Kik Start II - Commodore 128 Version - |
Copyright/Publisher: Mr.Chip Software/Mastertronic, Created By: Shaun Southern,
Music: Shaun Southern, Release Year: 1986, Genre: Motorcycle Sports,
No. Of Players: 1 or 2
Straddling the powerful offroad country motorbike you wonder whether this time you can
complete the course without falling off. Looking ahead you can see a series of jumps and
hazards that would make even the most hardened of stuntman quail and quiver at the knees.
The sound of the starting gun startles you but within half a second you are pulling back
on the throttle and roaring towards the first jump.
Kik Start II is an extended version of the original 64 program which boasts twenty
seven tracks (three in memory and the others loaded in from disk eight at a time) along
with extra course features, new hazards and a record table for each track (which
unfortunelately can't be saved. You can tackle the tracks three at a time or go for all
eight in a 'grand slam'. If you haven't seen the original program (if not go and buy it now)
then you won't really know what we're talking about, so here's a quick rundown on what
goes on.
The program is a one of two player, split screen, off-road motorcycle simulator which
allows two players to battle it out simulaneously or one player to challenge the talents
of a computer controlled rider. The idea is a simple one - just belt down a hazardous cross
country course in the fastest possible time, and in this game hundereths of seconds count so
be prepared to race.
The two screens are independent from one another, one screen features player one's bike
and the other is relevant to what player two's bike is doing. The whole course is
viewed from the side in two dimensions, each bike appearing on the left hand side of its
respective screen. When the starting gun sounds pushing right on ye olde joysticke
accelerates the bike causing the landscape to scroll from right to left. The bike zooms
over the landscape obeying the rudimentary laws of physics when whizzing (ie if it's going
fast and goes off a ramp it flies into the air, falls off walls etc).
Depending on which way you push the joystick or press the fire button makes the bike
decelerate, wheelie and jump (or bunny hop, depends how technical you are) and all these
movements have to be used if a course is to be completed without crashing the bike. If you
do crash the bike the game isn't over - the scenery just scrolls slowly (thus costing time)
until there is a safe enough position for the bike to be put back on the course.
The landscape has many features both man made and natural which have to be negotiated, either
by jumping, performing wheelies or some other tactic (many are required, see panel). The
courses can be learnt, but it certainly isn't easy remembering all twenty seven!
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Gary Penn |
The original Commodore 64 version of Kik Start is extremely playable and is one of my favourite games. The
128 version os even better though, and is hellishly addictive. There are some neat new touches and unlike
Kik Start, the courses have to be tackled at many different speeds, making it much harder and more compulsive
than before. Great stuff!
|
Julian Rignall |
The only thing that was disappointing about the original Kik Start was that there wasn't enough tracks. Now
Mastertronic have produced a 128 version with 27 tracks - brilliant!!! The graphics aren't exceptional and
the sound isn't overly impressive but the gameplay is incredibly addictive and very challenging. Getting
really fast times takes some doing and doing it is great fun. If you've got a 128 then you just can't afford
to miss it - pennies can't buy a better game. |
P.S. |
What a great game this used to be and unlile other releases it hasn't aged too badly, even
though the game's veneer is a little lacking compared to recent releases the playability
is still there. All in all Kik Start is great fun and should be in any 128er's software
libary.
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PANEL |
WALLS
Go very slow over these - acceleration means a certian fall.
GATES
Again it's a go slow. Cross these at a slow velocity if you want to stay on your bike.
FENCES
Exactly the same principal for the last two hazards apply here too.
PIPES
Same again!!! Lass haste, less speed etc.
TYRES
You can whizz over these at high speed, but don't slow down otherwise you'll skid off.
BENCHES
Just wheelie up them and drop off the end with your front wheel up.
SPRING BOARDS
Send you flying into the air, helpful if you're tackling a huge jump.
ROUGH GROUND
Go slow and keep your wheels firmly on the ground otherwise you may crash.
DIRT
Slows you down but otherwise it's pretty harmless substance.
SPIKES
Don't even consider touching these - they'll rip your tyres to shreds and your rider will tumble shortly afterwards.
MYSTERY BOXES
Can cause hassle but to whizz through them at speed just keep your finger on the jump button.
WATER
Quite simple - don't touch.
DITCHES
Wheelie and jump - if you do that you'll clear them.
LOG RAMPS
Keep your speed right down when approaching, then wheelie up the ramp when you're close.
GREASY POLE
Again, slow speed over these otherwise you'll take a tumble.
VEHICLES and PHONE BOXES
Some of these can be ridden on, some have to be jumped. You'll just have to learn which are which.
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