C64 marble madness music
But the second game is still an enjoyable time as you lay waste to the sun bathing terrorists while bare-footed.
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Holiday Cops is a slight step back in the series and one might be inclined to the think the curse of the sequel had struck. Our heroes have their relaxing holiday on a Greek Island interrupted by terrorists, which is a good excuse for introducing the inclusion of a hostage mechanic. Yngve and Bayliss team up with Chris Yates as McTavish and Kapoor return. The sequel, Holiday Cops, burst onto the scene less than a year later, originally featuring on the cover tape of Commodore Force issue 4 in April 1993. While the original Cops isn’t perfect, it’s certainly a lot of fun, especially in 2 player mode, and it laid the foundations for a series that only got better as it went on… mostly. The high energy tunes not only complement the on-screen action, it drives it, giving the game a real feeling of momentum.
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Admittedly, I’m a big fan of Richard Bayliss’ work, who’s also responsible for the front-end code and enhancements, and feel his compositions across his entire portfolio are some of the best to grace the C64. Controls are responsive with shooting feeling accurate, which is all well and good considering some of the quick reflexes required at certain points.Īnd then there’s the music. There is the occasional slow down and sprite flicker during it’s more intense moments as you navigate the hordes of gangsters. Chunky sprites and some impressive background art gives it a professionalism sorely lacking from most SEUCK releases. Graphically it’s very impressive considering its origins. While some enemy placements are a little bit mischievous, any initial frustration is short-lived as the gameplay never lets up. Cops is difficult but has that ‘one more go’ factor which defines the appeal of the series. Except when you die of course and you will be doing plenty of that, although scoring more points will result in more lives, assisting you in taking out the scum. Avoiding bikes that careen past at speed, wayward bullets and men in trench coats who jump out of bushes, things that bode well in real life, especially with the latter, means you will rarely pause for breath. The linear vertical scrolling won’t give you the freedom of say Rambo: First Blood Part II, but it does mean the action stays focused within its confines, with twitch gameplay that keeps you on a state of high alert.
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And in time honoured tradition, only these two cops can take it back. Very much a product of the nineties, the storyline features protagonists Mike ‘Mad Dog’ McTavish and Singh ‘Big Bang’ Kapoor as cops in Euro-City, a sprawling metropolis that is riddled with with crime and corruption, that has subsequently turned into a war zone. Featuring as part of Megatape 35 of Zzap64 issue 89 back in October 1992, Cops brought refined 1 or 2 player arcade action, standing out in a glut of mediocre Public Domain games that normally accompanied the sellotape of said cover tapes in the later years of the Commodore 64 press. Starting with the first instalment, it’s easy to see why the series developed such a following.
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Starting back in the early 90’s, his series of COPS games deservedly had many plaudits amongst players and pundits alike and in 2013, Psytronik Software released all of the games as the Ultimate Cops collection, with new front-ends and enhancements. While many SEUCK releases have been derided for their limited scope and generic gameplay over the years, there’s a few people who have constantly pushed the kits limitations. When Sensible Software developed the Outlaw published Shoot’ Em-Up Construction Kit back in 1987, it brought a whole new range of tools to the bedroom coding scene.