| 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". | image 2, foot of the briefingimage 2, foot of the briefingimage 1, loading slip | Manual |
| 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. | image 2, Mission Briefing, Objectiveimage 2, Mission Briefing, Objectiveimage 2, Mission Briefing, Objectiveimage 2, Mission Briefing, Objectiveimage 2, Mission Briefing, Objectiveimage 2, Mission Briefing, Objectiveimage 2, Mission Briefing, Objective | Manual |
| 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. | image 2, Controlsimage 2, Controlsimage 2, Controlsimage 2, Controlsimage 2, Controls | Manual |
| 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. | image 2, Searching for Codesimage 2, Searching for Codesimage 2, Searching for Codesimage 2, Searching for Codesimage 2, Searching for Codesimage 2, Searching for Codesimage 2, Searching for Codesimage 2, Searching for Codes | Manual |
| 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. | image 2, Using Security Terminalsimage 2, Using Security Terminalsimage 2, Using Security Terminalsimage 2, Using Security Terminalsimage 2, Using Security Terminalsimage 2, Using Security Terminalsimage 2, Using Security Terminalsimage 2, Using Security Terminalsimage 2, Using Security Terminals | Manual |
| 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. | image 2, Game Playimage 2, Pocket Computerimage 2, Pocket Computerimage 2, Pocket Computerimage 2, Pocket Computerimage 2, Pocket Computerimage 2, Game Playimage 2, Pocket Computer | Manual |
| 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. | image 2, Elvin's Robotsimage 2, Elvin's Robotsimage 2, Elvin's Robotsimage 2, Elvin's Robotsimage 2, Elvin's Robotsimage 2, Elvin's Robotsimage 2, Elvin's Robotsimage 2, Elvin's Robotsimage 2, Elvin's Robotsimage 2, Elvin's Robotsimage 2, Elvin's Robotsimage 2, Elvin's Robotsimage 2, Elvin's Robotsimage 2, Elvin's Robots | Manual |
| 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. | image 2, Elvin's Control Roomimage 2, Scoringimage 2, Elvin's Control Room | Manual |