floppy drive peripheral.
Mission: Impossible was announced in May 1996 as one of the first
Nintendo 64 games, half a year before the console's launch. It was originally in development under a team from
Ocean that was based in
San Jose, California. Ocean, which was famous for creating numerous licensed video games, including successful games such as
Batman and
Jurassic Park, decided to create "a spy simulation" game that would be worthy of the
Mission: Impossible film. Because the yet unreleased Nintendo 64 was a relatively unknown platform when production started,
Mission: Impossible was initially envisioned as an ambitious
PC game. Versions for the
32X,
Mega Drive,
Sega Saturn, and
SNES were also planned. The 16-bit versions were reportedly similar to the 2D
Flashback. Developer David Dixon, who previously worked on the
Amiga version of the 1989 hit
RoboCop, created the game's
engine. An early version of the game featured character models that were assembled using up to 350
polygons. A new
artificial intelligence, called SOOL, was also created, allowing computer-controlled characters to be governed by a complex set of prioritized instructions. In San Jose, the development of
Mission: Impossible was marred by an overestimation of what the Nintendo 64 could do, resulting in the game not materializing as intended. This, along with the fact that the developers refused to publish a substandard product, caused the game to be continually delayed. In late 1997, after acquiring Ocean, French video game company
Infogrames put a new team in charge of the project. The new team was based in
Lyon and was led by Benoit Arribart, who previously worked on the
Saturn version of
Alone in the Dark 2. When Infogrames took over production, the game was not in a playable state and only ran at 4
frames per second. As a result, the French team had to revise most of the American team's work and remodel the graphics in lower polygon count to improve the frame rate.
Nintendo's 1996 game
Super Mario 64 and
Rare's 1997 game
GoldenEye 007 influenced the game's development. Developers had to differentiate the similarly themed
Mission: Impossible and
GoldenEye 007 as much as possible. A
wristwatch interface was planned, but it was ultimately discarded after they saw it in
GoldenEye 007. Originally, the player would be able to use the game's "swap" identity feature with any character in the game, but the idea was rejected because it required designers to plan every possible scenario. The game was originally intended to support Nintendo's
64DD floppy drive peripheral, which would allow players to access more levels. However, the plan was ultimately discarded because the developers did not have enough "time to really think about it". Although the game features the same premise as the film, it is not meant to be a direct translation and has its own story.
Viacom, the company that owns the rights of the film, forced the studio to limit the amount of violence and gunplay in the game, while actor
Tom Cruise, who played Ethan Hunt in the film, did not want his face to be used in the game. The game's music and sound effects were created in
MIDI format. A team in the United States helped the developers make the game sound as rich as possible. During the last months of development, the French team had to work between 16 and 20 hours a day, six days a week to fine-tune the game. The game's size is 12
MB. Overall,
Mission: Impossible was developed over the course of three years. It was released in North America on July 16, 1998, and in Europe on September 25, 1998.
Mission: Impossible was
ported by German developer X-Ample Architectures and released for the
PlayStation console in Europe on October 29, 1999, and in North America on November 22, 1999. Unlike the Nintendo 64 version, the PlayStation version features
FMV cutscenes, lighting effects, new music and sound effects, and voice acting for each character. Its release was accompanied by a US$2.5 million marketing campaign. A sequel for the Nintendo 64 was announced, but cancelled prior to release. ==Reception==