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A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

Page 1: Cabal - Captain Planet
Page 2: Captain S - Cauldron II
Page 3: Cavemania - Championship Baseball
Page 4: Championship Basketball - Chevy Chase
Page 5: Chibi Akuma(s) - Choy Lee Fut Kung Fu Warrior
Page 6: Chronos - Classic Invaders
Page 7: Classic Muncher - Collapse
Page 8: Colossal Adventure - The Comet Game
Page 9: Commando - Continental Circus
Page 10: Contraption - Cosmic Shock Absorber
Page 11: Costa Capers - Crazy Cars
Page 12: Crazy Cars II - Crystal Castles
Page 13: Crystal Kingdom Dizzy - Cybernoid
Page 14: Cybernoid II - Cyrus II Chess
Screenshot of Costa Capers

Costa Capers

(Firebird, 1985)

Ted Blewitt is going on holiday to Spain, but all his luggage has been stolen, so he must find his credit card and buy all of it back, and take and develop 36 photographs to prove to the staff at the Chip Factory that he really was away in Spain. You might remember Ted from his previous outing in Technician Ted. Well, this sequel looks and feels very similar indeed, although you can pick up and drop objects, and get drunk as well, which can sometimes prove useful... The graphics are still primitive and haven't been improved at all, the music is very annoying indeed, and the difficulty level is again much too high – and you can easily lose all your lives if you jump to another screen incorrectly. This is a game to avoid.

See also: Technician Ted.

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Screenshot of Countdown

Countdown

(Macsen, 1986)

This is based on the well-known TV quiz show that has been running on Channel 4 since the early 1980s. There are nine rounds in the game, which consist of three types – the anagram game where you attempt to make the longest word from nine letters; the number game where six numbers are picked and you have to use them to calculate another number chosen at random; and the final round, the conundrum, which is an anagram of a nine-letter word. You can play either against a friend or the computer, but it's no fun at all (you can cheat at the anagram game), especially since there are hardly any graphics to speak of, and the rendition of the theme tune at the start of the game is awful!

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Screenshot of Count Duckula

Count Duckula

(Alternative Software, 1989)

Reviewed by John Beckett

Anyone who's played the travesty that is Count Duckula II will wince in fear at the prospect of another Count Duckula game. But thankfully, its predecessor is not quite as awful! Based on an episode of the dire cartoon series, the aim is to wander around a huge pyramid, find keys to unlock doors, solve basic puzzles and get the magical saxophone at the pyramid's peak, which can transport Duckula back to his castle – all within a pretty tight time limit. I said this wasn't as bad as Count Duckula II, but it's still pretty bad – the graphics, though detailed, are boring and bland, and the sound... well, the hilariously bad rendition of the show's theme tune says it all! Too 'mazey' and too dull; avoid.

See also: Count Duckula II.

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Screenshot of Count Duckula II

Count Duckula II

(Alternative Software, 1992)

How could something like this ever have been released as late as 1992? To say this game is rubbish is scratching the surface. It's an absolute insult to my intelligence; I thought it was written in BASIC! It's a slow and crushingly boring platform game with awful graphics and animation, poor collision detection and ping-ping sound effects, and the tomato gun that Count Duckula is armed with is useless. The tune is the only thing that's worth talking about. If you want to see an even funnier review of this game, you should look at Amstrad Action's review, where they gave it 3%.

See also: Count Duckula.

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Screenshot of Country Cottages

Country Cottages

(Sterling Software, 1984)

Reviewed by John Beckett

Country Cottages is a pretty simplistic strategy game where you and another player must buy, improve and lease out country homes until one of you is the first to reach a predetermined level of profit and so is declared the winner. It's about as interesting as it sounds. Apart from occasional still shots of your cottage – created using 'revolutionary' Landscape Creation technology (whatever that is) – the entire game is just boring facts and figures. And even if you're into that kind of thing, the game itself is too simplistic and shallow to offer any real challenge or depth. And so, as a result, it ends up pleasing nobody. To its credit, it's an original concept, but that's about the only positive thing I can say about it.

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Screenshot of Cowboy Kidz

Cowboy Kidz

(Byte Back, 1990)

A consignment of gold is being delivered across the desert and you have to follow the train on your horse, and grab some of it when it reaches the next station. However, there are other cowboys who are out to get you! The music sets the scene nicely and the graphics are quite colourful, too, with some impressive animations. However, the game is a little difficult and it is really beneficial if you remember the layout of each level exactly – the timing is crucial!

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Screenshot of Crack Down

Crack Down

(US Gold, 1990)

The evil Dr. K is planning to take over the world with a race of biogenetic humanoids. Enter Andy Attacker and Ben Breaker, two guys on a mission to fight their way through sixteen levels of mayhem in Dr. K's fortress. Don't you just love original plots? Anyway, this is a reasonably good game. You (and another player if you can find one) must explore each level and plant some detonators at specific points, and find the exit quickly before they explode. Fortunately, there's a map which shows you where to plant them. There's a lot of shooting involved as well, and the humanoids are rather nasty as well. The graphics are pretty good and the sound effects are OK, but it's a bit too difficult (although you get plenty of credits) and the collision detection could be better.

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Screenshot of Crack-Up

Crack-Up

(Atlantis, 1989)

Breakout has been around since 1976, and this version of it is probably deliberately based on the versions from the early days to give it that retro feel; all the bricks are blocks of one colour, and the ball is simply a square. The sound effects are few and far between as well. OK, so the presentation might be minimal, but the levels are rather badly designed, and it's very difficult to clear all the bricks from each level; often you rely on collecting a power-up which sends you to the next level. At least you can choose which level you want to start on.

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Screenshot of CRAY-5

CRAY-5

(Topo Soft, 1987)

An asteroid colony has been struck by a meteor, and the CRAY-5 supercomputer which controls the colony's atmosphere has been damaged. The only way to save the colony is to activate thirteen interrupters scattered around nine zones of the complex within a time limit. You will need to collect keys in order to unlock doors within the complex; however, there are three types of door, and only the correct type of key will unlock them. Other hazards include magnets, spikes and walls marked with a skull and crossbones symbol, all of which drain your energy if you touch them. The graphics and music are both rather basic, but everything is recognisable. The main problem is that you will often have to fly through some very narrow passages, and it's almost impossible to avoid contact with aliens or the aforementioned energy-sapping walls, which makes it extremely difficult to make much progress in the game.

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Screenshot of Crazy Cars

Crazy Cars

(Titus, 1988)

It's another of those races where you're driving along roads and have to reach the next checkpoint before your time runs out. Here, each level is divided into stages, and your car metamorphoses into a better and faster one when you reach the next level – nice. However, there are hardly any other cars on the track, which is mysterious; most of the time, you're driving down empty roads, and boredom sets in quickly as a result. There isn't even any scenery to make things a bit more interesting! The sound isn't up to much as well, and this is quite a lousy game.

See also: Crazy Cars II, Crazy Cars 3.

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