Mythos was a title that was in production by Paul Clansey whilst at Imagine Software. The game was caught up in the crash of the company and was lost on the Sage system hard-drive when it was taken away by the bailiffs. It was only 10% complete.
It was done mostly off of Paul’s own back, as Imagine were clearly in trouble at the time and Paul was doing the game to keep productive.
The game would have been a horizontal and vertically scrolling platform adventure game, where the platforms were floating fragments of rock. The main character was a swordsman, who could get onto a winged horse to fly between fragments.
Each fragment would be based on a different mythos, such as ancient Egypt, Greek or the world of Conan the Barbarian. Only the player character animation survived, and can be found in Time Trax (also by Paul)
See creator speaks for more details about the game from Paul.
Contributions: Paul Clansey
Supporting content
Creator speaks
Paul Clansey gives more detail about his game:
“Horizontal & vertical scrolling platform adventure game, where the platforms were floating fragments of rock, similar to Roger Dean’s Yessongs artwork. The player character was a swordsman, who could mount a winged horse to travel between the fragments.
We got as far as those 2 animated characters moving around dummy fragments (Mo Lamb did the flying horse animations). The plan was that each would be a micro-world, each borrowing from a different mythos (e.g. Ancient Egyptian, Greek, or the world of Conan The Barbarian) and fighting foes to gain important items. I’ve still got those character graphics on disk (my player character animations were re-used with gun instead of sword for Timetrax, which also had a multi-world concept). I lost the code on my hard drive when the bailiffs took the Imagine kit.
It must be stressed that this project was me taking the initiative to do something productive (or at least, interesting) in the last weeks of Imagine, hoping to get it far enough to pitch it to management (assuming the rumours about their future plans were unfounded).
It wasn’t secret, but I doubt anyone else took any notice of it with everything that was going on around us all. Towards the end, programmer management had gone from the usual laissez faire to non-existence. We didn’t (and never did) receive our due salary for the last 3 months, so I had no qualms about spending several week’s otherwise unproductive time on it.”