Rick Dangerous 2 - Microstyle - 1990

Rick Dangerous 2
Rick Dangerous II has character. From the text neatly plummeting into place after the title screen to the quiff covering Rick’s eyes, it has life. Robots abducted straight from those classic TV serials of yester-decade, mecha-penguins defrosting to give chase and little toxic barrels getting up and rolling towards you; this game has character coming out of its ears. And its nose. And almost every other bodily orifice there is.
The plot picks up rather tenuously from the end of Rick Dangerous I... by the way, has anyone out there actually finished the first game? Anyone at all? Oh, do I see a hand at the back? You just want to go to the toilet? Oh, OK. Anyway, it was a really, really, really difficult in the same way that space, according to Douglas Adams, is big. It's not just big. And Rick Dangerous I was not just difficult. It took difficult, put it through a rack, destroyed the last piece of humanity in its coal-black heart and released it on an unsuspecting world lighting matches on its stubbly chin and stealing little girls' lollies. I'm sorry. I had to get that off my chest. Mighty therapeutic this reviewing lark, you know. Where was I? Oh, yes, the plot. Well. Rick defeats the evil Fat Man and saves the day. Only the Fat Man didn't die, but, by the start of Rick Dangerous II has made some friends who are truly, well, out of this world. Yes, aliens are once again threatening the safety of humanity so Rick Dangerous, Dashing Hero Type Extraordinaire (DHTE) leaps into action and sets out to foil their undoubtedly evil plans. Though they may just be here to remove the cast and crew of Neighbours, or some other good deed. Come to think of it, what should they be evil? Why does simply turning up on Earth automatically mean they're here to do something bad? And why wouldn't life under our new extraterrestrial masters be preferable? And what if... sorry?... just take the nice people at Microstyle's word for it, you say? Get on with it, you insist? OK then. Sorry.
Poised to invade the alien
mothership, Rick can't shake those yellow-belly taunts of the playground.
Friendly word of advice number 23:
don't hit the arrowed switch. Please. Hit the other.
Onto the game itself, then. It scores points right from the start by giving you the choice of any of the first four levels (there are five in total) to try. Of course, they get progressively difficult as the number increases, but at least the choice is there, and it gives you chance to practice before taking them all on to get to level five. And you'll need lots of practice, let me assure you. You remember how I said the first game was difficult? Well, although its illustrious successor is far easier, it still wouldn't be found in the Oxford Dictionary under 'easy' or even 'not too tricky' or possibly 'quite tricky' once you get to level three. But let's not go there yet: let's begin at the beginning...
Deep in the frozen underground caverns, Rick is shocked to find the YS3 crew on ice.
Ah yes, the game's character. It has such charm, such sophistication... does anyone remember the advertising campaign Microstyle ran when Rick Dangerous II was first released? The funky cartoon mini-serial in the computer magazines? The charm doesn't stop with the cartoon's cool 40s style heroics, my friends. The style is there from the start, even as early as the “select control method” bit, which, if you know which method and which level you want, can also be skipped. So, let's try level one, shall we? Within the first five seconds you've rushed under lasery death, bumped off a cool 50s robot and climbed a ladder to penetrate the mother ship in Hyde Park, again neatly dodging gun turrets trying to get you (or dying, but there we go). Rick's a nimble little fellow as within the first minute he has (hopefully) hit a few switches, crawled under electric death and laser guns, shot a few robots, leapt around a fair bit, detonated a couple of explodable walls and hauled himself up some piping. It's like being Flash Gordon or Buck Rogers... only with a rather impossibly-sized hair-do. It's exceptionally cool. And there's variety, too: best the mother ship and icy wastes beg exploration, complete with snowballs, ice cubes, mecha-penguins, ice, even a hover-bike thing; there's also level three with its foresty delights and the tribulations of a toxic-mine thing, complete with barrels, mutants, moles and mine carts. It's a game with ideas bursting out all over the place, realised with character, charisma and charm. Even the gun-toting, exploding stuff is never gratuitous because you have a strictly limited arsenal adding to the game's already strong arcade-strategy element. Each level is a carefully-constructed series of set-pieces, each of which need tacking in a certain, but never that illogical, way. Maybe they're a bit long, but there's enough to keep you on your toes until you finally get to the end... and how satisfying when you do.
And this is where the problems lie... there's so much to keep you on your toes that you'll be walking on pointe. When you load it up you may think that the six lives waiting in the top right of the screen are excessively generous, but you can get through them in a matter of seconds if you're not really careful - and on your first few goes you probably will. Hesitate, and you're dead. Miss a jump and you are, quite likely, dead. Fail to notice the gun turret in the wall as you enter a new screen and walk towards the barrels and you're dead: you needed to crawl as that gun's about to go off. Could you have known? Maybe. Is it fair? Kind of. Are the restart points much more plentiful as a result? Not exactly. Is it butt-clenchingly unfair every step of the way, throwing you into situation after situation you cannot possibly survive? Not really: you just have to get used to how the designers thought. It takes a while, but you'll soon be leaping over forcefields, crawling under laser beams before they go off, dispatching enemies and doing your funky Buck Rogers/Flash Gordon thing until the level finally bites the dust. And hey, as you can save with these emulator things, it makes it all that much more possible.
Staring down the boulder, Rick can't shake that old feeling of déjà vu...
By level four Rick knew that his past life as Indiana Jones was back to exact its terrible vengeance.
On an aesthetic note, the graphics are clear and colourful most of the time, though things do get a bit more confusing on the forest level, the opening music is groovy and the sound FX atmospheric. The controls are lovely and responsive, and hey, if you give the game a little while and keep one of those squidgy corporate stress balls handy, you may even have fun. One thing that’s for sure is that when do you get into Rick's world of adventure and danger, you'll find yourself getting up at 6am to see the BBC's repeats of 1940’s Flash Gordon.
 



 

Life Expectancy: 87% - Be patient and you'll keep going: you'll really want to see what comes next.
Graphics: 85% - Pretty clear, lively, and colourful - though Rick changes colour more often than a hyperactive chameleon.
Sound: 62% - Nice title tune, nice sound FX but you'll fall to your knees and thank God when the opening level tunes finish.
Gameplay: 80% - Fun and engaging, but rather action-overloaded than action-packed.

Summary: It’s not for the faint-hearted. But go on, give it a chance - there's a great little game under all those traps, tricks and nearly-invisible things. Honest.

Jon Hyde




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