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NES box art for Mission: Impossible, the cover of NEStalgia episode 368

368 · Mission: Impossible

▶ Game info
VerdictSkip it
GenreAction
SeasonSeason 6
DeveloperKonami
PublisherUltra Games
March 14, 2025 · 50 min · transcript available

Your mission, if you choose to accept it, is to rescue Dr. O and Shannon from the grubby clutches of the Sinister Seven as quickly as possible. As you fight your way through each area, you must obtain information and vital ID cards. Your progress is blocked at every turn by acid flames, raw sewage, scorching steam, high voltage electricity and poison gas.

Our verdict: Skip it

This is the 1990 game based on the TV series (the 1960s original and its late-80s revival), not the Tom Cruise movies. Mike, Sean and Joe were all on it. The box and manual commit fully to the spy act, down to mission debriefings, and the game opens with your mission "if you decide to accept it," a wording that bugged us. We came away admiring it more than enjoying it.

What it gets right

  • Three agents who differ. Max is the combat guy with detonator bombs, Grant is the technical one with sleepy gas who opens the coded doors, and Nicholas is the master of disguise whose face-maker makes enemies ignore him. Switching is instant, like tagging in, and losing one doesn't end the run. Grant also walks faster, which matters when you're dodging falling sewage in the first level. We only noticed after being hit repeatedly.
  • Fair about its rewards. You can get past a locked gate without Grant, but only by climbing up and finding a hole. Keeping him alive helps, and the game never turns a lost agent into a dead end.
  • A first stage that sells the idea. You're on the streets among civilians who dress like the enemies. Shoot one and a helicopter arrests that agent. A bartender hands you information, which had us wondering if this was an immersive sim. Loiter long enough and a car launches you across the screen.
  • Variety. Giant magnets that bend your bullets, suits of armor, riot shield guys, bosses who take a hostage or crumble the floor, a boat section and a ski chase. It's video game land, and we were glad it didn't take itself too seriously. Item locations and door codes change between playthroughs, which beats the memorize-the-order approach of Dick Tracy.

Where it loses us

  • The overhead view. It's so top-down that the agents' shoulders swing like Geodudes, and you shoot from one side of the body, so lining up a shot is a guess. The riot shield guys seem to have only a small exposed spot.
  • Hard for the wrong reasons. Enemies hold their spots and keep firing, so you take a hit just to lure them out. Sean only got through a couple of levels.
  • No identity. The stages jump between streets, a temple, boats and skiing with no clear thread, and the manual's geography (clammy canals of Venice, then East Berlin) did not help.
  • The helicopter you can't shoot. In the boat stage a handgun can't touch it, which Ethan Hunt would never accept.

Beyond the game

GamePro gave it a perfect 25 out of 25, and we couldn't see why. We also noted Impossible Mission, the rival series that dodged the name, and the later Mission Impossible games.

The bottom line

Skip it. We all voted it off the Essential Games List. Mike called it tough in a way that isn't rewarding, Sean liked it more on paper than in practice, and Joe burned out before the fun took hold. The first level is still worth a taste if you like spy games.

Written from our conversation in this episode.

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