Good grief, how much I played this (on PC), and never got anywhere: been too young to figure out the actual objective, these days I revisit my childhood games with grownup eyes to start to actually appreciate them.
And seems like fellow Hungarian developer, gratula! :)
On the subject of this game, a truly classic precursor to the platform world we know now, it was recently remade for the Oric-1/Atmos machines. The Oric-1/Atmos were classic 8-bit systems which had a life of only 2 or 3 years during the height of 8-bit computing in the 80's, competing against the majors (C64/Amstrad/Spectrum/etc.) and not doing so well, alas. They were but a glitch in the 8-bit matrix.
It has been pretty neat to see the revival of the machines in the last two decades - and the scene that is producing new titles for the machines are pretty neat folks: computing purely for the love of it, producing titles of such brilliance that one could only have wished it happened 30 years earlier.
So I always like to mention it when the opportunity presents itself - if you want to play Impossible Mission, ported as a labor of love by very brilliant coders to an obscure/completely different platform than Javascript/web entirely, you'll need Oriculator:
That was probably the first time I heard synthesized speech on a home computer game and I'm pretty sure I would occasionally fire it up just to play that part and impress other kids stuck with Tandys and such.
The C64 busted open my horizons somewhere around age 11, when a relative bought me one because my parents couldn't/wouldn't. This relative "knew a guy" with a bunch of (what I soon learned were pirated/cracked) games he was able to give me. Impossible Mission was one of them. I don't remember if I finished it, but I damn sure had fun trying. It was one of those I was initially unimpressed by but came back to later. From what I've seen so far, they did a terrific job on this port.
No, no, no, no. That is exactly how a C64 tape cassette worked. Loading, loading, loading.
I remember getting further than ever before in Midnight Resistance (which sounded less rapey to me at the time), and then waiting for the next level, loading, loading, loading...
Honestly, with a bit of research and a few practice games you could probably create your own engine for this. Its pretty simple as games go. Plus its far more fun to make your own engine to :D
And seems like fellow Hungarian developer, gratula! :)