23/12/2017

MERRY CHRISTMAS (COMMODORE 64)

Merry Christmas – because it’s both a holiday greeting and the title of today’s game, you see. That’s efficiency, that is. Yeah, I decided to cover another quick Christmas-themed game. I thought about playing Alien vs. Predator again and just pretending it takes place in late December, because you can’t prove that it doesn’t, but in the end I settled for Melbourne House’s 1984 Commodore 64 stocking filler Merry Christmas!


With no pointless fripperies like title screens or instructions, Merry Christmas drops the player straight into the action, if you can use the word “action” to describe a graphic adventure. I’m sure you know the drill for this kind of game: type in commands, collect items, solve “puzzles” and move between locations until you reach the end of your quest. In this game you’re playing as Santa, and even though the game itself gives you zero guidance about what you’re supposed to being doing, you’re playing as Santa Claus. “Delivering presents” seems like a solid bet.
So, what do we have at the North Pole? Well, Santa’s Workshop, obviously. The snowbound cottage is a much quainter abode than the city-sized Christmas megaplex from the last article, and as a result it feels much more Christmas-y. There’s also a miserable-looking snowman that appears to be wearing a policeman’s helmet, the actual pole that the North Pole is named after and Santa himself. This incarnation of Father Christmas is particularly rotund, with a belly that’s not so much a bowlful of jelly as an overinflated basketball, but I suppose there’s not much to do between Christmases when you’re stuck at the North Pole, besides overeating and making snowmen.
The first thing I tried was entering Santa’s workshop, but the door is locked and I don’t have the key. Better get to exploring, then?


And this is why polar exploration is a life-or-death struggle against the extremes of nature, folks. I took one step away from the workshop and immediately became lost amongst the vast snowy plains, with every direction leading to yet more snow and the imminent embrace of hypothermia. Okay, not hypothermia. I’m Santa, and Santa has magical cold-repelling powers. That’s how he survives riding through the sky in an uncovered sleigh during winter.
Eventually I figured out that when the signpost appears at the top of the screen, you can head north to go back to the workshop, so let’s do that and have another look around.


I read the sign this time, and it says “digging in the snow is lots of fun and very rewarding.” Kind of a weird sign to find outside Santa’s workshop, honestly. You’d expect it to say “Santa’s Workshop,  all visitors must report to reception, photography prohibited” or “you don’t have to be a jolly old elf to work here, but it helps!!” or something. Who is this sign even for? The elves? Elves aren’t into digging, that’s work for filthy troglodyte dwarves.


I headed back to the snow fields and did some digging. Mostly I just got cold fingers, but eventually, I found the snowman’s lost nose. All right, now we’re making progress. We give the snowman his nose back and he gives us the workshop key, right?


Oh for pity’s sake, snowman. Get it together. Hang on, “lost forever”? The carrot-nose fell off the snowman’s face. Unless the arcane forces Santa employs to travel the world in a single night are leaking and effecting the surrounding area, the nose is on the ground in front of the snowman. Maybe the snowman hates having a raw carrot rammed into the snowy flesh of his face and this is all a ruse to get Santa to leave him alone. You know what? Forget about it. I didn’t even get anything for bringing the snowman his nose, not even the workshop key. To find the key, you have to use the DIG command on this screen. So I did, got the key, and now I’m in the workshop.


Here’s where the elves are hard at working, making toys for all the good girls and boys. Even in 1984 toy soldiers and beach balls were old hat when it came to kid’s presents, but that’s always the way with Santa’s workshop, isn’t it? You rarely see the elves assembling flick knives and molly tablets or whatever kids these days are into. Not that Santa’s totally stuck in his ways, of course. Combining a pile of dolls into a writing mass of blankly smiling faces is going to make some lucky kid’s Christmas morning real interesting.


In the next room are more toys and also a real human child. That can’t be a doll, can it? It looks far too, well, real. Maybe this is what happens when a child near the top of the “nice” list asks Santa for a little sister. Don’t let it distract you from the face on that teddy bear, though. That thing looks like it’s just farted and it’s waiting for your reaction when the smell reaches you.
Also in this room are a pile of letters to Santa and a book with a flashing star on the front, so let’s read those, starting with the book.


Surprise, the book is nothing but an advert for other Melbourne House games! Yes, nothing fills me with the Christmas spirit like the phrases “Grand Larceny” and “Castle of Terror.” The secret of Merry Christmas is that it’s not actually a “real” game, but rather a mail-away offer that appeared in Commodore User magazine. You sent in a coupon plus ninety-five pence and received a stealth advertisement in the form of a mini Christmas adventure game. There’s nothing more seasonally appropriate than using Christmas as leverage to make more money, after all.


I also read the letters to Santa, and naturally they tell you what gifts the children want for Christmas. In this case they wanted cricket bats and dolls, so it’s a good job Santa’s got plenty of those laying around. This is the central “puzzle” of the game, then, although obviously it’s not a puzzle at all and you just have to pick up the right toys. However, this was the point where I had to turn to a guide for Merry Christmas. Nothing makes the festive season sparkle like being made to feel like an idiot by a thirty-year-old advertisement in the shape of a computer game. The problem was that I didn’t pick up a sack to put the presents in. In my defence, as far as I could tell the game never mentions that there is a sack, even after I examined every screen. So, I checked the guide, stood on the appropriate screen and typed in GET SACK. Then I could put the toys in the sack, and now all that’s left to do is get the sleigh up and running.


At least I managed to figure that part out for myself. You can take Santa’s coat off the wall and look inside the pocket to find a silver whistle with “R” written on it. Assuming the R stands for Rudolph and it’s not a musical instrument from Santa’s collection of otherworldly artefacts that’s tuned to the key of R, I reckon this will get things moving.
I can’t believe Santa has a personalised number plate, though. I thought you were better than that, Santa, but you’re as cursed by vanity as the rest of us.


The whistle does indeed summon the sleigh. There it is in the background, coming in for a landing. The rest of the graphics in this game have been okay but I must admit the sleigh looks a bit rough. It’s probably just because it’s in the distance, though. I’m sure it’ll look better once it gets up close.


Or maybe not. “Sorry boss, we just flew in from an Atari 2600 Christmas game and we didn’t have time to change,” say the reindeer. Never mind, it doesn’t matter The kid’s aren’t going to see the reindeer anyway because everyone knows Santa and his sleigh can only slide into your pocket of reality when you’re asleep, to protect you from accidentally witnessing the unfathomable forces that power Father Christmas’ entire operation.
With the sleigh in place, all that’s left is to PUT SACK IN SLEIGH, climb aboard and tell the reindeer to go up and that’s it, Merry Christmas is complete.


And that’s your lot. Like I say, it’s not really a “proper” game, although it kinda fails as an advertisement, too: playing this graphic adventure with lame puzzles, hard-to-find sacks and pointless snowman noses is not likely to make me seek out further Melbourne House graphic adventures… although obviously I’m going to be intrigued by any game called Castle of Terror, so maybe it did work. Merry Christmas was a decent enough way to pass half an hour of a late December evening, I suppose, and hey – by writing this article, I’ve managed to put off making this year’s round of mandatory phone calls to distant relatives. I’d call that a win.

21/12/2017

BARNEY BEAR MEETS SANTA CLAUS (AMIGA)

Okay, fine, why not? Let’s actually look at a Christmas-themed game for once. ‘Tis the season, and all that. I think this might be the first time I’ve ever covered a Christmas game here at VGJunk. You see, the thing is I just don’t like Christmas all that much. Not in a bah-humbug-y way - I’m not against the holidays or anything, I'm down wih the message of peace and goodwill and I’m not the type to bang on about how it’s all become too commercialised, maaan. It just doesn’t really do it for me, you know. I’ve got Halloween for fun holiday times. But Christmas time is here, and maybe playing a seasonally-appropriate game will increase my levels of festive cheer. If I could get up to “holly jolly” from my current level of “trying to plan around reduced public transport services,” it’d be nice – and if I managed to get such a boost from this game, it’d be a bonafide Christmas miracle. It’s Free Spirit Software’s 1990 Amiga deck-the-halls-em-up Barney Bear Meets Santa Claus!


There’s Jolly Old Saint Nick now, sharing his sleigh with the titular Barney Bear. At the front of the sleigh are the traditional reindeer and at the back of the sleigh is some strange, malformed creature with twiglet legs. I think it’s supposed to be a dog. I’m sure it’s meant to be sitting on top of Santa’s sack, but because they’re the same colour you’d be forgiven for thinking it’s a dog with a hugely distended stomach. You shouldn’t have swallowed that canoe, Fido.


Of course, I’ve met Barney Bear before. A few months ago I wrote about Barney Bear Goes to Space, another Free Spirit title created by the same two people and also released in 1990. In that game, Barney went on a field trip to NASA, fell asleep on a conveyor belt and woke up aboard a space shuttle. It was half digital story book and half low-effort activity centre, so I’ve got a pretty good idea how Barney Bear Meets Santa Claus is going to play out.


It’s Christmas Eve, and all through the house not a creature is stirring except for Barney Bear and his dog Skippy. Not my words, folks, but the words of the robotic narrator whose dulcet tones will relay to us the story of Barney Bear, the jammiest little bear-cub in the world. Going to space and meeting Santa in the same year? What’s he got planned for the new year, finding a golden ticket and appearing in Barney and the Chocolate Factory?
Anyway, the narrator has the same synthesised voice as in Barney Bear Goes to Space. I described it there as like Stephen Hawking reading the CBeebies bedtime story, and that’s a description that holds true for Barney Bear Meets Santa Claus.


Santa has arrived. His unfocussed eyes and swaying, unbalanced gait suggest that a lot of kids have left a glass of brandy out for Santa this year. He tells Barney that he needs help at the North Pole, and asks if the young bear wants to come with him to see his toy factory. Santa, my man, it’s already late at night on Christmas Eve. If you’re desperate enough to turn to a bear-child for help, the situation has probably gotten away from you already.


And so off they fly, away to the North Pole – but not before the game reminds you that Barney Bear must ask his parents permission before travelling to Santa’s Grotto. Sadly, you don’t actually see this happen. Barney’s on his way though, so his parents must have been cool with it. The kid’s already been to outer space, he can clearly look after himself.


Before long, Barney and Skippy arrive at Santa’s Arctic fortress / toy factory. I was expecting an architectural style inspired by cosy cottages and gingerbread houses, not the opening shot of Blade Runner, but that’s what we’ve got here. I particularly like the huge flaming pylons in the background. That must be how they burn off the excess menthol from the Peppermint Mines. Then, just when I was getting my head around the weirdly fascistic look of Santa’s compound, the robot narrator informed me that the toy factory “is bigger than your whole city,” a statement that must have made player in Tokyo or Mexico City look out of their window and say “are you sure about that, sunbeam?”


So now we’re in Santa’s Workshop, and that’s where the storybook portion of the game ends. It feels like there was somehow even less to it than the story part of Barney Bear Goes to Space, to the point that I was, like, did I miss something? But no, I didn’t. Barney Bear Meets Santa Claus is both the title of the game and a complete and thorough description of the story.
Before I move on to the minigames, I must point out that while it’s easy to mock children’s entertainment for sometimes looking unintentionally weird or creepy – very easy, which is why I do it – when I reached this screen the narrator said “this is going to be lots of fun” and I swear to god Santa turns, looks into the “camera” and winks. I’m beginning to regret accompanying an old man to meet the slave workforce he keeps inside a city-sized frozen prison.
Okay then, minigames! If you click on certain background elements on this screen you can do an activity. Let’s start with the toy machine, shall we?


It’s a body-parts-swapping activity, of the kind I’m sure you’ve seen before. Combine the head, body and legs of various wacky characters to create the latest hot new toy that all the kids are clamouring for. You’ve got a few different sets to work with, including all your festive favourites – Santa Claus, a robot, a snowman, the Nativity Frog…


Whaddya mean, you’ve never heard of the Nativity Frog? The frog whose croaks led Mary and Joseph to the manger in which they lay the newbon Messiah? His flesh and shorts are the entire reason that red and green are colours of Christmas! You people need to study your Bibles more closely.


Of course, the real function of these body-swapping games is to come up with the most grotesque abomination that you can. I’ve plumped for this terrifying creation. The soulless, psychotic mind of a clown, the immortal body of a robot and the round lower half of a snowman that allows this remorseless killing machine to chase you over any terrain. Well, it’s not going to be any worse that the last couple of Terminator films, right?


There’s an odd-one-out game, which feels insultingly easy even for a game aimed at very young children. It’s obvious which one you need to pick in this line-up. Barney Bear isn’t nearly cool enough to pull off those sunglasses, and when you consider he’s been to space and met Father Christmas that’s a real burn on Barney.


There are a couple of letter games to play as well. One is a simple anagram solving challenge where you must unscramble words like “owl” and “zebra” - you know, Christmas words – and it’s so dull I couldn’t bring myself to even show you a screenshot. It looks almost identical to the minigame pictured above, where you have to find the missing letter to complete the alphabetical sequence. Beige squares, textured metal floors… I feel like I’m belabouring the point a touch but Free Spirit seem to have forgotten that they were supposed to be making a Christmas themed game. Could the letters not have been iced onto biscuits in front of a snowy backdrop or something? The “factory” part of Santa’s Unfathomably Vast Toy Factory is taking far too much of the focus, if you ask me. Although, I did learn that those textured metal floors are called “diamond plate” so I’ve got something out of the experience.


You can also enjoy a rousing game of “Find the Elf.” This screenshot’s from after I found the Elf, by the way. Even the Barney Bear games don’t make it that easy for you. What happens is that the narrator says, for example, that the Elf is in the red present or the smallest present, so you click on the appropriate gift and the elf pops out. Then the Elf says “you found me hehehehe” in the same robotic voice as the narrator, except it's pitched up a bit. This has the effect of making it sound fifty percent more elfin but roughly one thousand percent creepier. It’s the high-pitched mechanical laugh, it sounds like a disturbed robot child pulling the wings off fly-droids.


Probably the most enjoyable of the activities (a weak field to be the front-runner in, admittedly) is the colouring book. A selection of black-and-white line drawings for you to fill in, plus some very basic drawing tools so you can add your own flourishes as you see fit. It might be the best thing in this game, but it’s still a bad digital colouring book. It works in exactly the same way as the one in Barney Bear Goes to Space, and my description of that game’s colouring book applies here: it’s slow, awkward, fiddly to fill in the smaller areas and the drawing tools seem to create shapes that lay on a completely different “layer” to the rest of the drawing, making them annoying to work with. Still, you can colour in some fairly nice festive pictures, like I have done in the screenshot above. I hope you appreciate the effort I went to in ensuring that the stripes of the candy canes are all filled in correctly. If only Christmas spirit was measured by the amount of f-bombs you dropped while trying to colour a finicky candy cane, this game would be more festive than the Queen doing her speech in a novelty jumper while half-cut on Bailey’s.


The colouring book is the part of Barney Bear Meets Santa Claus that you can spend the most time with before the grinding weight of tedium forces you to stop, which is damning with faint praise indeed. But hey, at least you’ve got some nice Christmas-y scenes to look at, like Santa laughing at Barney as though our little bear friend has just told Santa he wants world peace for Christmas.


How about this toy bear? Or as Barney would call it, "a doll," I guess? Little could be more festive than baubles, gift-wrapped presents and teddy bears, even if the teddy bear does have the blank stare of someone who’s just walked in on their parents going at it underneath the mistletoe.


“Mother and father like to wrestle but it makes them sweaty so they do it with no clothes on.”


Your artistic masterpieces don’t even have to be related to Christmas! I made this horrible thing by accident. Okay, the nose wasn’t an accident, but I was a well-behaved child who was far too decent / cowardly to draw graffiti penises so I’m making up for it now. Erm, merry Christmas, I guess. As an apology, if you’re making a videogame and you want to use this thing as an enemy design, go right ahead. It could use its jug ears to fly at you, that could be pretty terrifying, right?


And that’s your lot. A short story and some rather pathetic minigames comprise ninety-nine percent of Barney Bear Meets Santa Claus. The other one percent? Well, on the main toy factory screen you can click certain things in the background and they play a sound file. The clock chimes, the buttons click and whistle and the elves in the background say “happy new year” although it probably won’t be happy for them because they’ll be out of a job. Barney Bear Goes to Space didn’t include much content either but it had more to it than this game – at least you could learn some (occasionally incorrect) space facts. Barney Bear Meets Santa Claus has some half-decent graphics and an enjoyably robotic voice-over but that’s about all it has – and it didn’t even make me feel more Christmas-y, which is all I really wanted from it. Okay, so it made me want to eat candy canes but that doesn’t take much doing. In short, I feel no more or less of the Christmas spirit now than I did before I played Barney Bear Meets Santa Claus, but it did remind me to buy candy canes. Please clap as I unfurl the world’s smallest “mission accomplished” banner.

16/12/2017

MUNCH MOBILE (ARCADE)

SNK are a developer with a long and star-studded history, but here’s a game from them that you might never have heard of: it’s the 1983 grab-em-up Unch Obile!


Kind of a weird name for a game, honestly. Doesn’t tell you much about what gameplay you can expect, and it sounds a bit like the name of a third-tier Star Wars character. You know the one, the guy who appears for two seconds in a montage of pilots during the big space battle but still gets an action figure. Oh, wait, I’m receiving word that the game isn’t actually called Unch Obile.


Oh, Munch Mobile. That makes much more sense. Okay, not much more sense. Munch Mobile’s still a weird title unless you’re brainstorming names for your new food truck, but at least it’s made of real words. The missing letters were dragged onto the title screen by this car that looks like Lightning McQueen’s foetus. If that sentence has caused you to start wondering exactly how the inhabitants of the Cars universe reproduce, then I’m terribly sorry.


Get used to seeing that car, because that’s what you’ll be controlling for the duration of Munch Mobile. If you’re anything like me it won’t be a long duration, but I admit that I’m not the most patient person in the world.
Okay, so now you’re on the road, and the road is scrolling forward. It’s your job to get the Munch Mobile from one end of the highway to the other by steering it left, right, backwards and forwards, avoiding obstacles and using its stretchy arms and disturbingly human hands to grab the snacks that line the road.


That’s right, car arms. The long arm of the car. The gummy, grabby arms that all cars have. Munch Mobile’s cabinet comes with two joysticks: one for controlling the car and the other for extending your arms to the left or right. You can’t reach to both sides at once, implying that the Munch Mobile only has a single arm with a hand on each end, and the purpose of stretching your arms is to grab the items as you drive past them.


Mostly this means collecting fruit. Why does a car need to eat fruit? So it doesn’t get turbo-scurvy, of course. Or maybe it’s that in the early eighties fruit was just what you collected to get points in arcade games. There are also bags of cash that you can collect for even more points, but their real purpose is to teach a lesson about the deleterious effects of greed. That was the impression I got after repeatedly trying to grab them only for a passing bush or tree to hurt Munch Mobile’s delicate hands – and if your hand does collide with the foliage, your hand becomes unusable for a few seconds. Merely surviving the hellish gauntlet that is Munch Mobile’s daily commute is hard enough, so I found it was generally best to ignore the moneybags because you’re going to need your hands at a moment’s notice.


You need your hands free to grab the petrol cans, mainly. If the Munch Mobile runs out of fuel you lose a life, so grabbing extra gas has to be your top priority if you want to make it any further than the first stage. The Munch Mobile drinks the petrol for sustenance, gets extra vitamins from the fruit it eats and collects the cash to spend on, I dunno, car insurance. Makes sense to me.
Grab and go, that’s the name of the game here. The grabbing takes a bit of getting used to, actually – you’d think that the Munch Mobile would grab onto the fruit or whatever when its hand touches the item, but instead it only catches hold when you start pulling your hand back towards the car, so there’s an element of timing to the gameplay. If this is making Munch Mobile sound like an arcade conversion of hook-a-duck then congratulations, you figured it out.


You can also grab these leaping fish. I assume you can, anyway. I never managed to grab them, so I didn’t get to see the Munch Mobile shove the still-living fish into whatever part of its chassis serves as a mouth.


Aside from the grabbing, Munch Mobile’s gameplay is about driving. Sadly, the driving is terrible. The big issue is the narrowness of the roads, because despite chomping down all this healthy fruit the Munch Mobile is a sickly, malformed creature that exists as a blasphemous mockery of life and as such will explode if it makes even the slightest contact with the edge of the road. This makes avoiding things like these oncoming police cars rather difficult. Not because it’s hard to tell where the other cars are coming from – they’re either going to be on the left or the right side of the road – but because there’s barely room for two cars to pass side-by-side and it’s extremely easy to nudge the joystick a hair too much. You brush up against the grass, the Munch Mobile explodes, try again.


I think I’m just about getting the hang of it now, though. I’ve made my way through the tunnels that I think are supposed to be hollow logs but look more like bones with the marrow scooped out, I’ve avoided the rocks in the roads and I’m speeding my way towards home.


Ah, there’s the ol’ homestead now. Easy does it, Munch Mobile, we’re almost there. Slow down, Munch Mobile. Slow down. Oh god, no, hit the brakes, Munch Mobile you’re gonna-


Munch Mobile ploughs through the living room wall, killing a family of three and severely injuring itself in the process. It uses its rainbow arms to reach for the telephone, planning to call for help, but the roads leading to the house are so narrow and clogged with rocks that the emergency services cannot reach the Munch Mobile in time and it slowly bleeds to death. “If only I’d managed to grab one of those fish,” thinks the Munch Mobile in its final moments, “I could have found some peace in death.”


Turns out you’re supposed to guide Munch Mobile into the garage. This makes a happy couple appear, a couple so deeply in love that they colour-coordinate their outfits and, erm, have the same face. Oh god, are they related? That’d explain why they live in an isolated cabin out in the woods.
This marks the end of the stage, so it’s on to the next stage because the Munch Mobile can’t sit still - it’s always got to be out there, grabbing at fruit. I think we’re supposed to assume that we’re actually controlling one of the lovestruck couple and each stage is them commuting home from work in their grabfabulous snacktacular wackywheels munchmobile. Think Chitty Chitty Bang Bang, but with more scope for accidentally clotheslining a shrub.


Munch Mobile doesn’t get much more interesting as it goes on. More frustrating? Sure, mostly because fuel management gets extremely strict from stage two onwards, and if you fail to collect a single roadside jerrycan then tough, you’ll run out of fuel and there’s nothing you can do about it.


And so it goes. New stages have a very thin trickle of new obstacles like these traffic-heavy crossroads until around stage six, at which point I really felt like I’d seen everything Munch Mobile has to offer. I might be wrong. It might open up a bit later, or give the Munch Mobile a laser death-cannon, or even have a proper ending. Unlikely, I know – especially that last one – but even if I wanted to play any further I couldn’t because Munch Mobile is too bloody hard. It might look like the fever dream of an overworked Brio manufacturer, but Munch Mobile’s unforgiving collision detection and stringent fuel requirements meant it was a real struggle for me to get beyond the fourth stage or so.


Things get a little easier when you realise that you only need to grab the petrol canisters. Everything else is optional unless you’re desperate to get on the high score table, and trying to drive and grab on the later stages results in a pat-your-head-and-rub-your-stomach feeling. That’s not necessarily a bad way to design gameplay: having to juggle two different types of movement can make for a fun experience… just not in Munch Mobile, where the slightest lapse in concentration means you’re likely to clip a wall and have to start again.


This is the absolute worst section when it comes to the driving. It looks simple enough, but because Munch Mobile’s horizontal movement is so slow you have to get the exact positioning and timing of your right-to-left movement correct. Start a fraction too early and the back of your car will touch the bottom corner and you’ll explode, a second too late and you won’t make it all the way across. It’s an absolute pain in the arse, that’s what it is, and it crops up in every stage after the first one. Well, you wouldn’t put something this horrible in the first stage, would you?


Munch Mobile’s approach to stage design is a bit weird, honestly. Most of the layouts seem to be repeated over and over, with the odd new section added in with each new stage. It gets very hard to tell them apart after a while, and has the effect of making the game very boring very quickly. Once you’ve gone through the extremely frustrating “nip into a lay-by to avoid the oncoming fire engines on this single-lane road” area once,  you really won’t want to do it again but tough, it’s part of every stage now. Munch Mobile’s stage design is a katamari of awkward, overly difficult yet completely unrewarding gameplay chunks, haphazardly bundled together in a way that can’t be glossed over by the cutesy graphics.


And it is pretty cute. It’s got some nice touches, at least: Munch Mobile’s big googly eyes move around to look at whatever it’s grabbing, and they get all droopy and sleepy when it’s running low on fuel. That’s nice. You can also get extra points after you’ve eaten the fruit you’ve grabbed by dropping the leftovers into one of the rubbish bins you drive past. That’s fun, and a good way to teach children that they shouldn’t drop litter lest a living car reaches out from the shadows and throttles them with its rainbow arms. “Beep beep,” whispers the Munch Mobile. “Beep beep.”


By the time I reached the sections where you can’t see where the bloody hell you’re supposed to be driving because the screen is covered by a close-up of used toilet paper, I decided I’d had enough of Munch Mobile. This is supposed to be the holiday season, a time of joy and celebration, and I’m wasting it playing this crap. I could be wasting it by playing slightly more entertaining crap! Munch Mobile might be interesting purely as a little-known game by SNK – and hey, if they want to add the Munch Mobile as a playable character in Neo Geo Battle Coliseum 2, I’d be fine with that – but as a gameplay experience I’d have had more fun with one of those Tomy road racer steering wheel toys. That’s hardly surprising, though. Those things ruled.

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