Dynamite Dux
The would-be-damsel-in-distress of this game, a girl by the name of Lucy, was captured in a Miracle Ball by the horrible Japanese dance instructor Achacha and promptly spirited away to an undoubtedly distant land. Not a good situation for Lucy, but help is at hand in the duck-like shape of her two pets Bin and Pin: the Dynamite Dux - feathered friends with a mean punch.
The rescue attempt sees da deadly Dynamite Dux duo destroying da dastardly devotees of Achacha in a number of Japanese locations. The streets of some urban jungle is where things begin as the Dux stroll towards a distant level guardian, bopping all who come their way with their unfeasibly large fists (in an R-Type style just hold down the fire button and release for a bigger punch).
The enemy are obvious masters of psychological warfare as most of them look far too cute to pose any threat; cats on roller skates, pigs trained in the art of Sumo, kangaroos with boxing gloves on, and crocodiles with a roar that's worse than their bite.
Punch power is handy for most of the evil enemies but to help there are missile launchers, stones, bombs, and guns lying all over the place along with vital energy-restorant cakes, fruit and buns.
This is all very strange stuff indeed but it doesn't get any more sensible when you reach the halfway point and end of the level whereupon it's big guardian time. Battle with a big bonfire, retaliate against Rockmen, deal with Chinese dragons (in Japan?), sort out spinning boulders and more.
Phil
The best point in Dynamite Dux's favour is the fun two-player mode, and this is sadly missing on the C64 version. A variety of weapons add marginally to the interest, but mostly the action consists of ambling down a slowly scrolling road punching a few silly-looking enemies. Cartoony graphics help make the game more attractive initially. But I can't help feeling that the game is too cute for its own good - the creatures aren't threatening enough and attack with all the viciousness of a stuffed toy bunny.
Robin
The action just doesn't hot up enough for my liking, even with two duck participation, and the C64 game mysteriously lacks a two-player mode.
On the graphic front the Amiga version is certainly well done: there's a notable difference in detail and use of colour compared with the graphically unsophisticated C64 version. The sprites are nicely varied and, with the original setting, help mask what is otherwise fairly standard bash-'em action.
C64
Presentation 58%
Sound or FX option plus handy continue-plays. The coin-op's two player option has been left out but the multi-load isn't too bad.
Graphics 60%
Smooth scrolling with some sprites, having above average definition even if they lack colour.
Sound 59%
Adequate title track, a different tune for the Guardian fights but sparse sound effects.
Hookability 61%
Playable but dated action and without the two-player mode a lot of the coin-op's appeal is lost.
Lastability 52%
There's some variety about each level but not enough to hold interest.
Overall 57%
Faithful to the coin-op but that's not such a good thing given the simple gameplay.
Amiga
Presentation 67%
Nice intro sequence together with four continue-plays, a map before each level, and even a duck boxing ring!
Graphics 79%
Smooth moving. Bright and cheerful sprites with an authentic Japanese flavour which do the Amiga and the coin-op justice.
Sound 64%
Like the C64 version, FX are sparse but good. Inoffensive tune running throughout the game.
Hookability 64%
Looks are everything and seeing as it's graphically very much like the coin-op it'll have instant appeal.
Lastability 63%
Not too deep but playable nonetheless with the different Guardians to hold your interest.
Overall 65%
Nice graphics help turn this into a very close conversion of the unsurprisingly obscure coin-op.