Commodore User


Jack The Nipper II: In Coconut Capers

Author: Ferdy Hamilton
Publisher: Gremlin
Machine: Commodore 64/128

 
Published in Commodore User #51

Jack The Nipper II: In Coconut Capers

Gremlin had a surprise success a year or so back with a naughty number called Jack The Nipper. Can the sequel possibly kick up as much fun as the first game?

For those of you who didn't take my trusty guidance and buy the first game (it was awarded a screenstar) our hero, Jack, well he's a nipper, but what a naughty little nipper he is. In his first taste of stardom, did he try and save the human race? Did he try and rescue a damsel in distress? No, not on your life, he spent all his time running around his home town causing as much mischief as possible, be it by injuring the residents with his pea-shooter or short circuiting the computers in the local sprocket shop.

Well, obviously the antics of this not-so-loveable brat did not amuse the townsfolk a great deal, and it wasn't too long before Jack was evicted and sentenced to life with kangaroos, koalas and Paul Hogan (Yuk!)

Jack The Nipper II: In Coconut Capers

As you can guess there was no way our hell-raising hero was going to stand for that, so while on the Australia-bound plane he leapt out over an unknown wilderness, using his over-sized nappy as a parachute. Now you control Jack on his ventures in the unknown jungle and try to cause as much mischief as possible without getting caught by Mummy and Daddy and getting a botty-spanking!

The game is set over a much larger area than its predecessor, which was only around ten screens or so. It is also much more of an orthodox 'pick up/drop/shoot/jump' arcade adventure than the rather brilliantly abstract original game. The main part of playing the game is really based on surviving the jungle horror such as the hostile tribesmen, or the nipper-eating plants, rather than causing major mischief to residents. Jack can however pick up weapons, bouncing coconuts are among those found, these can give anyone a real headache, or choose the blowpipe. There are also bombs which can cause major hassle if let off in the right place.

However, the best mischief is not to be had through blasting things. As in the first game, there are many plain-looking objects lying around that can be turned to good use. You can hold any two objects at one time, should you be holding a 'correct' pair in the right place then you will be the catalyst to some serious whacky happenings. The objective is to boost your naughty-o-meter until you are a real mean mother instead of the little wimp you originally start out at. The way to boost the meter is to do some real nasty deviant tricks not simply lob a few coconuts around. (Gremlin will send you 'a guide to good mischief' if you ask nicely!)

Jack The Nipper II: In Coconut Capers

As you begin to find your way around the vast jungle you will encounter various problems such as alligator-infested swamps, and even the odd troublesome tourist (cameras, check trousers and all!). You will also encounter many things to your aid, invincibility potions, and extra lives (even the nine you are given aren't enough). One of the most important things to get you around in the jungle are the "Beam me up, Kelly" transporters - although they can't be seen so you'll have to find them by the systematic approach of trial and error.

Jaque le Nippierre as he is commonly known in France, was one of last year's most colourful characters but he's definitely lost some of his 'street cred' with this. With many sequels all you seem to end up with is a mixed and diluted version of the original, this sadly is the fate of Coconut Capers, it simply doesn't have the spunk of the original.

Witty gameplay has been forsaken for a more conservative, mediocre approach. Graphics are well done, with many nice touches (Jack gives you a V-sign if you pause for too long!). Sound too is good. But as goes the old saying "Too many screens spoil the brat." [Eh? - Ed]

Ferdy Hamilton

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