1 - Commodore Is Awesome
1 - Commodore Is Awesome
1 - Commodore Is Awesome
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R E V I E W<br />
There's always plenty of old odds and ends left<br />
lying around on studio sets, and those at<br />
Grumbling Pictures are no exception. Scoop up<br />
those carelessly-discarded Academy Awards and<br />
SAFTAs (at least that's what they look like) for<br />
points, and typical movie-going foodstuffs like<br />
burgers and popcorn for extra energy. Most useful,<br />
though, are the clapperboards. Pick one of<br />
these up to activate a restart point there, so you<br />
don't get sent right back to the start of the level<br />
when you lose a life.<br />
THE BAD GUYS<br />
When you finally locate the canister of film at the end of a level, you've<br />
got to complete a special unique sub-game before you can be off with it<br />
and onto the next stage. Let us take a gander at a few of them, shall we?<br />
On the Western level Clutch comes<br />
face to fact with a gunslinging<br />
bulldog in a showdown played<br />
out to a smart rem ix of The<br />
Good, The Bad and the<br />
Ugly's theme musk. Big<br />
Butch's fingers twitch<br />
on his holster for a<br />
few seconds,<br />
when he goes f<br />
gun you've<br />
beat him to the<br />
by hitting th<br />
button before<br />
shoot. Draw too eddy<br />
or too late and you'll<br />
bite the dust. If you can<br />
plug Butch three times in<br />
succession, he goes down to<br />
good and it's onto the next le<br />
All the baddies in<br />
Premiere inflict the<br />
same amount of<br />
damage per hit.<br />
but some take<br />
more to kill than<br />
others. A single hit<br />
with whatever<br />
weapon you've got<br />
will take out most<br />
meanies, but some<br />
need to be to be<br />
hit twice before<br />
they'll roll over<br />
and die. Thankfully<br />
there's plenty of<br />
spare ammo lying<br />
about the place.<br />
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This is a tricky one. Trapped at the end of the horror level,<br />
the only way for Clutch to escape is to jump onto the giant<br />
tradmill and pedal like a hamster on steroids - the wheel<br />
controls the mechanism that slowly winches up the exit<br />
door. Only problem is, the devil himself likes to come along<br />
every few moments to prod Clutch with his pitchfork. To<br />
get rid of him, you have to jump off the treadmill, causing<br />
the door to start sliding back down, and assault him with<br />
— -•••••.- - -—4,.,/lIA<br />
•-•.. d y n a m i t e until he blows up. This process is painstakingly<br />
— • - l<br />
d..I<br />
i.-<br />
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e0<br />
, l<br />
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dO<br />
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eI<br />
l.<br />
e<br />
ls<br />
. c<br />
r i p e a t e d until the door locks open at the top and you can<br />
a<br />
p<br />
e<br />
.<br />
N<br />
o<br />
t<br />
e<br />
a<br />
s<br />
y<br />
.<br />
NCORE<br />
058 00<br />
Emma -1<br />
011111•TI<br />
I IVES. A M<br />
-<br />
1<br />
1<br />
1<br />
1 T h e ending of the Black & White level is suitably<br />
romatic, consisting of a frantic train chase.<br />
Clutch standing on a runaway platform, the<br />
t is to keep the pursuing locomotive at bay<br />
onstantly hitting it with dynamite. As you roll<br />
you've got to jump over broken sections<br />
rack, duck under signal posts and collect<br />
ammo from trackside dumps.