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Fusion Retro Books
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Doc Cosmos
There's a rumour abroad in the cosmos that on a certain alien planet (can't tell you which, or we'd have to kill you) there is a time machine hidden away. As you take control of Doc in this flick-screen platformer, his rocket ship is just touching down. Doc sets off to explore the immediate area and almost immediately locates the powerful alien device.
If that seems too easy... it is. As Doc picks up the device, the bridge he's standing on collapses and he's hurled into another time dimension - 1982 [Isn't that when the great Commodore gaming era began? - Ed]. Doc is trapped and needs to locate a power source to get out of there. [Why? I remember the 1980s as a wonderful time! - Ed]. The time machine lets Doc switch between 1982 and now and, in both timelines, colour-coded keys to similarly coloured doors are... well, key to escaping the planet, though clever use of the two timelines is also vital to success.
The time machine uses power when Doc switches times. Run out of power cells and he's stuck in the current timeline. It's as well that the planet's caves contain many power consoles where you can recharge the device, but you need to balance the search for door keys with managing the use of the recharging of power cells so Doc can switch to the right timelines as needed.
![Doc Cosmos](/ills_small/c64/rgcd/tapes/Doc-Cosmos-002.gif)
The graphics, music and the very appearance of Doc are altered from the past to the present - a bit of a stick in 1982 [When he was no doubt a slender youth - Ed] and more fully formed in the present day [Now grown flabby from sitting and playing too many computer games! - Ed]. The game features change as well, with platforms and bridges in the present not found in 1982, while back then (when a game might cost 5.95, which is equivalent to 21 in today's bitcoin!) there are ladders not visible in the present day.
Doc is controlled differently in each timeline. In 1982 he can jump further than in the present but with less control. In the present-day timeline you have greater control over jumps but with a shorter jump distance.
Doc Cosmos is available as a digital download from https://shallan64.itch.io/doc-cosmos and the next instalment is already in development.
PM
![Doc Cosmos](/ills_small/c64/rgcd/tapes/Doc-Cosmos-003.gif)
Time travel has been tackled on the C64 before with varying degrees of success. Doc Cosmos approaches it in a different way, resulting in a refreshing and amusing puzzle platformer which I enjoyed considerably.
Flicking between 1982 and the present is amusing, but it's more than a gimmick. You have to experiment with it to see how the landscape has changed over time, which makes this much more interesting and challenging than you'd expect. As with most 16K games, it's shorter than you'd like, but that also means you're more likely to complete it. As was the case with L'Abbaye Des Morts, you're left wanting more.
Still, that's what the upcoming sequel is for; in the meantime, it's well worth taking a trip to the Cosmos!
MA
![Doc Cosmos](/ills_small/c64/rgcd/tapes/Doc-Cosmos-004.gif)
One thing's for sure, this year's RGCD content has set a high entry standard compared to previous competitions. Doc Cosmos definitely comes from the school of easy to understand, harder to figure out.
Having different realms with different physics isn't new, but it's presented in such a wonderful way and the world design really takes advantage of the mechanic, making you think long and hard about how to complete the next section with some energy left to reach the next refill point.
Thankfully they are plentiful. The map is quite substantial, but by the time you really get into the game you'll reach the end wondering where the time went. That's really the only problem, it's limited by its 16K nature, so I am looking forward to its much larger sequel.
AF
![Doc Cosmos](/ills_small/c64/rgcd/tapes/Doc-Cosmos-005.gif)
This sensational entry to the RGCD coding competition is brilliantly put together. The time travel theme works so well, thanks to the two distinctive styles of graphics and the change in controls. There is a certain amount of backtracking to find the necessary coloured keys, but the helpful textboxes ease you into the game nicely.
A few minor gripes about enemies near the entrance to a screen or getting lost in the maze without energy can be put aside. The adaptive music option is such a clever idea, backed up with decent sound FX. With development underway on a smooth-scrolling and much bigger sequel, Doc Cosmos is well worth playing and stands proud alongside the classic arcade adventures that inspired it - all crammed into just 16K.
Verdict
Presentation 83%
No options other than for the music, but the attention to detail is excellent.
![Doc Cosmos](/ills_small/c64/rgcd/tapes/Doc-Cosmos-006.gif)
Graphics 84%
Colourful and nicely detailed, with the 1982 graphics raising a chuckle or two.
Sound 90%
Really good main theme, amusing 1982 version, and decent SFX.
Hookability 90%
Simple gameplay and interesting premise grab you immediately.
Lastability 76%
A short quest, but one you feel compelled to complete.
Overall 87%
An excellent and imaginative little romp which serves as a fine taster for its imminent and expanded sequel.