Impossible Mission II is a 1988 computer game for the Commodore 64, ZX Spectrum, Amstrad CPC, Enterprise 64 and 128, Nintendo Entertainment System, MS-DOS based PCs, Atari ST, Apple IIe with at least 128K, Apple IIc, Apple IIGS and Amiga computers, developed by Novotrade and published by Epyx. In 2004, it was one of the games featured on the C64 Direct-to-TV.
Impossible Mission II is a direct sequel to Epyx's 1984 game Impossible Mission. The game follows directly from the same plot, with Elvin Atombender seeking revenge, and the player having to stop him. The overall game structure and basic gameplay is mostly similar, but there are a few differences and new features.
The game takes place in Elvin's fortress, which consists of nine towers. Each of the eight outer towers has a specific theme, such as computers, automobiles, furniture and so on. Each tower consists of several rooms connected by two vertical corridors with elevators and two horizontal corridors leading to other towers. This time, the corridors leading between different towers are locked, and can only be unlocked by figuring out a numerical puzzle.
Each tower contains the numbers zero through nine in three different colors. The computer interface will allow you to try various number combinations to see if they are correct.
The elevator to the central tower is unlocked by finding a password, which is encoded in a piece of music. Each of the eight outer towers has a musical piece locked inside a safe. The final password consists of six distinct musical pieces. Two of the pieces you find in the towers are duplicates. If you find that you have a duplicate, you must rewind the tape so that the next musical piece records over top of a duplicate, effectively erasing it.
The main addition over the previous game is the addition of new types of enemy robots and devices for the player to use.
Whereas the original game only included security bots and a special flying ball robot, Impossible Mission II offers the following types of robots:
As well as snoozes that temporarily freeze the robots and lift resets, the player can now collect bombs and mines that can be used to blow up holes in the floor, or to open safes. Bombs explode after a specific time, whereas mines explode if the player or an enemy robot touches them.
- Security bot, like in the previous game.
- Shovel bot, tries to push you over the edge of a platform.
- Suicide bot, like a shovel bot, but also jumps off the edge itself.
- Mine bot, lays deadly land mines on the floor.
- Pest bot, is harmless to the touch, but rides around on the lifts, foiling your designs.
- The "ball" type robot is no longer present.