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PD SOFT 2448 - GAME
Crazy Sue 1 Crazy Sue is a cute little schoolgirl, whose quest is to rid the land of Ereanor of the Evil Wizard of Doom and the Mistress of Death. This was foretold by an old gipsy meddling itinerants, getting kids into trouble.

Sue is a first-rate platform game. A joystick is needed because the mobile nasties are animated and can blat her with the wink of an eyeball. In looks, Crazy Sue is really impressive. As she walks, the ribbon tying her hair bobs up and down, and when she is still she stakes a few licks of her lollypop. Everything is bright and fast and the collision detection is spot on.

If you think all PD is a waste of time and completely amateurish, look at this. It will change your tune. Frustratingly addictive, it is very touch, springing surprises on you at every leap, and requires thought as well as skill to succeed. Well done Hironymous Jumpshoe, Thorin Oakenshield and DJ Braincrack.
Pat McDonald
(Note: This game is reviewed as a Public Domain-release)

Amiga Format, Issue 37, August 1992, p.179


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Crazy Sue 1
H ey, something's wrong - we haven't had a cutesy horizontally-scrolling platform game thing yet this month. But - phew - wouldn't you just know it, here comes one now. Crazy Sue looks like half-a-dozen other PD games we've reviewed in recent momths, but it's the best one I've seen since Dark Things.

Predictably simple in concept, all you have to do is get from one side of each of the game's many levels, collecting the key to the end-of-level door and lots of bonus point things, while avoiding the various wildlife and landscape hazards which are, as ever, deadly to the touch. (Why can't we have a game, just once, where woodland creatures run away in fright, or just come up and give you a friendly lick or something) Crazy Sue is a sight more playable than most of the efforst we see though, and surprisingly addictive too (well, I was certainly surprised when I found myself playing it repeatedly, anyway).

Each new level adds just enough in the way of new features and enemies to make you want to see what the next one's got to offer, and the stages are just short enough that when you die and get sent all the way back to the start (annoying though it remains), the game still manages to fall on just the right side of the fine line between compulsiveness and irritation. Lovely, really.
VERDICT: A well-worn theme, but executed as well as anything we've seen in the PD world for ages. It won't change your life, but then you probably like your life fine the way it is. * * * * *
(Note: This game is reviewed as a Public Domain-release)

Amiga Power, Issue 14, June 1992, p.72