NES GAME MANUAL - Scanned and edited by Martin Nielsen d0p@sofi.ah.dk GAME : MISSION IMPOSSIBLE MAKER : ULTRA GAMES RELEASED : 1990 GAME CODE : NES-U4-USA WELCOME TO THE WORLD OF ULTRA ! You're now the proud owner of ULTRA's authentic version of Mission: Impossible for the Nintendo Entertainment System. We suggest that you read the following instructions thoroughly before embarking on your daring rescue mission. TABLE OF CONTENTS lNTROOUCTION/HOWTOPLAV YOUR AGENTS CONTROLLING YOUR MISSION TO SCROLL OR NOT TO SCROLL PASSWORD SCREEN/HOW TO CONTINUE STAYlN' ALIVE LEVELS OF RESCUE THlNGS TO LOOK OUT FOR FACE TO FACE WITH THE ENEMY TAKlNG CARE OF YOUR GAME DO YOU DARE ACCEPT THIS MISSION??? Not since the cheesy Limberger Case has a kidnapping attracted as much attention as the abduction of Doctor "0". It seems this world-acclaimed genius behind the U.S. military defense system was enjoying the breakfast of braincells (powdered eggs and grape juice), when he and his fetching secretary, Shannon, were mercilessly snatched by the Sinister Seven. Unknown to the Sinister Seven is the startling fact that Shannon - although a very able stenographer - is really an agent from the Impossible Mission Force (IMF), assigned to protect the good Doctor. Using all her skill and cunning. she has managed to send a secret code cluing you in on where they're being held. But before you and your team of special agents start high-fiving each other. you'll have to go hand-to-hand with scum like Slash Stiletto and Jean Claude Killer. And you must slink your way through Six murderous mazes, from underground warfare off the coast of Cyprus to hand grenade ski runs in the Swiss Alps. Also included in these killer mazes are untold numbers of Espionage Zones! Before you yodel "Uncle", remember that you have control of three different spy identities - Max, Grant and Nicholas. Each has special talents up his sleeve (like quick-change disguises and remote control bombs) which you'll need to stay alive amid the acid flames, poisonous gas chamhers and much, much more! So go ahead, Jimbo. Put your life on the line and accept this seemingly impossible mission. Or else the good Doctor will be tortured into spilling the top-secret beans about the U.S. military defense system (meaning you can watch the planet go up in a mushroom-shaped puff of smoke a week from tuesday). HOW TO PLAY (YES, EVEN SECRET AGENTS HAVE RULES) Your mission is to rescue Dr. 0 and Shannon from the grubby clutches of the Sinister Seven as quickly as possible. Then you must discover the motive behind the kidnapping and prevent these international terrorists from executing their diabolical plan. As you fight your way through each area, you must obtain information and vital ID cards. If you lose your way or get caught without an ID card, not only will you lose a member of your team. you'll lose a little confidence. HINT: Captured prisoners can be helpful here. During this mission a good sense of direction is only half the battle. Because acid flames, raw sewage. scorching steam, high voltage electricity and poison gas will block your progress at every turn. You must also have sense enough to keep both eyes peeled for special switches that will turn off bodily-harm devices (like bone-crushing walls). Now for the good news. There are three agertts-Max, Grant and Nicholas - that you can choose from and use according to the situation at hand. Each is equipped with two types of weapons which can be interchanged according to the surroundings. After sizing up your predicament you must choose the right agent with the right talent. Your agent's Life Gauge decreases each time he is hit by enemy bullets or caught in a trap. An agent is knocked out of the game when the Life Gauge runs out or when he is hit by a car, falls into water, or tumbles into a hidden pit or gorge. After an agent is dusted, the next agent in line (from left to right) will enter the game. (NOTE: The agents are shown at the bottom right of the screen. i However, if you make it all the way through one area successfully, the knocked-out agents will rejoin your forces at the beginning of the next area. If all three agents are knocked out of the game. you and your IMF team are finished. But you can still redeem yourself by choosing the Continue Mode (see page 10 for details) to start over from the beginning of the area where your last agent perished. Oh, by the way... if you begin feeling like a laboratory rat windnig through the six maddening mazes, remember you could have JUST SAID NO to this mission! Luckily for the world, you're a big, strong agent who thrives on these dangers... right?... I said right right?! CROSS AT THE GREEN, NOT IN BETWEEN (A NOTE ON PEDESTR In the first stage of area 1 (the street), there are some pedestrians who will not attack your agents. They are ordinary citizens, so ignore their shopping spree. If one of your agents gets overzealous and attacks one of these jaywalkers, the police helicopter will detain your agent and he'll be out of action until you make it to the next area. Note: The only time you should blast one ot these little old enemies is if they shout and start chasing you with their Uzi Umbrellas. GETTlNG TO KNOW YOUR TEAM OF SPECIAL AGENTS You'd better get to know these guys like the back of your hand. They're your eyes. your ears and most importantly your trigger finger. Each of these agents has an A and B weapon which he specializes in. As an IMF member, it's your duty to memorize each agent's attack methods. Max " Ride Like the Wind" Harte Max is very quick and athletic. However, in this mission, he's forced to wear heavy protective gear which slovrs him to a turtle's pace. His Type A weapon is a rifle. His Type B arsenal consists of 10 remote control cluster bombs. Press the B Button once to set the bombs, and then once more to explode them. Grant "The Gazelle" Collier The Gazelle is an electronics and engineering wiz who dropped out of the Electricai Engineering Institute for the Deprived. Grant turned his considerable electronies talent against the forces of of evil by joining the IMF last spring. He is the fastest of the three agents. He prefers duking it out, so his Type A weapon is a fist. His Type B weapons are 10 sleeping gas bombs that put the enemy into a deep slumber for a limited period of time (unfortunately, they don't work on eveyone). Press the B Button to set the bombs, and then once more to release their sleep inducing sominexide gas. Nicholas "Hide the Shakespeare" Black Nicholas is a drama teacher who also happens to be a master of voice and facial disguises. During an audition in coliege he twisted an ankle and is now forced to saunter painstakingly (that's Thespian slang for walk slowly). A native Australian, Nick prefers a boomerang for his Type A weapon. His Type B weapon is not a weapon at all, but a set of disguises that can be used up to 5 times. When he's incognito, enemies cannot identify him for a limited period of time. Jim "Please Don't Call Me Digger" Phelps Jimbo is the leader of the IMF team. He organizes the team for this mission, plots their attacks and sends the team on their way. He also has a major crush on Shannon, whom he will fight for with all of his (and his team's) might. Shannon "Ouasar Search" Reed Shannon is the IMF's newest team member. She is a beautiful former pentathlete and police woman with a background in broadcasting. On this assignment she posed as Dr. 0's personai secretary, but well, you know the rest... A WORD ABOUT THE MYSTERIOUS DR. 0 The Doctor 0 is known throughout the wold for his astounding intellect and eccentricities. He had just finished programming the newest military defense system when he was so rudely interrupted at breakfast (a meal he never skips, because as a doctor he knows how important it is to start the day with lots of fiber vitamins and caffeine). CONTROLLING YOUR SUPER AGENTS * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * Well you hopefully know how a NES joypad looks and which buttons that * * are A and B. So I'm not gonna waste my time drawing the joypad :) * * * * - Martin * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * IN THE BEGlNNING... During the opening demonstration. push either the Start Button or the Select Button to advance to the title screen. Use the Select Button to choose Start or Continue. Press the Start Button and the game will begin. Once the game has begun, use the Control Pad to move your agents. Press the A Buttton to attack with your Type A weapons. You can also use your A Button to cancel the conversation windows you encounter. But be careful what you erase; the information may be vital. Use the B Button to attack with Type B weapons. (Remember, there are limits to the number of Type B weapons available at any time given.) NOTE: In area 2 i The Canals of Venice i you'll control a Killcrash speedboat. The weapon on deck is the Bass Master Cannon. Press the A Button to fire away. In area 5 i (The Alpine War Zone) your agent will be equipped with specially made IMF ski poles. Press the A Button to attack left. Press the B Button attack right. During stairway scenes, you can use your Control Pad or your A and B Buttons to clinb or descend. HOW TO CHANGE YOUR lDENTITY Hit the Start Button to pause the game in mid-action. While the game is paused. move the Control Pad Left a Right to charge your agents (in the normal scroll areas only). Atter you have selected your agent, push the Start Button to resume the mission. TO SCOLL OR NOT TO SCROLL This game is made up of six areas, with areas 1 and 6 consisting of two stages. Normal scrolling (where you can change your agents depending on the situation) occurs in areas 1, 3 4 and 6. Auto scrolling is when all three of your agents are in the game at the same time. Here, it's all for one, and one for all! It occurs in areas 2 and 5. Remember once your agents lose their lives. both the game and the world will end. THE PASSWORD SCREEN To get your secret password code when the game ends, use the Select Button to choose Password and then press the Start Button. The password for the area where the game ended will appear on the screen. The next time you want to begin your mission, choose the Continue Mode frorn the title screen and enter your password. This will enable you to begin a new mission from the beginning of the area where your last agent perished. (Don't forget to write your password down for safe keeping. That's just common sense for a spy of your caliber.) HOW TO ENTER YOUR PASSWORD Move the Control Pad Up and Down to select your password letters. Press the Control Pad Left or Right to move the cursor and change the entry position of each letter. After you have entered your password, press the A Button and your mission will continue from the same area where your last agent perished. If you make a mistake when entering your password. the game will not begin. Press the B Button to return to the title screen... and try, try again. HOW TO CDNTlNUE PLAYING To continue playing atter all of your agents are knocked out, use the Select Button when the Game Over screen appears. Choose the Continue Mode and you will start from the beginning of the area where the mission ended. Once you have made your selection, press the Start Button. STAYIN' ALIVE! STAYIN' ALIVE! There are certain items you need to continue your mission. They are also important in restoring your agents' Life Gauges. You can get your hands on these items by frisking captured prisoners of war. You'll also find them in top secret places located throughout your mission. Personal Identification Cards: ID cards are required to make it through the ID checkpoints in each area. Life Saver: This is helpful in restoring an agent's energy (Life Gauge). Only the Life Gauge of the agent who finds it will be restored. Secret Attache Case: You'll need this to replenish your agent's supply of Type B weapons. Whichever agent finds it will receive its maxinium value. POSSIBLY THE TOUGHEST STAGES OF YOUR LIFE Area 1, Stage 1: The not-so-deserted streets of Moscow. (Watch for white arrows which will direct you to important rooms.) Area 1, Stage 2: Down by the old Joseph Stalin Sewage Treatment Plant (next to Pee-Uski). Area 2: The clammy canals of Venice. Area 3: The Syrinx Temples of East BErlin. Area 4: The Persian mountain range and prisoner camp (open all year 'round). Area 5: Those famous Swiss Alps (where the hills are alive with the sound of gunfire). Area 6, Stage 1: Crumball Harbour off the coast of Cypruss. Area 6, Stage 2: Shooting by the dock of the bay. JUST A FEW OF THE MANY THINGS TO LOOK OUT FOR Iron Curtains: There are one-way and two-way gates. Your agent must go through them from the orange colored side. Checkpoint Charlie: This gate will not open if your agent doesen't have the proper ID card. Dialing for Rubles: This gate open by using a dial. However, your agent won't be able to open it if he doesen't have the necessary electronic skills. Press the Control Pad Up or Down to change the numbers. Then press the Control Pad Right or Left to change the entry position. Safety Switch: This switch is used for disarming traps and snares. The different types of switches are displayed in the frame at the bottom of the screen. Breath of Hot Air: A blustery wind blows from this valve, making it nearly impossible to move around. Poisonous Gas Chamber: Lead your agents into this by accident and they will go mad. Eye Spy: If an agent is spotted by one of these, a buzzer will sound and he'll be promptly locked up in that room. Then he'll go up against the bloodletting Iron Claw. New Sensation: If an agent touches one of these he'll get the same treatment he would for messing with the Eye Spy. Pressure Cooker: Ever had a steam burn before, Scarecrow? It isn't fun, so avoid at all costs. Lookout Robot: If an agent is spotted by a Lookout Robot, you'll be in for a scrap heap of trouble. See Eye SPy or New Sensation for a glimpse of your fate. Robot Warrior: There's no escaping the clutches of a Robot Warrior. Your agent will be promptly captured and knocked out of the game. Holography Zone: This apparatus projects three-dimensional images. An agent won't be able to move ahead until he disarms this eye sore. (Pretty scary sights. Trust us!) Hidden Pitfalls: If you lead an agent into a Hidden Pitfall, he'll fall to the floor beneath. If he stumbles into a hole that isn't hidden, he'll be knocked out of the game. (You'll have to see it to believe it!) FACE TO FACE WITH THE SINISTER SEVEN TERRORIST ORGANIZATION Neo Knight Willie the Water Demon Slash Stiletto The Iron Claw Fido T. Flamethrower (aka: Light 'Em Up Joe) Guido the Gondola Gangster Jorg‚ Burns Sigfred Sniper Blitz Blizzardski Jean Claude Killer Pistol Pete Piranovich TREAT YOUR ULTRAGAMES CASSETTE CAREFULLY * This Konami Game Pak is a precision-crafted device with complex Electronic circuitry. Avoid subjecting it to undue shock or extremes of temperature. Never attempt to open or dismantle the Game Pak. * Do not touch the terminal leads or allow them to come into contact with water or the game circuitry will be damaged. * Always make sure your NES Control Deck is SWITCHED OFF when inserting the Game Pak or removing it from the NES. WARNING: DO NOT USE WITH FRONT OR REAR PAOJECTION TV Do not use a front or rear projection television with your Nintendo Entertainment System"' ("NES") and NES games. Your projection television screen may be permanently damaged if video games with stationary scenes or patterns are played on your projectiontelevision. Similar damage may occur if you place a video game on hold or pause. If you use your projection television with NES games, Nintendo will not be liable for any damage. This situation is not caused by a defect in the NES or NES games; other fixed or repetitive images may cause slmilar damage to a projection television. Please contact your TV manufacturer for further informatlon. COMPLIANCE WITH FFC REGULATIONS This equipment generates and uses radio frequency energy and if not installed used properly, that is, in strict accordance with the manufacturer's instruction cause interference to radio and television reception. It has been type tested and found to comply with the limits for a Class B computing device in accordance with the specifications in Subpart J of Part 15 of FCC Rules, which are designed to provide reasonable protection against such interference in a residential installation. However. there is no guarantee that interference will not occur in a particular installation. If this equipment does cause interference to radio or television reception, which can be determined by turning the equipment off and on. the user is encouraged to try to conect the interference by one or more of the following measures: - Reorient the receiving antenna. - Relocate the NES with respect to the receiver. - Move the NES away from the receiver. - Plug the NES into a different outlet so that computer and receiver are on different circuits. If necessary, the user should consult the dealer or an experienced radio/ television technician for additional suggestions. The user may find the following booklet prepared by the Federal Communications Commission helpful: How to Identify and Resolve Radio-TV Interference Problems. This booklet is available from the U.S. Covernment Printing Office, Washington, DC 20402. Stock No. 004-000-00345-4. SCORES __________________________________________________________________ __________________________________________________________________ __________________________________________________________________ __________________________________________________________________ (c) 1990 Paramount Pictures. All Rights Reserved. Mission: Impossible is a Trademark of Paramount Pictures. Ultra Software Cooporation, Authorized User. Intended solely for home use. Public performance or broadcast is strictly prohibited. Ultra and ULTRAGAMES are registered trademarks of Ultra Software Caporation. Underlying Source Code (c) 1990 Ultra Software Corporation. Ultra Software Corporation, 900 Deerfield Parkway Buffalo Grove, IL 60089-4510, (708) 215-5111