lunedì 5 ottobre 2020

The shape of things to come

The idea of a third installment of the series has been wandering in my mind since the second game, but back then I had no clue how to create a game of my own. Meanwhile the forgettable, lackluster IM 2025 was published, a game I always refused to accept as a canonical continuation.

Then came Clickteam Fusion, a tool with good potential to create any kind of game: the old dream of a third chapter in the ongoing battle against the evil genius Elvin Atombender appeared a realistic enterprise, one I could finally undertake. 


I had envisioned a third - and allegedly final - installment set in space, just to move further the setting already changed from an underground stronghold to a series of towers in the second game. This time we're in a space station orbiting Earth with a deadly and destructive purpose.




By the time I'm writing this post, the main engine of the game has already been completed, with all the puzzles (in the classic Impossible Mission tradition) and much of the graphics, sounds and effects. Actually, this development blog shows up quite late in the development process. This is definitely a fangame which will be completed soon: it won't take many years, just because... it has already taken some years to get to this point!




A piece of game history

Back in 1984 Impossible Mission on the C64, by Dennis Caswell, published by Epyx, was a feast for the eyes, with its polished graphics, and the ears, with the stunning and legendary speech synthesis; and, most important, a compelling game with a tremendous atmosphere. It was a killer application for the Commodore; an instant classic; an immortal masterpiece. Easily the best C64 game ever released, especially considering the year it was released.


I can't remember a game so perfect. That was the remote inspiration for the game this blog is about, which is its second sequel. Besides being a development blog, this website will host posts on the history of the glorious IM game series.