Commodore User


Danger Mouse In Double Trouble

Author: Ferdy Hamilton
Publisher: Creative Sparks
Machine: Commodore 64

 
Published in Commodore User #34

Danger Mouse In Double Trouble

Good grief! Creative Sparks have released this again. After flopping about six months ago, what will happen now that good ol' D.M. is at a budget price?

For those of you who haven't seen or heard of Danger Mouse he is a wonderful little mouse, with a penthouse flat in a Baker Street postbox. His occupation is full-time super-hero, and he is needed with the evil frog Baron Silas Greenback forever plotting plans to rule the world. Danger Mouse like all good super-heroes also has an assistant; this one comes in the shape of the half-wit, cowardly mole Penfold. But don't expect him to be much help.

In this escapade our hero has been putting his feet up for a couple of weeks and is starting to think that maybe Greenback has given up at last.

Danger Mouse In Double Trouble

Wishful thinking. All of a sudden up comes Colonel K., head of security on the video screen informing you that Greenback is up to his usual antics again. "He's been in the jungle building a clone of you D.M. so it can impersonate you and infiltrate our security forces."

Good grief, only the world's greatest super-hero Danger Mouse can stop him. First it's into the aerocar and on your way to the jungle, but it looks like Greenback is one step ahead of you. He has sent out a party of robots to stop you in your tracks!

To kill each robot you must be facing it and then select the correct picture and tune from your computer jukebox which is shown in the bottom-left of the screen. It's on to feet now as even an aerocar isn't versatile enough to get through the touogh terrain of the jungle. The first obstacle you must cross is the crocodile-infested swamps. This is done by using the crocodiles as stepping stones, a la Frogger.

Danger Mouse In Double Trouble

You must also watch out for the deadly black, mouse-eating pumas. To scare these away, you must go to the top of a nearby tree and do a tarzan-call so a herd of elephants will run past and scare him away, but on the tree there are snakes and monkeys with twice the strength of you, who will throw you off the tree at the slightest touch.

The third episode is quite tricky to get the hang of but after a while you will soon pick it up. The D.M. clone is almost complete as you arrive at their base. Suddenly you hear a strange buzzing sound coming from the floor, Greenback's rigged it so that there's thousands of volts running through each tile, step on it and you're Sunday roast!

The only way to short-circuit the Baron's plan is to activate the four switches in the right order and so destroy any signals Greenback sends out. This part of the game is wonderfully animated. You see a well-drawn picture of D.M. launch below onto the switches whilst balancing on his index finger!

When this has been done it's hip, hip hooray. Well done D.M. and all the rest but don't be too happy, you have to do it all over again but with a shorter time limit!

Creative Sparks have brought out a reasonable re-release and I see no reason why it shouldn't do well at its cheaper price. A must for all Danger Mouse fans.

Ferdy Hamilton

Other Commodore 64/128 Game Reviews By Ferdy Hamilton


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