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Page 1: Cabal - Captain Planet
Page 2: Captain S - Cauldron II
Page 3: Cavemania - Championship Basketball
Page 4: Championship Jet Ski Simulator - Chicago's 30
Page 5: Chickin Chase - Chubby Gristle
Page 6: Chuckie Egg - Classic Racing
Page 7: Classiques Volume 1 - Colossal Cave Adventure
Page 8: Colosseum - Compendium
Page 9: Computer Scrabble - Convoy Raider
Page 10: Copout - Countdown
Page 11: Count Duckula - Crazy Cars 3
Page 12: Crazy Golf - Curro Jiménez
Page 13: Cursed Be the City - The Cycles
Page 14: Cylu - Cyrus II Chess
Screenshot of Count Duckula

Count Duckula

(Alternative, 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, 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, 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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Screenshot of Crazy Cars II

Screenshot taken from cartridge version of game

Crazy Cars II

(Titus, 1989)

You're in a Ferrari F40 and are trying to smash a racket which is being run by some corrupt policemen. You have to race your car around four American states – Utah, Colorado, Arizona and New Mexico – and reach several destinations within the time limit. The police are on the loose, though! This game is much better than the original Crazy Cars, with excellent graphics and great Doppler effects when you're approaching police cars. There's also some really groovy digitised music to listen to on the title screen if you're playing the disc version of the game! The noise of your engine is OK, too, and it's a nice game with a lot of map-reading required. As for the cartridge version, the only differences in the graphics are that the sky looks nicer, and the instrument panel is brown instead of grey – although the map is built into the game and can be accessed at any time.

See also: Crazy Cars, Crazy Cars 3.

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Screenshot of Crazy Cars 3

Crazy Cars 3

(Titus, 1992)

Reviewed by Pug

In this episode of the Crazy Cars series, you race in your Lamborghini aiming to reach the top of the first division. The routes you race along are Memphis, Denver, Miami, Boston, Houston and Mojave. There is an entry fee for each race, and you can also gamble on who will win. Cash is needed to repair your car and buy upgrades. Graphically, this game is very attractive with well drawn screens, good use of colour, and character portraits. The only problem lies in the frame rate which results in a visually jumpy race. It's still playable, though, and deserves a few goes.

See also: Crazy Cars, Crazy Cars II.

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