Rick Dangerous 2

by Terry Lloyd
Micro Style
Sinclair User Issue 105, Nov 1990   page(s) 10,11

Dangerous? I should cocoa! Drinking pints of lard, stuffing your gob full of cake, smoking 2000 Rothmans an hour. I tell you, when it comes to high blood pressure inducement all these activities seem positively healthy compared to vein throbbing frustration half an hour of Rick Dangerous II is liable to spark off.

It's a non stop tirade of full-on bad luck for Rick. Without even a chance for a cup of tea and a bit of a snack after his previous adventures, he's sent off to rid Hyde Park of a churlishly parked space ship. The idea's to get em off the planet and send them back to where they belong. Standing in your way is a whole lot of trouble from the aliens who much rather stay put.

The control is much the same as it's predecessor though the space bombs supplied instead of dynamite can be slid along the floor delivering gelignite death to any bad guy stumbling onto one. At first the joystick control is a little tricky to get the hang of, especially if you're trying to launch off any bombs or laser zaps. Don't worry, it all makes sense after a bit of practice.

There's four levels for Rick to cope with, each of them chocked to the gills with all manner of devilish puzzles. Unlike a lot of games with such a huge content, Core have managed to keep up the very high standard throughout. The same goes for the consistently excellent graphics. They're nice and colourful and very well thought out.

All in all very nice stuff, obviously designed by people haters. It's as dangerous a playing a couple of rounds of Pop!* Spend you money today!

*Pop!: An unpleasant game involving two dice, a vice and an area of the body usually referred to as "the nether regions".

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Graphics: 93%
Sound: 88%
Playability: 90%
Lastability: 93%
Overall: 92%

Summary: Yet more deadly dangerousness! Tap your old dear for a tenner today!

Transcript by Chris Bourne

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