REVIEWS COURTESY OF ZXSR

Hunchback II
by F. David Thorpe, Mike Webb, Paul Owens, Bob Wakelin
Ocean Software Ltd
1984
Crash Issue 13, Feb 1985   page(s) 42

Producer: Ocean
Memory Required: 48K
Retail Price: £6.95
Language: Machine code
Author: Paul Owens, Mike Webb, scenic graphics by Dave Thorpe

CRASH got smartly wrapped over the knuckles by the success of Hunchback, as we hadn't thought it that marvellous. But because of its popularity, the follow up, Hunchback 2, is bound to do well. Subtitled Quasimodo's Revenge, you again play the endearing hunchback in a quest to rescue Esmerelda who has once again been imprisoned in the Castle Stronghold (poor old thing). There are seven screens to battle through, each quite different from the others, and indeed the game style is quite different from its predecessor.

On the first six screens Quasimodo must collect bonus bells to reach the following screen. On the first, a simple platform arrangement, the bells are set into the floor and walking over them will collect them. Each level of the platform screen is connected by the bell ropes at either end which go up and down. Hazards include arrows and fireballs which must be ducked or jumped, while on subsequent screens there are bats, birds and axes. On the seventh screen, which is inside the castle belfry, the working mechanisms of the clock threaten him. On completing the seventh screen, the game returns to screen one with an increased level of difficulty.

COMMENTS

Control keys: user definable, four needed with fire for jump
Joystick: Kempston, Protek, AGF, Sinclair 2
Keyboard play: very responsive, simple to control
Use of colour: very good, clean and bright
Graphics: large, smooth, fast and varied
Sound: good 'synthesised' tune, otherwise not very much during play
Skill levels: 1
Lives: 5
Screens: 7


Two months ago I was looking forward to the new version of Hunchback, Hunchback 2, and it has since arrived, only a couple of months late - not bad for the software industry. Hoping that Hunchback 2 would be a damned sight more playable than its predecessor, I eagerly loaded it. I was met by a rather jolly synthesised tune. It soon became apparent that Hunchback 2 was not any easier than the first one, if anything a lot more difficult; although the first screen is fairly kind and quite playable. Moving onto the second screen though - extremely difficult, and it took me quite a bit of time to work out how to achieve my objective. I have since played this game for a couple of hours, not getting past the second screen. It isn't the tricky timing needed as in the first one but more so that all the moving items on the screen are linked together and you only have the slightest chance on some occasions to collect a bell. I wish Ocean could have had two or three skill levels to ease you into the game, and this would have made it much more playable, and definitely more addictive. Those who liked Hunchback will probably take to Hunchback 2 very quickly, and seeing as the graphics are quite a bit better, this will add to the qualities of an exceptionally difficult game.


Sequels never seem to be as good as originals, but Hunchback 2 has more than surpassed the original. The graphics are great and Quasi is a much better character than he was in Hunchback. In fact (I know Spectrum owners hate hearing about the Commodore but) the Spectrum version of this game is, in my opinion, much the better of the two, and it's a tougher game to play as well. It's very playable and addictive, but it is the sort of game that's more fun to play in groups where you've got others cheering you on! The seventh screen is particularly good as far as graphics go, using greys in a way seldom seen on the Spectrum, and (once again the dreaded words) it actually looks like the sort of graphics you might expect to see on the CBM 64. As it gets increasingly difficult I think this game will have a pretty long life in terms of appeal.


Straight off, this is so much better than Hunchback because the graphics are better and more fun. Also there's a great deal more to do than leaping to the right constantly while jumping in different rhythms because the screens are quite varied, demanding a different skill each time. That said, this is still primarily a jumping, dodging and timing game that should keep players on their toes for ages. It combines enough clever elements to make you want to go on, and the frustration level can be quite high, especially when you are finally about to get off a damned screen and a slip of timing ruins everything. One thing has to be said about the Hall of Fame entry system which scrolls across the bottom using the joystick - it is simple, fast and one of the best I've seen. I think this is a good game which ought to do very well.

Use of Computer87%
Graphics89%
Playability83%
Getting Started89%
Addictive Qualities80%
Value for Money83%
Overall85%
Summary: General Rating: Very playable, addictive and an improvement on the original, good value.

Transcript by Chris Bourne

Your Spectrum Issue 13, Apr 1985   page(s) 36,37

RETURN OF THE HEROES

"I had a hunch you'd want to know a little bit about me! After a book or two, several movies and the odd play, I starred in a classic computer game for the Speccy called... would'ja believe... Hunchback! Now, over two years since its release, I'm back in action in Hunchback II..."

"I've know Esmerelda for a while now... but she will keep getting herself trapped in towers! And I seem to be the only one gullible enough to save her...

If you saw me in the original epic, Hunchback, you'll be pleased to know that I can walk now... instead of mincing about on tippy-toes. I've also been given a decent set of threads - I never really felt comfortable prancing around on on-screen in a ballet outfit (not very good for the street credibility!). Also, if you're into bells (and who isn't I ask myself) - this game's full of 'em!

Someone up at Ocean must have realised that games need to be full of bright colours, lots of them. And there's far more to do in Hunchback II; the original just had me jumping over a few fireballs whereas here, I'm fair whacked out after just one screen! I don't know where the guards have got to this time around - perhaps it's their day off - but watch out for the malicious wildlife, they're not there to conserve you... that's for sure!

Ageing rock addicts will love the blues riff in between levels... myself, I'd have preferred something tasteful from Duran Duran!

All in all, a much improved game over the original - but why take so long to sequel a game with such a good-looking hero? I hope those characters up at Ocean know what they're doing!"


REVIEW BY: Craig Rawstron

Transcript by Chris Bourne

Sinclair User Issue 37, Apr 1985   page(s) 32

HUNCHBACK II
Ocean Software
Memory: 48K
Price: £6.95
Joystick: Kempston, Protek, Sinclair

Quasimodo has returned to the computer screen in Hunchback II from Ocean to rescue the beautiful Esmerelda who is imprisoned in a tower.

The game is set in arcade style, with Quasimodo battling against all odds every step of the way. He has to jump and duck flying arrows, climb ropes, ring bells, leap stretches of water and generally have the agility of an acrobat coupled with the patience of a monk to overcome the insurmountable problems set him.

There are seven screens in all, each progressively more difficult - you have to collect all the bells on each screen before moving to the next level. Movement is fast, leaving no room for hesistant players. Working out the correct route can only be done by trial and error - timing is the key.

You have five lives in which to fulfil your task - no easy job. There are, however, one or two nice touches. Quasimodo can leap and change direction in mid-air - a great help when dodging cannon balls.

The game falls down on its graphics especially when compared to classics such as Knight Lore which shows exactly what can be squeezed out of the Spectrum.


REVIEW BY: Clare Edgeley

Gilbert Factor5/10
Transcript by Chris Bourne

Sinclair Programs Issue 30, Apr 1985   page(s) 21

PRICE: £6.90
GAME TYPE: Arcade

Timing what you need in Hunchback 2. Co-ordination and perfect timing. Arcade enthusiasts may already have these. Less favoured mortals will be spending a very, very long time on screen one.

The aim of the game, as can be guessed by the subtitle, Quasimodo's Revenge, is to collect, move or ring the bells on every screen. These are arranged in the most unlikely places; holes in the ground, on islands and even, surprisingly, at the tops of ropes.

Various lethal objects move regularly around the screen. The trick is to collect all the bells, or to complete some other appointed task involving bells, without being hit by any of these things. Quite why you are being attacked by a bouncing meteorite or by what appear to be flying oysters is not clear, but who cares about a coherent story line, when it is the game that counts?

Work out the correct route across a screen once, and you will probably be able to do it every time. Working out routes, though, must be done by trial and error, trial and repeated error.

This is, in essence, a one route game. You must complete one screen in order to reach the next, and there is a limited amount of room for manoeuvre on any one screen.

Hunchback 2 is produced for the 48K Spectrum by Ocean Software, Ocean House, 6 Central Street, Manchester.


Rating50%
Transcript by Chris Bourne

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