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426 lines
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426 lines
24 KiB
Plaintext
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MEGAPACK
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MEGAPACK is a collection of ten original games, all of which were developed and
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previously published in Europe by Gremlin Graphics. The package is being
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published for the first time in America by Mastertronic and distributed here by
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Virgin Games. MEGAPACK is available only for Commodore 64/128 machines, at the
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bargain price of $34.99.
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The ten games have these titles: BULLDOG, JACK THE NIPPER II, NORTHSTAR, THING
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BOUNCES BACK, MONTY ON THE RUN, REBOUNDER, TRAILBLAZER, KRAKOUT, COSMIC
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CAUSEWAY, and FUTURE KNIGHT. All are arcade games, although some require
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strategy; all look and play reasonably well on the Commodore 64, although some
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are better than others; all have multiple levels; all require a joystick,
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although a few can also be controlled with the keyboard. There's even another
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version of ARKANOID (as if one ARKANOID isn't already one too many).
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The average price of a single game these days is around $40, which makes the
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MEGAPACK, at least at first glance, a great bargain: ten games for less than the
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cost of one. It could be argued that the games that form the collection aren't
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worth $3.50 apiece. Indeed, some of these programs could have been omitted
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without upsetting anybody.
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Then again, if MEGAPACK comprised only four games (THING BOUNCES BACK, COSMIC
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CAUSEWAY, FUTURE KNIGHT, and KRAKOUT), it'd still be a great bargain. CAUSEWAY
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and THING are good enough to have been published and marketed as single games.
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While it's not certain how either would have fared as commercial products in the
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U.S. marketplace, both at least deserved the chance to compete with VIGILANTE,
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SKI OR DIE, and all the other mediocre packages now taking up valuable shelf
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space.
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MEGAPACK comes with two copy-protected, double-sided disks. Each disk side
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offers three games; THING BOUNCES BACK has disk-side four all to itself. KRAKOUT
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is the only game with an option to return to the C64's Ready prompt; there is no
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way to return to the menus of any of the other three sides, so whenever you want
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to play a different game, you'll have to reboot. What we'll do here is look at
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each game in turn, starting with those that aren't so good, and then determine
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whether or not $3.50 per game multiplied by ten games comes out to thirty-five
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bucks.
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BULLDOG
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Much like A.L.C.O.N., BULLDOG is an arcade shoot-'em-up that offers good
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graphics, multiple levels, and joystick control. The goal of BULLDOG is to
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maneuver your ship through enemy defenses in order to reach the POLON
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Mothership, which you must destroy in order to be teleported to the next level
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of enemy defenses.
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The C64 screen display consists of a vertically-scrolling alien landscape, over
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which you maneuever your ship. Square blocks form the POLON defenses: Trajectory
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X7 installations fire bullets straight at you; Fast Trajectories fire fast
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bullets straight at you; Shielders fire wide bullets; Straights fire four
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bullets, two horizontally and two vertically; and Homers fire bullets that seek
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out your ship. There are antenna, tanker, radar jammer, and control tower
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installations, as well as four types of walls.
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Other blocks are marked with letters or symbols that will, when flown over,
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upgrade or downgrade your ship. The upgrades are extra fire power, autorepeat
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fire, ship speedup, bombs, and indestructability. The downgrades are drain,
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which removes all accrued bonuses, and reverse, which pushes the ship backwards.
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Another downer halts all vertical ship movement and, for a short time, allows
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only lateral movement.
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The joystick controls BULLDOG: the stick moves the ship in the cardinal
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directions (the landscape continues its vertical scroll); the button fires.
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While BULLDOG is straight-on arcade action, there is nothing new going on here;
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it's just another version of an old idea. Like most games of this type, the way
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to win is through trial and error: Enemy actions are patterned, and when you've
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figured out the patterns, you've figured out BULLDOG. I realize this isn't a
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good start for MEGAPACK, but BULLDOG could have been skipped.
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JACK THE NIPPER II
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Subtitled Coconut Capers, JACK THE NIPPER II is a strategy/arcade game much
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like RICK DANGEROUS, or the arcade version of INDIANA JONES AND THE LAST
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CRUSADE. JACK offers okay graphics, lots of traps, and joystick control.
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Jack the Nipper is a diaper-clad child whose naughty antics brought on his
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family's deportation from Australia. En route from Down Under, Jack bails out of
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the plane, using his diaper as a parachute. He lands in the jungle, followed by
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his angry dad.
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The C64's scrolling screen display consists of jungle, ruins, vertical and
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horizontal passages, and ropes and ladders, as well as many puzzles and traps,
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such as moving spikes, pools of water, and falling boulders. The goal is to
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guide Jack through the landscape, collect weapons and "naughty" items, and beat
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the traps, all the while avoiding angry natives and odd creatures.
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The screen display scrolls in the cardinal directions according to Jack's
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joystick-controlled movements: Left and right move Jack likewise; the three
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forward stick movements make Jack jump; the three downward stick movements let
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Jack pick up items; and the button fires the current weapon.
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Weapons include bags of coconuts and clips of explosives; weapons are finite
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but can be replenished. "Naughty" items include grease, honey, and onions; pick
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up a naughty item and it will replace the one you've been carrying. Natives and
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creatures knock off Jack-lives (he has ten); if Jack fails to beat a trap, he'll
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melt into a heap and then resurrect for another chance.
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The object of the game is to get through the jungle, either for high score or
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maximum naughtiness (as indicated on the counter and "Naughty-O-Meter"). The
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actual point of the game, however, is more elusive. As you get deeper and deeper
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into what seems to be one endless, forever-scrolling screen display, the same
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stuff keeps happening over and over. Like BULLDOG, JACK THE NIPPER II could have
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remained in Europe without devaluing the package.
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NORTHSTAR
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If we overlook its science fiction theme, NORTHSTAR is a run/jump/punch arcade
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game, similar to martial-arts epics like VIGILANTE or RENEGADE. NORTHSTAR offers
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good graphics, bonuses, and joystick control.
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In 2499, Planet Earth is devastated by overpopulation and starvation. The
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Northstar Project, begun by the four Earth-Lords, concerns a space station that
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would not only serve as a new home for thousands of people but would be able to
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produce high-nutrition foods. Shortly before the project reached completion, a
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ship carrying cargo to Space Station Northstar disappeared.
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On reaching Northstar you discover it's been overrun by aliens. Your goal is to
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destroy the aliens and reactivate the life-support systems in the center of the
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space station, and thus rescue the human population.
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The C64 screen display consists of the left-right scrolling landscape of the
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space station. Alien soldiers come at you from both directions, and if they
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touch your character, he'll fall off whatever he's walking on (floor, platform,
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catwalk), losing a life in the process. At the start, your only weapon is a
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robotic arm that you use to punch the aliens. Pods float around, carrying score,
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oxygen, and weapon bonuses. One of the additional weapons is a smart bomb.
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The joystick controls NORTHSTAR: the stick moves the character left and right,
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and lets him jump and crouch; the button punches and uses weapons, with the
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exception of smart bombs, which are detonated with keystroke "S".
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NORTHSTAR looks fine and moves fast and smooth but, like the martial-arts epics
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it most resembles, it comes across as a clone of all the other run/jump/punch
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games we've seen (in abundance, I might add). While I suppose someone out there
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might enjoy NORTHSTAR (just as somone might enjoy BULLDOG and JACK THE NIPPER
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II), basically, it's another of the MEGAPACK ten that just takes up disk blocks.
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REBOUNDER
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An arcade game that offers okay graphics and joystick control, REBOUNDER, with
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its ridiculous plot and graphic similarity to BULLDOG, is the worst game in the
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package. It seems that while you were asleep, you were transformed into a tennis
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ball, and the goal of the game is to bounce your way through the fortress of the
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Overlord (who's responsible for your Kafka-esque state) and defeat him.
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The C64 screen display consists of the BULLDOG screen display, except it
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scrolls horizontally rather than vertically. The squares are marked with symbols
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that will, when rolled over or bounced on, add points and energy, let you jump
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long distances, or provide (good or bad) mystery bonuses. Some squares are
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really walls that must be jumped over or otherwise avoided.
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The Overlord's alien attackers include faces, crackle terminals, pulsars,
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zipperz, and waves; these creatures will either kill you outright or reduce the
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air pressure of the tennis ball, one hiss at a time. Square "F" gives firepower;
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square "A" provides armor; and the Pumping Stations here and there will
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re-inflate the ball.
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The joystick controls REBOUNDER: The stick moves the ball in the cardinal
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directions and the button fires the current weapon.
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REBOUNDER is a dumb game. It's not amusing and it's not fun. Let's just pretend
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it isn't even in the MEGAPACK.
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MONTY ON THE RUN
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MONTY ON THE RUN is a strategy/arcade game that offers okay graphics, nifty
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animation, and either joystick or keyboard control. Monty is a criminal who has
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escaped from Scudmore Prison. To avoid the forces of law and order, now in hot
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pursuit, Monty seeks refuge in the criminal underworld, which consists of
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hideouts, safe houses, and an underground lair. The goal of the game is to make
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your way through the secret locations and reach the cross-channel ferry that
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will take you to freedom.
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All you have to help you is a Freedom Kit, a collection of 21 items that
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includes compass, rope, laser gun, passport, gas mask, telescope, and a bottle
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of rum. Only five of the items are necessary to complete the game, and it's up
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to you to figure out which ones they are -- and where and when to use them.
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The C64 graphics display consists of the hideouts and secret locations, which
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are actually single-screen rooms packed to the hilt with strange creatures,
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mechanical gizmos borrowed from THE GOONIES, and platforms of varying sizes.
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There are ropes to upper and lower levels. Gold coins are scattered here and
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there. Monty looks like Winnie the Pooh suffering from manic depression, and
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what you must do is figure out how to get him across to the left side of the
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screen, at which point the next roomful of Spielbergian contrivances appears.
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The joystick moves Monty in the cardinal directions; the button makes him jump
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and, in conjunction with a directional move, perform a somersault.
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The creatures and devices have definite movement patterns. As for the Freedom
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Kit, the only way to use it is through trial and error. You can select any five
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items from the Kit (on the title screen); when you get to a puzzle that requires
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an item, all you can do is hope you picked the right one. If you didn't, you'll
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have to restart the game and select that item in order to have it when you
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return to the puzzle.
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MONTY ON THE RUN is goofy and inventive in a childlike way; it might even be
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fun. Creatures and devices move like clockwork, and even the slightest touch
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knocks off one of Monty's five lives. The problem with MONTY is its precision
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timing: Monty's every jump, somersault, and left/right movement has to be
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thought out in advance and then performed with absolute perfection. After a few
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screens of this, the game becomes too much work, bringing on stress and tension.
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The best course of action is to let Monty finish his prison term.
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In fairness, I should point out that if MONTY were a single game in a package
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all its own, I'd suggest a playtest.
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THING BOUNCES BACK
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THING BOUNCES BACK is a strategy/arcade game that owes much to Nintendo's SUPER
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MARIO BROTHERS, a game it sort of resembles. One of the goofiest and
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fastest-moving C64 games around, THING offers fine graphics/animation/sound, 11
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levels (each equivalent to 12 full screens), and either joystick or keyboard
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control.
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The object of THING is to prevent a goblin from producing evil toys. This task
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is accomplished by collecting four items: a disk, a tape, a RAM chip, and a
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program listing. These items allow the goblin's computer to produce the toys,
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and when you've collected them, the computer will shut down.
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The C64 graphics display consists of series of underground pipes. Thing cruises
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around the pipes until he reaches an exit to one of the 11 levels, which in turn
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comprises 12 full screens that scroll in all directions. Each level consists of
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square blocks that form walkways, and lots of the same terrain that Mario's head
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smashes into for extra points and bonuses.
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There are doors, slides, exits, and conveyors. There are lasers, bounce blocks,
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time delay blocks, door delay buttons, blowers (which push Thing either up or
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down), and a bunch of aliens: Gerald the Gremlin, Stoney, Punky, Sputnik,
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Froglet, and Rivlet. There is also a Leg Less, which is actually a pair of legs
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minus everything else.
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Thing is a helmeted head -- think it belongs to Leg Less? -- mounted on a
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spring, and the joystick controls his movements in the cardinal directions. If
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Thing is standing still, you can make him bounce by pulling the stick back and
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then releasing it. Push the button while Thing is moving left or right and he'll
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leap. While in the pipes, the button reverses Thing's direction. There are
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keystrokes that will substitute for the joystick.
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THING BOUNCES BACK has at least as many contraptions as MONTY ON THE RUN, if
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not more. Devices leads to other devices, sometimes on another screen, and when
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Thing gets caught in a loop, the screen scrolls at light-speed in all
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directions. What's more, it seems as though there are hundreds of different
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sounds. There aren't, of course; but it seems so because each event has its own
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sound effect and one event follows another so quickly that it's tough to keep
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track of everything.
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Whenever I played THING, I had only the vaguest idea what I was doing. But the
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game is so much fun to watch and listen to -- and there are 132 screens -- that
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it doesn't matter if you know what you're doing or not. THING is one of the four
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games that make MEGAPACK an excellent bargain, and it just might be the best
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game in the package.
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KRAKOUT
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Yet another variation of the venerable BREAKOUT, KRAKOUT is ARKANOID with a
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different name. The game offers good graphics, 100 screens, bonuses, and
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joystick control. This is the only game of the MEGAPACK ten that allows a
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Warmstart back to Commodore BASIC.
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The object of KRAKOUT is to destroy a configuration of bricks. Clear one
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configuration and a new one will appear. The joystick controls a bat that moves
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vertically, and if the ball gets past it, you lose a life. When three lives are
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gone, the game ends.
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Some bricks, when hit, flip over to reveal letters; hit the lettered brick
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before it disappears and that bonus is added to the bat: (G)lue grabs the ball
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and holds it until you press the button; (S)hield erects a barrier behind the
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bat; e(X)tra provides an extra life; (E)xpand doubles bat size; and (D)ouble
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puts up another bat. Each new bonus replaces the current bonus.
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The joystick moves the bat vertically; the button speeds up the ball. Before
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the first screen appears, you'll see an options menu: You can start with the bat
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on either the left or right side of the screen; music and sound effects can be
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toggled; and colors can be changed.
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KRAKOUT _is_ ARKANOID; the only difference is the title. If you're familiar
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with ARKANOID (or BREAKOUT), you're automatically familiar with KRAKOUT, and if
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you enjoyed one, you'll enjoy the other.
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TRAILBLAZER
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TRAILBLAZER is a strategy/arcade game that offers excellent graphics, fast
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animation, practice mode, two-player option, and joystick or keyboard control.
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Written in 1986 by Shaun Southern, TRAILBLAZER became COSMIC CAUSEWAY (coming up
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next) in 1987. The 21 courses of the game are constructed of colored squares
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that form a roadway along which you guide a soccer ball. Each course has
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built-in obstacles that must be dealt with before the timer runs out.
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Each of the colored squares has a different function: Blue squares bounce the
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ball up; Purple squares bounce the ball backwards; Cyan squares reverse lateral
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movement; Green squares accelerate the ball, and Red ones slow it down; White
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squares warp the ball to somewhere else on the roadway. Black squares are not
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squares; they're holes into which the ball will drop, wasting time.
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The joystick controls TRAILBLAZER: left and right move the ball likewise,
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forward accelerates, and backward decelerates; the button makes the ball jump
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(only seven jumps per course are permitted). If you prefer the keyboard, there
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are keystrokes that replace the joystick.
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The one-player arcade game pits you against the courses and time limits; time
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unused on one course is carried over. The two-player arcade game is identical
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but more competitive, in that you must beat both the timer and your opponent.
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The two-player match option lets you pick three courses, each with a 99-second
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time limit. The one-player trail game lets you practice any one course, again
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with a 99-second time limit. The two-player robot option is identical to the
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two-player match option, except that you'll compete with a computer-controlled
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opponent.
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TRAILBLAZER's graphics are bright and colorful, animation is fast and smooth,
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and the joystick works well as a controller. The sole drawback occurs when the
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ball falls into a hole: It seems to stay there longer than is necessary before
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reappearing on the course, thus lopping valuable time off the clock. This is the
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only problem -- it won't be a problem if you stay on the roadway -- in an
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otherwise fine-looking and well-playing game.
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COSMIC CAUSEWAY
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Written in 1987 by Shaun Southern, COSMIC CAUSEWAY is a revised and upgraded
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version of TRAILBLAZER (written by Mr. Southern in 1986). This fast-moving game
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offers excellent graphics and animation, 24 levels, bonus icons, and joystick
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control. At the end of each section (four levels), you'll be confronted by a
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dragon that must be destroyed before you can enter the next section. Scores earn
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ratings: There's one called Abysmal, another called Hilarious, and yet another
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called Skoda Owner (which must be an example of European humor).
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Whereas the roadways of TRAILBLAZER were suspended in a starry void, the
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roadways of CAUSEWAY cover the entire screen -- there is a starry background --
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thus transforming the road into a field over which the ball moves. What it is
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isn't of great importance, because no matter what you call it, it looks great.
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The colors are bright; animation is as fast and as smooth as you can ask for;
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and the game plays perfectly, without flicker or screen glitches of any kind.
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Some courses have obstacles, such as trees and boulders.
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Both TRAILBLAZER and CAUSEWAY bear a resemblance to SPACE HARRIER (or maybe,
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based on the copyright dates, it's the other way around), and both are excellent
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pieces of work.
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FUTURE KNIGHT
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FUTURE KNIGHT is a strategy/arcade adventure that offers fine graphics, 20
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levels, and joystick control. You play Randolph the Hero, and your goal is to
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rescue your beloved Amelia from Siegbott the Terrible. You've donned your attack
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suit, charged your plasma rifle, and been teleported into Amelia's starship,
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which crashed on Planet 2749 of the Zragg System. You must make your way through
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the ship, battling all kinds of creatures and finding various useful items, in
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order to reach the planet's surface, where you'll then battle more creatures.
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The final level is Siegbott's castle, where Amelia is guarded by something
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called the Henchodroid.
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The C64 screen display consists of the ladders and platforms of the SS
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Rustbucket. There are many exits to other levels, as well as all kinds of alien
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creatures: Some are organic, some mechanical; some are landbound while others
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are airborne; there are sorcerors, lethal balloons, and moving lava puddles.
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Collectively, the aliens are called Berzerka Security Droids.
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Certain objects, such as bombs, must be used when required; other items, such
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as the spells and keys, can be used whenever you have the chance. The Destruct
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Spell is needed in order to deal with the Henchodroid.
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The joystick controls Randolph: The stick allows him to walk left and right,
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jump in three directions, and climb ladders. The button fires the plasma rifle,
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and the Spacebar uses objects.
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FUTURE KNIGHT immediately reminds me of MAINFRAME, also a game of ladders and
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platforms. Although MAINFRAME looks and plays better, KNIGHT isn't all that bad,
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and has an abundance of items that provide adventurous action. Screen glitches,
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unfortunately, make KNIGHT less than what it should have been: The middle
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portion of the action display flickers and breaks apart constantly, eventually
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wreaking havoc on your eyeballs. The screen glitches might've been due to a
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scrambled disk, so I'm inclined to give FUTURE KNIGHT a thumb's up, if only in
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relation to the not-so-good MEGAPACK games.
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MEGAPACK
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BULLDOG, NORTHSTAR, REBOUNDER, MONTY ON THE RUN, and JACK THE NIPPER II could
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have been eliminated from MEGAPACK without reducing its value. BULLDOG is
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playable but it's too repetitive and hardly original; NORTHSTAR and REBOUNDER
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come across simply as duds; and JACK THE NIPPER II is pointless and unamusing.
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MONTY requires lots of thought and precision timing, perhaps more than anyone is
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willing to invest, although watching a punchpress smash the morose Monty into
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four pieces that take off like rockets is definitely worth $3.50.
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THING BOUNCES BACK, COSMIC CAUSEWAY, KRAKOUT, and FUTURE KNIGHT make MEGAPACK
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an outstanding bargain; THING and CAUSEWAY make MEGAPACK well worth its price.
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Despite my feeling that ARKANOID was a waste of time, it does enjoy great
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popularity, and KRAKOUT (which is ARKANOID) will either become an obsession or
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put you in a room with rubber walls, or both: It's one of those games where you
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keep muttering "I don't believe this, no one can play this bad," but keep
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playing anyway. FUTURE KNIGHT is a good game, too, although the screen flicker
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and breakup produced headaches. Even if it were eliminated, as well, MEGAPACK
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||
would still be a great, three-game bargain.
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Colorful and fast-moving 3D graphics make COSMIC CAUSEWAY one fine piece of
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||
work; its predecessor, TRAILBLAZER, isn't bad, either, and you might just as
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||
easily prefer it. I found CAUSEWAY more fun simply because of its wide screen
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||
format and the SPACE HARRIER-like obstacles.
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||
THING BOUNCES BACK is too wild to be believed. There are a zillion sounds and a
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||
zillion contraptions; the screen display scrolls at top speed, especially when
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||
Thing gets inside a network of pipes, and there is no flicker or breakup of any
|
||
kind. THING is similar to MONTY ON THE RUN, in that there are many devices, but
|
||
the difference between the two is like night and day. Like COSMIC CAUSEWAY,
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||
THING BOUNCES BACK was published in Europe as a single game; had it been
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||
marketed in the U.S. as a commercial product, I for one would've at least
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||
tracked its progress.
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||
None of the games in the MEGAPACK is worth thirty-five bucks. It can be argued
|
||
(and it has been) that no game currently on the racks is worth its price. Still,
|
||
games cost what they cost, and I firmly believe that CAUSEWAY and THING should
|
||
have been priced high and given the chance to succeed or fail on their own. The
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||
bargain-priced MEGAPACK, even with only four good games (five if we include
|
||
TRAILBLAZER, three if we drop FUTURE KNIGHT), can't be beat. The only
|
||
single-price multi-game packages that come close in value are those Mindscape
|
||
occasionally released. If you have a Commodore 64 or 128 machine, and especially
|
||
if you have a bunch of kids running around the house, MEGAPACK will prove to
|
||
have something for everyone. Even the bummer games might amuse some players.
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||
Best of all, MEGAPACK won't break the bank.
|
||
|
||
MEGAPACK is published and distributed by Virgin Mastertronic.
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||
*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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