
Kikstart, Commodore 128, Mastertronic - ICD1282
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8.5/10
Summary
Kikstart on the Commodore 128 takes the Commodore 64 original version and enhances it reasonably well. You have a computer opponent to race against, as well as twenty-seven courses (three practice, and three sets of eight loaded from disk.) The playability and look and feel however is identical to the Commodore 64 version, with some extra obstacles added in. The random and grand slam modes do add to the longevity too. If you are a Commodore 128 owner and you want to race single player against a computer, this is the definitive version of the game for you – if you can find it.
User Review
( votes)After the initial success of Kikstart on the Commodore 64, and with the very different but fun Commodore 16 and Plus/4 version, it was a sensible idea to release an enhanced Commodore 128 version for Mastertronic’s 128 range. In fact, only this and The Last V8 got versions for the Commodore 128, and as a result are not that easy to find these days. Because one of the loading text screens mentions Kikstart 2, there was confusion about this being the sequel (even the Zzap! 64 review mentioned the name). But checking the original disk, the cover art and graphical style in game make it clear this is the Commodore 128 version of Kikstart – the proper sequel would arrive in due course.
Over the Bunnyhop
Loading the game shows the same loading screen as the Commodore 64 version, and the title screen appears, with a shorter scrolling message with some instructions. You will note that single player when pressing F1 is now against a computer opponent, and when you do start the game with F7, you will be asked to enter your name. This is because the courses have records, and so if you beat them, your name will show – but only if you beat the computer opponent if playing one player mode – in two player mode, whoever is faster than the record will set it accordingly.
The game loads with three practice courses first, and this is to get you familiar with the game and the controls. If you have played the Commodore 64 version before, it is still worth running through these to get the pace of the game and the controls, as the pace appears to be slightly different here. The practice courses do not have records, but once you press enter and select A, B or C to load the sets of eight courses, the title screen will show you the records for the courses. The title theme is still the same jolly version of Orpheus in the Underworld (and the Can-Can part of that piece of that) – the same as the Commodore 64 version. Again, you can select two players and two joysticks or simultaneous mode with a toggle of the F1 key. In this version you do not need press F3 to select courses, you type in the number 1-8 for the courses you would like. However, you can also select R for three random courses or G for grand slam, which is all eight courses from the set you have loaded. That does make for a longer challenge too, especially in two player mode.
He’s Put a Foot Down There
Like the Commodore 64 version, that there are sizeable jumps over cars, trucks (with Mr Chip emblazoned on the side), buses and so on as speed is needed to clear those from the ramps. Rough ground must be tackled at a slower speed and it is dangerous to jump. Go faster over the tyres, hedges and barrels, and brick walls, screen walls and gates need to be handled slowly, and with care. Most of the above cannot be landed on, but drop offs from those obstacles are allowed. There are a fair few extras in the Commodore 128 version too – springs, which bounce you across a hazard, and a yellow ramp where you need to go slower, as well as some platforms in the middle of water hazards. You also have a ramp which looks like a ski jump, a picnic table which needs a careful wheelie or jump over, and question mark blocks which hide an unknown obstacle. A number of these would feature later in Kikstart 2, and would be the first appearance of those obstacles in the series here.
Be My Boogie Woogie Baby
The game starts on the first course chosen, and if music is on, you will soon hear a familiar tune – a single channel version of the theme from Kick Start, which is Be My Boogie Woogie Baby by Mr Walkie Talkie, an alias for the German songwriter Drafi Deutscher. You would think with more memory the music might have been improved here or had additional channels used, but alas no. And exactly as per the Commodore 64 version, you move right to speed up, left to slow down, up does the wheelie, and fire sets off the jump.
The controls are still like a motorbike throttle in that you need to tap a little right to keep to a certain speed, but these seem more friendly than the Commodore 64 version for some reason, so you may find you are able to judge the speed a little better. Though, perseverance really does reap the rewards here and you will need to learn the new obstacles. The three practice courses do have some of these, and so well worth using those to learn and also work out the speed for the obstacles as well as what you can get away with by doing just a wheelie.
That’s a Twenty Second Time Penalty
One thing that has been kept the same is that of you do fall off, there is the iconic animation of the rider somersaulting over to fall on the ground, complete with sound effects. The screen then scrolls very slowly (slower than the Commodore 64 version in fact, so you will lose more time for crashing) as the time ticks on before the rider can be placed back on the course in a predetermined relocation point. You will also notice that the screen display has times for eight courses and your overall time – this is so that if you select the Grand Slam option of all eight courses, you get to see the time for each one in the display when playing. Depending on which course you are playing, if say playing courses 4, 5 and 6, the course timer for each will count during playing that course. It also gives you an idea of how the computer opponent is pretty good on most courses and is quite hard to beat.
Entering the Tricky Limbo Section
Each course of the twenty-seven on offer all have their own quirks: some are laden with gates and rough ground which must be driven slowly over. Others have telephone boxes which you can ride over, and the springs add a different challenge in timing your speed to bounce on the spring and over an obstacle. The yellow ramps, often to gates, should be ridden slowly – go too fast there and you are off. The question mark blocks for me add nothing to the game – just randomised potential barriers or obstacles to crash into without any idea of what they are. The only bonus is the computer opponent makes the same mistake as you do, so often that is a crash for them as well as you. Adding these extra obstacles does give you more of a challenge, and the courses are at least varied when you play them, with some requiring some fast and slow sections, one is loaded full of Mr Chip branded lorries all the way through, and some that need deft speed to bounce on a series of springs. There are plenty crammed in, but sometimes at the expense of restart points.
Two Player Triumph
Of course, what really does give Kikstart a competitive edge, as it did on the Commodore 64, is the simultaneous two player mode. Both players face the same courses selected, so you can imagine this being immensely fun in the Grand Slam mode, and must get the quickest time for each course and an overall time too. The urge to see where your opponent did well (or not so well) is strong and seeing them falter and do the iconic somersault is of course one to enjoy – until of course, it happens to you. The challenge of the courses does come to the fore here, although the slower repositioning of the bike might be a little off-putting. Thankfully, that is the same for both players, and the option to set a record at the same time does add to that challenge too.
Graphics and Sound
The graphics in Kikstart are reasonable with all the obstacles clearly defined – and the Mr Chip truck is a nice touch to feature as well as the side on buses and cars. The additional obstacles on display match the graphical style and do look well integrated into the game. The somersault when you fall off is superbly done as ever, and the sound effect to go with that just works perfectly. The music has a half decent title screen tune, the single channel version of the Kick Start theme and some other sound effects, mainly the noise of the bike as you ride, which are all solid but not spectacular. The only down side here is that all the sound is the same as the Commodore 64 version – some sound improvements might have been nice to give it the feeling of being more enhanced really.
Final Thoughts
The Commodore 128 version of Kikstart may be like the Commodore 64 one, with the graphical style and sound being the same, but what has been added here does add to the game experience. Having a computer to race against in one player mode enhances that well, with a course record incentive if you beat the opponent too. Two player mode is as superb as ever, and the fact you can select random courses as well as all eight in a grand slam mode for a longer competition really does add to the longevity and variety. The practice courses are a good option to learn the game, and the three packs of eight courses to make the twenty-seven in all are varied and interesting. In short, if you have a Commodore 128, this is the version of the first Kikstart game to get – and one which you will enjoy.
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