Rahul Sharma (Editor)

Impossible Mission II

Updated on
Edit
Like
Comment
Share on FacebookTweet on TwitterShare on LinkedInShare on Reddit
8.2
/
10
1
Votes
Alchetron
8.2
1 Ratings
100
90
81
70
60
50
40
30
20
10
Rate This

Rate This

Release date(s)
  
1988

Initial release date
  
1988

Genre
  
Action game


Mode(s)
  
Single-player

Designer
  
Dennis Caswell

Impossible Mission II Impossible Mission II for Amiga 1988 MobyGames

Platforms
  
Commodore 64, Nintendo Entertainment System, ZX Spectrum, Amstrad CPC, DOS, Wii, Apple II, Atari ST, AmigaOS

Developers
  
Epyx, Appaloosa Interactive

Publishers
  
Epyx, U.S. Gold, Commodore Gaming, American Video Entertainment, Kixx, Milmar Indústria e Comércio Ltda.

Similar
  
Epyx games, Platform games

Impossible mission ii ending


Impossible Mission II is a 1988 computer game developed by Novotrade and published by Epyx. It was released for the Commodore 64, ZX Spectrum, Amstrad CPC, Enterprise 64 and 128, Nintendo Entertainment System, MS-DOS based PCs, Atari ST, Apple IIe with at least 128K, Apple IIc, Apple IIGS and Amiga computers. In 2004, it was one of the games featured on the C64 Direct-to-TV.

Contents

Impossible Mission II httpsuploadwikimediaorgwikipediaen227Imp

Impossible Mission II is a direct sequel to Epyx's 1984 game Impossible Mission. The game follows directly from the same plot, with Elvin Atombender seeking revenge, and the player having to stop him. The overall game structure and basic gameplay is mostly similar, but there are a few differences and new features.

Impossible Mission II GB64COM C64 Games Database Music Emulation Frontends Reviews

Impossible mission ii intro gameplay amiga c64 and spectrum


Gameplay

Impossible Mission II Download Impossible Mission II Abandonia

The game takes place in Elvin's fortress, which consists of nine towers. Each of the eight outer towers has a specific theme, such as computers, automobiles, furniture and so on. Each tower consists of several rooms connected by two vertical corridors with elevators and two horizontal corridors leading to other towers. The corridors leading between different towers are locked, and can only be unlocked by figuring out a numerical puzzle.

Impossible Mission II Impossible Mission II Impossible Mission 2 Amiga Game Games

Each tower contains the numbers zero through nine in three different colors. The computer interface allows the player to try various number combinations to see if they are correct.

Impossible Mission II GB64COM C64 Games Database Music Emulation Frontends Reviews

The elevator to the central tower is unlocked by finding a password, which is encoded in a piece of music. Each of the eight outer towers has a musical piece locked inside a safe. The final password consists of six distinct musical pieces. Two of the pieces in the towers are duplicates. The player must rewind the tape so that the next musical piece records over the duplicate, erasing it.

Impossible Mission II Impossible Mission II NES Gameplay YouTube

The main addition over the previous game is the addition of new types of enemy robots and devices for the player to use. Whereas the original game only included security bots and a special flying ball robot, Impossible Mission II has the following types of robots:

  • Security bot, like in the previous game.
  • Shovel bot, tries to push the player character over the edge of a platform.
  • Suicide bot, like a shovel bot, but also jumps off the edge itself.
  • Mine bot, lays deadly land mines on the floor.
  • Pest bot, is harmless to the touch, but rides around on the lifts, foiling the player's designs.
  • Squat bot, springs up from the floor, sending the player character onto a higher floor or crushing him against the ceiling.
  • The "ball" type robot is no longer present.

    As well as snoozes that temporarily freeze the robots and lift resets, the player can now collect bombs and mines that can be used to blow up holes in the floor, or to open safes. Bombs explode after a specific time, whereas mines explode if the player or an enemy robot touches them.

    Development

    Unlike most computer game sequels of the time, Impossible Mission II did not use any code from the original game. The graphics were remade from scratch using a bitmap animation tool called Film Director. The lead platform was the Atari ST, with work on the Commodore 64 and ZX Spectrum ports being started once the Atari ST version was nearly complete. All the rooms in Impossible Mission II were redesigned for the ZX Specturm version.

    According to Novotrade programmer László Szenttornyai, who coded the Spectrum version, the NES version of the game "almost wasn't released because of the strict situation between Epyx and Nintendo."

    Reception

    The game's Commodore 64 version received very good reviews from most critics. Some critics complained about the game's similarity to and lack of improvement from the original Impossible Mission and limited sound. However, the challenging puzzles, impressive player character animations, and the tension of playing against the clock were all praised by multiple critics.

    The game reached the Top Ten of best selling games in the US and stayed there for several months.

    Sequels

    Impossible Mission and Impossible Mission II were followed by Impossible Mission 2025, an Amiga exclusive. Impossible Mission 2025 abandoned the corridor layout of different rooms and instead includes one big room. The player also has the choice of three different characters: the normal secret agent, a female gymnast, and an android.

    References

    Impossible Mission II Wikipedia