Super G-Man (Codemasters) Review | Zzap - Everygamegoing


Super G-Man
By Codemasters
Commodore 64/128

Published in Zzap #34

Super G-Man

Super G-Man is on a mission to travel across ten horizontally scrolling landscapes. Armed with a limited-range jet pack and a blaster, he zooms across the terrain, picking up extra fuel and ammo and avoiding oncoming hazards.

Each landscape has a time limit, and if G-Man fails to reach the destination transporter hut before it expires, the game ends.


I couldn't believe the control method used on Super G-Man: pull down to move up - ugh! This is a major hurdle to playing the game, since it is so uncomfortable.

In moments of crisis, natural tendencies take over and you inevitably move the wrong way, hurtling to your doom. The rest of the game is no real loss, however, either visually, aurally or otherwise.

Gameplay is stunningly tedious and this particular cassette belongs a few years in the past. G-Man he might be, but Super he ain't.


Well, you can't get much simpler than this. Guide Super G-Man over a very bland horizontally scrolling landscape and reach the destination.

There's little else to do, and the action becomes very tedious and completely predictable after a couple of goes. The control method is awkward, and both the graphics and sound are bland. Code Master are very fond of blowing their own trumpets, but they've really hit a bum note with this one.


Presentation 65%
Nothing outstanding, but pleasant nevertheless.

Graphics 41%
Colourful, but unimaginative.

Sound 49%
Remarkable only for its mediocrity.

Hookability 27%
Lacks excitement from the outset.

Lastability 13%
The action is very repetitive, and offers little long-term entertainment.

Overall 23%
A horribly dull exploration game.