Mission Impossible
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WARNING: PLEASE CAREFULLY READ THE CONSUMER INFORMATION AND PRECAUTIONS
BOOKLET INCLUDED WITH THIS PRODUCT BEFORE USING YOUR NINTENDO® HARDWARE
SYSTEM, GAME PAK OR ACCESSORY. THIS BOOKLET CONTAINS IMPORTANT SAFETY
INFORMATION.
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OUALITY.
* Nintendo's Seal of Quality logo is here...
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CONTENTS
4- The Nintendo 64 Controller
5- Good Morning, Mr. Phelps.
7- Main Menu
10- Game Controls
18- The IMF Menu
21- Game Difficulty
22- Strategy Hints
23- Mission: Impossible Cast
26- IMF Technology
30- Warranty and Service Information
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CONTROL STICK FUNCTION
The Nintendo 64 ControlLer contains a Control Stick which uses an analog
system to read the angles and direction of its movement. This allows subtle
control that is not possible using the conventional + Control Pad.
When turning the Control Deck power ON, do not move the Control Stick from
it's neutral position on the controller.
If the Control Stick is held at an angled position when the power is turned
ON, this position will be set as neutral. This will cause games using the
Control Stick to operate incorrectly.
To reset the neutral position once the game has started, let go of the
Control Stick so it can return to its center position then press START while
holding the L and R Buttons.
The Control Stick is a precision instrument, make sure not to spill Liquids
or place any foreign objects into it.
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GOOD MORNING, Mr. PHELPS...
As long as enemy spies, bomb-wielding terrorists, international weapons
dealers and undercover agents still traverse the globe, your Impossible
Mission Force remains our most invaluable ally for peace on earth.
A lethal combination of courage and stealth are the mandatory skills required
for such dangerous, death-defying missions as penetrating a top security
terrorist base or the KGB headquarters in Prague.
Your mission, should you decide to accept it, is to assume the identity of
IMF's most capable agent and point man, Ethan Hunt, aiding him with your
considerable talents as well as the full support of the agency's special
weaponry and equipment to successfully carry out your assignments, no matter
how impossible.
However, should you or any member of your IM Force be caught or killed, the
Secretary will disavow any knowledge of your actions.
This message will self-destruct in five seconds.
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MAIN MENU
To start the game, insert the Mission: Impossible Game Pak into your Nintendo
64 system and move the POWER switch to the ON position. When the Title
screen appears, press START to display the Game Save Screen.
GAME SAVE SCREEN
You can select saved game files to play in a game that is already started or
select an empty save file to start a new game. Two games can be saved in each
save file, one for each difficulty level. Four files can be saved to the
cartridge.
Selecting a file
Move the Control Stick or the Control Pad right or left to the file you want
to select. You can read what is in the file and how far you have been in the
game for each difficulty level. Press A Button and then highlight the SELECT
command in the menu that you validate by pressing START or the A Button.
This allows you to play a game in the file. If you are playing for the first
time, select an empty file to start the game from the beginning.
Copying a file
Move the Control Stick or the Control Pad right or left to the file you want
to copy. Press the A Button to confirm and then highlight the COPY command in
the menu. Validate the command with START or the A Button.
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MAIN MENU
Then, move the Control Stick or the Control Pad right or left to bring it to
the other file to which you want to copy the contents of the first selected
file. Press START or the A Button.
Erasing a save file
Move the Control Stick or the Control Pad right or left to the file you want
to delete. Press the A Button, and, then highlight the DELETE command in the
menu. Validate the command with START or the A Button.
This allows you to free space on a file in order to start a new game.
NOTE: In all the Mission: Impossible Menus, it is possible to cancel a choice
and go back to the previous menu by pressing the B Button.
DIFFICULTY LEVEL SCREEN
Once you are inside the desired Game file, this screen allows you to select
the difficulty level at which you want to play. If you have already played
missions in a difficulty level, you will be allowed to play any level that
you have already successfully completed as well as the last level you have
attempted in that same difficulty level.
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Select POSSIBLE for an easy, beginner's play. Ethan will have a bulletproof
vest and be more resistant to enemy fire, and his mission objectives will be
simpler.
Select IMPOSSIBLE if you think you can stand up to the challenge of being a
real IM Force agent. Enemies will be more cunning and Mission objectives more
complex, as well as special rewards for the elite player...
When playing Mission.. Impossible for the first time, we suggest that you
play the game in the POSSIBLE mode and keep the more challenging IMPOSSIBLE
mode for later.
MISSION CHOICE SCREEN
Cycle through the Different available Missions by moving the Control Stick or
the Control Pad right or left and select one with START or the A Button.
Selecting with START will let you see the mission briefing sequence and begin
play at the first level of the mission. Selecting with the A Button will
enable you to choose which level among those available you want to play
without going through the mission briefing sequence and the previous levels.
Select a level with START or the A Button and begin play.
Remember: you can always go back to the previous menu with the B Button if
you make a wrong choice.
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GAME CONTROLS
Game screen
Health Bar: Don't let the fuse go all the way, or your mission is over!
* Health bar is the bar at the bottom of the screen in the middle.
Ethan's IMF Communicator:
Check this device for information about possible actions:
- White light: incoming message from the team.
- Green light: possible talk with a character.
- Red light: possible action on an object (open door, push Button, climb
wall...).
Use the A Button to read the messages or do an action.
* IMF Comm. is the gadget at the lower-left of the screen...
Field Scanner: It can show you objects or people with a special electronic
tag. All objects and equipment will be a red dot; key people will be green
dots, and key spots to get to will be white dots (example: a place to drop
explosives).
* Field Scanner is the radar in the upper-right of the screen...
Weapon Icon: Shows the weapon selected with available ammo (see also:
Inventory)
* Weapon Icon is in the lower-right of the screen just above the Health Bar.
RUMBLE PAK INFORMATION
This game is compatible with the Rumble accessory. Before using the
accessory, please read the Rumble Pak instruction booklet carefully. Follow
the on-screen instructions to determine when you should insert or remove the
Rumble Pak.
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STANDARD GAME CONTROLS
In most levels, the game controls will be as follows:
- L Button: Switch camera mode.
- R Button: Hold to get the first-person view / aim mode.
- Top C Button: When aiming: weapon zoom.
- Right C Button: When aiming: right sidestep.
- Left C Button: When aiming: left sidestep.
- Bottom C Button: Press to crouch / stand up.
- B Button: Inventory scroll (see also: Inventory)
- A Button: Action (open door, push switch, receive message, etc.).
Default function is Jump.
- START: Pause and enter the IMF File Menu.
- Z Button: Trigger, shoot or punch.
- + Control Pad: Move the Camera around Ethan.
- Control Stick: Direct Ethan's moves in the 3D environment.
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GAME CONTROLS
Press the B Button during any time when you want to display Ethan's
inventory. Weapons will be displayed horizontally at the bottom of the screen
and objects vertically on the right side. Pressing the B Button again will
bring a new weapon in the highlighted area. Press the B Button as many times
as needed to get the desired weapon in the highlighted area. Press the A
Button to validate your choice.
Press the Bottom C Button to bring the cursor on the Objects inventory on the
right side of the game screen. Press the Bottom C Button as many times as
needed to highlight the Object you want to use. Validate your choice with the
A Button. If you want to get out of the inventory without selecting anything,
cancel with the Left C Button or press B Button and inventory will close
itself after a few seconds.
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Picking an object in the inventory does not pause the game. Keep on running
and interacting with the environment as you make your choice. It may save
Ethan's life to keep on running until he can take one of his self-defense
gadgets out of his pockets!
CAMERA MODES
The game camera will always follow Ethan during his moves inside the mission
environment and adjust in the most appropriate way depending on the
disposition of objects, obstacles and buildings around him. In some levels,
the camera can be programmed to follow Ethan in two different ways. By
pressing the L Button, you can change the camera in many of the levels. See
also in IMF menu: controller configuration.
Flying Camera mode
In this mode, the camera will follow Ethan from above and allow you to have a
clear view of Ethan's direct surroundings.
Rear Camera mode
In this mode, the camera will follow Ethan from behind. It will always stay
behind him, so you can always see what lies in his path.
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GAME CONTROLS
Rotating Camera Mode
When using the + Control Pad you can move the camera around Ethan to explore
the environment. Handy for making big jumps or looking around corners.
First-Person View
Keep the R Button pressed to bring the camera on Ethan's shoulder and to give
you a first-person view of the situation. Ethan will be displayed semi-
transparent so as not to hide important details of the surroundings.
Releasing the R Button will let the camera go back to a position further
away, depending on which Camera Mode you have set.
If Ethan has a weapon in his hand, a visor will appear on the screen. The
control stick will allow you to adjust the aim to any direction left, right,
up or down- so that Ethan can shoot anything threatening him. To make Ethan
do a right or left Sidestep, press the Right or left C Button.
When R Button is pressed:
Up C Button: Zoom.
Left C Button: Left Sidestep.
Right C Button: Right Sidestep.
Bottom C Button: Crouch / Stand up.
Control Stick: Adjust Aim.
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Also, you can zoom in on your target by pressing the Top C Button. Releasing
the Top C Button releases the Zoom. The zooming distance depends on the
accurate shooting distance of the weapon in Ethan's hand. The more powerful
your weapon is, the further it will be possible to zoom. Watch out: a
powerful zoom will not compensate if a weapon has poor accuracy.
SPECIFIC GAME CONTROLS
In specific levels, you will command Ethan or his IMF team members in special
ways.
Sniper mode - Waterloo Station & Mainland
Sometimes, it is possible to help Ethan by playing one or two of his team
members by covering him with a sniper rifle from a higher position.
Use the inventory to go from the normal game mode to the Sniper mode and
back. Once the Sniper icon is selected in the inventory, controls become the
following:
Up C Button: Zoom in.
Bottom C Button: Zoom out.
B Button: Inventory / Sniper gun selection.
START: Pause and enter the IMF File Menu.
Z Button: Trigger, shoot.
Control Stick: Aim the visor.
R Button: Precision aiming
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GAME CONTROLS
Gun Boat Cannon
Ethan will need to control a cannon when on a gunboat. Controls will be the
following:
START: Pause and enter the IMF File Menu.
Z Button: Trigger, shoot.
Control Stick: Aim the visor.
Descending down the Terminal Room
Ethan will have to enter a security area by hanging from a ceiling attached
to a cable. Here is how you will help him to avoid obstacles and reach his
goals:
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R Button: Hold to get the view in the first-person.
Up C Button: Move camera up.
Right C Button: Move camera right.
Left C Button: Move camera left.
Bottom C Button: Move camera down.
B Button: Go up.
A Button: Go down.
START: Pause and enter the IMF File Menu...
Control Pad: As C Buttons.
Control Stick: Swing and rotate Ethan around.
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THE IMF MENU
Press START at any time during play to pause the game and display the IMF
Files Menu. These files can give you useful information for your ongoing
mission. Highlight any file and select it with the A Button. Press the B
Button to go back to previous choice. Press START at any time to resume play.
Briefing
This is the explanation of the mission. It explains all the moves designed to
deceive the enemy without a chance of them discovering who was behind the
scenes. Check your briefing carefully in each game level in order not to miss
a vital step of the plan, but be careful! If things go wrong, you might have
to improvise...
The briefing can be larger than the space provided by the screen. Move the
Control Stick or the Control Pad down to view the complete text.
This information screen is automatically displayed at the beginning of your
mission.
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Objectives
These are your mission objectives. Check them during your mission to make
sure that you haven't missed an important step in Jim Phelps's carefully
plotted plan. As you fulfill your objectives, they will be checked one after
another. Failed objectives will be counter-checked. If this happens, it is
almost surely a sign that your mission is about to fail.
Team
Check all your team members' profiles in this databank and get insight on
their different specialties and their role in the mission.
Move the Control Stick or the Control Pad right and left to display the
different files.
Equipment
A very useful file, with information about your IMF Equipment, gadgets and
weapons, and even on some of your enemy's weapons. Be sure to have a look at
these files as vital clues can be found here.
Move the Control Stick or the Control Pad right and left to display the
different files.
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IMF MAIN MENU
Options
Highlight any Item and move the Control Stick or the Control Pad right and
left to adjust the options.
Music Level .....Adjust volume of game music
Sfx Level ..... Adjust volume of game sound effects
Audio Mode .... Mono / Stereo
Screen Size .... 4/3 / 16/9 (For Widescreen TVs giving the game a more
cinematic look)
Controller ..... Switch to controller menu screen
Here, the controls for the level you are playing will be explained as well as
the selection between left or right-handed controller configuration.
Abort mission
When one or more of your mission objectives has failed, you might want to
quit the game right away. You will have to restart at the beginning of this
same level on your next attempt...
GAME OVER
Too many hits from enemy fire, deadly traps, or the noncompletion of your
mission objectives can cause a game to be over. When this happens, you will
return to the Mission Screen, where you can have another try at the level.
Pay attention to all the details while you play, the crucial element in
fulfilling your mission may not be obvious at first glance. A special agent
must keep his eyes open at all times and always be on the lookout for the
unexpected ... even the impossible!
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GAME DIFFICULTY
Each Save File contains two saved games, one for the POSSIBLE (easy)
difficulty level and one for the IMPOSSIBLE (hard) difficulty level. It is
therefore feasible on the same Save File to have, for example, the whole game
finished in one difficulty level AND the game incomplete in the other
difficulty level. It is not necessary to have finished the game in the lower
difficulty level to start playing the higher difficulty level. Starting a
game in a new difficulty level always brings you to the first level of the
first mission.
The first time that you Play Mission: Impossible, we recommend that you try
the POSSIBLE game mode for an easier play, so you can get into the game
quickly. Playing the possible mode, you will not be penalized for small
mistakes in the course of the mission. Ethan will wear a bulletproof jacket
to protect him from enemy fire, mission objectives will be simpler and the
enemies will be less smart than in the more challenging IMPOSSIBLE mode.
The IMPOSSIBLE game mode will provide a greater challenge for the experienced
player. Ethan will be more vulnerable to enemy fire and all kinds of physical
damage. The game will require advanced tactics and clever thinking in order
to solve new unexpected challenges, avoid enhanced traps, and defeat more
aggressive and resilient enemies. No mistake will be allowed in this mode,
and you will get a real taste of an Impossible Mission!
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STRATEGY HINTS
Unlike manyn action or adventure games, Mission: Impossible simulates the
dangers and difficulties if a covert agent's life. Ethan Hunt, despite his
skill and abilities, is not a superman and cannot run through hordes of
enemies with blazing guns and get out of it without a scratch! Enemies are
lethal, and in an unknown environment, any mistake can prove fatal.
As you enter a new level, it will be useful to sneak around a bit and
observe, without shooting anyone, so you don't start an alarm that would
bring more enemies on the spot. Keep an eye on searchlights, radars, or
cameras that could spot you!
Enemies are often more easily put to sleep or knocked out than killed,
provided that you can make a silent approach from where they can not see you.
When being chased by an enemy, make use of all possible hiding places,
building corners, and obstacles in order to ambush them and turn the odds!
Don't forget that whatever the situation, Ethan Hunt is a government agent.
Shooting is not something an IMF agent will think lightly of and under no
circumstances will he or any of his team members be allowed to cause harm to
civilians and innocent bystanders. Watch your aiming in public places and
crowded situations...
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MISSION: IMPOSSIBLE CAST
IMF MEMBERS
Jim Phelps: Leader of the IM Force, a true genius for organizing covert
operations relying on dissimulation and psychology.
Sarah Davies: Four years living in Prague. Infiltrated native high society.
Invaluable for local intelligence.
Ethan Hunt: One of IMF's most reliable agents. Highest success rate in the
agency. Numerous skills make him first choice for any mission.
Dieter Harmon: Schooled in several East European countries. Son of a
traveling caviar salesman. Functions as bartender with high access to parties
and social events. Valuable information source.
John Clutter: Professional mountain climber and cold weather enthusiast.
Specialized in radio systems and explosives. Participated in the successful
Arctic Shield Mission in the North Pole.
Candice Parker: Top cryptology expert. Former MIT researcher. Excellent
support agent in missions involving computer security.
Andrew Dowey: Ex-marine colonel, one of the finest triggers in the agency.
An inestimable ally for his electronics skills and knowledge of alarm
systems.
Robert Barnes: Ultra-reliable high-risk operative. Seemingly intercepted
attempting rescue on Candice Parker. Status: Missing In Action
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MISSION: IMPOSSIBLE CAST
Jack Kiefer: Organizational expert, specializing in smooth getaways.
Impeccable timing. Always counted on to get the IMF home safely.
Luther Stickll: Disavowed CIA agent suspected of bypassing internal security
regulations. Allegations unproven. Trusted by Ethan Hunt.
Krieger: Skilled CIA agent disavowed for unpredictability and hostile
behavior bordering on the sociopathic.
VILLAINS
Basil Prokosh: World-class international arms dealer. His global involvement
with terrorist organizations make him a formidable and powerful enemy. The
Agency has thus far been unable to loosen his grip on our planet's throat,
but now the IMF has found a way to infiltrate Prokosh's secret base and put
an end to his criminal reign forever, if they succeed, that is.
Aleksander Golytsine: Former KGB line X officer now working international
intelligence as a mercenary. Has captured and surrendered to the KGB one of
the Agency's top cryptology experts and her half of the invaluable NOC list.
MAX: Code name for anonymous mastermind of a privately-owned international
intelligence ring. Suspected (but not proven) that Aleksander Golystine might
be in MAX's employ.
Terrorist Leader: His deal with Basil Prokosh's international arms ring for
the purchase of nuclear warheads has already gained notoriety with the IMF.
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Only a decisive strike while these two enemies of world peace are together at
the same location can save our planet from mass destruction.
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IMF TECHNOLOGY
WEAPONS
7,65 mm silenced Gun: Very silent, very deadly. No IMF agent would risk
entering the field without it.
Sniper Rifle: High precision rifle with very powerful telescope
Mini Rocket Launcher: A nice little hand rocket launcher. Very portable.
Ideal for agents on the move.
Dartgun: Used with sleep-inducing darts. Up to 20 rounds can be stored in one
clip. Quite powerful and very silent.
Blowpipe: Primitive weapon best utilized when discretion is essential. One
advantage is that it doesn't react to metal detectors.
Electro-Stunner: Sends a 40,000 volt shock that will positively electrify
recipient. Leaves victim unconscious but doesn't kill.
Gas Capsules: Small capsules when thrown to the ground produce same results
as the gas injector. Work well in open space, but their effects dissipate
quickly.
Sensor Mine: Standard IMF sabotage device. Detonation can be set on contact,
depth or height.
Plastic Explosive: Can be used in minute quantities to blow away small
equipment. Shoot to activate if without fuse.
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HI Power Explosives: Combined with radio controlled detonator makes for great
fireworks.
Gasinjector: Very powerful and compact spray device. Used in closed area can
render almost entire army to sleep in seconds
Explosive Gum: Looks like Christmas. Press red to green, stick somewhere and
get away. Five seconds later it will blow your way into New Year's. Best not
to chew.
Gas Spray: Used by CIA guards as internal security weapon. When inhaled slows
down all muscular movement and control.
NON-IMF WEAPONS
9 mm HI Power Gun: Standard street weapon needs no introduction. Imprecise,
noisy, hazardous when pointing at you.
UZl Sub-Machine-Gun: Popular black market item. Compact, automatic,
frequently used in criminal circles and major motion pictures.
Gun Boat Cannon: Mounted on an old river patrol boat, this double barrel
canon could of had its origins in the civil war. Very large caliber with very
low impact, only multiple hits will cause real damage.
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IMF TECHNOLOGY
GADGETS
Face-Maker: The most useful IMF gadget of all. Foam cartridges will reproduce
any face with 100% accuracy. Time and temperature can effect the duration of
the mask. A lot of laughs at Langley Alumni reunion parties.
IMF Communicator: Miniaturized communication device that doubles as a
database with info about the mission in progress.
IMF Field Scanner: A small wrist-wielded scanning device, can pinpoint
people, locations or objects tagged with special CIA "homing" mechanism.
Auto- Frequency Scrambler: The AFS when installed near an emitting device
makes IMF communication completely undetectable.
Night-View Glasses: Useful on sabotage missions where power outages are
frequent.
Wire-Cutters: Zirconium bladed! Will cut through virtually anything.
Insulated up to 50,000 volts.
Radio-Control Detonator: Standard equipment. Radio controlled, requires no
special installation.
Nausea Powder: Tiny dose mixed in a drink will result in nasty stomach upset.
Guaranteed to stall victim in restroom for hours.
Smoke Generator: Compact gizmos give impression a serious fire's broken out.
Only limited in duration. Great
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for clearing areas, creating panic and assuring yourself a seat on the metro
at rush hour.
Video Freezer: Electronic jewel that blocks all flow of multimedia data.
Spy Cam: Miniature video camera, can be easily placed to record hard-to-get-
at information like digital codes.
Fingerprint Scanner: For copying a person's fingerprints and reusing them for
access to areas protected by digital scanners.
Electro-Magnetic Scrambler: An electromagnetic scrambler for disturbing
aircraft instrument readings and radar.
Infra-Red Vision Goggles: Infra-red glasses enabling security personnel to
see security lasers normally invisible to the naked eye.
Laser Deflector Prism: A special device used to create a passage in security
laser barriers.
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WARRANTY AND SERVICE INFORMATION
Infogrames Entertainment, Inc. warrants to the original purchaser only that
the game pak provided with this manual and the software program coded on it
will perform in accordance with the descriptions in this manual when used
with the specified equipment, for a period of 90 days from the date of
purchase.
If this program is found to be defective within 90 days of purchase, it will
be replaced. Simply return the game pak to Infogrames Entertainment, Inc. or
its authorized dealer along with a dated proof of purchase. Replacement of
the game pak, free of charge to the original purchaser (except for the cost
of returning the game pak) is the full extent of our liability.
THIS WARRANTY IS IN LIEU OF ALL OTHER WARRANTIES. WHETHER ORAL OR WRITTEN,
EXPRESS OR IMPLIED. ALL IMPLIED WARRANTIES, INCLUDING THOSE OF
MERCHANTIBILITY AND FITNESS FOR A PARTICULAR PURPOSE, IF APPLICABLE, ARE
LIMITED IN DURATION TO 90 DAYS FROM THE DATE OF PURCHASE OF THIS PRODUCT.
Infogrames Entertainment, Inc. shall not be liable for incidental and/or
consequential damages for the breach of any express or implied warranty
including damage to property and, to the extent permitted by law, damages for
personnal injury, even if Infogrames Entertainment, Inc. has been advised of
the possibility of such damages. Some states do not allow the exclusion or
limitation of any incidental or consequential damages or limitations on how
long an implied warrantly lasts, so the above limitations or exclusions may
not apply to you.
This warranty shall not be applicable to the extent that any provision of
this warranty is prohibited by any federal state or municipal law which
cannot be pre-empted. This warranty gives you specific legal rights and you
may also have other rights which vary from state to state.
You may not reproduce, prepare derivative works based upon, distribute copies
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others the Program or accompanying documentation, or any portion or component
of the Program or accompanying documentation; provided, however, that you may
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of the Program, accompanying documentation, or any portion or component of
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documentation, or any portion or component of the Program or accompanying
documentation, nor may you make any copies of the Program modules for use
with other programs. This Program is intended for private use only.
INFOGRAMES ENTERTAINMENT, Inc.
333 W. Santa Clara St., Suite 820
San Jose, CA 95113
(408) 289-1411
* Outside cover page
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INFOGRAMES ENTERTAINMENT, Inc.
333 W. Santa Clara St. Suite 820, San Jose, CA 95113
(408) 289-1411
www.oceangames.com
MISSION: IMPOSSIBLE(TM) and ©1998 PARAMOUNT PICTURES.
All rights reserved.
Mission Impossible game design and software code
©1998 INFOGRAMES ENTERTAINMENT Inc.
INFOGRAMES ENTERTAINMENT authorized user.
"MISSION IMPOSSIBLE THEME" Written by Lalo Schifrin.
©1966 (renewed 1995) by Bruin Music Company.
All rights reserved. Used By Permission.