Videogame Review, Congo-Bongo for the Commodore 64 (Disk Form w/ Atari 7800 Joystick)
The joystick doesn’t work, the keyboard doesn’t work, and the game doesn’t work. I’ve never played such a beautiful game like Congo-Bongo on disk for the Commodore 64 (C64) which can’t nail down the mechanics to create the pursuit in a jungle, where some gorilla, or monkey, or whatever, is waiting for an explorer to come on over and tickle his feet with a feather. Comedy like this can be pretty stupid. While using the keyboard I had to keep on tapping a key to move anywhere. Imagine if you were playing Super Mario Bros. for the Nintendo Entertainment System and you had to keep tapping the direction pad to move; that’d be irritating, wouldn’t it? Music and visuals are terrific but wasted. My joystick controls keep on mysteriously pausing the game during my jungle exploration and my guy could hardly move. Not only that. When I use the keyboard I can hold down shift and hit a key repeatedly and go flying over the whole course, over water and land, and launch myself right to the gorilla and thus prevent the challenge. Did Sega test Congo-Bongo on the Commodore 64 enough to make sure no one can actually cheat in the game, or did their eyes fall off so much from looking at the graphics they forgot to make sense of the gameplay? It’s funny how I can launch the explorer off the entire TV screen! Maybe this game is just another example of how good graphics don’t necessarily make for an automatic game. The YouTube video I’ve found for Congo-Bongo has little following- in fact, very few people have remembered this C64 game enough to actually search it up on the internet. Sega’s work in this case had been a total failure. I’m like, “Man! How did he do that? He flew over the entire mountain of land! He must be Superman or something.” Nice visuals do hit the screen, though. Particulars include the watery shadows of a hippo near the currents of a body of water along the edges of jointed platforms although the dimensions become split between voids and verified spaces. Now, I don’t want to be too rude: Sega probably didn’t intend for the Commodore 64 to do something they would’ve never thought of since, well, they likely couldn’t have done anything in regards to what would’ve never been thought on, for they would’ve needed the thought (or idea of programming) to prevent the cheating mechanics in the first place. Seriously. By holding shift and a key you can jump on land, water, and even the invisible places outside of the TV screen. Collision detection is very iffy. 3D and 2D appear to meld into one concept: a jungle exploration set up in diagonals. Trust me when I say that the music is haunting, very creepy. It’s like the whole world can cave in on the poor explorer who must tickle a gorilla’s foot. Awkward controls may make Congo-Bongo original; however, the gameplay due to cheating mechanics is totally canceled out towards a deep vacuum of space along 2D- and 3D-diagonals which won’t cut the cheese unless the player is very daring and naughty; and of course, since Congo-Bongo encourages daring and naughty behavior in tickling a gorilla’s foot, how could any sane person not cheat in this program? It’s just asking for trouble.
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