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** Actually subverted. The PSG was being used to play back digital recordings- Epyx actually contracted a company called ''Electronic Speech Systems''[[https://en.wikipedia.org/wiki/Impossible_Mission#Development]], who got a member of their staff to perform a series of recordings on their behalf.
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* ShoutOut: WordOfGod has confirmed that the title is a blatant shout-out to Series/MissionImpossible.
Deleted line(s) 43 (click to see context) :
* ShoutOut: WordOfGod has confirmed that the title is a blatant shout-out to Series/MissionImpossible.
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Changed line(s) 42 (click to see context) from:
** Actually subverted. The PSG was being used to play back digital recordings- Epyx actually contracted a company called ''Electronic Speech Systems'', who got a member of their staff to perform a series of recordings on their behalf.
to:
** Actually subverted. The PSG was being used to play back digital recordings- Epyx actually contracted a company called ''Electronic Speech Systems'', Systems''[[https://en.wikipedia.org/wiki/Impossible_Mission#Development]], who got a member of their staff to perform a series of recordings on their behalf.behalf.
* ShoutOut: WordOfGod has confirmed that the title is a blatant shout-out to Series/MissionImpossible.
* ShoutOut: WordOfGod has confirmed that the title is a blatant shout-out to Series/MissionImpossible.
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Changed line(s) 42 (click to see context) from:
** Actually subverted. The PSG was being used to play back digital recordings- Epyx actually contracted a company called Electronic Speech Systems, who got a member of their staff to perform a series of recordings.
to:
** Actually subverted. The PSG was being used to play back digital recordings- Epyx actually contracted a company called Electronic ''Electronic Speech Systems, Systems'', who got a member of their staff to perform a series of recordings.recordings on their behalf.
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** Actually subverted. The PSG was being used to play back digital recordings- Epyx actually contracted a company called Electronic Speech Systems, who got a member of their staff to perform a series of recordings.
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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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* MyRulesAreNotYourRules: If you fall down a BottomlessPit, you die ([[DeathIsASlapOnTheWrist and lose 10 minutes]]). If you manage to force a flying robot down the same pit, it reappears at the top of the screen a few seconds later.
* NonActionGuy: Elvin Atombender. If you make it to his lair, [[InstantWinCondition you win]].
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** The code rooms in the first game. They seem to be a simple Simon-type game, but the way to solve them is actually [[spoiler:to order them from low pitch to high]].
to:
** The code rooms in the first game. They seem to be a simple Simon-type game, SimonSaysMiniGame, but the way to solve them is actually [[spoiler:to order them from low pitch to high]].
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* SongsInTheKeyOfLock:
** The code rooms in the first game. They seem to be a simple Simon-type game, but the way to solve them is actually [[spoiler:to order them from low pitch to high]].
** Also, the password for the control room elevator in the second game is musical in nature.
** The code rooms in the first game. They seem to be a simple Simon-type game, but the way to solve them is actually [[spoiler:to order them from low pitch to high]].
** Also, the password for the control room elevator in the second game is musical in nature.
Changed line(s) 38,40 (click to see context) from:
* {{Unwinnable}}:
** As noted above, a GameBreakingBug in the NTSC version of the UsefulNotes/{{Atari 7800}} port can make it truly impossible to win.
** 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.
** As noted above, a GameBreakingBug in the NTSC version of the UsefulNotes/{{Atari 7800}} port can make it truly impossible to win.
** 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.
to:
* {{Unwinnable}}:
** As noted above, a GameBreakingBug in the NTSC version of the UsefulNotes/{{Atari 7800}} port can make it truly impossible to win.
**{{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.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.
** As noted above, a GameBreakingBug in the NTSC version of the UsefulNotes/{{Atari 7800}} port can make it truly impossible to win.
**
* 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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* CollisionDamage: The player dies whenever he touches a robot.
to:
* CollisionDamage: The player dies whenever he touches a robot.robot, unless the robot is "snoozed".
* FauxAffablyEvil: Elvin's opening line, as per the page quote.
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----
to:
->''[[TheStinger HAHAHAHA]][[EvilLaugh hahahaha]][[GameOverMan hahahaha]][[EarthShatteringKaboom haaaaa]]....''
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namespace fix in link
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A video game created by Creator/{{Epyx}} for the {{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.
to:
A video game created by Creator/{{Epyx}} for the {{Commodore 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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* GameBreakingBug: The Atari port of the game is known to be (randomly but often) actually impossible, because some of the cards you need can be behind computer terminals, which cannot be searched.
to:
* GameBreakingBug: The Atari 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.searched (the game interprets this as accessing the terminal instead). This was fixed in the PAL version of the game.
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** A bug in the NTSC version of the UsefulNotes/{{Atari 7800}} port makes it impossible to win; some of the code pieces are placed 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.
to:
** A bug As noted above, a GameBreakingBug in the NTSC version of the UsefulNotes/{{Atari 7800}} port makes can make it truly impossible to win; some of the code pieces are placed 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.win.
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A video game created by Creator/{{Epyx}} for the {{Commodore 64}} and a few other contemporary systems. Dr. Elvin Atombender, the resident MadScientist, is plotting to blow up the world, 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.
to:
A video game created by Creator/{{Epyx}} for the {{Commodore 64}} and a few other contemporary systems. Dr. Elvin Atombender, the resident MadScientist, is plotting to blow up the world, 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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* {{Unwinnable}}: Alongside the aforementioned bug in the Atari 7800 version of the first game, there are many ways in the second game 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.
to:
* {{Unwinnable}}: Alongside the aforementioned {{Unwinnable}}:
** A bug in theAtari 7800 NTSC version of the first game, there UsefulNotes/{{Atari 7800}} port makes it impossible to win; some of the code pieces are placed 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.
** There are many ways inthe second game ''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.
** A bug in the
** There are many ways in
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Changed line(s) 1,5 (click to see context) from:
-->''Another visitor. Stay awhile. Stay FOREVER!''
A video game created by Creator/{{Epyx}} for the {{Commodore 64}} and a few other contemporary systems. The resident MadScientist is plotting to blow up the world, 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.
Of course, the rooms are also filled with laser-shooting robots, that disintegrate you at a touch. You didn't think a game by this name was going to be ''easy'', did you?
A video game created by Creator/{{Epyx}} for the {{Commodore 64}} and a few other contemporary systems. The resident MadScientist is plotting to blow up the world, 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.
Of course, the rooms are also filled with laser-shooting robots, that disintegrate you at a touch. You didn't think a game by this name was going to be ''easy'', did you?
to:
[[caption-width-right:350:They didn't stamp this IMPOSSIBLE for nothing!]]
->''Another visitor. Stay awhile. Stay FOREVER!''
A video game created by Creator/{{Epyx}} for the {{Commodore 64}} and a few other contemporary systems.
Of course, the 32 rooms and 8 elevators are in different positions, the puzzle pieces you need to find are in different locations, the puzzles you need to solve to retrieve the password consist of different pieces, and the rooms are
''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.
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* MagicCountdown: In the first game, the clock counts forward to 6:00:00 until DoomsdayDevice activates, as well as advancing 10 minutes with each player death. In the sequel, the clock counts down, but there's a per-section countdown and a global countdown.
to:
* MagicCountdown: In the first game, the clock counts forward to 6:00:00 until the DoomsdayDevice activates, as well as advancing 10 minutes with each player death. In the sequel, the clock counts down, but there's a per-section countdown and a global countdown.
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Oops.
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* ThePasswordIsAlwasSwordfish: 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.
to:
* ThePasswordIsAlwasSwordfish: 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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* CollisionDamage: The player dies whenever he touches a robot.
* DeathRay: Quite a few of the robots shoot these.
* DoomsdayDevice: If you run out of time, this activates, causing an...
** EarthShatteringKaboom
* DoomsdayDevice: If you run out of time, this activates, causing an...
** EarthShatteringKaboom
* MadScientist: Elvin Atombender to a T.
Changed line(s) 18 (click to see context) from:
* NintendoHard.
to:
* NintendoHard.NintendoHard: It's called '''''Impossible''' Mission'' for a reason.
* OmnicidalManiac: How else to describe a MadScientist threatening to [[EarthShatteringKaboom blow up the world]]?
* OmnicidalManiac: How else to describe a MadScientist threatening to [[EarthShatteringKaboom blow up the world]]?
* ThePasswordIsAlwasSwordfish: 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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* VideoGameLives: You ''seem'' to have infinite lives, but you really have six hours before the bomb goes off, and each death subtracts ten minutes from the clock. (By the math, you can have no more than thirty-six lives in one game, but unless you can complete the game in less than ten minutes ''total'', if you're ''on'' life #36 you've already lost the game.) When time is up, Elvin's maniacal laughter sounds and the screen fades to white.
to:
* VideoGameLives: You ''seem'' to have infinite lives, but you really have six hours before the bomb goes off, and each death subtracts moves the clock ten minutes from the clock.closer to doomsday. (By the math, you can have no more than thirty-six lives in one game, but unless you can complete the game in less than ten minutes ''total'', if you're ''on'' life #36 you've already lost the game.) When time is up, Elvin's maniacal laughter sounds and the screen fades to white.
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A video game created by Creator/{{Epyx}} for the {{Commodore 64}} and a few other contemporary systems. The resident MadScientist is plotting to blow up the world, 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 lab.
to:
A video game created by Creator/{{Epyx}} for the {{Commodore 64}} and a few other contemporary systems. The resident MadScientist is plotting to blow up the world, 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 lab.
lair.
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* AllThereInTheManual. The mad scientist's name is Elvin Atombender, which is never mentioned in-game.
* BigNo: If you manage to reach the MadScientist's lab in time (in the first game at least), he will do this:
* BigNo: If you manage to reach the MadScientist's lab in time (in the first game at least), he will do this:
to:
* AllThereInTheManual. AllThereInTheManual: The mad scientist's name is Elvin Atombender, which is never mentioned in-game.
* BigNo: If you manage to reach the MadScientist'slab lair in time (in the first game at least), he will do this:
* BigNo: If you manage to reach the MadScientist's
Changed line(s) 13 (click to see context) from:
* 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.
to:
* 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.
* EvilLaugh: Elvin gives one if time runs out.
* EvilLaugh: Elvin gives one if time runs out.
* GameOverMan: If time expires, Elvin's EvilLaugh will signal your failure to you.
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* SyntheticVoiceActor. An early example. ''"Destroy him, my robots!"''
* UnexplainedRecovery. After ''disintegrating'', no less. However, the clock advances by 10 minutes with each death.
* UnexplainedRecovery. After ''disintegrating'', no less. However, the clock advances by 10 minutes with each death.
to:
* SyntheticVoiceActor. SyntheticVoiceActor: An early example. ''"Destroy him, my robots!"''
*UnexplainedRecovery. UnexplainedRecovery: After ''disintegrating'', no less. However, the clock advances by 10 minutes with each death.
*
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* VideoGameLives: You ''seem'' to have infinite lives, but you really have six hours before the bomb goes off, and each death subtracts ten minutes from the clock. (By the math, you can have no more than thirty-six lives in one game, but in practice this will usually be less.) When time is up, Elvin's maniacal laughter sounds and the screen fades to white.
to:
* VideoGameLives: You ''seem'' to have infinite lives, but you really have six hours before the bomb goes off, and each death subtracts ten minutes from the clock. (By the math, you can have no more than thirty-six lives in one game, but unless you can complete the game in practice this will usually be less.less than ten minutes ''total'', if you're ''on'' life #36 you've already lost the game.) When time is up, Elvin's maniacal laughter sounds and the screen fades to white.
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Changed line(s) 9 (click to see context) from:
* BigNo: If you manage to reach the MadScientist's lab in time (in the first game at least), he will do this.
to:
* BigNo: If you manage to reach the MadScientist's lab in time (in the first game at least), he will do this.this:
-->'''Elvin:''' No. No! ''NO!''
-->'''Elvin:''' No. No! ''NO!''
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Changed line(s) 3,4 (click to see context) from:
A video game created by Creator/{{Epyx}} for the {{Commodore 64}} and a few other contemporary systems. The resident MadScientist is plotting to blow up the world, 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 base.
to:
A video game created by Creator/{{Epyx}} for the {{Commodore 64}} and a few other contemporary systems. The resident MadScientist is plotting to blow up the world, 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 base.
lab.
* BigNo: If you manage to reach the MadScientist's lab in time (in the first game at least), he will do this.
* 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.
Changed line(s) 19 (click to see context) from:
* VideoGameLives: You seem to have infinite lives, but you really have six hours before the bomb goes off, and each death subtracts ten minutes from the clock. When time is up, Elvin's maniacal laughter sounds and the screen fades to white.
to:
* VideoGameLives: You seem ''seem'' to have infinite lives, but you really have six hours before the bomb goes off, and each death subtracts ten minutes from the clock. clock. (By the math, you can have no more than thirty-six lives in one game, but in practice this will usually be less.) When time is up, Elvin's maniacal laughter sounds and the screen fades to white.
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Namespace
Changed line(s) 3,4 (click to see context) from:
A video game created by {{Epyx}} for the Commodore 64 and a few other contemporary systems. The resident MadScientist is plotting to blow up the world, 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 base.
to:
A video game created by {{Epyx}} Creator/{{Epyx}} for the Commodore 64 {{Commodore 64}} and a few other contemporary systems. The resident MadScientist is plotting to blow up the world, 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 base.
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Changed line(s) 10 (click to see context) from:
* BottomlessPit: Many of the rooms feature these. Of course, forcing one enemy through the pit causes it to WrapAround at the top.
to:
* BottomlessPit: Many of the rooms feature these.these, even if there is a room directly below. Of course, forcing one enemy through the pit causes it to WrapAround at the top.
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* MagicCountdown: In the first game, the clock counts forward to 6:00:00 until DoomsdayDevice activates. In the sequel, the clock counts down, but there's a per-section countdown and a global countdown.
to:
* MagicCountdown: In the first game, the clock counts forward to 6:00:00 until DoomsdayDevice activates.activates, as well as advancing 10 minutes with each player death. In the sequel, the clock counts down, but there's a per-section countdown and a global countdown.
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* {{Unwinnable}}: Alongside the aforementioned bug in the Atari 7800 version of the first game, there are many ways in the second game 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.
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Changed line(s) 14 (click to see context) from:
* ProceduralGeneration. An early example.
to:
* ProceduralGeneration.ProceduralGeneration: An early example.
* SignatureSoundEffect: The secret agent's scream when he falls into a BottomlessPit.
* SyntheticVoiceActor. An early example. ''"Destroy him, my robots!"''
* SignatureSoundEffect: The secret agent's scream when he falls into a BottomlessPit.
* SyntheticVoiceActor. An early example. ''"Destroy him, my robots!"''
Deleted line(s) 17 (click to see context) :
* SyntheticVoiceActor. An early example. ''"Destroy him, my robots!"''
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Article got better
Deleted line(s) 12 (click to see context) :
* IGotBetter. After ''disintegrating'', no less. However, the clock advances by 10 minutes with each death.
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* UnexplainedRecovery. After ''disintegrating'', no less. However, the clock advances by 10 minutes with each death.
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Changed line(s) 6,7 (click to see context) from:
The game shows examples of the following tropes:
to:
!!The game shows examples of the following tropes:
Added DiffLines:
----
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Changed line(s) 1,2 (click to see context) from:
-->''Another Visitor. Stay awhile. Stay FOREVER!''
to:
-->''Another Visitor.visitor. Stay awhile. Stay FOREVER!''
Changed line(s) 16,17 (click to see context) from:
* VideoGameLives: You seem to have infinite lives, but you really have six hours before the bomb goes off, and each death subtracts ten minutes from the clock. When time is up, Elvin's maniacal laughter sounds and the screen fades to wite.
* SyntheticVoiceActor. An early example.
* SyntheticVoiceActor. An early example.
to:
* VideoGameLives: You seem to have infinite lives, but you really have six hours before the bomb goes off, and each death subtracts ten minutes from the clock. When time is up, Elvin's maniacal laughter sounds and the screen fades to wite.
white.
* SyntheticVoiceActor. An early example. ''"Destroy him, my robots!"''
* SyntheticVoiceActor. An early example. ''"Destroy him, my robots!"''
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Changed line(s) 1,2 (click to see context) from:
-->''Welcome, visitor. Stay awhile. Stay FOREVER!''
to:
Changed line(s) 10,13 (click to see context) from:
* BottomlessPit. Many of the rooms feature these.
* GameBreakingBug. The Atari port of the game is known to be (randomly but often) actually impossible, because some of the cards you need can be behind computer terminals, which cannot be searched.
* IGotBetter. After ''disintegrating'', no less.
* MagicCountdown: The timer for the DoomsdayDevice decreases by ten minutes with each death.
* GameBreakingBug. The Atari port of the game is known to be (randomly but often) actually impossible, because some of the cards you need can be behind computer terminals, which cannot be searched.
* IGotBetter. After ''disintegrating'', no less.
* MagicCountdown: The timer for the DoomsdayDevice decreases by ten minutes with each death.
to:
* BottomlessPit. BottomlessPit: Many of the rooms feature these.
these. Of course, forcing one enemy through the pit causes it to WrapAround at the top.
*GameBreakingBug. GameBreakingBug: The Atari port of the game is known to be (randomly but often) actually impossible, because some of the cards you need can be behind computer terminals, which cannot be searched.
* IGotBetter. After ''disintegrating'', noless.
less. However, the clock advances by 10 minutes with each death.
* MagicCountdown:The timer for In the first game, the clock counts forward to 6:00:00 until DoomsdayDevice decreases by ten minutes with each death.activates. In the sequel, the clock counts down, but there's a per-section countdown and a global countdown.
*
* IGotBetter. After ''disintegrating'', no
* MagicCountdown:
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* VideoGameLives. You seem to have infinite lives, but you really have six hours before the bomb goes off, and each death subtracts ten minutes from the clock. When time is up, Elvin's maniacal laughter sounds and the screen fades to wite.
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* VideoGameLives. VideoGameLives: You seem to have infinite lives, but you really have six hours before the bomb goes off, and each death subtracts ten minutes from the clock. When time is up, Elvin's maniacal laughter sounds and the screen fades to wite.
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* BlackoutBasement: Some rooms in the second game require a Light Bulb item to navigate.
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* MagicCountdown: The timer for the DoomsdayDevice decreases by ten minutes with each death.
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The mini game isn\'t simon says: instead, you have to sort the notes in ascending order.
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* SimonSaysMiniGame: Another early example. A computer console lets you gain security console cards as long as you can match a series of musical notes, each success causing the next sequence to be progressively longer and harder to match.
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* SimonSaysMiniGame: Another early example. A computer console lets you gain security console cards as long as you can match a series of musical notes, each success causing the next sequence to be progressively longer and harder to match.
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* GameBreakingBugs. The Atari port of the game is known to be (randomly but often) actually impossible, because some of the cards you need can be behind computer terminals, which cannot be searched.
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* GameBreakingBugs.GameBreakingBug. The Atari port of the game is known to be (randomly but often) actually impossible, because some of the cards you need can be behind computer terminals, which cannot be searched.
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* VoiceSynthesizer. An early example.
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* VoiceSynthesizer.SyntheticVoiceActor. An early example.