data/claims/impossible-mission-ii-history.yamlImpossible Mission II (history and reception)
Game: Impossible Mission II.
In its January 1988 report from the Winter Consumer Electronics Show, Computer Entertainer said that Epyx had also shown Impossible Mission II, a sequel to its 1984 game, at $39.95 for the Commodore 64/128, Apple II, Atari ST and IBM PC. The player had to avoid surveillance cameras, suicide robots and other dangers to foil Elvin's plot. impossible-mission-ii-history/ces-1988
p. 6, Winter CES reportat the Winter Consumer Electronics Show (CES) earlier this month in LasComputer Entertainer, vol. 6, no. 10 (January 1988) · p. 6, Winter CES reportEpyx also showed a sequel to a game from 1984. The malevolent Elvin returns in IMPOSSIBLE MISSION 11Computer Entertainer, vol. 6, no. 10 (January 1988) · p. 6, Winter CES report($39.95 for C64/128, Apple 11, Atari ST, IBM)Computer Entertainer, vol. 6, no. 10 (January 1988) · p. 6, Winter CES reportThe player must avoid surveillance cameras, suicide robots, and lots of other dangers to foilChecked by a second AI model, 2026-11-06.The OCR reads "II" as "11" in the title and in "Apple II". The show date isn't given beyond "earlier this month"; the issue is January 1988's.
Cited by: Impossible Mission II
Epyx's 1988 product catalog lists Impossible Mission II as an action-strategy game for one player, "this newly enhanced sequel to the smash hit Impossible Mission", for the Amiga, the Apple II series, the Apple IIGS, the Atari ST, the Commodore 64/128 and IBM PC compatibles. impossible-mission-ii-history/epyx-catalog
image 12, Impossible Mission IIACTION-STRATEGYEpyx 1988 product catalog · image 12, Impossible Mission IIThis newly enhanced sequel to the smash hitEpyx 1988 product catalog · image 12, Impossible Mission IIOne player.Epyx 1988 product catalog · image 12, Impossible Mission II — the OCR reads "IIGS" as "lIGS"Amiga, Apple II Series/compatibles, lIGS, Atari ST, C64/128, IBM PC/compatiblesChecked by a second AI model, 2026-11-06.The catalog has no month. It names no developer.
Cited by: Impossible Mission II
In Britain the game came from U.S. Gold under licence. The leaflet of U.S. Gold's Commodore 64/128 cassette release reads "© 1988 EPYX Inc." and says the game was "manufactured and distributed under licence from EPYX Inc. by U.S. Gold Ltd." of Birmingham. The Games Machine likewise said that programming was "once again credited to Epyx with US Gold handling distribution". impossible-mission-ii-history/us-gold-licence
image 2, foot of the briefing — the OCR reads "EPYX" as "EFYX" here© 1988 EFYX Inc. All rights reserved.Impossible Mission II (U.S. Gold) instruction leaflet · image 2, foot of the briefingManufactured and distributed under licence from EPYX Inc. by U.S. Gold Ltd. Units 2/3 Holford Way. Holford. Birmingham B6 7AX.The Games Machine, issue 6 (May 1988) · p. 74 (image 74), Impossible Mission II reviewProgramming is once again credited to Epyx with US Gold handling distribution.Impossible Mission II (U.S. Gold) instruction leaflet · image 1, loading slip — the slip that heads the scan gives loading notes for the Commodore 64/128 cassette only, in English, French, German and Italian; the leaflet itself (image 2) gives loading instructions for every formatCBM 64/128 CassetteRevised after a check by a second AI model, 2026-11-06: scoped to Britain and the Commodore 64/128 cassette leaflet, with the loading slip quoted.Cited by: Impossible Mission II
The ZX Spectrum reviews name its makers differently. Crash gives Epyx as producer and "Szenttornyai Laszlo and Kovats Imre" as authors; Your Sinclair names Szenttornyai Laszlo alone, as "the programmer who masterminded Impossible Mission II"; Sinclair User's box gives the label as US Gold and the author as Andromeda. impossible-mission-ii-history/spectrum-credits
p. 16 (image 16), Impossible Mission II review, facts boxProducer: EpyxCrash, issue 55 (August 1988) · p. 16 (image 16), Impossible Mission II review, facts boxAuthors: Szenttornyai Laszlo and Kovats ImreYour Sinclair, issue 33 (September 1988) · p. 31 (image 31), Impossible Mission II reviewthe programmer who masterminded Impossible Mission II, the latest winner from U.S. Gold.Your Sinclair, issue 33 (September 1988) · p. 31 (image 31), Impossible Mission II reviewSzenttornyai LaszloSinclair User, issue 78 (September 1988) · image 64, Impossible Mission 2 review, fax boxLabel: US GoldSinclair User, issue 78 (September 1988) · image 64, Impossible Mission 2 review, fax boxAuthor: AndromedaRevised after a check by a second AI model, 2026-11-06: quotes Sinclair User's "Author: Andromeda"; names as printed, without accents.The names are given as printed, without accents and family name first. No source read names Novotrade, the developer that later sources and the catalog (as Appaloosa Interactive, its later name) give, and none says whether these credits cover the Commodore 64 original or only the Spectrum version.
Cited by: Impossible Mission II
The leaflet of U.S. Gold's Commodore 64/128 cassette release, headed "I.M.A. Special Terrorist Unit", sets the player, as "the Agency's Field Agent", four objectives: assemble the three-digit pass code for each tower while fighting off Elvin's robots with his own security system; open Elvin's safes and recover the musical sequences inside; join them into a melody that opens the express elevator to his central control room; and there find the terminal that disarms the missile launch codes. Points come from entering towers, exploring rooms, finding pass code numbers and reaching the control room, more the sooner. impossible-mission-ii-history/premise
image 2, Mission Briefing, ObjectiveI.M.A. Special Terrorist UnitImpossible Mission II (U.S. Gold) instruction leaflet · image 2, Mission Briefing, ObjectiveFirstly you must assemble the 3-digit pass code for each tower while at the same time avoiding and fighting off Elvin’s robots, using his own security system to help you.Impossible Mission II (U.S. Gold) instruction leaflet · image 2, Mission Briefing, ObjectiveThen you must locate and open Elvin’s safes ana recover the musical sequences locked inside.Impossible Mission II (U.S. Gold) instruction leaflet · image 2, Mission Briefing, Objectivetie them together into a full melody that will open the express elevator doors to Elvin’s central tower control room.Impossible Mission II (U.S. Gold) instruction leaflet · image 2, Mission Briefing, Objectiveterminal in Elvin’s control room that will disarm the missile launch codes before they destroy you and the world.Impossible Mission II (U.S. Gold) instruction leaflet · image 2, Mission Briefing, ObjectiveYou score points by entering towers, exploring rooms, finding passcode numbers and reaching the central control room. The sooner you reach the control room, the more points you earn.Impossible Mission II (U.S. Gold) instruction leaflet · image 2, Mission Briefing, ObjectiveYou as the Agency's Field Agent must reach several objectives to prevent the world from being destroyed.Revised after a check by a second AI model, 2026-11-06: names the C64/128 cassette leaflet and quotes the field-agent objectives line.Cited by: Impossible Mission II
American coverage gives a different cast: Computer Entertainer and Computer Gaming World both make the player Agent 29 of the counter-terrorist force Cobra Blue, sent into the eight-tower complex of Elvin's Los Angeles fortress, and Computer Gaming World says Elvin had been "hiding out for five years". impossible-mission-ii-history/us-premise
p. 8, Impossible Mission II reviewAs Agent 29 of the top-secret surveillance and counter-terrorist operation, Cobra BlueComputer Entertainer, vol. 7, no. 2 (May 1988) · p. 8, Impossible Mission II reviewinfiltrate the eight towers of Elvin’s Los Angeles fortressComputer Gaming World, issue 48 (June 1988) · p. 7 (image 7), Taking a Peek (continued from p. 4)players become Agent 29 of the counter-terrorist force. Cobra BlueComputer Gaming World, issue 48 (June 1988) · p. 7 (image 7), Taking a Peek (continued from p. 4)tower complex in Los AngelesComputer Gaming World, issue 48 (June 1988) · p. 7 (image 7), Taking a Peek (continued from p. 4)hiding out for five yearsRevised after a check by a second AI model, 2026-11-06: the Agent 4125 cites now point to the reviews that print it.The British reviews keep the first game's Agent 4125 (c64-tgm-review, spectrum-ys-review; Crash's review text, p. 16, also says "Agent 4125"). The American manual hasn't been read.
Cited by: Impossible Mission II
By the leaflet of U.S. Gold's Commodore 64/128 cassette release, the Commodore 64 joystick controls are these: the joystick moves the agent; in elevators forward and back move up and down. In rooms the fire button makes him do a forward flip, for leaping over robots, up to higher levels and over gaps and low walls, and pulling back makes him crouch, the position needed to lay a bomb or mine. On a striped lift platform forward and back move it, and a sliding platform moves with forward or back followed by left or right. impossible-mission-ii-history/controls
image 2, ControlsIn the elevators: Push the joystick FORWARD or BACK to go up or down.Impossible Mission II (U.S. Gold) instruction leaflet · image 2, ControlsIf you press the FIRE BUTTON, your agent will do a forward flip, useful for leaping over robots, jumping up to higher levels and somersaulting over gaps in tne floor and over low walls.Impossible Mission II (U.S. Gold) instruction leaflet · image 2, ControlsPUSHING the joystick BACK will put your agent in a crouching position. This position is required for laying a bomb or mine.Impossible Mission II (U.S. Gold) instruction leaflet · image 2, ControlsIf you are standing on a striped lifting platform (you can see the vertical track in the wall), push the joystick FORWARD or BACK to go up or down.Impossible Mission II (U.S. Gold) instruction leaflet · image 2, Controlspush the joystick FORWARD or BACK followed by LEFT or RIGHT to move the platform.Revised after a check by a second AI model, 2026-11-06: scoped to the Commodore 64 joystick controls in the C64/128 leaflet.The leaflet adds keyboard controls for the Spectrum, Amstrad, Atari ST and IBM PC versions.
Cited by: Impossible Mission II
The leaflet tells the player to search objects, from automobiles in Elvin's garage tower to athletic equipment and lockers in his gymnasium tower, by standing in front of each and holding the joystick forward until a time line runs out. An interrupted search can be resumed, each object disappears once searched, and it yields nothing, a pass code number, a security terminal command icon, or an extension of time. impossible-mission-ii-history/searching
image 2, Searching for CodesThese objects range from automobiles in Elvins garage tower to athletic equipment and lockers in his gymnasium tower.Impossible Mission II (U.S. Gold) instruction leaflet · image 2, Searching for CodesYou must continue to hold the joystick FORWARD until the time line disappears.Impossible Mission II (U.S. Gold) instruction leaflet · image 2, Searching for Codesyou can go back to the object and resume searching where you left off. Each object disappears after it is searched.Impossible Mission II (U.S. Gold) instruction leaflet · image 2, Searching for CodesThe word ‘Nothing’ indicating you’ve drawn a blank.Impossible Mission II (U.S. Gold) instruction leaflet · image 2, Searching for CodesA passcode number.Impossible Mission II (U.S. Gold) instruction leaflet · image 2, Searching for CodesA security terminal command icon.Impossible Mission II (U.S. Gold) instruction leaflet · image 2, Searching for CodesAn extension of time.Impossible Mission II (U.S. Gold) instruction leaflet · image 2, Searching for CodesSearch each object by standing directly in front of it and pushing the joystick FORWARD.Revised after a check by a second AI model, 2026-11-06: quotes the leaflet's search instruction.Cited by: Impossible Mission II
At a security terminal the agent spends the commands he has collected: resetting the vertical lift platforms, moving floor segments left or right, deactivating the robots for a while, lighting darkened rooms in the tower, and arming time bombs, which blow open safes a few seconds after they are placed, or mines, which explode on anyone who touches them, the agent included, and leave a hole he can cross only with a leaping somersault. impossible-mission-ii-history/terminals
image 2, Using Security TerminalsPlatform symbol-resets vertical lift platforms.Impossible Mission II (U.S. Gold) instruction leaflet · image 2, Using Security Terminals — the OCR renders the printed arrows as "<*< ►»"Platform symbol-moves the floor segments <*< ►» left or right.Impossible Mission II (U.S. Gold) instruction leaflet · image 2, Using Security TerminalsElectric plug-temporarily deactivates robots.Impossible Mission II (U.S. Gold) instruction leaflet · image 2, Using Security TerminalsLight bulb-turns on lights in darkened roomImpossible Mission II (U.S. Gold) instruction leaflet · image 2, Using Security TerminalsThe bomh explodes a few seconds after it is placed allowing the agent to go back to the safe and search for pieces of music.Impossible Mission II (U.S. Gold) instruction leaflet · image 2, Using Security TerminalsMine explodes whenever anyone including field agent makes contact with it.Impossible Mission II (U.S. Gold) instruction leaflet · image 2, Using Security TerminalsIt blows a large hole in the floor that the agent can only cross with a leaping somersault.Impossible Mission II (U.S. Gold) instruction leaflet · image 2, Using Security TerminalsTime bomb-arms time bomb that can be placed by agent to blow up a safeImpossible Mission II (U.S. Gold) instruction leaflet · image 2, Using Security TerminalsYou can use the security terminal commands you have collected at any security terminal in Elvin's complex.Revised after a check by a second AI model, 2026-11-06: extends the floor-segment quote and quotes the time-bomb and collected-commands lines.Cited by: Impossible Mission II
The pocket computer, shown at the foot of the screen in corridors and elevators but not usable in rooms, maps the current tower and its two neighbours, assembles the three-digit pass code, plays and records the musical sequences on a built-in tape recorder, and shows the time left. Six non-duplicate sequences linked into a song open the express elevator, and each tower's sequence has to be recorded before leaving it, because a tower can't be re-entered. impossible-mission-ii-history/pocket-computer
image 2, Game PlayA map of the current tower and connections to two neighbouring towers shows in the centre of the display.Impossible Mission II (U.S. Gold) instruction leaflet · image 2, Pocket ComputerYour computer also snows you how much time you have left before Elvin destroys the world.Impossible Mission II (U.S. Gold) instruction leaflet · image 2, Pocket ComputerNote you cannot use the pocket computer in any of the rooms.Impossible Mission II (U.S. Gold) instruction leaflet · image 2, Pocket ComputerThis is where the three digit passcode to enter the neighbouring towers is assembled.Impossible Mission II (U.S. Gold) instruction leaflet · image 2, Pocket ComputerWhen you collect and play six non-duplicate musical sequences linked together on your tape recorder as a song, you can enter the express elevator to Elvin’s control room.Impossible Mission II (U.S. Gold) instruction leaflet · image 2, Pocket ComputerYou MUST record a musical sequence before you leave a tower because you can’t return to a tower once you’ve left it.Impossible Mission II (U.S. Gold) instruction leaflet · image 2, Game PlayThe pocket computer's display appears at the bottom of your screen any time your agent is in a corridor or elevator.Impossible Mission II (U.S. Gold) instruction leaflet · image 2, Pocket Computerwith its built-in tape recorder you put together the musical sequence you need to get into Elvin's central tower.Revised after a check by a second AI model, 2026-11-06: "tape recorder" as printed; quotes the display and recorder lines.Cited by: Impossible Mission II
The leaflet lists six robots: the sentrybot, the most common and most dangerous, with a plasma gun that never misses within six feet; minebots, which lay mines at random; pestbots, harmless but riding the lift platforms; squatbots, usable as stepping stones until they rise after three seconds and can crush the agent against the ceiling; bashbots, which shove him off platforms; and suicidebots, which leap to their death taking him with them. It notes that the drawings are of the Commodore version and that robots in other versions may vary. impossible-mission-ii-history/robots
image 2, Elvin's RobotsThe basic security sentrybot: The most common and most dangerous, these are armed with high voltage plasma guns.Impossible Mission II (U.S. Gold) instruction leaflet · image 2, Elvin's RobotsIt can fire any time it detects a human within six feet and they never miss at this range.Impossible Mission II (U.S. Gold) instruction leaflet · image 2, Elvin's Robotsthey crawl around and lay mines at random.Impossible Mission II (U.S. Gold) instruction leaflet · image 2, Elvin's RobotsThey constantly ride the lift platforms and mess up a player’s lift platform strategy. They are not dangerous.Impossible Mission II (U.S. Gold) instruction leaflet · image 2, Elvin's Robotsafter three seconds it will rise up and smash you against the ceiling if you’re not careful.Impossible Mission II (U.S. Gold) instruction leaflet · image 2, Elvin's RobotsUpon detecting you it will attempt to shove you off the edge of the nearest platform or into a nearby wall.Impossible Mission II (U.S. Gold) instruction leaflet · image 2, Elvin's RobotsWhen it senses a man is near, it leaps to its death trying to take the man with it.Impossible Mission II (U.S. Gold) instruction leaflet · image 2, Elvin's RobotsThe robot diagrams are representative of the Commodore version, therefore robots in other versions may vary.Impossible Mission II (U.S. Gold) instruction leaflet · image 2, Elvin's RobotsMinebots: Encountered in rooms in any towerImpossible Mission II (U.S. Gold) instruction leaflet · image 2, Elvin's RobotsPestbots: Relatively harmless but annoyingImpossible Mission II (U.S. Gold) instruction leaflet · image 2, Elvin's RobotsSquatbots: Small robots that squat on the floor like a turtleImpossible Mission II (U.S. Gold) instruction leaflet · image 2, Elvin's Robotsyou can step on one and use it as a stepping stone to leap higher in the air.Impossible Mission II (U.S. Gold) instruction leaflet · image 2, Elvin's RobotsBashbot: The second most common robot typeImpossible Mission II (U.S. Gold) instruction leaflet · image 2, Elvin's RobotsSuicidebot: When it senses a man is nearRevised after a check by a second AI model, 2026-11-06: quotes the robot names and the stepping-stone line.Cited by: Impossible Mission II
Elvin's control room holds robots, security terminals and three terminals in its centre: one deactivates the missile launch codes and the other two kill the agent. The game ends with a scoreboard when the mission succeeds, when the agent dies too many times in the control room, or when time runs out. impossible-mission-ii-history/control-room
image 2, Elvin's Control RoomNotice the three terminals in the centre of the room. One of these can be used to deactivate the missile launch control codes and save the world. The other two will kill you.Impossible Mission II (U.S. Gold) instruction leaflet · image 2, ScoringA scoreboard will appear if you successfully end the game or if you die too many times while you are in Elvin’s control room or if time runs out.Impossible Mission II (U.S. Gold) instruction leaflet · image 2, Elvin's Control RoomThis is an extremely complex room filled with robots. It has security terminals so you can use your collected security commands to help you.Revised after a check by a second AI model, 2026-11-06: quotes the control-room description.Cited by: Impossible Mission II
Reviewers describe the agent's lives and time differently. Computer Entertainer, reviewing the Atari ST and Commodore 64 versions, says he has no limited supply of lives but a pressing time limit, and Zzap!64 that on the Commodore 64 each death knocks six minutes off the time limit. Crash's review of the ZX Spectrum version says the agent needs "every single one of your ten lives" and has only three hours. impossible-mission-ii-history/lives-and-time
p. 8, Impossible Mission II reviewHe doesn’t have a limited supply of “lives,” but he does have a pressing time limitZzap!64, issue 38 (June 1988) · p. 21 (image 21), first reviewer's comment — the line reads "with six minutes being knocked off the time limit every time the Agent becomes unstuck"; the OCR garbles "six" and "every"minutes being knocked off the time limitCrash, issue 55 (August 1988) · p. 16 (image 16), Impossible Mission II reviewYou need every single one of your ten livesCrash, issue 55 (August 1988) · p. 16 (image 16), Impossible Mission II reviewhas only three hoursRevised after a check by a second AI model, 2026-11-06: says the reviewers describe lives and time differently, instead of stating one rule.No version has been played or measured here. The leaflet ends the game when time runs out or after too many deaths in the control room (control-room).
Cited by: Impossible Mission II
Zzap!64 reviewed the Commodore 64 version in June 1988 (US Gold, £9.99 on cassette and £14.99 on disk, joystick only) and gave it 96% overall, with 90% for presentation, 92% for graphics, 83% for sound, 93% for hookability and 94% for lastability: "More superb a sequel than anyone could have hoped for." It was the magazine's Gold Medal game, as Zzap!64's Amiga review recalled in December 1988. impossible-mission-ii-history/c64-zzap-review
p. 20 (image 20), review heading — checked on the page image (image n19); the OCR reads "US Gold. C9.99 cass, C1 4.99 disk , joystick on^"US Gold, £9.99 cass, £14.99 disk, joystick onlyZzap!64, issue 38 (June 1988) · p. 21 (image 21), ratings box — all six ratings and the summary line were checked on the page image (image n20); the OCR misreads the sound mark as 93%OVERALL 96%Zzap!64, issue 38 (June 1988) · p. 21 (image 21), ratings boxGRAPHICS 92%Zzap!64, issue 38 (June 1988) · p. 21 (image 21), ratings box — read on the page image (image n20); the OCR reads "Morestjperftg sequel than gny- iinp could hav0 hoped for."More superb a sequel than anyone could have hoped for.Zzap!64, issue 44 (Christmas Special 1988) · p. 197 (image 197), Impossible Mission II (Amiga) review, second reviewer's comment — read on the page image (image n196); the OCR reads "it deserved the <iold Medal / awarded Lo rhe &4 versiod"it deserved the Gold Medal awarded to the 64 versionChecked by a second AI model, 2026-11-06.Zzap!64's contents page for June 1988 also offers copies of "this month's Gold Medal game" from US Gold in a competition (p. 39), in OCR too garbled to quote.
Cited by: Impossible Mission II
Reviewing the Commodore 64 version in June 1988, one of Zzap!64's reviewers wrote that following up "one of the greatest ever computer games" is very difficult but that Epyx had produced "a worthy sequel"; one disappointing aspect was the sound, almost exactly the same as the original's. impossible-mission-ii-history/c64-zzap-verdicts
p. 21 (image 21), first reviewer's commentFollowing up one of the greatest ever computer gamesZzap!64, issue 38 (June 1988) · p. 21 (image 21), first reviewer's commentworthy sequelZzap!64, issue 38 (June 1988) · p. 21 (image 21), first reviewer's commentOne disappointing aspect is the soundRevised after a check by a second AI model, 2026-11-06: names the Commodore 64 version and June 1988.The comments are unsigned in the OCR; the reviewers' names haven't been read on the page image.
Cited by: Impossible Mission II
The Games Machine reviewed the Commodore 64 version in May 1988 and gave it 86%. Its reviewer found the agent's animation "a straight copy of the original" but said the game "offers the best platform game around". The magazine expected conversions at the end of April: Spectrum on cassette at £8.99, Amstrad at £9.99 on cassette and £14.99 on disk, Atari ST on disk, and IBM on disk at £24.99. impossible-mission-ii-history/c64-tgm-review
p. 74 (image 74), Impossible Mission II reviewOVERALL 86%The Games Machine, issue 6 (May 1988) · p. 74 (image 74), Impossible Mission II reviewThe animation of 4125 is a straight copy of the originalThe Games Machine, issue 6 (May 1988) · p. 74 (image 74), Impossible Mission II reviewoffers the best platform game aroundThe Games Machine, issue 6 (May 1988) · p. 74 (image 74), Other FormatsConversions are due for release at the end of April for the Spectrum: Cassette £8.99The Games Machine, issue 6 (May 1988) · p. 74 (image 74), Other FormatsAmstrad; Cassette £9.99, Diskette £14.99The Games Machine, issue 6 (May 1988) · p. 74 (image 74), Other FormatsIBM: Diskette £24.99The Games Machine, issue 6 (May 1988) · p. 74 (image 74), Impossible Mission II review — the OCR reads "eight" as "£ight"a new five-tower stronghold which, in a mere £ight hours timeRevised after a check by a second AI model, 2026-11-06: quotes The Games Machine's five towers and notes the other reviews' eight.The review's lead-in calls the original "THE game" for the Commodore 64. The Atari ST price reads "£19,99" in the OCR and wasn't checked on the page image. Its review describes a five-tower stronghold and an eight-hour limit, where Computer Entertainer (us-ce-review), Zzap!64 (p. 20, "eight-tower complex") and Crash (p. 16, "an eight-tower complex") give eight towers.
Cited by: Impossible Mission II
Gary Penn reviewed the Commodore 64 version for Commodore User in May 1988 (Epyx/US Gold, £9.99 on cassette) and rated it 7. He noted that the agent was "the same sprite" as before, that only one tower could be played at a time, that the puzzles were weaker than the original's, and that the cassette version was a multiload, and asked "why make Impossible Mission II so similar to its predecessor?" impossible-mission-ii-history/c64-cu-review
image 34, Screen Scene review£9.99/cassCommodore User (May 1988) · image 35, CU Rating — the rating, 7, was read on the page image (image n34); the OCR doesn't carry itCU RATINGCommodore User (May 1988) · image 34, Screen Scene reviewin fact it's the same spriteCommodore User (May 1988) · image 35, Screen Scene reviewYou can only play one tower at a timeCommodore User (May 1988) · image 35, Screen Scene reviewThe puzzle aspect isn't as strong either.Commodore User (May 1988) · image 35, Screen Scene reviewa multiload cassette versionCommodore User (May 1988) · image 35, Screen Scene reviewSo why make Impossible Mission II so similar to its predecessor?Commodore User (May 1988) · image 35, Screen Scene reviewGary PennChecked by a second AI model, 2026-11-06.The OCR gives the disk price as "£ 11.99/disk", unchecked on the page image; Zzap!64 and The Games Machine give £14.99. The printed page numbers weren't read.
Cited by: Impossible Mission II
Crash's May 1988 preview of the ZX Spectrum version said Impossible Mission II would be ready "in the next couple of months", with a layout like the first game's although "the content and storyline is larger". impossible-mission-ii-history/spectrum-crash-preview
p. 96 (image 96), previewsready in the next couple of monthsCrash, issue 52 (May 1988) · p. 96 (image 96), previewsalthough the content and storyline is largerRevised after a check by a second AI model, 2026-11-06: names the ZX Spectrum version.Crash reviewed the ZX Spectrum version in August 1988 (£8.99 on cassette, £12.99 on disk) and gave it 84% overall, with 78% for presentation, 82% for graphics, 88% for playability and 85% for addictive qualities, saying that "with so many improvements and expansions on the original" it shouldn't be missed. One reviewer called it "one of the best summer arcade strategy games"; another regretted that the sound didn't match the gameplay. impossible-mission-ii-history/spectrum-crash-review
p. 16 (image 16), Impossible Mission II review, facts boxRetail price: £8.99 cassette, £12.99 diskCrash, issue 55 (August 1988) · p. 16 (image 16), ratings box — the five ratings (78%, 82%, 88%, 85%, overall 84%) were read on the page image (image n15); the OCR gives the overall as "ft4%"Addictive qualitiesCrash, issue 55 (August 1988) · p. 16 (image 16), comments boxwith so many improvements and expansions on the originalCrash, issue 55 (August 1988) · p. 16 (image 16), second reviewer's commentone of the best summer arcade strategy games you couldCrash, issue 55 (August 1988) · p. 16 (image 16), first reviewer's commentthat the sound doesn't match up to the high standardsChecked by a second AI model, 2026-11-06.The reviewers' names are garbled in the OCR (Paul's and Mark's appear to be two of them) and weren't checked on the page image.
Cited by: Impossible Mission II
Macca reviewed the ZX Spectrum version for Your Sinclair in September 1988 and gave it 9, with 8 for graphics, 9 for playability, 9 for value for money and 8 for addictiveness: "Agent 4125 is back in excellent form against the evil Elvin Atombender." He found the robots a let-down and some screens "real brain-blenders", harder than the original's. impossible-mission-ii-history/spectrum-ys-review
p. 31 (image 31), YS Clapometer — the overall 9 was read on the page image (image n30); the OCR omits it. The four bars (8, 9, 9, 8 of 10) follow the OCR's filled squares and the imageYS CLAPOMETERYour Sinclair, issue 33 (September 1988) · p. 31 (image 31), YS ClapometerAgent 4125 is back in excellent form against the evil Elvin Atombender.Your Sinclair, issue 33 (September 1988) · p. 31 (image 31), reviewMaccaYour Sinclair, issue 33 (September 1988) · p. 31 (image 31), reviewThe robots he has to avoid are a bit of a let down thoughYour Sinclair, issue 33 (September 1988) · p. 31 (image 31), reviewSome screens are real brain-blendersYour Sinclair, issue 33 (September 1988) · p. 31 (image 31), reviewmore difficult than in the originalChecked by a second AI model, 2026-11-06.The price line reads "Epyx/ £8 J99 cass/£12 J99 disk" in the OCR, matching Crash's £8.99 and £12.99.
Cited by: Impossible Mission II
Tony Dillon reviewed the ZX Spectrum version for Sinclair User in September 1988 and gave it 46 overall, with 45 for graphics, 12 for sound, 60 for playability and 40 for lastability, summing it up as a disappointing sequel of arcade action and puzzle solving. He found the robots duller and worse animated than the original's and the game "almost completely silent", and wrote that it was "nothing for US Gold to be proud of". impossible-mission-ii-history/spectrum-su-review
image 64, Impossible Mission 2 review, fax box — the five marks (45, 12, 60, 40, overall 46), the line "Disappointing sequel." and the reviewer's signature, Tony Dillon, were read on the page image (image n63)Arcade action and puzzle solvingSinclair User, issue 78 (September 1988) · image 64, Impossible Mission 2 reviewThe robots are dull and by no means as well animatedSinclair User, issue 78 (September 1988) · image 64, Impossible Mission 2 reviewThe game is almost completely silent.Sinclair User, issue 78 (September 1988) · image 64, Impossible Mission 2 reviewIM2 is nothing for US Gold to be proud ofChecked by a second AI model, 2026-11-06.Cited by: Impossible Mission II
Computer Entertainer reviewed the Atari ST and Commodore 64/128 versions in May 1988, rating the game three and a half stars on each of its two ratings and recommending it at a suggested $39.95. It liked "the idea of eight separate towers, each with its own theme and different level of difficulty", and said an IBM PC version was coming soon and Apple II, Apple IIGS and Amiga versions were planned. impossible-mission-ii-history/us-ce-review
p. 8, Impossible Mission II review — the ratings, "(★★★1/2/★★★1/2)", were read on the page image (image n7); the OCR garbles themIMPOSSIBLE MISSION IIComputer Entertainer, vol. 7, no. 2 (May 1988) · p. 8, Impossible Mission II reviewAtari ST and Commodore 64/128 versions reviewed.Computer Entertainer, vol. 7, no. 2 (May 1988) · p. 8, Impossible Mission II reviewRecommended. (MSR $39.95)Computer Entertainer, vol. 7, no. 2 (May 1988) · p. 8, Impossible Mission II reviewWe liked the idea of eight separate towers, each with its own theme and different level of difficulty.Computer Entertainer, vol. 7, no. 2 (May 1988) · p. 8, Impossible Mission II reviewComing soon for IBM PC/ compatibles and planned for Apple II, Apple IIGS and Amiga.Revised after a check by a second AI model, 2026-11-06: points to The Games Machine's five-tower description.The Games Machine's review of the Commodore 64 version describes a five-tower stronghold instead (c64-tgm-review); Zzap!64 and Crash agree with eight towers.
Cited by: Impossible Mission II
Computer Entertainer's June 1988 Top 15 Computer Games put Impossible Mission II ninth, listed as "Impossible Mission II (Epy/Co)". impossible-mission-ii-history/us-ce-chart
p. 1, Top 15 Computer GamesTOP 15 COMPUTER GAMESComputer Entertainer, vol. 7, no. 3 (June 1988) · p. 1, Top 15 Computer Games9. Impossible Mission II (Epy/Co)Revised after a check by a second AI model, 2026-11-06: gives the entry as printed, "(Epy/Co)", without expanding it.The chart's key to its abbreviations wasn't found in the OCR, and it doesn't say there how the chart was compiled.
Cited by: Impossible Mission II
Computer Gaming World's Taking a Peek for June 1988 listed Impossible Mission II from Epyx for the Atari ST, Commodore 64/128 and IBM PC at $39.95. impossible-mission-ii-history/us-cgw-peek
p. 7 (image 7), Taking a Peek (continued from p. 4)IMPOSSIBLE MISSION II: AfterComputer Gaming World, issue 48 (June 1988) · p. 7 (image 7), Taking a Peek (continued from p. 4)Atari ST, C-64/128, and IBM ($39.95)Checked by a second AI model, 2026-11-06.Zzap!64 reviewed the Amiga version in its 1988 Christmas special (£24.99 on disk) and gave it 92% overall, with 85% for presentation, 84% for graphics, 79% for sound and 95% for lastability. impossible-mission-ii-history/amiga-zzap-review
p. 196 (image 196), review heading£24.99 diskZzap!64, issue 44 (Christmas Special 1988) · p. 197 (image 197), ratings boxOVERALL 92%Zzap!64, issue 44 (Christmas Special 1988) · p. 197 (image 197), ratings boxPRESENTATION 85%Zzap!64, issue 44 (Christmas Special 1988) · p. 197 (image 197), ratings boxGRAPHICS 84%Zzap!64, issue 44 (Christmas Special 1988) · p. 197 (image 197), ratings boxSOUND 79%Zzap!64, issue 44 (Christmas Special 1988) · p. 197 (image 197), ratings boxLASTABILITY 95%Checked by a second AI model, 2026-11-06.The hookability mark is garbled in the OCR and wasn't read on the page image. The heading's publisher reads "EpyK" in the OCR.
Cited by: Impossible Mission II
By February 1990 the ZX Spectrum game was in a US Gold compilation with Blasteroids, Thunderblade, LED Storm and Indiana Jones and the Temple of Doom, which Sinclair User gave 80% overall, calling Impossible Mission II an "interesting and addictive spy-style arcade adventure". impossible-mission-ii-history/compilation-1990
pp. 74-75 (images 74-75), Attack of the Compilations!CONTENTS: BLASTEROIDSSinclair User, issue 95 (February 1990) · pp. 74-75 (images 74-75), Attack of the Compilations!THUNDERBLADESinclair User, issue 95 (February 1990) · pp. 74-75 (images 74-75), Attack of the Compilations!LED STORMSinclair User, issue 95 (February 1990) · pp. 74-75 (images 74-75), Attack of the Compilations!Interesting and addictive spySinclair User, issue 95 (February 1990) · pp. 74-75 (images 74-75), Attack of the Compilations!INDIANA JONES AND THE TEMPLE OF DOOMSinclair User, issue 95 (February 1990) · pp. 74-75 (images 74-75), Attack of the Compilations!compilation. OVERALL 80%Revised after a check by a second AI model, 2026-11-06: locators corrected to pp. 74-75 (images 74-75).The compilation's name doesn't survive in the OCR; the issue's contents index calls it Winners, and its price reads "£12 39" in the OCR. Neither was checked on the page image.
Cited by: Impossible Mission II
Kixx re-released the ZX Spectrum version on budget. Your Sinclair's Jon Boy reviewed it in September 1990: "It looks a bit ropey graphically, but IM 2 is a bit of a challenge for those with time to spare." impossible-mission-ii-history/kixx-spectrum
p. 77 (image 77), Bargain Basement — the OCR reads £2.99 with a commaKiXX/£2,99Your Sinclair, issue 57 (September 1990) · p. 77 (image 77), Bargain BasementJon Boy It's not too hard to work out what this one's the sequel too.Your Sinclair, issue 57 (September 1990) · p. 77 (image 77), Bargain BasementIt looks a bit ropey graphically, but IM 2 IS a bit of a challenge for those with time to spare.Checked by a second AI model, 2026-11-06.The review's score wasn't read; the "77" beside the title on the contents page is the page number.
Cited by: Impossible Mission II
Kixx also re-released the Amiga version at £7.99. Reviewing it for Amiga Power in August 1991, Stuart Campbell wrote that the sequel "made very few changes to the winning formula" and called it "a corking little game with an epic feel", the best of the recent Kixx re-releases. impossible-mission-ii-history/kixx-amiga
p. 80 (image 80), Impossible Mission II review, headingAn early platform classic gets a new lease ofAmiga Power, issue 4 (August 1991) · p. 81 (image 81), Impossible Mission II reviewlife, courtesy of a timely budget re-release. Publisher: Kixx Price: £7.99Amiga Power, issue 4 (August 1991) · p. 81 (image 81), Impossible Mission II reviewthough it was never converted to 16-bit, this sequel made very few changes to the winning formulaAmiga Power, issue 4 (August 1991) · p. 81 (image 81), Impossible Mission II reviewThis is by far the best of the recent clutch of Kixx gamesAmiga Power, issue 4 (August 1991) · p. 81 (image 81), Impossible Mission II review, The Bottom Linecorking little game with an epic feelAmiga Power, issue 4 (August 1991) · p. 81 (image 81), Impossible Mission II reviewfor your eight quid. Invest in a bit of gaming history. STUART CAMPBELLRevised after a check by a second AI model, 2026-11-06: "the best of the recent Kixx re-releases", as printed.The page's columns interleave with other Kixx reviews in the OCR; the review's text and bottom line follow one another in it, but its score wasn't read on the page image. The reviewer's "never converted to 16-bit" refers to the original Impossible Mission.
Cited by: Impossible Mission II
In February 1990 Game Player's reported a third publisher of unlicensed Nintendo-compatible cartridges, "a company called S.E.I.", whose first Nintendo-compatible title was Impossible Mission II. Its columnist, Matthew A. Firme, wrote that the booklet included "a complete psychiatric profile of Elvin" and that "the Nintendo-compatible version plays as beautifully as the computer versions". impossible-mission-ii-history/nes-unlicensed
p. 22 (image 24), Nintendo Newsa third un-licensed software publisher, a company called S.E.I.Game Player's, vol. 2, no. 2 (issue 8, February 1990) · p. 22 (image 24), Nintendo Newsfirst Nintendo-compatible title is Impossible Mission IIGame Player's, vol. 2, no. 2 (issue 8, February 1990) · p. 22 (image 24), Nintendo NewsMatthew A. FirmeGame Player's, vol. 2, no. 2 (issue 8, February 1990) · p. 22 (image 24), Nintendo Newsthe instruction booklet gives you a complete psychiatric profile of ElvinGame Player's, vol. 2, no. 2 (issue 8, February 1990) · image 26, Nintendo News (continued)the Nintendo-compatible version plays as beautifully as the computer versionsRevised after a check by a second AI model, 2026-11-06: quotes the S.E.I. line in full from image 24.The column opens by calling such cartridges "not officially licensed by Nintendo". The NES manual's own imprint (the pinned scan's OCR reads "Manufactured by SE)") hasn't been read on the page image.
Cited by: Impossible Mission II
Game Player's Strategy Guide to Nintendo Games reviewed the NES version in its February/March 1990 issue: Elvin, "the maniac mastermind from the two personal computer Impossible Missions, has broken into Nintendo". The reviewer warned that it was not a monster-blasting game but "more like an espionage novel in animated form", and advised working through the eight towers rather than assembling the music for the express elevator. impossible-mission-ii-history/nes-review
p. 118 (image 120), Impossible Mission IIEvil Elvin Atombender, the maniac mastermind from the two personal computer Impossible Missions, has broken into Nintendo.Game Player's Strategy Guide to Nintendo Games, vol. 3, no. 1 (February/March 1990) · p. 118 (image 120), Impossible Mission IIIt’s more like an espionage novel in animated formGame Player's Strategy Guide to Nintendo Games, vol. 3, no. 1 (February/March 1990) · p. 118 (image 120), Impossible Mission IIIn the long run, it’s probably easier to work through the eight towers than to try to break into the safes and assemble the music for the express elevator.Game Player's Strategy Guide to Nintendo Games, vol. 3, no. 1 (February/March 1990) · p. 118 (image 120), Impossible Mission IIS.E.L.Checked by a second AI model, 2026-11-06."S.E.L." are the reviewer's initials as the OCR gives them. The guide gives no score in the OCR read.
Cited by: Impossible Mission II
The NES cartridge's release date and its publisher's full name haven't been read in a source. It isn't in Nintendo of America's list of licensed NES games, as an unlicensed cartridge would not be. impossible-mission-ii-history/release-nes
PDF p. 9 — the list's only title near Impossible Mission II is Mission: Impossible; Impossible Mission II isn't listedMission: ImpossibleRevised after a check by a second AI model, 2026-11-06: cites Nintendo of America's list, which doesn't include the game.Cited by: Impossible Mission II