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A video game created by Creator/{{Epyx}} for the UsefulNotes/{{Commodore 64}} and a few other contemporary systems. Dr. Elvin Atombender, the resident MadScientist, is plotting to blow up the world in six hours, and you play a secret agent who has to stop him. You do this by running and jumping through a large number of rooms to search the furniture in each. Hidden in the furniture are thirty-six punch cards; combining four of these will give you a letter of the nine-letter password you require to enter the mad scientist's lair.
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A video game created by Creator/{{Epyx}} for the UsefulNotes/{{Commodore 64}} Platform/Commodore64 and a few other contemporary systems. Dr. Elvin Atombender, the resident MadScientist, is plotting to blow up the world in six hours, and you play a secret agent who has to stop him. You do this by running and jumping through a large number of rooms to search the furniture in each. Hidden in the furniture are thirty-six punch cards; combining four of these will give you a letter of the nine-letter password you require to enter the mad scientist's lair.
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''Impossible Mission'' became one of the classic titles of TheEighties, and is considered one of the best games ever for the UsefulNotes/{{Commodore 64}}, UsefulNotes/ZXSpectrum, and other home computers of the era. A sequel, ''Impossible Mission II,'' was released in 1988, adding new traps, new items, several towers to traverse, and an audio password to be recovered.
In 2007, a remake of sorts was produced and released as a budget title for the UsefulNotes/PlayStation2, UsefulNotes/PlayStationPortable, UsefulNotes/NintendoDS, and UsefulNotes/{{Wii}}. It allowed you to play with the Commodore graphics, an updated version with new backgrounds and sprites, or [[{{Retraux}} a merger of the two]].
In 2007, a remake of sorts was produced and released as a budget title for the UsefulNotes/PlayStation2, UsefulNotes/PlayStationPortable, UsefulNotes/NintendoDS, and UsefulNotes/{{Wii}}. It allowed you to play with the Commodore graphics, an updated version with new backgrounds and sprites, or [[{{Retraux}} a merger of the two]].
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''Impossible Mission'' became one of the classic titles of TheEighties, and is considered one of the best games ever for the UsefulNotes/{{Commodore 64}}, UsefulNotes/ZXSpectrum, Platform/Commodore64, Platform/ZXSpectrum, and other home computers of the era. A sequel, ''Impossible Mission II,'' was released in 1988, adding new traps, new items, several towers to traverse, and an audio password to be recovered.
In 2007, a remake of sorts was produced and released as a budget title for theUsefulNotes/PlayStation2, UsefulNotes/PlayStationPortable, UsefulNotes/NintendoDS, Platform/PlayStation2, Platform/PlayStationPortable, Platform/NintendoDS, and UsefulNotes/{{Wii}}.Platform/{{Wii}}. It allowed you to play with the Commodore graphics, an updated version with new backgrounds and sprites, or [[{{Retraux}} a merger of the two]].
In 2007, a remake of sorts was produced and released as a budget title for the
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** The NTSC UsefulNotes/{{Atari 7800}} port of the game is known to be (randomly but often) actually impossible, because some of the cards you need can be placed behind computer terminals, which cannot be searched (the game interprets this as accessing the terminal instead). This was fixed in the PAL version of the game.
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** The NTSC UsefulNotes/{{Atari 7800}} Platform/Atari7800 port of the game is known to be (randomly but often) actually impossible, because some of the cards you need can be placed behind computer terminals, which cannot be searched (the game interprets this as accessing the terminal instead). This was fixed in the PAL version of the game.
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* ShoutOut: WordOfGod has confirmed that the title is a blatant shout-out to Series/MissionImpossible.
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* ShoutOut: WordOfGod has confirmed that the title is a blatant shout-out to Series/MissionImpossible.''Series/MissionImpossible''.
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* ThePasswordIsAlwaysSwordfish: The punch-cards always form a coherent nine-letter password such as "albatross" or "cormorant". Unfortunately, you need the punch cards themselves to enter the lair, so you can't really take advantage of this fact.
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* ThePasswordIsAlwaysSwordfish: The punch-cards always form a coherent nine-letter password such as "albatross" "albatross", "cormorant", or "cormorant".(yes) "swordfish". Unfortunately, you need the punch cards themselves to enter the lair, so you can't really take advantage of this fact.
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clarifying how the bug works
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** In the Commodore 64 version, a robot firing off the left side of the screen can kill the player. It's possible to avoid this by disabling robots in the room, but can chew through that consumable.
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** In the The Commodore 64 version had an "NTSC" version, and if it was played on PAL (which could happen if emulating the game), would have a robot firing fire off the left side edge of the screen can and kill the player. It's possible to avoid this This can be worked around by disabling robots in robots. When republished for PAL systems, robot behavior was changed to not fire off-screen and thus removes the room, but can chew through that consumable. bug (but causing a minor timing change.)
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* GameBreakingBug: The NTSC UsefulNotes/{{Atari 7800}} port of the game is known to be (randomly but often) actually impossible, because some of the cards you need can be placed behind computer terminals, which cannot be searched (the game interprets this as accessing the terminal instead). This was fixed in the PAL version of the game.
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* GameBreakingBug: GameBreakingBug:
** The NTSC UsefulNotes/{{Atari 7800}} port of the game is known to be (randomly but often) actually impossible, because some of the cards you need can be placed behind computer terminals, which cannot be searched (the game interprets this as accessing the terminal instead). This was fixed in the PAL version of thegame.game.
** In the Commodore 64 version, a robot firing off the left side of the screen can kill the player. It's possible to avoid this by disabling robots in the room, but can chew through that consumable.
** The NTSC UsefulNotes/{{Atari 7800}} port of the game is known to be (randomly but often) actually impossible, because some of the cards you need can be placed behind computer terminals, which cannot be searched (the game interprets this as accessing the terminal instead). This was fixed in the PAL version of the
** In the Commodore 64 version, a robot firing off the left side of the screen can kill the player. It's possible to avoid this by disabling robots in the room, but can chew through that consumable.
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* SicEm: In certain screens, you have Atombender commanding his robots to attack you.
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* SicEm: In certain screens, When you enter a room on the next hour, you have Atombender commanding his robots to attack you.
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* AIRoulette: Enemy behavior is randomized, chosen from a list of behaviours, but remain consistent in a given game. This affects movement and attack patterns, including "peeking over the shoulder".
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* DeathRay: Quite a few of the robots shoot these.
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* DeathRay: Quite a few of the The robots shoot these.have a short range lighting-beam, but only some of them use it as part of their patrol pattern.
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* TimedMission: You have six hours to finish the game. If you run out, as a result of wasting time or dying, you lose.
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* TimedMission: TimedMission:
** You have six hours to finish thegame. If game, although 10 minutes get deducted whenever you run out, as die. Running out will cause the kaboom.
** In the sequel, you have eight hours and aresult more generous deduction of wasting only 6 minutes per death. Each tower also has an individual time or dying, you lose.limit of 30 minutes but no deduction on death. Three beeps when the time limit is hit, but simply sends the player to the game over scoring screen.
** You have six hours to finish the
** In the sequel, you have eight hours and a
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redundant with other trope that says it's unclear if intentional or not, mostly describes an aversion
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* {{Unwinnable}}: There are many ways in ''Impossible Mission II'' to get stuck, such as running out of robot-disabling or platform-moving items in a tower, preventing access to a passcode number needed to access the next tower, or accidentally blowing up a safe with a landmine, preventing you from completing the musical sequence to unlock the control room elevator. It's not clear whether this was [[UnwinnableByDesign on purpose]] or [[UnwinnableByMistake not]].
* UnwinnableByMistake: As noted above, a GameBreakingBug in the NTSC version of the UsefulNotes/{{Atari 7800}} port can make it truly impossible to win. Otherwise averted in the first game; there are two code rooms that allow the secret agent to gain passwords for "snoozing" the robots or reseting the lifts in a room as needed, though the more you use the code rooms the more difficult they become.
* UnwinnableByMistake: As noted above, a GameBreakingBug in the NTSC version of the UsefulNotes/{{Atari 7800}} port can make it truly impossible to win. Otherwise averted in the first game; there are two code rooms that allow the secret agent to gain passwords for "snoozing" the robots or reseting the lifts in a room as needed, though the more you use the code rooms the more difficult they become.
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* {{Unwinnable}}: There are many ways in ''Impossible Mission II'' to get stuck, such as running out of robot-disabling or platform-moving items in a tower, preventing access to a passcode number needed to access the next tower, or accidentally blowing up a safe with a landmine, preventing you from completing the musical sequence to unlock the control room elevator. It's not clear whether this was [[UnwinnableByDesign on purpose]] or [[UnwinnableByMistake not]].
* UnwinnableByMistake: As noted above, a GameBreakingBug in the NTSC version of the UsefulNotes/{{Atari 7800}} port can make it truly impossible to win. Otherwise averted in the first game; there are two code rooms that allow the secret agent to gain passwords for "snoozing" the robots or reseting the lifts in a room as needed, though the more you use the code rooms the more difficult they become.[[UnintentionallyUnwinnable not]].
* UnwinnableByMistake: As noted above, a GameBreakingBug in the NTSC version of the UsefulNotes/{{Atari 7800}} port can make it truly impossible to win. Otherwise averted in the first game; there are two code rooms that allow the secret agent to gain passwords for "snoozing" the robots or reseting the lifts in a room as needed, though the more you use the code rooms the more difficult they become.
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!!The game shows examples of the following tropes:
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* SicEm: In certain screens, you have Atombender commanding his robots to attack you.
-->'''Elvin:''' ''DESTROY HIM'', MY ROBOTS!
-->'''Elvin:''' ''DESTROY HIM'', MY ROBOTS!
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* DeathIsASlapOnTheWrist: Downplayed. Any death will advance the doomsday clock by ten minutes and return you to the room's entrance, but at six hours, the DoomsdayDevice will activate--so too many deaths will, hem, ''[[{{Pun}} kill]]'' your chances of winning. Given [[NintendoHard the game's difficulty]], it's ''very'' easy to reach this limit.
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* DeathIsASlapOnTheWrist: Downplayed. Any death will advance the doomsday clock by ten minutes and return you to the room's entrance, but at six hours, the DoomsdayDevice will activate--so too many deaths will, hem, ahem, ''[[{{Pun}} kill]]'' your chances of winning. Given [[NintendoHard the game's difficulty]], it's ''very'' easy to reach this limit.
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* NonActionGuy: Elvin Atombender. If you make it to his lair, [[InstantWinCondition you win]].
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* NonActionGuy: NonActionBigBad: Elvin Atombender. If you make it to his lair, [[InstantWinCondition you win]].
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* TimedMission: You have six hours to finish the game. If you run out, as a result of wasting time or dying, you lose.
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In 2007, a remake of sorts was produced and released as a budget title for the UsefulNotes/PlayStation2, UsefulNotes/PlayStationPortable, UsefulNotes/NintendoDS, and UsefulNotes/{{Wii}}. It allowed you to play with the Commodore graphics, an updated version with new backgrounds and sprites, or [[{{Retraux a merger of the two]].
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In 2007, a remake of sorts was produced and released as a budget title for the UsefulNotes/PlayStation2, UsefulNotes/PlayStationPortable, UsefulNotes/NintendoDS, and UsefulNotes/{{Wii}}. It allowed you to play with the Commodore graphics, an updated version with new backgrounds and sprites, or [[{{Retraux [[{{Retraux}} a merger of the two]].
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In 2007, a remake of sorts was produced and released as a budget title for the UsefulNotes/PlayStation2, UsefulNotes/PlayStationPortable, UsefulNotes/NintendoDS, and UsefulNotes/{{Wii}}. It allowed you to play with the Commodore graphics, an updated version with new backgrounds and sprites, or [[{{Retraux a merger of the two]].
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* DoomsdayDevice: If you run out of time, this activates, causing an...
** EarthShatteringKaboom
** EarthShatteringKaboom
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* DisproportionateRetribution: Elvin wants to destroy the world because, as a university student, he was determined to max out the score counter on the computer game ''Giggling Penguin Invaders from Outer Space in the Vicinity of Ursa Minor'' (he'd never liked penguins from Ursa Minor), only for a power cut to wipe his score after a marathon session left him one penguin away from the maximum.
* DoomsdayDevice: If you run out of time, this activates, causingan...
** EarthShatteringKabooman EarthShatteringKaboom.
* DoomsdayDevice: If you run out of time, this activates, causing
** EarthShatteringKaboom
* ThePasswordIsAlwaysSwordfish: The punch-cards always form a coherent nine-letter password such as "albatross" or "cormorant". Unfortunately, you need the punch cards themselves to enter the lair, so you can't really take advantage of this fact.
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* SyntheticVoiceActor: An early example. ''"Destroy him, my robots!"''. The hilarious thing is, the synthesis was so good that the developers of the game actually thought they got the service of a ''human'' voice actor![[https://en.wikipedia.org/wiki/Impossible_Mission#Development]]. [[note]]This was because the voice synthesis job was outsourced to a company who specialized in speech synthesizers but had a side business of digitizing voice recordings. The trope was also zig-zagged since the synth chip was recorded conventionally and the result converted into PCM before the end result was handed back to Epyx.[[/note]]
* ThePasswordIsAlwaysSwordfish: The punch-cards always form a coherent nine-letter password such as "albatross" or "cormorant". Unfortunately, you need the punch cards themselves to enter the lair, so you can't really take advantage of this fact.
* ThePasswordIsAlwaysSwordfish: The punch-cards always form a coherent nine-letter password such as "albatross" or "cormorant". Unfortunately, you need the punch cards themselves to enter the lair, so you can't really take advantage of this fact.
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* SyntheticVoiceActor: An early example. ''"Destroy him, my robots!"''. The hilarious thing is, the synthesis was so good that the developers of the game actually thought they got the service of a ''human'' voice actor![[https://en.[[https://en.wikipedia.org/wiki/Impossible_Mission#Development]]. org/wiki/Impossible_Mission#Development the developers of the game actually thought they got the service of a ''human'' voice actor!]] [[note]]This was because the voice synthesis job was outsourced to a company who specialized in speech synthesizers but had a side business of digitizing voice recordings. The trope was also zig-zagged since the synth chip was recorded conventionally and the result converted into PCM before the end result was handed back to Epyx.[[/note]]
* ThePasswordIsAlwaysSwordfish: The punch-cards always form a coherent nine-letter password such as "albatross" or "cormorant". Unfortunately, you need the punch cards themselves to enter the lair, so you can't really take advantage of this fact.[[/note]]
* ThePasswordIsAlwaysSwordfish: The punch-cards always form a coherent nine-letter password such as "albatross" or "cormorant". Unfortunately, you need the punch cards themselves to enter the lair, so you can't really take advantage of this fact.
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Has nothing to do with the ''Series/MissionImpossible'' franchise.
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* SyntheticVoiceActor: An early example. ''"Destroy him, my robots!"''. The hilarious thing is, the synthesis was so good that the developers of the game actually thought they got the service of a ''human'' voice actor![[https://en.wikipedia.org/wiki/Impossible_Mission#Development]]. [[note]]This was because the voice synthesis job was outsourced to a company who specialized in speech synthesizers but had a side business of digitizing voice recordings. The trope was also zig-zagged since the synth chip was recorded conventionally and the result converted into PCM to be played back using the Commodore's SID PSG[[/note]]
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* SyntheticVoiceActor: An early example. ''"Destroy him, my robots!"''. The hilarious thing is, the synthesis was so good that the developers of the game actually thought they got the service of a ''human'' voice actor![[https://en.wikipedia.org/wiki/Impossible_Mission#Development]]. [[note]]This was because the voice synthesis job was outsourced to a company who specialized in speech synthesizers but had a side business of digitizing voice recordings. The trope was also zig-zagged since the synth chip was recorded conventionally and the result converted into PCM to be played before the end result was handed back using the Commodore's SID PSG[[/note]]to Epyx.[[/note]]
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* SyntheticVoiceActor: An early example. ''"Destroy him, my robots!"''. The hilarious thing is, the synthesis was so good that the developers of the game actually thought they got the service of a ''human'' voice actor![[https://en.wikipedia.org/wiki/Impossible_Mission#Development]].
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* SyntheticVoiceActor: An early example. ''"Destroy him, my robots!"''. The hilarious thing is, the synthesis was so good that the developers of the game actually thought they got the service of a ''human'' voice actor![[https://en.wikipedia.org/wiki/Impossible_Mission#Development]]. [[note]]This was because the voice synthesis job was outsourced to a company who specialized in speech synthesizers but had a side business of digitizing voice recordings. The trope was also zig-zagged since the synth chip was recorded conventionally and the result converted into PCM to be played back using the Commodore's SID PSG[[/note]]
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* SyntheticVoiceActor: An early example. ''"Destroy him, my robots!"''. The hilarious thing is, the developers of the game actually thought they got the service of a ''human'' voice actor[[https://en.wikipedia.org/wiki/Impossible_Mission#Development]].
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* SyntheticVoiceActor: An early example. ''"Destroy him, my robots!"''. The hilarious thing is, the synthesis was so good that the developers of the game actually thought they got the service of a ''human'' voice actor[[https://en.actor![[https://en.wikipedia.org/wiki/Impossible_Mission#Development]].
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* SyntheticVoiceActor: An early example. ''"Destroy him, my robots!"''
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* SyntheticVoiceActor: An early example. ''"Destroy him, my robots!"''robots!"''. The hilarious thing is, the developers of the game actually thought they got the service of a ''human'' voice actor[[https://en.wikipedia.org/wiki/Impossible_Mission#Development]].
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* {{Metroidvania}}: Either one of the earliest examples or an immediate predecessor, depending on your definition.
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* CopyProtection: Improperly copied discs will result in the hero getting vaporized in one particular area of a particular room for no reason at all. Thankfully, this occurred very early in game as so you don't waste too much time to find out. Unfortunately, it appears that a lot of disk images of this game have this copy protection triggered, so if you intend to emulate the game, good luck...
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* CopyProtection: Improperly copied discs will result in the hero getting vaporized in one particular area of a particular room for no reason at all. Thankfully, this occurred very early in the game as so you don't waste too much time to find finding out. Unfortunately, it appears that a lot of disk images of this game have this copy protection triggered, so if you intend to emulate the game, good luck...