Showing posts with label alternative software. Show all posts
Showing posts with label alternative software. Show all posts

18/02/2018

PUNCH AND JUDY (COMMODORE 64)

Today’s game is going to take us where the brass bands play tiddly-om-pom-pom, where the air is thick with the aroma of ocean brine and fried food, where children to gather to watch violent puppet stick-fights. I’m talking, of course, about the Great British seaside, as depicted by Clockwize’s 1989 Commodore 64 swazzle-em-up Punch and Judy!

I’ve seen so many health bars and magic meters over the years of doing VGJunk that it’s nice when something a bit different pops up. As status indicators go, sausage supply, empty bag and tide timetable are definitely different. We’ll get to see how these fascinating variables play into Punch and Judy once the action gets started, but before that let’s receive a little instruction.


Okay, that seems simple enough. Take the tent parts to the beach. It’s always good to have a clear, concise goal, especially in an old home computer game where things can often get a bit obscure. Yes, the tent parts might look like a slice of zebra, but that just makes them easier to see against the sunny, seaside backdrops.


And here those backdrops are, with the first screen of the game. There’s Punch on the right, with his jester’s motley and his face like an anal fistula. That’s who you’ll be playing as during your mission to build a tent on the beach. The setting is Bridlington, which might produce a pang of familiarity in a section of VGJunk’s British readership who may have spent a childhood holiday there. I know I have, along with such exotic east-coast locales as Cleethorpes, Ingoldmells and Skegness. Yes, I am a well-travelled sophisticate and yes, Bridlington is a real place. It’s very much a traditional coastal town that lives off tourism during the summer months, in that it’s got a promenade, a beach and a faint air of grey desperation. One nice touch is that Punch and Judy’s gameplay is framed as postcard, which is why “Bridlington ‘89” is written at the bottom-right corner of the play area.


And off we go, controlling Punch as he makes he way through town. Bridlington is laid out on a grid, so you can go left or right, or up and down at certain spots like the barely-visible gap in the pavement at the bottom of the screenshot above. There are walls that block your horizontal movement in some places, and some screens don’t let you travel up and down so there’s a slight maze-like quality to the town, but it’s not a huge map and once you’ve figured out where certain landmarks are it’s simple enough to navigate. For instance, the beach is the top-right-most screen of the grid, and as long as you know that it’s a simple matter of moving up and right until you get there.


Here’s the first piece of the stage, laying where the pavement meets the sand. Each piece of the stage appears, one at a time, at random in a different part of the map, so there’s the main focus of the gameplay for you: wander around town looking for pieces as fast as you can, because the tide’s coming in and if it gets all the way up the beach then the performance will have to be cancelled unless the kiddiwinks have spontaneously developed gills.  Fortunately this first piece is on the screen directly next to the beach and I think the first piece might always spawn here, so that saves you a bit of time.


Here’s the beach. The first piece of the stage has been laid in place, so just another six or seven left to find. It’s all got a rather picture-postcard look to it, as you might expect from a game set at the British seaside. I was a little surprised that this never expanded into the kind of raunchy, end-of-the-pier humour that is so associated with the seaside, especially given the appearance on the beach of the overweight woman / knobbly-kneed, knotted-hanky-wearing bloke pairing that appears in a lot of those “saucy” seaside jokes. I suppose Punch and Judy is (appropriately) shooting for a younger audience.


Now it’s time to wander the beachfronts and back streets of Bridlington in search of the missing stage pieces. There’s not much to say about the gameplay, because all you’re doing is walking Punch from screen to screen, but I’m definitely enjoying the backgrounds. They’ll likely cause a swelling of nostalgia in any British players of Punch and Judy, capturing as they do the essence of the seaside town: amusement arcades, gift shops laden with buckets and spades and, yes, fish and chip shops.


You can even enter some of the chip shops, although sadly you cannot fully recreate the holiday experience by asking for a cone of chips that’s fifty percent salt, forty percent vinegar and ten percent crunchy brown things that may have once been a potato in the distant prehistory of man. These stores act as screens in their own right and can be used to travel “up” or “down” the grid in places, but the important thing to remember is the items you’re looking for can sometimes be found indoors. I mention it because it took me a while to realise this, despite "inside a chip shop" being a really obvious place to investigate during the game's second section.


Of course, it’s not all strolling along the promenade and checking out the back walls of the seedier gift shops, where they keep the replica weapons, “tobacco” paraphernalia and cigarette lighters with naked women on them. Punch has a couple of obstacles to avoid. The first and most persistent is the constable, who you can see chasing Punch in the screenshot above. Given that they have the exact same face I assume they’re related, but the policeman’s adherence to the law will not be swayed by familial ties and if he catches Punch you’re dragged away to the police station. This causes you to drop any piece of the stage you’re holding, which means a run-in with the old bill causes wasted time and allows the tide to creep ever higher up the beach. If you’re wondering what crimes Punch is being busted for, we’ll get to that soon enough.


Your other major foe is, naturally, the crocodile. Punch’s hated enemy scuttles around the game world, and if you come into contact with the crocodile you tide meter takes a big jump upwards, making the crocodile easily the most dangerous impediment to Punch (literally) getting his act together. There are two ways to deal with the crocodile: the first and probably most effective is to simply avoid it, although this can be difficult if the crocodile ends up near the beach itself because there’s only a single path and thus you can’t go around.


The other tactic is to drop a sausage on the ground. If the crocodile touches the sausage it’ll be momentarily rendered harmless while it gorges itself on the reward it has spent its entire existence trying to obtain. The problem here is that the crocodile is so long there’s not much space on the screen to set up your sausage-baited trap, and you’ll often end up accidentally touching the crocodile’s hitbox anyway. Also, you have a limited supply of sausages, although if you run out you can go to the butcher’s shop and buy some more, which is what the coins are for.
Frankly I’m impressed that the developers have done such a good job of incorporating the elements of a Punch and Judy show into the game – when I first found out there was a Punch and Judy game I assumed it would revolve around keeping the sausages away from the crocodile, but this is a much more interesting take even if the actual gameplay isn’t especially exciting.


It suddenly occurs to me that to any non-British readers, the concept of this game might seem completely insane. To those of us who grew up with it, the merry adventures of a grotesque hunchback fighting a crocodile over a string of sausages while a policeman tries to break it up is a familiar one, but I don’t think Punch and Judy shows are widely known outside Britain, are they? Maybe in Italy, because Punch is an evolution of Italian commedia dell’arte. Anyway, here’s a quick overview: Punch and Judy shows are a traditional form of puppet theatre most often associated with the seaside. Mr. Punch is the star, and most of the show revolves around Punch whacking people with his stick, from his wife(?) Judy to the local constabulary to a baby. To be fair, Punch generally doesn’t beat the baby in modern performances. He just subjects it to more general neglect when asked to look after it. Then Punch gets his sausages out for dinner but the crocodile turns up to steal them, the crowd does the old “he’s behind you” bit, they fight, more people get clobbered by Punch’s stick and in the end he emerges as the only survivor. It’s all perfectly acceptable entertainment and definitely not as weird as as I’m making it sounds. Oh, all right, it is weird but of course children think it’s hilarious because it’s about puppets clobbering each other. Like any performance piece that’s been codified over hundreds of years of repeated performance, the Punch and Judy show is full of strange quirks such as the puppeteers being called “professors” and Punch’s trademark voice being produced via a reed instrument called a swazzle that is placed in the back of the mouth. Imagine someone who’s swallowed a kazoo, that’s what a swazzle sounds like: in fact, according to tradition you can only be considered a true Punch and Judy professor once you’ve accidentally swallowed your swazzle a few times.


And that’s Punch and Judy. I swear I didn’t make any of that up. Perhaps you might think, as I did, that there’s not much there to build a computer game around and… well, there isn’t and Punch and Judy is a rather slight experience but as I say, it does an impressive job of incorporating a lot of aspects of the puppet show into what is little more than a maze-chase.


Now that the stage is built, it’s time for… erm, more of the same gameplay, except now the pieces you have to find are the other cast members. Okay, sure. that’s fine. I just need to find Judy, the baby, the dog and whichever of the Punch and Judy show’s stock characters this is supposed to be.


The Clown, maybe? I can’t think who else it would be; everyone else is accounted for, but this character looking nothing like a clown threw me off a little. Whoever it is, they’re coming with Punch as he drags them back to the now-constructed stage. When you first find the characters they won’t follow you, so you have to "persuade" them by pressing the fire button to give them a few whacks from Mr. Punch’s slapstick. Once clonked, they’ll follow Punch around and the game follows the same “avoid the long arm of the law (also crocodiles)” pattern of gameplay as before. However, any clobbered character will soon forget the beating they recently received and will wander away, forcing you to hit them again to regain their attention.


What this all boils down to is that yes, this is a game where you have to corral a baby by beating it with a stick. Imagine me reaching up to a high shelf in my cavernous library, taking an enormous, dusty tome down, dipping my quill into a pot of ink and carefully inscribing “Baby Wrangling (With Stick) at the bottom of the list of Things I’ve Experienced Via Videogames.


Forget the baby, though – the real test of your cudgelling skills is the dog, because it’s faster than all the other characters and even faster than Punch himself, so you have to try to trap the dog in a corner before gaining its obedience by thrashing it and wow, that is one heck of a sentence. Another problem with the dog is that it always seemed to break free of my control when I was right next to an exit to another screen, so the dog kept disappearing from sight the instant it could by running to a different area. Factor in the crocodile having taken up permanent residence on the beach by this point, and getting the dog to the stage ran close to being genuinely frustrating. Then I realised I was beating a dog into submission with a character who is carrying a string of sausages. Come on, man, the solution to your problems is right there in your hand! Or your pocket. Or wherever you’re storing your sausages. Somewhere deeply unhygienic, I suspect.


The tide meter might suggest it was a close call, but the only reason the water level got so high is that I simply ran through the crocodile at the end, while I momentarily had the dog’s full attention. With the cast assembled, the stage built and the tidal waters lapping at the audience’s feet, it’s time for the last part of Punch and Judy: the show itself.


These characters don’t look any more appealing when you get up close, do they? Faces like someone dropped a bowling ball onto a ham hock, yikes. Anyway, the show. Like any good Punch and Judy routine, the goal is to hit everyone with your stick while avoiding the policeman. Judy and the constable wander across the stage – the policeman seemingly having some programming that compels him to head towards Punch but with a lot of random, twitchy movements – and while Punch can slowly move left and right, his main trick is to switch to the other side of the screen by pulling down on the joystick. This makes him pop up in the opposite corner, and he’s invincible while doing so, so the gameplay flow is to keep switching sides until the constable is at the other end of the screen, getting some hits in on your target (Judy, in this case) and then switching again when the constable comes near.


You have to deplete each of the four characters’ health bars – yes, including the baby – while protecting your own solitary health bar from the constable’s blows, but once you’ve realised that the only skill you need to win is patience it all becomes very simple and, if I’m honest, a bit boring. I sure hope I don’t get involved in any legal troubles soon, because “I grew bored of beating the baby with a stick” probably won’t go down well with a jury.
All four characters work in exactly the same way (they walk back and forth) and nothing else changes, so it’s not long before everyone lays vanquished before you and all the kids are thoroughly entertained.


Truly, I am a puppet wonder. Except this Punch isn’t a puppet, he wandered around town without someone’s hand shoved up him, he built the stage himself, he’s a living creature of some kind. A gremlin, perhaps.
I rather enjoyed Punch and Judy, you know. The gameplay’s hardly stellar but it all works nicely enough and very rarely becomes obnoxiously difficult or frustratingly vague, plus the map falls into a nice level of complexity where it’s fairly large but still small enough and consistent enough to be mentally mapped. I appreciate the effort expended in getting the Punch and Judy elements into the game and it’s hard to dislike any game that lets you feed sausages to a crocodile. However, I think my favourite thing about it is the low-res, eight-bit depiction of a British seaside town. It certainly got the ol’ nostalgia centres pumping, and captures that look remarkably well, albeit without the screeching seagulls and complaints about the lack of parking spaces I associate with a British seaside holiday. It gave me the same feeling I always had as a kid whenever we’d go to Scarborough or Skegness or, yes, Bridlington – that it must be really weird to permanently live in a seaside resort town, and now I can’t stop thinking about it. So, good job, Clockwize – it turns out that if you want to get me interesting in your seaside-based Commodore 64 game, that’s the way to do it.

05/09/2015

SCARE BEAR (COMMODORE 64)

Today's game is Alternative Software's 1987 Commodore 64 release Scare Bear. That's a title that really gets you thinking, huh? Thinking of low-effort Care Bears parodies, if you're anything like me. You know, it's a Care Bear, but scary! Oh man, how do I come up with this stuff? I'm a goddamn creative genius. Anyway, let's take a look at Scare Bear's cover art, maybe that will give us a hint about what to expect.


Damn, maybe I should have saved Scare Bear for the Halloween season! You've got skulls, you've got snakes, you've got a vampire version of Sooty whose fangs are dripping with virgin blood. Now we know why Sooty can only talk to people by whispering in their ear: it's just a ploy to get close to their neck. There's also a ghostly truck in the background, which is markedly less spooky than the other elements of the cover. Maybe the back of the truck is filled with werewolves or something.


Into the game itself, and so far the amount of terror it contains is directly proportional to how scared you are of ugly chrome-effect lettering.


See, it says "Prepare to Play" but how exactly am I supposed to prepare when all I have to go on is an image of a camel and a bear in a convertible? Do some stretches? Write my last will and testament? Oh, I get it, it means that I should gird myself mentally in preparation for the terrors that are about to be revealed to me. Okay, I'm ready, fully prepared to either be scared by a bear or to see a bear be scared. The title's a bit fuzzy on which one it'll be.


The terror will be along any minute now, I'm sure. This is just setting the scene. A vampire bear, out for a drive in the bright sunshine with the top of his car down - he must be some kind of super vampire to be able to resist the sun's rays! And those worms, yeah, the worms, they're, erm, corpse worms, slithering around all evil-like, looking for a fresh cadaver into which they can burrow for sustenance. Terror!


Okay, confession time: I may have been mislead by Scare Bear's cover art re: the content of the game. There are no scares here. I've been tricked, fooled, bamboozled! Get Trading Standards on the phone, I need to make a complaint about blatant false advertising. You can't put a realistic human skull on the cover of your game and then have it look like this, it's just not on. Why the bloody hell did you call it Scare Bear in the first place? Was Mister Snuggleton's Fuzzy-Wuzzy Road Trip already taken? Alas, I've been reverse Soft and Cuddly-ed and I'm not best pleased about it.


I'll admit, I'm disappointed. I was expecting bears and scares, but instead I've got bears and tiny space-men trying to kill said bear. It says something about the Commodore 64 games I've played in the past that not even for a moment did I think "well, maybe the game itself will be good enough to be worthwhile without the promise of spookiness," and just to clarify Scare Bear is not a good game. The goal is to survive as long as possible while your bear drives his car along the scrolling road. Things - I'd hesitate them to call them "enemies" because that implies animosity and mostly they're just there, bouncing around aimlessly - appear in the road, and you have to avoid crashing into them. To do this, you can make your car jump into the air, the jumping physics so thick and floaty that you'll wonder whether the atmosphere on Scare Bear's planet is a fifty-fifty mix of vaseline and treacle. And how do you make the car jump up into the air? By pressing down on the joystick, naturally. That's a good, sensible control scheme right there.


The closest thing to a scare that appears in the game is wondering what Scare Bear did that was so depraved that God sent down a legion of angels to deal with him.
The angels are where the game starts to get tricky, because they move around a lot more than previous enemies and are thus harder to dodge, but Scare Bear has a weapon with which to defend himself - when he's jumping, you can press fire to make him throw a dollop of honey either straight- or diagonally-downwards. The honey destroys any enemies on contact, but it takes a couple of seconds to recharge between shots. That's why the Honey Pot Status at the bottom of the screen says "empty as can be" sometimes. How is he refilling his honey pot? Is his car full of bees? Yes, his car is full of bees. It's got a bee-8 engine*.


So Scare Bear isn't evil after all? He's good enough to go to heaven when he dies, at least. So much for him being a vampire, unless he's going to Vampire Heaven, where the necks are clean, the capes are flouncy and factor 500 sunblock is always on sale.


These enemies are turtles. I can see that quite clearly. So far all the enemies in Scare Bear are recognisable as something, even if it's not something interesting.


These things, however, I do not have a god damn clue about. Black roosters? Musical notes? A graphical error? They can be stopped by honey and they make a little "biff!" onomatopoeia pop up if you crash into them. This is all the hard evidence we have on These Weird Things. I'll get my best scientists on it, but I'm not confident we'll get to the bottom of this particular mystery, folks.


Even cutesy cartoon bears are not immune from the terrible wrath of the ironic punishment, seen here as Scare Bear is attacked by flying jars of honey. Honey Pot Status: LETHAL. Also annoying. Scare Bear gets gradually less fun to play as it goes on thanks to the enemy patterns becoming more and more frustrating to deal with. Making the game more difficult as it progresses is fine in theory, but when driving from left to right and dodging things is all there is to do it doesn't really make a difference. You could suddenly make the game extremely easy, have all the enemies float back up to heaven or be hollowed out by Winnie the Pooh or return to whatever dark corner of the Earth spawned those chicken-notes, and it would be no less boring - or no more interesting. The only thing that changes is the enemy sprites, and I can tell you that they are not nearly compelling enough to keep you playing for long.


I ran out of patience (and lives) with Scare Bear once I reached these ghosts. I think my subconscious mind thought "hey, something vaguely spooky, that's good enough for me" and promptly shut up shop. They are rather adorable ghosts, mind you, definitely my favourite of the monsters I've seen and about as high a point as Scare Bear is going to be able to finish on. There's no reason to keep going, given that the "ending" is just a bit of text saying "Well Done, You've Made It!!!" that appears at the top of the screen if you play for long enough. Where was Scare Bear supposed to be going, anyway? To a better game, hopefully.


Game over. Scare Bear died in a horrible flaming wreck caused by crashing into too many ghosts. You know, some of those famously dense, solid ghosts. He was only identified thanks to his glass eyes surviving the ensuing inferno.


It was nice of Scare Bear to give a guest appearance to his inbred redneck cousin, huh?
Scare Bear is a limited and not especially interesting game that was, at least, a budget release and therefore deserves a tiny bit of credit for not being completely unplayable. Still, I feel betrayed. Hurt and betrayed, as anyone would if they were promised vampire bears and ended up with bears that were not undead creatures of the night. Oh well, at least the collision detection was good, he said, the computer game equivalent of saying "at least the burglars wiped their feet before stealing our precious family heirlooms."

* If you want to send me hate mail for that joke, the address is vgjunk@hotmail.co.uk. I wouldn't blame you.

23/05/2015

SOOTY AND SWEEP (COMMODORE 64)

British people of a certain age, brace for a possible attack of The Nostalgias. Everyone else, prepare to learn a little about British children's television. Every one of us should buckle in for a bumpy ride, though, because today's game is a Commodore 64 platformer based on a beloved children's character and we all know how well that can pan out - it's Enigma Variations' 1989 izzy-wizzy-let's-get-busy-em-up Sooty and Sweep!


There are Sooty and Sweep now, throwing a chocolate eclair back and forth. Well, you have to make your own fun when you're trapped in a featureless black void. Their pastry-based game of catch isn't nearly as weird as seeing Sooty and Sweep with legs, mind you, because usually they're hand puppets.


Sooty is the yellow bear, and Sweep is the grey dog. Sooty is yanking on Sweep's ear because he can be a nasty little shit sometimes, and poor old Sweep is too gentle to retaliate.
A regularly-recurring fixture of British kid's TV for over sixty years now, Sooty was created in 1948 by Harry Corbett, although I and many others are more familiar with seeing Sooty operated by Harry's son Matthew Corbett during the eighties. Corbett played the father figure role to Sooty, a bear whose disposition flits around a scale ranging from "cheeky" to "hurtful." Sooty never speaks, but people can understand him if he whispers in their ear, a behaviour that comes across as sort of creepy now I've seen it written out. Also in Sooty's extended family are Sweep, the dopey dog pictured above. Sweep can talk out loud, although you might wish he couldn't because he speaks in high-pitched kazoo noises. There's also Soo, a female panda with the rare power of intelligible human speech, who occupies the slightly stern and sensible "older sister" role that female characters in kids TV seem to get saddled with a lot of the time. Sooty and his friends get into the usual scrapes and comical mishaps, like soaking people with water pistols and accidentally bashing thumbs with hammers, and most of the time Sooty himself the sweet and loveable face of a more gentle era of children's programming.


This is not the case on Sooty and Sweep's loading screen, where Sooty's face has taken on a disturbing expression, especially around the eyes. He looks like a different puppet wearing a mask made from Sooty's flayed face. Sooty also has a magic wand that shoots out tiny crucifixes (not sure the Church will approve of that, it being witchcraft and all) and Sweep's ears are strangely ragged, as though something has been gnawing at them. Oh, wait, we just saw Sooty pulling his ears, I guess that explains that.


Sweep's character portrait isn't much better. If you're trying to draw a cute puppet dog-face, then beady red eyes are probably not the most appropriate aesthetic choice. He looks like Cujo Junior.
You can play as whichever puppet is your favourite, unless your favourite is Soo. She is in the game, but as a non-playable... I was going to say "character", but "character" implies at least a line of speech or something rather than standing motionless in the background, staring out at the player with her dead panda eyes, which is her role in this game. I'll be playing as Sooty, mostly because I don't want him to get angry and zap me with his Magic Jesus Beam.


Okay, here we go. The game begins, and Sooty has a problem - Sweep has left his "dirty old bones" scattered around the house. That kind of behaviour is more acceptable when you're a cartoon dog than if you were, say, a human drifter with a hook for a hand, but still, no-one wants rotting bones down the back of the sofa and so Sooty takes it upon himself to clean up before Matthew returns home. To achieve his goals, Sooty must run and jump through the house, grabbing all the bones and keys he can find. It was mentioned in the instructions that once you have the bones you have to give them to Soo, who then unlocks more rooms of the house, but because it's impossible to get anywhere without walking right past Soo it's a moot point.


You know what I hate? When you set up a romantic candlelit dinner for two and your idiot dog friend has put a bone on the curtain pole and a frog jumps on the table and the frog is a highly toxic rainforest tree frog that paralyses you if you touch it. It doesn't kill you, though, at least not on the easier difficulty mode, and touching any enemy just causes Sooty to be stunned for a moment. You can still run out of time and get a game over that way, but if you're playing on easy then the worst the enemies can do is make you stand still for a couple of seconds.


What a lot of enemies there are too, most of them insects. This is to be expected in a household that has bones laying around all over the place, and you can't even get rid of them. You can render them temporarily harmless, though, because pressing the fire button makes Sooty launch paralysing sprinkles from his magic wands. It has barely any range and won't hit anything that's even slightly higher up than you, but it's helpful none-the-less. There is no speech sample of Sooty's famous sorcerous catchphrase - "izzy-wizzy let's get busy" - but that doesn't mean Sooty isn't saying it. You just wouldn't be able to tell, because he's Sooty and his enslaved Renfield-style human host isn't around to transmit his soundless words. On the audio front Sooty and Sweep does include a fairly accurate rendition of the theme song from the eighties Sooty TV show played on a loop, which is notable for two reasons: the incredible speed at which it becomes agonisingly repetitive, and the section where the SID chip bleeps in such a way that it starts to sound like it's saying "mammy, mammy, mammy" after enough loops, turning the Sooty theme into the soundtrack for an all-Irish re-imagining of Friday the 13th.


Two points of interest here. One, the staircase in Sooty's house is made from fish fingers. Two, that grey thing on the right of the screen is an umbrella stand made from an elephant's foot. I don't know whether this is common knowledge or not, but making umbrella stands out of an elephant's foot used to be a thing that people did, because nothing says "class" like a severed animal appendage parked next to your front door.


Bloody hell, they've got another elephant's foot umbrella stand? How many umbrellas does Sooty's family own that one elephant's foot is simply not enough to contain them all? Oh well, on the bright side it means that Sooty didn't butcher an entire elephant just to get one umbrella stand. Maybe he even used all of the elephant in various places throughout the house. Now that I think about it, he does have a grey leather sofa.


I should probably talk about the gameplay a bit. Umm, there is some? That's about all I've got. Sooty and Sweep was obviously aimed squarely at a very young market, and as such it's incredibly basic. The enemies all move along very clearly defined left-and-right paths, so all there is to it is timing your movements or wand attacks to get past them (or not, if you're playing on easy and can't be bothered). That said, the controls are above average for a licensed Commodore 64 platformer, with consistent jumping arcs and and responsive movements, and even the collision detection is decent if a shade ungenerous. Overall, better than I expected but my expectations were so low they were in danger of being melted by the heat of the Earth's core.


At last, the age-old question of just where bears shit has finally been answered. They use the indoor toilet, they're not animals. Aside from being bears, I mean. They haven't quite mastered the human rules of bathroom etiquette yet, though. Standing just outside the open bathroom door while I'm in here is a bit weird, Soo.


Sooty and Sweep is a little bit weird all around, if I'm honest. For starters there's the basic premise, with Sooty walking around on his little bear legs that you never usually see, collecting bones instead of getting up to his usual array of mischief and unimpressive magic tricks. Along with that is the slightly creepy vibe that permeates the game: the stark black backgrounds, the off-kilter music, the unpleasant renditions of Sooty's face, it all adds up to an experience that don't feel quite right.


For example, why does the Sooty family own more than one hand sickle? Just how much reaping are they doing, that they would require multiple sickles? Is Matthew going out to work in the garden and dual-wielding them or something? I have so many questions.


Questions like "where did you get this chest full of treasure from, Sooty?" You're probably thinking that it's the proceeds from Sooty's sixty years of working in showbiz, but look closer. It's all grey. That's right, it's more elephant parts. Sooty's just waiting for the right time to turn them into a shower curtain or a set of occasional tables.


"Now the police will never find the evidence."
It did not take long to find all the bones, thanks to a combination of Sooty's invincibility and Sweep's inability to hide them in places less obvious than "right there, right in front of your face you dope." Speaking of Sweep, I suppose I should take him out for a spin.


Hang on, I'm sure I selected "play as Sweep", where the bloody hell is he? Oh, right, he's camouflaged against the sofa. That's not very helpful, especially now that I've turned the game up to hard mode, where there are more (and much faster) enemies and you can actually run out of lives. Sweep plays exactly the same as Sooty - he uses a water pistol instead of Sooty's magic wand, but it's only a cosmetic difference - so I'd suggest you stick to playing as Sooty because there's a lot of grey in this backgrounds and it's pretty easy to lose track of Sweep.


Sooty and Sweep is a computer game, of that much I am certain. Beyond that, what can I say about it? For adults and semi-adult man-children like myself, it offers such a slender, brief gameplay experience as to be almost non-existent, but looking at in context - as a game to be played by five-year-olds in 1989 - it's definitely passable. It's probably hypocritical of me to defend it's simplicity when I have complained about the contempt shown towards the young 'uns by other children's games in the past, but it works well enough and isn't completely without challenge when played on hard mode, so if you were a very young child with a Commodore 64 (or one of the other home computer formats this game appeared on) then Sooty and Sweep would not have been a terrible place to start your gaming career. There's even a simultaneous two-player mode, making it perfect for parents who had more than one child to keep quiet at once. I'm certainly not suggesting that you actually play Sooty and Sweep, I hasten to add; life is short, and there are better ways to spend it than guiding a small bear puppet through a house decorated entirely with bones and elephant parts.

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