Mermaid Madness (Electric Dreams) Review | Crash - Everygamegoing

Crash


Mermaid Madness
By Electric Dreams
Spectrum 48K

 
Published in Crash #32

Mermaid Madness

Myrtle the Mermaid is in love, poor girl. To make matters worse the object of her infatuation, Gormless Gordon, is terrified of her. And who wouldn't be? She's a buxom wench to say the least. Gordon, on the other hand, is a bit of a beanpole who doesn't know when he's on to a good thing. Little does he realise that he hasn't enough oxygen to stay below the surface of the water for too long. Only Myrtle can save him!

The game starts at the quayside with Myrtle in desperate pursuit. Gordon, replete with snorkel, flippers and all, plunges into the clear blue water and is immediately lost from sight. But Myrtle is determined not to let him escape and dives in after him, her two legs transmogrified into a fishy tail as soon as she hits the briny.

The water is deceptively inviting. Sticks of dynamite which have been ignited, threaten to explode at any moment. In addition, sharks, swordfish, piranhas, jellyfish and sundry other seaside nasties patrol the waters, taking great chunks out of Myrtle's flesh whenever she bumps into them. Too many encounters and her only life is lost, leaving poor old Gordon doomed to die.

Fortunately, she can continually revitalize herself by quaffing the bottles of stout that lie scattered on the rocks below the surface. These, along with other items, are part of the cargo of a shipwreck impaled on the rocks. The amount of energy she has at any particular time is indicated by a stout bottle in the top right hand corner of the screen. As her energy is spent, the velvet black liquid in the bottle gets lower and lower.

Swimming past the shipwreck, Myrtle explores an underwater maze which appears to have no exit. Along the way, she comes across various items which she may find useful such as anchors, a tyre and a lamp. If she picks up the lamp, she can see her way through the murky caverns where her lovely Gordon might be lurking.

A pulsating heart, at the top of the screen, begins to pulsate all the more when she gets closer to him. Should she fail in her mission, then the heart, not surprisingly, breaks in two and crumble into dust. But if Myrtle does get close to her beloved, this does not always mean she can rescue him. At times, the rocks can form an effective barrier.

In her search, Myrtle discovers an underwater city, a la Atlantis, with its statues of strange Gods, the awesome remnants of a lost civilisation. But she cannot tarry there too long for the pointer on the meter, also at the top of the screen, is slowly moving. If it should reach the red zone, then all is lost. Fortunately, there are a number of air bottles scattered about which Myrtle can take to her loved one.

This game is a race against time with only Cupid and stout on your side. Can you avoid the numerous nasties and get to the luckless Gordon before his air supply runs out? Let's hope you're a good swimmer'

Comments

Control keys: A left, S right, FULL STOP down, SPACE collect or drop objects, drink bottles of stout
Joystick: Kempston
Keyboard play: fairly responsive
Use of colour: colourful but attribute clashes and flicker
Graphics: large
Sound: below average
Skill levels: one
Screens: 30