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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 />

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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 />

1<br />

e0<br />

, l<br />

I<br />

dO<br />

W<br />

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.

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