Impossible Mission Review

Staying forever.

Version tested: PSP

Another visitor. Stay awhile... stay forever! No, not Eurogamer's mission goal (although they're perfectly free to "borrow" it) but instead the taunting speech of a lunatic scientist, a simple yet perfect introduction to one of the Commodore 64's most enigmatic classics.

Born out of the Cold War era and inspired by the film War Games, Dennis Caswell moulded a program that set benchmarks for years to come - though it is oddly remembered as much for the aforementioned in-game speech as any of its other qualities.

Professor Elvin Atombender, genius and now deranged megalomaniac, has been tracked accessing America's nuclear missile computers and is in the process of breaking the codes required for launch. Analysts predict he'll successfully crack the encryption in six hours and cause worldwide nuclear devastation. As a result of two previously unsuccessful attempts to stop him, it's now down to you, and you alone, to thwart his plans.

Elvin also happens to be incredibly absent-minded and can never properly remember the password to his control room. To this end he's split the code into thirty-six pieces and scattered them about the underground complex, hidden within the catacomb's furniture. Instead of the usual 5p piece or old bus ticket down the back of the sofa, you're now hoping to find a fragment of punch card.

'Impossible Mission' Screenshot 1

Impossible Mission comes from a time when the enemies you faced had to be avoided at all costs - Super Mario Bros has a lot to answer for standardising the "jump on the head" play mechanic, and there are no guns or other devices available to destroy them. All you bring to the table are your wits, a pocket computer and an acrobatic somersault; and all three are vital to the success of the mission.

Patrolling the many levels of each room are the sentry robots - nasty, vicious, evilly-programmed pieces of metal you'll soon love to hate (though thankfully they exhibit a wide range of different behaviours). Some will just sit there and observe you; others home in on spotting you, while a few may just peek over their shoulder, paranoid-like, in case you're behind them. A few rooms also have a Prisoner inspired "Rover" ball following your every movement.

All robots are equipped with a high voltage charge gun and being fried by it (along with falling foul of any of the numerous gaps in the layout) results in ten minutes being deducted from the time limit. At your disposal to even the odds are snoozes, which temporarily disable the robots and lift resets if you happen to screw up a jump. Either can be acquired during a routine furniture search or earned in one of two musical checkerboard rooms.

'Impossible Mission' Screenshot 2

Caswell himself once noted that those players who are sufficiently adept at completing the platforming aspect often struggled with the second half of the game - assembling the pass code. Akin to a jigsaw puzzle (although a lot harder to deduce) each of the nine punch cards comprise four particular pieces that have to be manipulated in both directions, changed colour to match and finally stacked so no parts overlap. It's a wonderful concept and a brilliant challenge, and one that's been cruelly overlooked without clone or mimicry ever since.

Impossible Mission exhibits superbly balanced and fair gameplay. Each room has a logical way to complete it, but there's also plenty of scope for risk taking and improvisation. It's also a game that rewards repeated play and experimentation - further play results in more skill, more experience, and a better reading of the robot's behaviour patterns to the extent that you can become one with the program. Getting through the entire game without losing any time at all is an achievement in itself.

An update to a game of such acclaim and standing was always going to be fraught with risk and a chilling worry that it would disappoint. Thankfully that's not the case here - the new DS and PSP versions play a terrific game overall, though are not without flaws. Upon starting the "classic" version it became obvious that despite the original graphics, it was still running via the newly programmed engine as opposed to being an emulation of the C64 original. A touch disappointing, particularly for nostalgic fans.

The choice of three different agents presents no variation either. However, Impossible Mission was never really about its graphics, but its gameplay (although the original "running man" animation was often lauded), and this is where the update still comes through in spades.

It isn't much of a push to suggest these remakes should rank as the second best available after the C64 original itself. They both play exquisitely well, feel and react (for the most part) just like the original and invokes a warm feeling akin to rediscovering a favourite, dust covered toy under the bed. There are some differences of note including the ball being missing in one of the rooms; the checkerboard rooms only hand out snoozes and never lift resets; the speed of searching is slightly quicker (for the better); and the droids occasionally change behaviour mid-screen. These minor tweaks don't detract that much from the experience and, in truth, only obsessive Impossible Mission fans will really care. The behaviour change can be annoying, but it keeps the air a little bluer and gamers on their toes.

'Impossible Mission' Screenshot 3

Given such an option was available, it's not surprising to find System 3 has implemented some touch screen additions to the DS version's proceedings. Having to access the computer terminals via the lower screen is annoying and, although not particularly intrusive, would have been better to leave how it was. On the other side of the coin, finally being able to drag, drop, twist and combine the puzzle pieces via the stylus is a godsend and makes the whole process feel more natural and intuitive. The PSP version, meanwhile, shades it in terms of providing slightly sharper visuals, but apart from that, the differences are minimal.

System 3 has done nothing at all to re-imagine the concept, instead focusing on updating the graphics which, in all honesty, was probably the best idea. The gameplay ain't broke, so don't fix it. That said, it wouldn't have hurt to provide a little more value for money - for example, including the 1987 sequel, or a director's commentary-style making-of the original, perhaps. This Impossible Mission remake won't set the scene alight as it did during the '80s but it's a solid, faithful rendition of a cherished old classic. Whether you can justify the price tag to yourself - well, that's another matter...

7 / 10

Read the Eurogamer.net scoring policy

Comments (12) Latest comment 3 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • JohnnyWashnGo #1 4 years ago

    Played that game so much when I was a kid.
    Speech synthesis was a new and quite cool thing back then :)
  • VMerken #2 4 years ago

    Another visitor... stay a while... stay... forever! Hahahaah!

    Nostalgia overload.
  • lasermink #3 4 years ago

    Bah, completed it on the C64 back in the day. So much for being impossible.

    "Destroy him, my robots"
  • smelly #4 4 years ago

    "Bah, completed it on the C64 back in the day. So much for being impossible"


    Ah, but the next time you played it, it MIGHTVE been impossible (due to the random nature of the game)
  • reflux #5 4 years ago

    JohnnyWashnGo :
    >Speech synthesis

    meh. fail.
    Sampling. Sampling.
  • Artemis_Matsas #6 4 years ago

    Thank you very much Eurogamer for reminding me what an old fart i am.
  • KraftWerk #7 4 years ago

    You forgot to mention that the game now lets you save unlimited amounts of time, anywhere. Makes perfect sense for a handheld puzzle game, but unfortunately, it also makes the game ridiculously easy. Just save outside every room before you enter, and reload if you die. Save before you sit down and ponder the puzzles, reload and repeat when you figure out something. You'll practically have unlimited time.

    Still a great remake, though.
  • Mayhem64 #8 4 years ago

    @Smelly - Actually the original C64 version wasn't random, there were 8-10 different "sets" of layout, robots and puzzles that it cycled around. Having spent hundreds, probably over 1000 hours on the C64 version, it's pretty much a way of life for me. Which is why I was asked to review this update for Eurogamer :)

    As for the save game option, yes I could have mentioned it, but REAL gamers would never use it now ;)

    (or more precisely I never did!)
  • Gnort #9 4 years ago

    @Mayhem64

    Not to be critical, but I'm not sure you are the best person to review this game. If you've spent over 1000 hours on the C64 version, you're clearly already in love with the game, so unless the remake was fundamentally broken, you were bound to like it.

    I tried it again on a C64 emulator a few months during a bout of nostalgia, and it definitely has held up better than most games of its era, but I'm not sure a shiny new set of graphics would justify it being rereleased at 20 pounds. I would have thought it would be more suited to being part of some sort of remastered Epyx C64 collection.

    I'm not going to argue with the score, though, I see enough pointless debate every time an XBLA game comes out.
  • Mayhem64 #10 4 years ago

    Hence the last paragraph about the price etc... to me price doesn't come into the factors when deciding if a game is good or not, I ignore how much it costs. Likewise the score on the end (which in some ways is the least important part but some people place so much emphasis on it!). I agree though, packaging this with the other Epyx games or even the sequel would make it better value for money.

    As for loving the C64 version yes that's true... BUT I've been reviewing on/off for a very long time and remain objective enough to see the flaws and points that others would complain about. There are many niggles with the new version that irk, only some of which were listed. If they had been absent, then the score might have been a point higher. Thankfully for the most part it is not fundamentally broken in any way except for the point made regarding the possible abuse of the save function...
    Edited by 1 at 05/11/07 @ 02:53
  • msephton #11 4 years ago

    Do you think they'll iron out the niggles for Wii-ware?
  • NinjaWilliams #12 3 years ago

    They cuda included the original sequel to the game too, as such its a nice game altho a minor niggle would be the fact that when the character runs across the corridors, the footsteps cannot be heard - now only the impact/sound of them landing is audible. Other than that its pretty much spot on! I managed to complete the game on the old C64 back in the days a few times, i didn't find it that hard tbh. I preferthe PSP over the DS version - that was abit of a tragedy, which is a shame!...