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Impossible Mission 2 logo

Epyx
Price: £19.99

E Impossible mission 2 vil Elvin Atombender is back. Still miffed after losing out on a computer high score, and then having his plot to destroy the world foiled by special agent 4125, he’s holed up in an even stronger fortress, with more deadly robots, guards, trap doors and an even more fiendishly designed maze. The recently released sequel to Impossible Mission was not as good as its predecessor, and this also goes for the Amiga version. Which is a shame, because despite the Amiga’s extra capabilities, the animation, speech and gameplay are all much weaker.

You are required to collect and assemble the three digit pass codes to enable agent 4125 to gain access to Elvin’s tower. Inside he has to collect several musical sequences. Once he has gathered them all he has to form the correct tune which then allows him to pass onto Elvin’s central tower to find the main control computer and use it to disarm the missiles launch codes. No mean feat.

The room design remains almost unchanged, though a few modifications have been added: walls block your path and in addition to the up/down elevators there are other platforms which move horizontally. Instead of using computer passes to reset the lifts or disable the robots, now the terminals can be used to switch on electric lights, arm a time bomb (which is then placed but the agent to blow up a safe) or arm mines which explode on contact with anything, including your agent.

Even the robots have been restyled – they are far more deadly than in the previous game. Minebots run round on the lifts, totally cocking up any lift strategy you might have worked out; Bashbots attempt to push you off the nearest platform or out of a room; and Squatbots can be used as spring boards if you land on them properly.

The final room is a complete nightmare, with every type of robot and trap. But there are security terminals so you can use any passes that have been collected.

If you have ever played Impossible Mission on the 64 it could be that you will be very disappointed with this, but it is still a good challenge if you discount the reputation it has to live up to.
Mark Patterson

CU Amiga, November 1988, p.43

SOUND
GRAPHICS
PLAYABILITY
LASTABILITY
54%
58%
69%
68%
66%


Impossible Mission 2 logo  Zzap! Sizzler



Epyx, Amiga £24.99 disk
Impossible Mission 2 T hey all do it don't they (hey behave missus)? These evil villains always seem to reappear after their original downfall to terrorize the whole of humanity – and who is the only person that can stop their evil ways for a second time? That's right! The person that stopped them in the first place!
Well, it's happened again! The evil professor Elvin Atombender has escaped from prison and managed to arm himself with a deadly missile with which he is threatening to destroy the World if they don't succumb his wishes. Wot a rotter, eh? But (cue dramatic music), Agent 4125 comes to the rescue!

Agent 4125 prepares himself by donning his spy suit (white shirt, waistcoat and trousers) and zooming off to Elvin's base. The base itself consists of eight towers, each with their own pair of lift shafts (oo-er), which allow access to both sides of most of the rooms in the complex.

To complete the quest, you explore the eight towers, searching for access codes and music tapes which will allow you to enter the central tower, Elvin's hideyhole. To leave a tower and enter another, a three digit access code must be found. This is made up of numbers found by searching various objects and pieces of furniture, BUT not all the numbers are correct, so you must use your pocket computer to find the correct set of numbers. Woooh!

Each correct number is highlighted by the word 'correct' (obvious really) and the word 'completed' appears when the whole code is displayed. Access t the central tower is gained by blowing open the safes to find pieces of music tape. By recording and splicing together the relevant pieces of music, an entrance to the final tower is opened.

Also hidden in the rooms may be items which are of use to the intrepid adventurer like yourself, such as lift resets, bombs, mines and robot freezes. On the other hand, there may be nothing there, so look with care. (Woo! Poetry! Now, let's see... ahem... I wandered lonely as a bucket...).

Zzap Christmas Special, Issue 44, December 1988, p.p.196-197

Paul Glancey I remember writing in the 64 review of Impossible Mission II about the great improvements that had been made over the original, but nothing had been done with extra speech. Now the game has been transported to the Amiga and the speech has been improved no end. In fact, I'd go as far as to say that it's the best speech I've heard on the Amiga. The Elvin introduction and the scream as Agent 4125 falls down a hole are almost too good to be true and the musical note on entering a room... well, it's just amazing! The graphics are really nice too, with well defined backdrops and sprites. The designers could have chosen some neater colours, though. Still, never mind about that, just play the game as soon as you can and you'll be convinced that Impossible Mission II is for you.

Kati Hamza I t's the gameplay that makes this stand out from the crowd – and that's why it deserves a Sizzler. However, that's not to say that the rest of it isn't up to scratch – as Paul says, the speech is just about the best on the Amiga, and the graphics are well defined and brilliantly animated (shame about some of the colours, though – I sometimes thought I was playing on the PC). The reason I personally don't think it deserved the Gold Medal awarded to the 64 version is that it lacks any really outstanding qualities – the conversion is too literal. There could have been more speech, better sound effects, the tape recordings could have been better... But this is all griping about a game concept which is, quite simply, brilliant. Buy it!

Maff Evans M aybe I'm a bit strange... oh, alright then, I am a bit strange, but I always found Impossible Mission too difficult to be enjoyable, often being sent round the bend trying to sort the puzzles out. Well, I'm glad to say that I found Impossible Mission II quite a bit easier than the original and therefore a more pleasant gaming experience. Now Epyx have translated the game across to my favorite machine, I'm pleased as... as... as something that's quite pleased – although (here comes the bad bit) there could have been a little bit more done with the power of the machine. The graphics are very nice but they're not brilliant; the sound effects are brilliant, but the tune isn't. Anyhow, despite the lack of a Gold Medal, Impossible Mission II is still an ace and really playable game.

Lift resetLift reset
Platform resetPlatform reset
Robot disableRobot disable
Timebomb (for opening safes)Timebomb (for opening safes)
MineMine
LightswitchLightswitch
Exit terminalExit terminal

PRESENTATION 85%
Generally very good, but let down by slow pointer system.
GRAPHICS 84%
Very good definition and animation, but poor use of colour.
SOUND 79%
Excellent speech and sampled effects, but dreadful music.
HOOKABILITY 96%
Thoroughly playable right from the outset.
LASTABILITY 95%
Plenty of scenery to search and the mission is tough enough to keep you occupied.
OVERALL 92%
Not as much of an improvement over the 64 classic as it should have been, but still a hell of a game.