Imageworks, C64 £10.99 cassette, £14.99 disk; Amiga £24.99
After inventing rock 'n' roll and altering the destiny of his parents in I, then changing his own future in II, Marty's final task is an altogether more romantic one. Fans of the series will remember at the end of II Marty is left stranded in 1955 when the De Lorean time machine is zapped by lightning with the Doc inside. It turns out the De Lorean was sent back to 1885 and the Wild West, where the Doc has found his true love – a teacher called Clara. Doc has written a note which is to be delivered to Marty telling him where he's buried the damaged car. Using 'modern' 1955 parts Marty fixes the car and is all set to return to present when he discovers the Doc was shot only days after writing this note. Marty has to go back to 1885...
Thankfully the game isn't as complex as the plot – it's split into four multiloaded sections recreating key scenes from the movie, sort of. The first stage is where Doc saves Clara from going over the cliff edge in her carriage. The section flips between two views; the side-on perspective has the Doc galloping along on his horse, jumping over ravines and cacti, ducking boulders and shooting twirling tomahawks as well as any Indians or cowboys sneaking up behind. Bonus points can be earned by picking up luggage dropped by Clara. After a bit of this the view switches to overhead with a vertical scroll. Cavalry and Indians are in heated battle and must be either avoided or shot. The action flips between the two scenes until Clara is saved, Doc loses all his lives or Clara goes over the cliff!
Level Two is the shooting gallery scene, a static screen with you controlling the Colt. 45 as various targets move past. Ducks, flying and swimming, are the main targets but there's also some cowboy figures, a decidedly modern soldier, a granny(!) and if you get all the multicoloured ducks there's a 'Generation Game' conveyor belt parody!
The next level sees real cowboys after Marty. There are six of them hiding in various buildings, popping out to shoot at Marty. He can move a long diagonal line, throwing plates – three plates take out a cowboy.
After defeating the cowboys it's finally back to the present. The De Lorean has run out of fuel so a train has been stolen to speed it up past the critical 88mph. Marty starts at the back of the train and must make his way to the front, leaping between carriages, knocking down or ducking under various baddies and also picking up some special speed logs for Doc to throw into the furnace!
Zzap, Issue 72, April 1991, p.p.10-11