Paperboy
- Publisher: Mindscape
- Developer: Tengen
- Release: NES, December 1988
- Genre: 2D Action
- Players: 1-2 alternating
- Rarity/Cost: Common / US$5-10
Getting your angle right is part of the challenge. |
Each round ends with an obstacle course, serving as a bonus section. This dirt-road maze of jumps and walls is controlled by a time limit, which determines your point bonus should you finish succesfully. The time limit in this section always used to spook me as a kid; however, there is no penalty for running out of time, and even crashing doesn't cost you a life as it does in the main section. There are also blue and pink target objects lining the paths here which, along with many, many objects in the main areas, can be knocked over or broken for points. (For the longest time I had no idea you could knock over these targets, since they resemble oversize tires and car batteries.) Some of the traps, such as moving ramps and gates, highlight the game's worse-than-optimal hit detection, but again, it's a good thing that the training courses are penalty-free.
The Training Course is less stressful than the time limit suggests. |
Going back to take a formal, in-depth look at Paperboy, I was surprised to discover as many flaws as I did. While the controls, far from perfect as they may be, are easy enough to handle with practice, the only way to describe the graphics is that they were beaten by the ugly stick. That said, it's still a fun and challenging title if you're looking to kill a little time, and if you think about it, it presents a novel take on the shoot-em-up genre. It is, long story short, flawed yet engaging.
Control: 3 newspapers out of 5
Design: 4 newspapers out of 5
Graphics: 2 newspapers out of 5
Audio: 2 newspapers out of 5
Value: 2 newspapers out of 5
The Call: 65% (C)
Design: 4 newspapers out of 5
Graphics: 2 newspapers out of 5
Audio: 2 newspapers out of 5
Value: 2 newspapers out of 5
The Call: 65% (C)
P.S. I am sorry to report that Paperboy does not work on most after-market "Famiclone" consoles. When tested on the Retro Duo and FC Twin (both reviewed in my description of Famiclones), the game would boot up, but would not read any controller input no matter what. Coincidentally, most of the other Tengen-published games, including the unlicenced "black cartidge" titles, suffer similar compatibility issues, so I wonder if there's a connection. For futher discussion on the topic, read my review on their version of Pac-Man. So, if my review has enticed you to try out Paperboy, be sure to have your old "toaster" control deck in working order.
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