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Possible mission
Retro Gamer
|Issue 279
When I was 11, Impossible Mission for the Commodore 64 lived up to its name - it was digital cruelty at its finest.
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The game threw legions of robots at you, each armed with electric death. Your character, a slick spy, looked incredible but died beautifully and often. From the moment the villain sneered, “Another visitor. Stay awhile... stay forever!” I was hooked. I stayed forever and died forever, again and again. Dennis Caswell, the game's creator, shifted in my imagination from a brilliant visionary to a diabolical tormentor.
A couple of years earlier, Star Trek II: The Wrath Of Khan had rewired my sense of what 'impossible' meant. I learned how Captain Kirk swaggered through the 'no-win scenario' – the Kobayashi Maru – by secretly reprogramming it. Rules were for Vulcans! The lesson was clear: if you can't win, change the game.
I lived by that mantra. I jumped bikes over ravines, leapt from moving cars, dove into shallow rivers – acts of adolescent bravado that were, in retrospect, less 'captain' and more 'idiot'. So when Impossible Mission began mocking me, I didn't accept defeat. I looked to upend the 'no-win scenario'.
I was familiar with 'trained' versions of games – hacked versions that granted infinite lives or invulnerability. None existed, as far as I knew, for
यह कहानी Retro Gamer के Issue 279 संस्करण से ली गई है।
हजारों चुनिंदा प्रीमियम कहानियों और 10,000 से अधिक पत्रिकाओं और समाचार पत्रों तक पहुंचने के लिए मैगज़्टर गोल्ड की सदस्यता लें।
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