Zzap


Pang
By Ocean
Commodore 64

 
Published in Zzap #76

Pang

Pang is another of those obscure, surreal coin-ops that sensibly refuse to provide any kind of scenario. What can be said is that there's lots of balloons about. One or two cutesy Japanese characters aim to circle the world in their clapped out old biplane, stopping off at 17 countries to battle the mysterious balloons in four famous locations - each a static screen combining a spectacular backdrop with platforms and ladders.

The platforms can trap balloons - or players - and can sometimes be destroyed with your main weapon, a harpoon gun. To begin with, this can only fire one harpoon at a time - you have to wait before it hits something and disappears before you can fire again. This is tricky until you get used to it, especially as the balloons move quite quickly.

The biggest balloons can be split three times before breaking down into the smallest balloons which are destroyed with a single shot. Some balloons drop bonus items when split: extra time, bonus points, a stopwatch to briefly immobilise the balloons, dynamite which instantly breaks all the balloons into the smallest ones, a rapid-firing pistol, double harpoons and a grappling hook. The latter sticks to platforms, holding the trailing rope into a rigid line for several seconds unless it's hit by a balloon - and until it does disappear you're out of ammo!

Pang

Players can also get into trouble by some nasty marauding creatures which briefly jam guns on contact. Other creatures are more helpful, crabs pop balloons with their claws. Once all the balloons are popped, the players can go onto the next location, with a time bonus. If any player is hit, they not only lose a life but the screen resets with all the balloons going back to their start positions.

Way back in Issue 67 we gave this 82% on the Amiga, mainly because it didn't seem that sophisticated and Woz hated it. Pang certainly isn't overly complex - however, it's not quite as simple as it first looks. The various game elements, particularly the platforms and later creatures and slippery floors, mean each and every screen is something of a puzzle. Simply being fast and accurate with the old harpoon won't get you that far; most screens require a crude sort of method. Luck and instinct will get you through many, but a bit of tactical thinking saves lives - and hair-tearinig! But where the game really takes off is in two-player mode. Every game starts off with promise of 'co-operation', but sooner or later your 'friend' will burst a balloon right over your head and war will break out.

The C64 game is a rather tough, and presentation is lacking for cart, but such a big challenge with lots of playability makes for a compelling game. If you're looking for something dramatically new, Pang is unlikely to really appeal, but if you're more interested in playability and lots of tricky levels then this could well keep you (and a friend) amused for ages.

Second Opinion

Pang

Pang, technically is no great shakes, but it's incredibly playable and one of the best two-player games around. Completing a screen requires requires a lot of careful co-operation, good tactics and frantic balloon dodging.

The difficulty level is harder than the Amiga version, but this makes for better value on cart. In short, an incredibly playable game which could easily drive you totally bananas!

Verdict

Presentation 68%
Simple, instructive demo, mediocre map screen and no interlevel screens. Simultaneous two-player mode is good though.

Pang

Graphics 81%
Attractive, varied backdrops as you circle the world. Sprites are good but bubbles look a little false.

Sound 71%
A reasonable tune with some nice variety, but could've been more jolly.

Hookability 79%
A little tricky to begin with; you have to be precise with your choosting, but it soon becomes compulsive.

Lastability 77%
Seventeen countries with four locations each. Good high-scoring element, especially addictive for two-players.

Overall 78%
Tough but playable coin-op conversion.