What's amazing is how many colours can this kid wear. |
I've often enjoyed the period
of games design where people used to create games in small groups, or alone in
their bed room while waiting for their enthusiasm for bad porn to return, in
which they would make games about almost anything under the sun. Kicking off
around 1984, Paperboy was a game that seemed to come from out of nowhere in the
creativity department. There have been more random games, granted, but it's the
notion of taking something run-of-the-mill, or even mundane like a morning job
as a paperboy, and kicking it into a higher gear that deserves some
recognition.
The idea is simple enough. You
have to last a week as a paperboy. You start with a specific number of
customers and on your route, you have to collect newspapers and deliver (see:
throw) the papers to the customers and have them land upon their porches or in
their mailboxes. It's a very suburban idea and approach to the whole 80s
Americanisation approach. Speaking volumes of how life was and how life could
also be spruced up.
Your typical suburb, crashes, papers and smilies defacing property |
While the initial concept
sounds dull (and it is) the game is made all the more interesting with the fact
that the occupants of this street are batshit-insane. Seriously. Everything on
this street is a hazard from joggers, skateboarders (more 80s fun) street
break-dancers (seriously did we just copy the whole of the 80s from MTV at the
time? You know, back when it used to play music, I remember those days),
runaway tyres, remote control cars, the Sinclair C5 even turns up now and then
(wow, talk about bombing products), knife wielding nutcases, DEATH, someone on
a chopper, drains (yes, not exciting but still, watch out) people backing their
cars out and a lot more.
Each day goes with the player
having a series of lives to try and navigate from the bottom of the street to
the top of the street, delivering at least one paper fully (because all
undelivered or damaged customers will cancel their subscriptions) and then to
traverse the obstacle course for bonus points though dying here will end the
level with no lives lost at all.
Things can get fairly hectic, fairly quickly |
On each progressive day, the
levels get harder with sometimes more or less subscriptions depending upon how
well you managed to do in the game and there WILL be more enemies in your path
to serve no purpose other than to increase the chances of you fucking it up. Where
you saw a nutcase running from the house on day 1, there might be 2 of them on
day 2 with a dog that follows you unless you hit maximum speed to avoid the
dog. While a lawnmower tries to give you a back massage. (I.e. kill you)
Your bike won't stop.
(Actually it does upon dying) So you'll always be progressing either quickly or
very slowly or some mid-point between those two extremes and you'll only be
able to carry 10 papers, if you run out before the next refill pickup, then
you'll have to miss those houses on the way. But if you have excess papers, feel
free to smash hell out of everyone else's houses that haven't got a
subscription and get extra points.
Yep, you were shit there. |
The problem within the game
however, is that the bike can only travel forwards and in an evenly spread
angle of 90 degrees, so you can only turn 45 degrees from the
"normal" route direction, making it VERY easy to miss items or end up
in unavoidable situations, especially where walls, fences and hedges make an
appearance. The view is isometric and navigating the crash course at the very
end can be more a system of working out which route works and just sticking to
that, rather than accurately navigating past the moving walls.
Audibly the game happily marks
positive scores and achievements like delivering to the right house, broken
glass sounds roughly like broken glass should sound like in the 80s and the
music, while it isn't going to win awards, does sound fairly run-of-the-mill
and takes a safe generic tone throughout the levels, kicking into a slightly
higher gear during the crash course at the end of the level. It's ok but it
shows that it's never really been the focus of the game here.
I would be thankful but there's 6 more days to go! |
There's not much here in the
way of replay factor either, but it is one of "those" games that most
people will have played at some point or at very least, have heard of during
their younger days. It's got a nostalgia factor but it should be left alone,
remember it rather than relive it because you'll end up being sorely
disappointed if you revisit the past with this one.
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