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Game info
PC

Impossible Mission 2

Impossible Mission 2
GenreAction Puzzle
DeveloperNovotrade
PublisherEpyx
Released1988
Rating
Graphics:6.0
Sound:5.0
Gameplay:9.0
Overall:7.0
Reviewed byndial
Impossible Mission II is a direct sequel to Epyx's 1984 smash-hit Impossible Mission (released only for the 8bit computers). This game was initially released for the Atari ST and then in all major 8/16 bit home computers. Although it's simple graphics and sounds, Impossible Mission II is one of the best puzzle-solving platform games, much like its predecessor!
 
Review
Impossible Mission 2STORY / GAMEPLAY
You infiltrate a hi-tech building (a set of 8 towers) in order to take down Dr. Elvin Atombender (a psychotic genius, known from the previous game). Your main objective is to find six passwords (tunes), which form a music theme! Each tune must be recorded in your tape-recorder in an order that will give the final theme. Be noted to rewind the tape so that the next musical piece will not erase the previous! That's a brilliant idea that adds to the gameplay's difficulty! 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. In each room, you have to uncover clues without being zapped by several guard robots that roam the place. Those bots are really aggressive, some will try to push you over the edge of a platform, some may lay deadly land mines on the floor etc. Apart from these bots, some others will just change your plan on getting to the evidences by riding around on the lifts, making it for you almost impossible (!) to go to the next platform! Evidences may give you access points to use in scattered computer terminals and disarm robots, activate moving platforms and lifts etc. The game does not give a set of lives, rather than a tight time limit (8 hours) which decreases steadily (every time you die, 5 minutes will be taken off of the timer!) Impossible Mission II is a true challenging platform with some great puzzle elements!

GRAPHICS / SOUND
The ggraphics and sound effects are rather poor and remind us of the old, original Impossible Mission (1984). The PC (MS-DOS) version runs on either EGA (up to 16 colors) or CGA (up to 4 colors) modes without having any actual differences in their details. But what is really impressive is your little agent's moves which are superbly animated. The graphics are a treat with pretty hues of ...pink and purple (!) providing the backdrops plus the complex network of corridors and rooms to explore.
 
Screenshots
  • Impossible Mission 2
  • Impossible Mission 2
  • Impossible Mission 2
  • Impossible Mission 2
  • Impossible Mission 2
  • Impossible Mission 2
  • Impossible Mission 2
  • Impossible Mission 2
  • Impossible Mission 2
 
Gameplay sample
 
Comparable platforms



16 colors
Apple IIGS



14 colors
PC MS-DOS
 
Hardware information

PC (ms-dos based)

PC (ms-dos based)CPU: Various processors from Intel,AMD, Cyrix, varying from 4.77Mhz (Intel 8088) to 200Mhz (Pentium MMX) and up to 1995 (available on this site)
MEMORY: 640Kb to 32MB RAM (typical up to 1996)
GRAPHICS: VGA standard palette has 256 colors and supports: 640x480 (16 colors or monochrome), 640x350 in 16 colors (EGA compatability mode), 320x200 (16 or 256 colors). Later models (SVGA) featured 18bit color palette (262,144-color) or 24bit (16Milion colors), various graphics chips supporting hardware acceleration mainly for 3D-based graphics routines.
SOUND: 8 to 16 bit sound cards: Ad-Lib featuring Yamaha YMF262 supporting FM synthesis and (OPL3) and 12-bit digital PCM stereo, Sound Blaster and compatibles supporting Dynamic Wavetable Synthesis, 16-bit CD-quality digital audio sampling, internal memory up to 4MB audio channels varying from 8 to 64! etc. Other notable sound hardware is the release of Gravis Ultrasound with outstanding features!
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The PC (ms-dos based) (default) color palette
CGA: 16-color palette (4 on-screen)
EGA: 64-color palette (16 on-screen)
VGA: 256-color palette (256 on-screen)
 
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