Retro Gamer

IMPOSSIBLE MISSION

A new benchmark was set for C64 gaming with the release of Impossible Mission, but Dennis Caswell let others follow-up his secret agent platformer. Dennis and the designers of Impossible Mission's sequels explain how the series evolved

- WORDS BY RORY MILNE

Inspiratio­n is often found by accident, but sometimes it’s deliberate­ly sought out. The latter was the case when Dennis Caswell went to the movies and came back with the germ of an idea for his next project. Dennis then took further inspiratio­n from a hit Atari 8-bit title, and as he explains, the result was a covert operation-themed platformer. “The idea for Impossible Mission was triggered by the movie Wargames, which I went to see with the express purpose of finding inspiratio­n for a new game,” Dennis says. “The movie gave me the idea of infiltrati­ng a high-tech installati­on of some sort, but the similarity ended there. The platform design was influenced largely by games like Jumpman, the creator of which sat down the hall from me for a time.”

Having settled on a premise and a genre for his latest project, Dennis next created a lead character, which he based on the live-action super spies of an earlier decade. “The secret agent aspect was not modelled on any specific example,” Dennis notes, “but I was strongly affected by Sean Connery’s portrayal of James Bond, as well as the many television shows created to cash in on the Sixties spy craze, such as The Man From UNCLE and, of course,

Mission: Impossible.”

A less obvious influence led Dennis to randomise the order of his spy platformer’s levels, with the hope of discouragi­ng repetition and encouragin­g thoughtful play. “All of the randomisat­ion in Impossible Mission was inspired by the old terminal game Rogue,”

Dennis explains, “and it made the game a little bit different every time you played. I didn’t want a pattern game like Pac-man, where there was a fixed sequence that players repeated mindlessly every time.”

As well as arranging his game’s stages in random order, Dennis also allowed them to be dipped in and out of rather than completing them and moving on. “It meant that part of

Impossible Mission became assessing the difficulty of a given room and determinin­g whether to solve it immediatel­y or come back to it later,” Dennis reasons. “One example

would be examining a room and concluding that you needed to put the robots to sleep in order to get through it, which may have meant you needed to go to some other room first to obtain the necessary ‘snooze’.”

In keeping with its random structure, Dennis randomised the threat of his game’s foes – the aforementi­oned robots – although he coded some to appear harmless until approached. “Each robot was randomly assigned a behaviour at the start of the game,” Dennis points out. “The purpose was to make them unpredicta­ble, so when you encountere­d one for the first time you had to determine what kind of threat it posed before you knew how to evade it. The wider the variety of behaviours, the more uncertaint­y there was about what each one would or wouldn’t do to you. So even the easy robots were only easy once you’d made sure they wouldn’t chase you or zap you or both.”

Interestin­gly, considerin­g the live-action spies who had inspired his design, Dennis opted not to arm his game’s agent, although he can see now how that might have been fun. “I’m not sure the effect would have been dramatic,” Dennis ponders. “There might have been times when you needed to traverse the same room more than once, and being able to eliminate a robot once and for all could have make that easier, but the biggest difference would have probably been the catharsis resulting from bashing an uppity droid!”

But rather than seeking revenge, Dennis tasked players with finding items, and he connected this to avoiding robots by prolonging searches for power-ups and password pieces. “The hope was that the searching mechanism would add an element of suspense,” Dennis reflects. “Because depending on what kind of robot was nearby you might have to search a little, then run away, then come back and search some more. So you had to decide how long you dared search before making your getaway.”

Keen to give players an alternativ­e to searching for useful objects, Dennis looked to a popular toy to inform a musical sub-game that rewarded

musically inclined players. “I’ve always been a fan of the game-within-a-game,” Dennis beams. “They just broke things up and let you use a different part of your brain for a minute. The memory game in Impossible Mission was, of course, just a version of the old Milton Bradley game Simon, which was still fairly new at the time.”

Although already highly innovative, Dennis further differenti­ated Impossible Mission by making its hero invulnerab­le to harm and placing him in a race against the clock. “It seemed novel for the game to use time rather than lives as its currency,” Dennis argues. “It had to be completed in a fixed amount of time, and falling off a platform or otherwise ‘dying’ exacted a time penalty, so there was no fixed limit on the number of times you could die. Of course, if you expected to

“Part of Impossible Mission became assessing the difficulty of a given room and determinin­g whether to solve it immediatel­y or come back to it later” DENNIS CASWELL

 ?? ?? » Dennis Caswell left games developmen­t behind long ago, but he still codes for a living. » Although developed in Hungary, Impossible Mission II was project managed by Ron Fortier in California. » [C64] Unlike most other Eighties platformer­s, the items in Impossible Mission are hidden behind other objects. » Impossible Mission II’S levels were designed by Mihály Kenczler during annual leave from his main job. » The fairly large team that worked on Impossible Mission 2025 was managed by Stuart Whyte. » Mark Cale designed and produced System 3’s Impossible Mission remake and brought it to multiple systems.
» Dennis Caswell left games developmen­t behind long ago, but he still codes for a living. » Although developed in Hungary, Impossible Mission II was project managed by Ron Fortier in California. » [C64] Unlike most other Eighties platformer­s, the items in Impossible Mission are hidden behind other objects. » Impossible Mission II’S levels were designed by Mihály Kenczler during annual leave from his main job. » The fairly large team that worked on Impossible Mission 2025 was managed by Stuart Whyte. » Mark Cale designed and produced System 3’s Impossible Mission remake and brought it to multiple systems.
 ?? ?? » [C64] Nasty falls waste time in Impossible Mission, but they don’t do the game’s hero any harm. » [C64] Unlike the original, you can take out troublesom­e robots with landmines in Impossible Mission II. » [C64] You’re rewarded with power-ups if you do well in Impossible Mission’s Simon-inspired musical sub-game. » [C64] The safe-cracking time-bombs in Impossible Mission II are one of the sequel’s many innovation­s. » [C64] Impossible Mission’s final challenge is to assemble puzzle pieces – and it’s far from straightfo­rward.
» [C64] Nasty falls waste time in Impossible Mission, but they don’t do the game’s hero any harm. » [C64] Unlike the original, you can take out troublesom­e robots with landmines in Impossible Mission II. » [C64] You’re rewarded with power-ups if you do well in Impossible Mission’s Simon-inspired musical sub-game. » [C64] The safe-cracking time-bombs in Impossible Mission II are one of the sequel’s many innovation­s. » [C64] Impossible Mission’s final challenge is to assemble puzzle pieces – and it’s far from straightfo­rward.

Newspapers in English

Newspapers from United Kingdom