."
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Bagman
This port of the 1982 Stern coin-op was
programmed by Steve Hostetler for Atari.
According to Steve he was almost finished with
the game when they laid him off. Steve sent all
his materials back to Atari after he was laid off, and
it is unknown what happened to them.
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Ballblazer
Previously thought to be only a rumor,
programmer Tod Frye recently confirmed that this game
was indeed once in development. Although the
technically challenged 2600 was woefully underpowered
to produce the split screen scrolling required by
Ballblazer, Tod apparently had a demo up and running
(various reports put it somewhere between 30% and 60%
complete). The whereabouts of this demo are
currently unknown.
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Battle of the Sexes
Developed by Michael Case for Multivision.
Multivision president Eugene Finkei talked about
this game in the October 1983 issue of Videogaming and
Computergaming Illustrated:
"Battle of the Sexes is played simultaneously by 2
players. It's very innocent. Each player
has surrogate partners scrolling across the screen.
Each player must score with as many surrogates
as possible while trying to knock out the surrogates
of the other partner. There are different skill
levels & variations: it can be played by 2 guys
with girls scrolling across the screen or by women
with men scrolling across the screen. To score,
the player directs the figure to bounce together with
the surrogate for a fraction of a second. No
genitalia. And you don't shoot the other's
surrogates, you merely get them out of the way."
This title was long thought not to have even been
started, but the programmer recently confirmed in a
2007 interview with Digital Press that the game was
actually completely finished:
"Battle of the Sexes involved male and female figures
coming together from the top and bottom of the screen,
to either shoot each other or screw each other. The
owners kept the only copy. It wasn't as good (as
Harem). It was basically like Pong. I knocked it
out in a few weeks so we could say we had two games
when we approached distributors."
The whereabouts of the one and only prototype are
currently unknown.
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Bird
Programmed by David Lamkins, after he departed Parker
Brothers for Activision. David worked in
Activision's short-lived Boston office. During
that time, he worked on a 'bird game' which was never
published. He discussed the game in a 2002 article
that appeared in issue #74 of the Atari 2600 Connection:
"I spent my time at Activision working on a 2600 game I
called Bird. I’ve heard that Rex (Bradford) later
described it as “a pterodactyl on a bombing run”, which
is pretty good as a brief description. My
inspiration for Bird came party from the Heavy Metal
movie (the scenes with the girl riding the bird into
battle), and partly from Activision’s Battlezone clone,
Robot Tank (the point-of-view perspective of the playing
field). The player piloted a bird which had a
limited endurance that was affected partly by the
intensity of the player’s maneuvers and partly by damage
incurred from missiles fired by ground-based hostiles
somewhat reminiscent of Dr. Who’s Daleks.
The Bird game was really based around subtlety and
survival. The player had to be sparing in his moves in
order to make it to the next round. It was a
shooter game, but not so much an aggressive game.
It had kind of a Zen quality to it – probably way too
cerebral for the market.
I was recently contacted by Activision’s Ken Love, who
is in the process of putting together a definitive
collection of Activision games, including all the
unreleased and prototype games. Ken wanted to
acquire a copy of Bird. If any such copies exist,
it’s either on a 20-year-old hard drive in some
Activision storage locker, or in a dusty prototype
cartridge in someone’s closet. That’s kind of a
shame. I certainly wouldn’t mind seeing it one more
time…"
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Blow Out
Developed by Mattel, Blow Out was a party game
that had "Two roller-skating dancers drop darts from a
scaffold onto rising balloons. An easy enough task,
except these rude guys keep bumping into each other
and knocking each other off the scaffold. When
the music stops, that's the signal for the next
players to take the controllers."
According to the Blue Sky Rangers website
"David Akers only worked on the game briefly in June
1983 before being pulled off to work on higher
priority projects." It is unknown how far along
this game got before being cancelled.
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Candyland Surfing
According to former 20th Century Fox programmer
John Marvin "There was a surfing game where you surfed
a rainbow. That was taking advantages of something you
could do cheaply with the VCS, each scan line you
could change the color and you got this great rolling
rainbow on the screen. It was more a screensaver than
a game, the problem was there wasn't a lot of gameplay
in it."
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Circus Charlie
A port of the 1983 Konami/Centuri coin-op. Parker
Brothers announced Atari 2600 VCS, ColecoVision, and
Commodore 64 versions of this title, and prototype
boxes were shown in a CES press kit. According to a
Parker Brothers internal marketing release schedule,
this game was scheduled for a September 1984 release.
The C64 version was actually completed but never
released by Parker Brothers (it was eventually
released by Konami in 1987). According to Phil
Orbanes, former Senior VP of Research &
Development at Parker Brothers, the VCS version
received "some coding" at the very least, and may have
been completely finished. The programmer is
unfortunately unknown, and as yet no prototypes of
this game have surfaced.
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Computer Corridor
Developed by Mattel. According to the
Blue Sky Rangers website "This game started out as an
original concept by Ron Surratt and Jane Terjung
called Computer Revenge. At the same time,
Spring 1983, Russ Ludwick was working on an
Intellivision game called Moon
Corridors, inspired by the arcade game
Battlezone. In mid-1983, Marketing began an agressive
campaign to release titles on as many different game
platforms as possible. Noting similarities
between Computer Revenge and Moon Corridors (mainly a
3-D grid effect), they decreed that the two games
should be mooshed into one - Computer Corridor - and
released on both Intellivision and Atari. By the
time they tested and approved the idea, though, Russ
was no longer working at Mattel Electronics and no one
else was available to pick up the Intellivision
version. A couple of months later Jane also left
Mattel, killing the project altogether."
It is not known how far along this title got
before being cancelled.
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Count's Castle
Also known as the missing CCW title, this would
have a been a math title based on the Sesame Street
Count character. An internal Atari memo puts the
game at 80% complete, but the game was never finished.
Apparently the original programmer left and
there was no one available to finish the game.
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Cryptogram
According to David Crane he developed this word
game after moving to Activision from Atari. The
game would display a scrambled phrase that the player
would then have to unscramble in the quickest time
possible. Players could also enter their own
phrases if they didn't want to use one of the built in
phrases. This game used a programming technique
called 'Filled Venetian Blinds'
which alternated the scanlines used by the regular Venetian
Blinds technique every frame, making the image look more
solid (no more lines) but also slightly transparent due
to only half the image appearing on each frame.
Unfortunately the game was deemed to be of 'limited
interest' and Activision feared it wouldn't sell well
enough to consider releasing so the project was
abandoned.
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Cumulus
According to the Blue Sky Rangers Website
"Cumulus was an original Atari 2600 idea by Jeff
Ratcliff. His idea was to take a relatively
simple game but use the extra memory available on a
Super Cartridge to create spectacular visual effects
not seen before on Atari - mainly really cool
explosions. He worked on the game briefly in
August 1983, programming a demonstration screen
showing a high-resolution cloud with an enemy ship
above it. While the game was listed on the
weekly in-house status reports, it never received the
four-digit product number that made a project
official."
A screenshot exists.
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David and Goliath
Programmed by Rick Harris for Enter-Tech
Ltd. Enter-Tech Ltd. did some Christian themed
games for Sparrow who released Music Machine for the
2600. David and Goliath consisted of two stages:
On the first David had to herd sheep and on the second
David had to fight Goliath. Unfortunately the
contracting company ran out of money and the game was
never finished.
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Dazzler
Port of the 1982 Century Electronics
coin-op. Developed by Enter-Tech Ltd. for the
Unitronics Expander system (which also went
unreleased). The game was on a cassette and not a
cartridge.
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Dual Scrolling
Based on a programming effect developed by
David Akers in which the screen was split in two with
each half scrolling a background independently of the
other. Although there was no game designed to
use this technique marketing apparently loved it and
decided that a game could be designed around it.
According to the Blue Sky Rangers website
"After determining the same effect could be created on
Intellivision, Marketing put the
still-to-be-determined game - temporarily called Dual
Scrolling - onto the official release schedule. That
was December 19, 1983. Exactly one month later, Mattel
Electronics closed. Although no game concept had yet
been thought of, Dual Scrolling was one of the few
games officially still in development for the Atari
2600 when the doors were shut."
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Flapper
Developed by Mattel. Flapper was to be a
unique game where "You control the Flapper to rescue
baby Flappers from an underground maze. The maze
is filled with snakes, bats and ghosts. Cave-ins
and landslides keep opening and closing the tunnels.
Luckily, the Flapper is a unique fellow: he has
three types of beanies - chopper for flying, gun for
shooting, umbrella for protection - and four
interchangeable types of legs: flying, jumping,
running and walking. You have to find and change
the appropriate beanie and legs for him to overcome
the obstacles and rescue the babies!"
According to the Blue Sky Rangers website
Flapper was never finished, although some coding did
take place. "While the game was listed on the
weekly in-house status reports, it never received the
four-digit product number that made a project
"official." Steve worked on Flapper briefly in August
1983 before being pulled off to work on higher
priority projects."
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Flashlight
Not really a game, but another 'cool
programming technique' for the 2600 that Mattel
thought they could design a game around.
Programmer Stephen Roney had developed an
interesting programming effect on the Intellivision
where a moving circle of light could illuminate the
background and any objects within the circle.
Another Mattel programmer, Ron Surratt, was
asked to duplicate this effect on the 2600. Once
it was shown that it was indeed possible Mattel tried
to come up with a game to fit the effect, but closed
their doors two months later.
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Flesh Gordon
This was to be Wizards final game entry, but
was never released. Based on the 1974 soft-porn
movie of the same name, Flesh Gordon was long thought
to have never been even started until the programmer
of the game kindly set the record straight.
"Flesh gordon was finished. It sucked,
sometimes literally if you know what I mean. It
was a horrible game with a lot of sex and the payoff
was the ability to hump using the joystick.
There was nothing cool or interesting but then
wizard video wanted what they wanted. There came
a time when they stole a copy of the final or near
final version which was sent for their approval.
They refused to pay and they went to publish the
game using the rom we sent them to approve. It
was just about finished but it needed some finishing
touches. We never did them. They never
officially released it as I understand and that was no
loss."
What happened to the prototype that was sent to
Wizard is unknown. Rumors over the years have
surfaced that some collectors have access to the rom,
but this has never been verified and is highly
suspect.
A picture of the box
exists.
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The Impossible Game
Developed by Telesys, but never released.
The Impossible Game was shown at the January
1983 CES show, and mentioned in an interview with Alex
Leavens in the Aug/Sept. '83 issue of Video Games
Player magazine. According to Alex "It's a
puzzle game, sort of like Rubik's Cube. You don't blow
anything up and nobody gets hurt--it's strictly a
mental challenge."
Other than this short interview, the only other
information we have on this game comes from Leonard
Herman, who actually played the game. According
to Leonard, the object of the game was to
"successfully navigate through six levels of 36
squares that are randomly chosen by the computer."
On the first level the player only had to pick
one square at a time, but on each new level the amount
of squares the player ahd to pick increased (2 on the
second level, 3 on the third, etc.).
For more information on The Impossible Game,
check out to Leonard's personal write
up of the game.
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James Bond: As Seen in
Octopussy
Before Parker Brothers decided to turn it into
a crappy version of Moon Patrol, the James Bond game
went through two different iterations.
Originally starting out as James Bond in
Octopussy, this version would have taken place on a
train and be based on only one movie (rather than a
series of movies like the final game). In this
game James would have to shoot at and dodge bullets
from two armed men as they ran around on a train cart.
This version of the game was seen by more than
one person at various game shows and was advertised in
at least one PB catalog. It is highly likely
that this game was completed, but dropped in favor of
the 'Moon Patrol' version.
A screenshot the
actual prototype running exists.
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James Bond: Moonraker Demo
According to programmer Charlie Heath, he did a
one screen demo of a James Bond game based on the
movie Moonraker. Sadly it appears that the demo
has probably been lost forever.
"I'd prototyped a "James Bond"
scene during my first first few weeks, to see
what I could do with a VCS: you're in space
orbiting earth in the space shuttle, chasing
bio-terrorist pods to shoot them down before they
break up in the atmosphere, while your shuttle and the
pod are being buffeted about by reentry.
You see something that looks a bit like a spinning
earth bobbing about at the bottom of the screen.
If you watch the movie Moonraker, it's one of the
climactic scenes, but Parker wasn't interested in
it for the Bond license because they wanted to do
something that was more along the lines of Pitfall -
little guy running around with various spy gadgets."
"It wasn't much beyond a concept, but it was a
pretty functional single screen 1st person perspective
shooter. Not up to the level of Star Raiders gameplay,
but I thought the pseudo-orbiting-world view was
pretty cool and unique at that time. I didn't keep a
copy of the code when I left Parker Brothers. It
might be buried on a backup tape somewhere
at Parker Brothers, but more likely the tape was
reused for cereal inventory or something like that."
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Keystone Cannonball (Keystone
Kapers II ver #1)
Dan Kitchen worked on two
unreleased sequels to Keystone Kapers. This first
version involved Officer Kelly chasing the crook across
the rooftops of a train.
"I had also done a sequel to Keystone Kapers, which was
the Keystone cop on a train. And that was actually a neat
thing because I was able to pull off some interesting
software kernels where I had eight rotating wheels on the
bottom of a train where you could normally only have 2 or
6 It was a very cute game. From screen to screen, from
boxcar to boxcar fighting and trying to defeat the
character from Keystone Kapers, who was the runaway
criminal. That was a very huge game as it had
non-symmetrical play and had a really nice, large engine
at the front of the game and a very large caboose at the
bottom of the game."
According to Dan the game never got to a playable state
and was only around 20% done before being scrapped for
unknown reasons. Recently Dan found his prototype
which featured the train and officer Kelly running on top
of the cars. You can see a video of it here: https://www.youtube.com/watch?v=2u60o2nYEXM
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Keystone Kapers II ver #2
Dan Kitchen worked on two
unreleased sequels to Keystone Kapers. This second
version was a vertically scrolling game similar to Crazy
Climber and involved Officer Kelly climbing a building
while Harry Hooligan threw objects at him. According
to Dan this version got to a playable state, but was
cancelled for unknown reasons. |
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The Levee Game
Programmed by Dan Kitchen for Activision. According
to Dan:
"Keystone Kelly appeared in a yellow rain slicker running
around ladders and platforms repairing cracks that would
appear in a background Hoover Dam-style image complete
with warning lights and a beautiful sun setting on the
distant reservoir . The screen kernels were written
such that I could change the background color on every
scan line so the entire screen would slowly fill up with
water if the player couldn't cement the cracks in
time. There was also a mechanic to "empty" the water
on the player's side of the dam to keep the game going."
Dan donated his source
code listing for the Levee Game to the National
Videogame Museum in 2024. while it is unknown how
complete the game is, a screenshot
has surfaced showing the dam and officer Kelly in his rain
slicker. Presumably this screenshot came from a
prototype made from the source code listing.
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M*A*S*H II
Programmed by David Lubar for Sirius Software. This
alternate version of M*A*S*H developed at Sirius was
ultimately scrapped in favor of another version
developed internally at Fox by Doug Neubauer. Programmer
David Lubar describes what he remembers of the game:
"I know I had Klinger at the top of the screen, on guard
duty. Once in a while, he'd try to run off, and the
player had to stop him. Beyond that, I think the game
involved taking supplies to different surgery tents."
20th Century Fox had announced a M*A*S*H II game and it
is believed that this version may have been planned for
release as a sequel. A prototype of this game is rumored
to exist in the hands of a private collector, but
nothing has been released to the public as yet.
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Mission Omega
Mission Omega was a space shooter developed by
Commavid. According to an interview with some
ex-Commavid employees, this game was finished but sent
back to the programmer for some 'fine tuning'.
The game was never re-finished in time to be
released.
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Mission X
Port of the 1982 Data East Coin-Op of the same
name. Although released for the Intellivision,
the 2600 version was never finished before being
cancelled for 'unknown reasons'. It is not known
how far along the game was before being cancelled.
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Monkey Business
Designed by Mattel, Monkey Business was to be
one of the few unique 2600 games designed by Mattel
(all others were ports of existing Intellivision
games). Although not completed, Monkey Business
was fairly far along before being cancelled.
A description of the game found on the Blue Sky
Rangers website reads as follows "In the zoo, things
have gone awry. Billy the Chimp has escaped and
is up to no good. As any curious monkey would,
he has managed to free the elephants! It's up to
you, as Mike the Zookeeper, to return the elephants to
their cages.
Once you have restored order in the elephant
section, you must quickly run to the next section of
cages. Perhaps you'll have to capture the loose
Koalas. Maybe you'll have to avoid soaring
hawks, battle fierce tigers or try to grab the
slippery penguins. Along the way, you'll find
items which will be of help to you, such as a bag of
peanuts or a net. So grab your hat and stop this
monkey business!"
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Penetrator
Programmed by Bill Heineman for Avalon Hill.
This game is not believed to have been advertised or
even announced. According to the programmer:
"The game itself was a lot like Activision's
Megamania. It was a simple drop from the sky
shooter. It was unfinished because I left Avalon
Hill to work for Time/HBO on a playcable system for
the 2600. The game was probably 50% complete.
My source to Penetrator was lost many years ago when
the 5 1/4 floppy it was stored on simply went bad.
The only EPROMS made were almost certainly
erased to make way for Death Trap, etc, because we
only had a few dozen and they kept dying on us because
we burned EPROMS so many times. Only three dev
cards were made, so all the other programmers had to
write code, and test on an EPROM."
Avalon Hill's stay in the market was short-lived and
it's unknown if any further work was done on this
title, or if it was simply erased.
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Pepper II
Port of the 1982 Exidy arcade game that was
released on the Colecovison. It
has recently been confirmed that the same programming
team that was responsible for the Atari 2600 version
of Turbo was indeed working on this game, but it was
never completed (or even reached a playable state) due
to the collapsing game market. A
prototype case was
found for this game, but it was empty as it was just a
mock-up used for advertisements. Artwork
sheets for the game graphics also exist.
Incidentally, there is no Pepper I. The
II in the title referred to the fact that the
character had two personalities (angel and devil) and
not that it was a sequel.
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Porkys
Not the same game that was released by 20th
Century Fox, but rather a game based on the cartoon
pigs that were seen on the electric sign in the movie.
Former TCF programmer John Marvin remembers
seeing this game while he worked at the company.
According to John "The game made no sense at
all." It is unknown what happened to this prototype
after it was rejected.
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Real Time Chess
Real Time Chess (working name) was a strategy game
developed by Greg Easter while at Atari. According
to Greg:
“You commanded
one piece and tried to capture other pieces one at a time
without stepping on any of the squares they could land on.
In simple mode, all of the squares the other piece could
move to were lit up. In expert mode, you had to keep that
in mind yourself. So it was also a training aid for
playing chess, sharpening your mind to keep track of
different pieces. That game was about 90% done when
I was told Atari would not be releasing any more games no
matter what, so there was no point in my finishing it.”
Greg said that that several test carts were made,
but it is unknown where they currently are. |
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The Rescue of Emmanuelle
Alan Roberts (designer of X-Man) talked about
this game in the October 1983 issue of Videogaming and
Computergaming Illustrated:
"We are currently working on The Rescue of Emmanuelle,
based on the famous Emmanuelle character. It is
a male-oriented action game where one has to rescue
Emmanuelle, the rewards being that, if you are
skillful enough to save her, she is going to thank
you, bestow her kindness on you. It's a climbing
game. It takes place on the Eiffel Tower.
The hardest part in designing the game is that the
tower doesn't fit well on the TV screen. We're
working on a scrolling system."
It is not known how far this game made it into
development before being cancelled.
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Robotron: 2084
A Proposed title for the ill-fated Atari
Graduate add-on computer. A WIP version of this
game was shown at at least one show before being
cancelled (along with the Graduate). According
to one eye witness, it was "The most flickery thing
I'd ever seen". This isn't surprising
considering the amount of objects that would be needed
to be shown on the screen at one time was well beyond
the poor 2600's capabilities. A picture
of the title screen exists showing some pretty
nice graphics for the 2600.
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Sharp Shot
Port of the Intellivision game developed by APh
Technologies. Mattel decided not to release the
2600 version of this game after it was widely
criticized on the Intellvision as being "too easy".
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Shove It!
Shove It! was a two player game being developed at
CBS which would have used a special cable to communicate
between two 2600s. According to programmer Bob
Curtiss:
"Shove It! was my original concept for a two-player 2600
game that used two 2600 systems, each with their own TV of
course. The idea was that someone would take their 2600
over to a friend’s house to play this game with them. A
bit far-fetched at the time, but to CBS’ credit they were
open to these kinds of ideas. The game was simple – there
were 9 rectangular objects, sort of like long pieces of
wood or metal, displayed in a 3D view, that you could
‘push’ or ‘shove’ away from you, and they would move
toward the other player on their screen. They in turn
could shove them back toward you. The two 2600’s
communicated via serial data transfer with a serial cable
connected to one joystick port on each machine. Did you
ever imagine that you could send data from one 2600 to
another via the joystick ports? You’d use the joystick
plugged in to the 2nd joystick port to select which object
you wanted to shove toward the other player, and the push
the button to shove it. I had a functioning prototype
working within 3 months."
Shove It! was cancelled after CBS decided to get out of
the video game business and closed down their Atari 2600
development unit.
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Stomp it
This port of the Bally Midway coin-op (which was
also unreleased) was done by Alex Nevelson at Bally Midway
but went unreleased. There is no information on how
either the arcade game or home version would have played. |
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Sky Blazer
Sky Blazer was a multi-level air combat
simulation game by Broderbund, similar to CBS's Wings.
Although shown at the 1983 Summer CES show, the
game was never released.
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Snowplow
Developed by VSS, Inc. for Sunrise Software. According
to Leonard Herman, this game was shown at the 1984
Winter CES (along with Glacier Patrol, another Sunrise
title that went unreleased). Leonard described the
gameplay in his book 'ABC to the VCS':
"You operate a snowplow which must clear the eight
horizontal rows of snow. Snow is cleared by merely
moving your plow through it. Somewhere in each row
you'll uncover a car which will then move across the row
that it is in and must be avoided at the risk of losing
a turn. When all the snow has been cleared, one of the
six cars will flash on and off and you must get to it
before time runs out while still avoiding the other
cars. When the car has been reached, another car will
begin to flash. After all six cars have been retrieved,
you'll move on to a harder screen where you must again
clear the snow."
After Sunrise Software folded, the rights to their 2600
catalog were apparently acquired by Telegames, who
eventually released Glacier Patrol and reissued Quest
for Quintana Roo in 1989. Yet for some reason, Snowplow
was never released. What happened to the prototype that
was shown at CES is not known, and thus far the game has
never turned up in any form.
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Solo
Solo was a 3-D flight simulation game by
Broderbund. Although shown at the 1983 Summer
CES show, the game was never released.
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Super Pac-Man
According to an internal Atari memo preliminary
coding was started on the 2600 version of Super
Pac-Man. The memo lists the game as only being
5% complete, so it is doubtful a playable version of
the game exists.
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Tank Blitz
Was to be the third and final game in the
Milton Bradley Power Arcade series. Tank Blitz
was shown at the 1984 Toy Fair along with its Armored
Commander controller. A unlabeled
prototype of a tank style game has surfaced that
some speculate could be Tank Blitz, but there is no
evidence to support this.
A picture of the cartridge with its controller
can be seen here
(thanks to Rom Hunter)
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Target Omega
Target Omega was a submarine simulation
developed by Greg Easter for Atari. From Greg:
“Another game which was only barely started was an
extremely ambitious submarine simulator. There were three
choices of views - periscope, radar and instruments. Your
goal was to find enemy ships and sink them, as you would
in most sub games, only there were additional
complications of needing to keep track of fuel, battery
power and sustainable pressure. I don’t remember too much
of it now.”
Given its early stage of development, it is unlikely that
any copy of the game survived
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Those Little Buggers
Developed by Enter-Tech Ltd. for the Unitronics
Expander system (which also went unreleased). The
game was on a cassette and not a cartridge.
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Tom Curran Surfing
Programmed by Joe Tung with graphics by Alan
Murphy. This was to be a surfing game similar in
style to Surfs Up by Amiga. From Alan Murphy:
"Front view of
breaking wave, surfer sprite had to stay in the pocket
of the wave while it rose, and sped up, etc."
It is unknown how far along
the game got before being cancelled.
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Treasure Hunt
Developed by Enter-Tech Ltd. for the Unitronics
Expander system (which also went unreleased). The
game was on a cassette and not a cartridge.
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Underworld
Was to be a D&D type game by Commavid.
A tape labeled Underworld is known to exist, and
is believed to contain development source code.
The current whereabouts of the tape are unknown.
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Untitled Motorcycle Game #1 (real
name unknown)
David Crane mentioned working on two unreleased
games for Activision that involved riding a motorcycle.
The first version was similar to Atari's Stunt Cycle
where the player controlled a motorcycle that would jump
over buses and other obstacles. According to David
the game was abandoned because he ran out of objects
(Player/Missile sprites) and couldn't display the buses
properly.
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Untitled Motorcycle Game #2 (real
name unknown)
David Crane mentioned working on two unreleased
games for Activision that involved riding a motorcycle.
The second version was to be a motocross style game with
a large segmented motorcycle that would realistically
move up and down over the terrain. Like the first
motorcycle game it was scrapped after David ran out of
objects (Player/Missile sprites) due to the large
realistic motorcycle.
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Wacko
Port of the 1982 Bally
Midway coin-op. This port was done by Tom DiDomenico
while he was at Bally Midway but went unreleased. |
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Zookeeper
Perhaps one of the most famous missing
prototypes, Zookeeper was a port of the 1982 Taito
arcade game. Zookeeper was finished enough to
have have been playable, and may have even been
completed. The music/sound effects code for this
game (by Robert Vieira) has been found, and is nearly
arcade perfect. A video
showing the graphics for this game has also surfaced.
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