Amiga Power


Paperboy 2
By Mindscape International Inc
Amiga 500

 
Published in Amiga Power #17

Paperboy 2

I used to have a paper round, although that piece of information has about as much relevance to this review as does the fact that the volume of the world is equal to 7 x 10 to the power of 21 sugar cubes. (Interesting, eh?) More relevant are the changes made over the original game - a conversion that itself seemed shallow, uneventful and (unless you were prepared to strategically sellotape important parts of your BMX to your Amiga) nowhere near as novel as the arcade game where you used actual handlebars to control the action.

"He's back - with an all-new route," swanks the box. Wahey, eh? This all-new route ends up as basically the same old one, but with some new kinds of houses which appear on both sides of the road (but not at once), a few more obstacles (such as gargoyles, monsters in the drains) [Very much like our street! - Ed], a couple of new methods of scoring breakage bonuses (try watering the sun bather, trapping motorists under their cars or killing dogs), a bonus (survive as long as possible) level, jumps, a limit on speed and the choice of playing as a paper boy or paper girl (Big deal!).

Absolutely every aspect of the programming, from the graphics to the quantity of disk accessing, is terminally flawed, however (and from Mindscape of all people!), resuling in the biggest pile of an unprintable qualifier followed by an unprintable adjective ever.

Don't even touch it with that really long stick which you tied onto the end of an unusually long bargepole especially for the occasion.

The Bottom Line

A crap version of a crap game. Stay as far away from it as possible. Move house if necessary.

Rich Pelley

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