Retrospective: Impossible Mission

Stay a while.

Playing it these days, my first question is always the same: How did I get in? Impossible Mission kicks off with the game's lithe secret agent already safely inside the underground complex, standing in an elevator with no apparent roof access, and surrounded by thick walls of rock on either side. (Dennis Caswell, the game's enigmatic designer, was apparently fairly proud of his rock-scrambling algorithm.)

What's the story? Was there a hatch or a service tunnel hidden by the game's side-on perspective? Did I beam in using alien technology? It feels like a magic trick: I've breached the perimeter, but I can't see how I did it exactly. I'm inside, but I shouldn't be.

That's today, of course, and the question itself only reveals the lapse into unlovable pedantry that has characterised my slow crawl towards adulthood. It's the kind of fixation on minutiae that can only come to mind when you're already balancing weekly shopping bills and council tax, worrying about the plumbing, or ordering books like "Monetary Policy: Fiscal Policies and Labour Markets" on Amazon. (Granted, that book is totally rad though.)

Back then, however - back in the 1980s - the question was always: How am I going to get out? Ahead of me there were dozens of rooms filled with deadly challenges: precision jumps, laser beams, nasty little robots. Survival was unlikely, and actual success was pretty much fantasy: it really did seem to be an Impossible Mission.

Impossible Mission is a game about snooping around in someone else's belongings. You progress through the adventure by searching a series of rooms, a single item of furniture at a time - tearing through bookcases one moment, gym equipment, reel-to-reel databanks and bathtubs the next.

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Few games - Uplink is another, perhaps - get as much tension from progress bars as Impossible Mission.

In a game where you have absolutely no aggressive options at your disposal - unless you count putting robots to sleep for a few minutes with the right computer program - all of this hunting and spying still manages to make you feel a bit guilty, and a bit vulnerable. You're deep inside somebody else's house, they know you're there, and you've just found out what they keep in their humidor. I know: it's pretty much the MadWorld of burglary games.

The context provides some decent justification for rummaging around in a stranger's stuff, however. This is a proper evil genius's lair, filled with colour-coded elevator shafts, endless metal walkways, and truly deadly AIs, and your breaking and entering action is all in the name of trying to save the world.

Dr Elvin Atombender owns the place, and he's planning to nuke the entire planet, if memory serves. For once, you're facing a baddie with some quasi-understandable motivations, too: rather than turning to evil because he reckons a chuckle-voiced old cheeser killed his old man (Charlie's Angels), or because somebody flash-toasted Maggie Gyllenhaal (The Dark Knight), or because of, um, copper-poisoning (Speed 2), Atombender gave himself to the dark side when the penguin-heavy computer game he was playing crashed just as he was on the cusp of a really high score.

No room for sympathy, though. As a secret agent, your objective is to root through Atombender's stuff, searching for puzzle pieces that will eventually reveal the password to the good doctor's inner sanctum. Then you've got to put the pieces together. Then you've got to remember where the inner sanctum is.

It's a lot of fun, actually, not least because the game's a beauty to behold. Your secret agent's sprints and tumbles set the standard for animation at the time of Impossible Mission's release, while the sound effects - from the Bacofoil riffling of running feet on steel walkways, to the hubble-bubble technogrumble of the individual rooms, and the endless synthesised taunts from Atombender as you work your way deeper into his lair - were probably never bettered on the Commodore 64.

And beyond that, the setting remains completely fascinating, offering a bizarre clash of the deadly and the domestic as you pass through gantried chambers filled with nippy little robots, giant looming chess boards and fireplaces, arm chairs and old hi-fi units. That by itself is enough to suggest that, if nothing else, Impossible Mission could have been the basis for one of the world's great sitcoms. It's such a shame Leonard Rossiter is dead.

But back then, the game was not remotely funny. As a five- or six-year-old, Atombender's fortress was absolutely terrifying. The jaunty, high-contrast subterranean world was claustrophobic and lonely, its hundreds of nasty quirks and tricks were capable of keeping me up at night long after I'd finished playing it.

The doctor's robots may have looked pretty harmless - in certain colour schemes, they actually kinda resemble Snoopy, which should be frightening only if you've had some very bad experiences with dogs - but they were absolutely merciless as they lasered you to pieces.

A rarity for videogame nasties, they were genuinely intimidating, too, a series of different AI behaviours meaning that sometimes they would patrol back and forth along set paths, while sometimes they would burst into life as you got close, zipping after you far faster than you could run. Worst of all, sometimes they would simply sit and watch you, staring malignantly like large metal frogs.

At the time, their predictable unpredictability was enough to convince me that they were actually aware of my presence, and that they were really thinking about things. And it's probably best not to get into the sheer screaming horror of the weird black ball that floats after you in certain levels. Back then, I didn't realise that it was a pinch from Rover in The Prisoner, but I sensed its malevolence all the same as it hovered towards me: a deadly over-sized Malteser crafted from bile, battery acid and five other different kinds of poison.

None of this was helped by the fact that, true to its name, Impossible Mission is not a particularly easy game. The player is given six hours to root through dozens of different rooms, searching for that nine-letter password, but you're docked 10 minutes each time you die, and two minutes each time you phone a friend for help on your pocket computer. And that's it: when your time is finally up, the world shakes itself apart in a series of brisk Doomsday explosions, and you're left with nothing but blackness and the sharp synthesised crackle of Atombender's laughter.

There are so many opportunities to die, too, either by touching a robot - touching in the literal, rather than the Hallmark sense: robots were a tough crowd even then - getting zapped by lasers, or plummeting to your death with a horrible scream.

Seeing as your agent is the most graceful of early computer game protagonists, it's initially quite a shock to see him disintegrated, or lose his footing and stumble into oblivion. It's clear that he probably wouldn't have done that if he was truly in control: it's clear that, actually, it was all your fault.

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Allegedly a useful power-up, the ability to send robots into a snooze leads to some tense moments as you pick your way between their metal bulks, aware that they might burst to life in any second.

Nothing's quite as terrifying as the unknown, of course, and for me, the unknown was Impossible Mission's endgame, once you'd finally pulled Atombender's password together - no easy task, as the puzzle pieces could be flipped and rotated in dozens of different ways - before heading through the bright blue doorway that lead to the doctor's inner chambers for the big confrontation.

I never got that far, actually - I don't think I ever got more than half of the letters of a password, either. Time passed, and many years later I gave in and checked the game's finale out on YouTube. I won't spoil it for you, other than to say that it's nice to see Norman Tebbit was crafting a career outside of politics even then, but I certainly spoiled it for myself.

The excitement about what lay behind that final door had been brewing for the best part of two decades: unless Impossible Mission concluded in an emotional reunion with a choice selection of my own dead relatives (unlikely, given the C64's processing power) it was always going to disappoint.

Playing the game again on Wii Virtual Console, it's easy to appreciate its finer qualities, but I don't feel that same childish terror any more. It makes sense, really: I'm ostensibly a grown-up now, which means I'm meant to fear deadly robots only on special occasions. Perhaps if Impossible Mission focused on negative equity, Multi-Drug-Resistant Tuberculosis or accidentally getting in trouble with the tax people, it would be more effective.

There's something else beyond the waning appeal of the subject matter, though. Games are an imaginative business, in so much as, to really work, they require imagination from their players as well as their designers. I've probably lost a bit of that special power to lose myself in fantasy worlds (my third and fifth wives would disagree with this, however).

That's why I can enjoy the artistry, why I can admire the fact that each of the game's rooms is a smart little spatial puzzle when you take into account lift placement, platforms, and robot behaviours, and why I can marvel over the fact that Caswell himself left game design behind to carve out a career as a poet, but the results don't frighten me the way they used to do.

I miss that: the thrill of exploring something fascinating but scary. Instead, I load Impossible Mission up and find myself dragged towards the tyranny of plausibility rather than the simple pleasures of the fantastic. I wonder, "How did I get in?" when I should be asking, "How will I get out again?"

Comments (35) Latest comment 2 years ago

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  • DoKtoR #1 2 years ago

    Still one of my all-time-favourite games that I never seemed to come close to winning... thankfully recreated quite faithfully on the NDS - right down to me swearing at those erratic fast moving robots.

    Good re-review!
  • Xerx3s #2 2 years ago

    "Still one of my all-time-favourite games that I never seemed to come close to winning..."

    Maybe because the original versions really where impossible to finish (there was a bug).
  • Stoatboy #3 2 years ago

    It was properly tough, but I finished it at least a couple of times back in the day. IIRC two of the possible passwords were swordfish and albatross (OMG spoilers!). I almost certainly wouldn't have the patience these days to get even close to finishing though. A great game, but definitely the product of a different era.
  • JayScott #4 2 years ago

    @Xerxes

    Really? I managed to finish my *ahem* pirated C64 copy in 1988 - I distinctly remember high-fiving my little brother with such vigour Mum yelled at us for fighting.

    One of my favourite games of all time. Cheers for the nostalgia trip, Christian!

    (just wish they'd start releasing the C64 games on the Aussie VC...I want both this and Uridium dammit!)
  • Stoatboy #5 2 years ago

    According to the Wiki, it sounds like the C64 version was fine; it was the conversions to the Atari and Speccy that were bugged. I certainly didn't have an issue with my C64 copy.
  • DDevil #6 2 years ago

    Anyone remember Impossible Mission 2025? It wasn't all that well received at the time but I enjoyed it enough - plus it came with the original Impossible Mission which was a nice bonus.
  • OnlyMe #7 2 years ago

    Yeah, I kinda liked IM2025. The original was better, but I had fun playing it.
  • aidey6 #8 2 years ago

    I bought this for my C64, it was amazing this and Pitstop II; Epyx were on a roll then we had Summer Games and Summer Games II.. oh the good old days, none of that energy bars malarky or rechargeable shields
  • INTVGene #9 2 years ago

    Nice article.. I really liked this game as a kid, but you should have noted that the US Atari 7800 version actually is impossible:
    "The NTSC Atari 7800 version has a confirmed bug that makes the game impossible to win; it places some of the code pieces underneath computer terminals, which the player cannot search (since attempting to do so will access the terminal). The bug was fixed in the PAL version. Rumors of a bug fix for the NTSC version were put to rest when Atari formally announced the retirement of the Atari 7800 on January 1, 1992."
    source:http://en.wikipedia.org/wiki/Impossible_...
  • Retroid #10 2 years ago

    Never got very far on the C64 version but I did love it for the occasional play - it was certainly very, very tense.

    And this is on the Virtual Console now? I'm actually tempted.
  • Mayhem64 #11 2 years ago

    It's not just that INTVGene... and this is directed back to Xerx3s as well... there is an interesting timing issue on the original C64 game that causes the NTSC version to fry the agent in certain situations when you play the game on a PAL computer. US Gold "fixed" the game by eliminating the opportunities for this to occur, but in the process, screwed up some of the timing patterns on the robots. The REMEMBER cracking group release fixes it properly and is THE version you should grab to play on. I should recommend it, I tested it heh.

    Impossible Mission is one of my favourite computer games of all time and I know the game inside out like the back of my hand. So much so that I have beaten it in under 15 minutes in the past. I've spoken personally to Dennis Caswell and anyone who reads Retro Gamer might have seen the "Making Of..." article I wrote about game a few years back.

    Destroy him... my robots!
  • makeamazing #12 2 years ago

    Had this on one of the collection tapes (greatest hits maybe)... excellent game, very difficult, but never completed it :(
  • Weezer #13 2 years ago

    Played to completion on C64 (I didn't encounter any bug that prevented me seeing the end screen); played to frustrating non-completion too many damn times!
  • monkie_king #14 2 years ago

    So, so good. And the original boxart was incredibly stylish.

    Remember that room with the chequerboard grid on the wall, where you could play a Simon-style memory test game to win extra snoozes and lift resets?

    edit: oh yeah, and something that's not mentioned in the article — the world map, item placement, and robot layouts were all randomised on each playthrough. So much replayability.
    Edited by monkie_king at 04/04/10 @ 19:11
  • Ravenger #15 2 years ago

    I actually finished this when it first came out. The puzzle game was strangely relaxing after the frantic platforming. I didn't try to do the puzzle until I'd got all the pieces though.

    Seeing Atombender shout 'No, no, no' followed by a female voice saying 'Congratulations! Mission accomplished!' was a fantastic ending to a very difficult game.

    I've tried replaying it since, both on an emulator and on the C64 DTV Joystick, and I'm no good at it anymore.
  • hilts #16 2 years ago

    Ah c64 memories! Good times!
  • StooMonster #17 2 years ago

    When my friends and I made Nodes Of Yesod we changed the hero's jump to a somersault due to the influence of this game; also we added speech to the Speccy version simply because of "Stay a while ... Stay forever".

    Loved it.

    Edit: spelling, using iPhone is hard to enter text here ;)
    Edited by StooMonster at 04/04/10 @ 20:58
  • janos #18 2 years ago

  • IneptPercy #19 2 years ago

    I remember playing this on my C64, I may have been to young to do it/understand.

    Wonder if I could do it now? emulators may hold the answer.
  • Kraftwurm #20 2 years ago

    Loved the game!
    Hate the Wii.
  • Atropos #21 2 years ago

    I was dateless well into my 20's as my pick-up line of choice was "Stay a while... stay FOREVER!!!!" followed by manic cackling. I don't know, for some reason it seemed to freak girls out. It was probably because they thought me naff for speaking English in Sweden, and the phrase has worked much better as the slogan for my business running retirement homes.
  • Murton #22 2 years ago

    Don't think I played the first one, had Impossible Mission 2 on the Atari ST though, great game, never finished it unfortunately, it was properly difficult though.

    It's great when these retrospectives send me back to the Atari ST and Amiga days of my childhood. Very tempted to start looking for emulators now, Impossible Mission, Paradroid 90, Deuteros, I can name dozens of games from that era that I wish I had finished, but never did.
  • andromeda #23 2 years ago

    SPECCY RULES OK.
  • andromeda #24 2 years ago

    @Kraftwurm

    you may hate the wii but its finest moment is coming in the form of Metrod: Other M

    hold your words...
  • raion #25 2 years ago

    Never stumbled upon a copy of this one in my Commodore years, though it certainly was a nice read that touched some of the feelings stirred by my old loved ones. I did try it out recently, but without the aid of nostalgia by my side, I found it too much retro for me to enjoy. Although I fancy myself as an "old school games" it seems modern gaming spoiled me more that I tought.
    Or maybe I don't have all that free time I used to when I was young and careless, so I tickles me the wrong way when I can't save and resume at my leisure (a thing that too many console games still consider a luxury, with their checkpoint systems).
  • Fwing #26 2 years ago

    I loved the "tff tff tff tff" of the footsteps as you ran. And the insane bellow of despair as you fell to your doom.
  • StooMonster #27 2 years ago

    sigmagoat: hated here though apparently :( I preferred the C64 version as we put a "remix" on the B-side of the cassette that ran at much faster speed. :)

    Impossible Mission also inspired the lifts in Heartland.
  • flaming.carrot #28 2 years ago

    Hope some other C64 games are covered soon. Especially The Eidolon and Paradroid - two of the best.
  • Lunatic4ever #29 2 years ago

    i actually never asked myself "how did i get in"
    but seriously...i dont rmember when,well ...its been quite a while that a game really fascinated me.
    i remember back when i was a teenager MAFIA and Max Payne totally impressed me.
    I really would like to play a game that emotionally involes me again...where there are real "HOLY SHIT"
    or "This is not really happening ,is it?" moments...

    Mass Effect 2 came close to that, Modern Warfare 2 had its moments and so on..
    but well,lets wait for MAFIA 2,maybe it can live up to my expectations!
  • local_celebrity #30 2 years ago

    I haven't played this game for 25 years. Reading this (wonderful) retrospective gave me a real Proustian rush. I can even remember the black cardboard box it came in now. It had this weird grey foam that held the cassette in place.

    Didn't this game get something like 98% in Zzap 64? I'm pretty sure Julian 'Jaz' Rignall gave it the thumbs aloft.
  • monkie_king #31 2 years ago

    I think Impossible Mission pre-dated Zzap!, so was never reviewed. In their first issue, the three reviewers had a Impossible Mission contest (in the slot that later became Zzap! vs. a lucky reader). If memory serves, Julian Rignall completed it first, Gary Penn was second, and Bob Wade didn't finish.
  • Zebula77 #32 2 years ago

    Wow, I remember this one really well. Mostly because of the "Stay a while, stay forever!" quote at the start, but also because I could never figure the game out. It was pirated, of course, so no manual. I spent days running from one room to the next, taking the lift up and down, but got absolutely nowhere. I never even realized there was a password to be made out of those blueprint thingies you collected.

    Still, one of the most memorable C64 games, to be sure.
  • thesonglessbird #33 2 years ago

    Loved this game on my Commodore 64. The animation was great. I could never get very far though.
  • Mayhem64 #34 2 years ago

    @monkie_king - Zzap!64 retro reviewed the game in issue #25 and gave it 95% along with an offer to buy it for five quid... bargain back then ;)
  • linkster #35 2 years ago

    Finished this in about 4 hours 30 back in the day. Can still remember the end sequence.