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James Pond II: Codename Robocod logo  Gamer Gold

MILLENNIUM * 1/2 meg * £25.99 * Joystick * Out now

Robocod O h crikey. Oh crikey o’riley. I am in love with my second game this month. First of all I was reduced to a mound of trembling jelly by the knee-knocking gorgeousness of Alien Breed and now I have gone head over heels for RoboCod. What will the neighbours think? And do you know what is best about both games? They are both original. No big money licences, no celebrity endorsements, just good ol’ fashioned computer games for the sake of making good ol’ fashioned computer games. Ooh, I have come over all nostalgic.
Visions of Manic Miner, Jet Pac and Chuckie Egg swim before my misty eyes. Those were the days. And, smite me backwards with a steaming hot Spectrum power pack, those days look like they might be returning. Hurrah, hurrah and thrice hurrah.

Anyway, before I completely lsoe myself in the hazy realms of 8-bit memories, I’d better tell you just why RoboCod has sent me so squiffy at the joints. Cos it is bloody brilliant, that is why. It is one of those games that just spurts playability and general loveliness out of the monitor and all over your lap. From the wonderful way it lampoons RoboCop – who could resist a game with the subtitle “He’s mean, he’s green, he’s part machine”? – to the intricately crafted levels, it is a winner through and through.

The story goes like this: The evil Dr Maybe has taken over Santa’s toy factory and is producing deadly toys to completely bugger up Christmas for everyone. Who could save the world from a nightmare of exploding Ninja Turtle figures? Well, we did try that woman from Watchdog but she was not in. it was then that the governments of the world has a brainwave and got in touch with F.I.5.H, who in turn got in touch with Pond. James Pond, that is.
Since his last mission, which spookily took place in the original James Pond game, James has been “hanging out” with all his under-sea homeboys but when duty calls he is ready for action once more. He reports to “F” and welds himself into a robot suit which will enable him to breathe out of water. Thus fortified against the slings and snorkels of outrageous fortune, he stomps off to exact fishy justice on Dr Maybe.

OK, that is the story out of the way, so just what can RoboCod do? Well as you can imagine, RoboCod weights a bit, with two tonnes of solid titanium stapled to his nipples, and so instead of zapping the bogus bad dudes with a gun, he just jumps on their heads and squashes them. Fair enough. He can also extend his body vertically and grab onto platforms high above him. This is a really handy gadget, and there is no limit to how high he can go. You can really have a laugh making him latch onto a really high platform and then letting go. Yuk yuk yuk.
You can also scrunch down to look at what is going on below you. Add to this the usual array of power-ups that grant you the ability to fly, or to become invincible, and you have got a pretty tough fish.
Robo can also hop into vehicles to aid his progress, and these range from a nifty little plane to a car to a bath tub. Not really sure about flying around in a bath tub, but Millennium reckon it is true, so we will give them the benefit of the doubt. And if you think that is weird, wait until you clap eyes on what awaits you inside the factory.

Each set of levels takes place in a “room”, each of which represent different sorts of toys and games. There are nine rooms in all, each comprising several levels and a big guardian-type thingy. The rooms cover such topics as sports – where big footballs and golfclubs tower above you – to the circus where crazed clowns try to fillet you. The cartoon style is there throughout, with pretty much everything having a silly little face on it, and even the nasties look like rejects from the worst 60’s acid nightmare. Bizarre is not the word. Erm, well, actually bizarre is the word. And so is bonkers.

Robocod The graphics are brilliantly stylised, managing to keep the feel of the original but still adding something new. Bigger, better and brighter than before is the best way to describe them. The animation is spot on, with plenty of neat little touches to look out for. For instance, the way that Robo will pick up momentum as he runs down a steep slope and then skid to a halt at the bottom, with his little fins now more a blur of speed.
Naturally, the programmers take full advantage of this momentum and usually put a really fiendish trap at the bottom of the slope so you run straight into it and die horribly. Still, you have got to laugh.
Sound, believe it or not, is excellent too. The tune is a bouncy cartoon-style parody of the ominous RoboCop theme, and the springy sound effects complement the graphics well. Boing, thud, ker-splat and wibble. You certainly won’t be turning down the volume on this one.

Of course, RoboCod does suffer slightly because it is “just another platform game”. In the past few months alone we have had the rather excellent Magic Pockets and the commendable Rolling Ronny, but RoboCod stands up well against such competition. It is better than Ronny, there is no doubt about that, and I might even go as far as to say that it is better than Magic Pockets. Scandalous? Well, I am just a sucker for a fish in body armour.

There are tons and tons of features and little cheats to discover as you go along. Enough to keep you exploring for weeks on end. But all of this begs the question – what comes next? Dirty Haddock? Pike Rogers? Put it this way, if you liked James Pond, buy this anyway or I will come round and break your windows. Yes, I will. Now bog off while I have another bash at the Sweeties level…

”Gamer”, Amiga Computing, Issue 44, January 1992, p.p.26-27

Out and about with the Cyborg Strout

During his adventure, RoboCod can take advantage of three different vehicles. And here, in a pretty coloured box, they are:
RoboCod is not above resorting to devious means. As you can clearly see, the thieving bar steward has gone and swiped poor old Noddy’s car. But Noddy’s just an outdated symbol of blinkered xenophobic fascism anyway, so who cares?
Obviously, if you really want to make a splash when you are out on the town, you should be driving a porcelain bath. Beats Porsche any day, I do not think. Conclusive proof that certain games programmers are a few lozenges short of a chemist’s.
To really shift through the levels, the Roboplane is the thing to find. Fast, deadly and decidedly plane-shaped, the RoboPlane is most certainly a plane. Yes, it is definitely a plane. And a very nice one too.

G G G G *
Crisp, cartoony sprites and sockfuls of little twiddly bits.
G G G G *
A great springy remix of the RoboCop music and neat FX.
G G G * *
So much to see and do, I dare you to be bored.
G G G * *
Insomnia ahoy!

James Pond II: Codename Robocod logo  Amiga Format Gold

Tough armour combined with a lifetime of undersea experience. Ladies and gentlemen – we present the future of fish enforcement.

N Robocod ot too long ago, the dreaded Doctor maybe tried to take over the world by setting up his enterprises out at sea. In order to satisfy his maniacal greed, he suppressed the ocean’s inhabitants and set up rigs to churn out pollution at an alarming rate.
The super underwater-espionage unit, FI5H, managed to place an undersea agent inside Maybe’s operations and the scaly superagent thwarted the evil tyrant’s plans. That fish was Pond… James Pond.

However, megalomaniacs very rarely disappear for long, and the world’s leaders have evidence which would suggest that strange things are happening at the North Pole. A force of robotic soldiers has managed to infiltrate the factory comples of a Mr S Claus, a jovial fellow who carries out charitable work all over the world, particularly during December. After escaping from his sabotaged work place. Mr Claus revealed to the press and top politicians that a strangely familiar character was trying to take over his operations to make heavy demands on the people of the world. It appears that Maybe has returned!

The prime minister has announced that FI5H have decided to take on the mission. Hope rests on one person. The suave and scaly Mr Pond. All haste must be taken to reach James, who has been on an extremely rigorous training program – a program which, until now, has remained secret. The reason? Well James now has a new form. His body has been adapted using a new breed of fishy cybernetics. James Pond is now Robocod.

Gone fishin’
The form of this sequel is radically different to the first, highly successful, Pond adventure, becoming more of a console-type jump-and-collect game rather than a platform shoot-‘em-up. You take control of James in his mission to infiltrate the North Pole factory complex and repel the evil Doctor Maybe.
The warped maniac has planted a series of bombs disguised as penguins throughout the various factory sections, threatening to explode them if his demands are not met. This would ruin Christmas for billions of people all over the world, so success is paramount.
You must travel to the factory complex and break into the various sections to defuse the bombs. The sections are dedicated to the production of various items:

Robocod Sports
This is where various sporting goods, such as golf clubs, table-tennis sets and boxing gloves are made. Find a pressie for dad here!
Deadly dolls prowling pom-poms and terrifyingly teddies abound in this cuddly nightmare. Do not trust your children to those cute fellows – they pack a pretty mean punch!
Chrimbo treats are scrummy… if they do not turn round and bite you! You may never be able to face a liquorice all-sort again!
Tools, cogs and machinery may be useful but they can be dangerous at the hands of an evil maniac! Watch out for the nasty cars and trains on this section.
Sweet-smelling soaps and bath items for mum, but these dangerous items may be a tad too deadly to make the perfect gift.
Toys for boys are supposed to be exciting, but pack them full of marauding enemies and they become frightening!
Ah… the restful qualities of music. But watch out for the instruments which fight back.
A holiday circus! What fun! Make it safe so that it is a joy – not a nightmare.

Wanna buy an alarm?
One thing in your favour is the fact that Mr Claus was sold a security system by a bit of a cowboy. The salesman neglected to mention the cold tends to affect the electronic locks, causing them to breakd down if other sections of the factory are opened. If you manage to battle through a section and reach the exit, the next door’s lock will open for you.

After completing one of the sections on a floor of the factory, you can then whiz up the stairs to the next section. However, the warehouses have a surprise in store. Dr Maybe has placed one of his evil creations in them, their sole purpose being to do you in. You must bash them up before leaving the room to open up the next floor.

Robocod Sonic boom
For the past few months, Amiga owners have been looking with envy at Sonic the Hedgehog on the Sega Megadrive, thinking that this kind of game would never appear on the Amiga. However, the original James Pond showed that extremely good console-style games could be done on machines other than Sega’s and Robocod goes even further to bridging the console-computer gap.

The graphics are extremely bright and colourful, making the game one of the best looking platform romps to appear for quite some time. Back this up with some highly jolly tunes by Richard ‘Magic Pockets’ Joseph and the game is an audio-visual treat. The presentation is not the only good thing about Robocod though. The gameplay is addictive enough to keep any platform fan gripped for longer than is healthy, and there is enough variety to keep the going interesting for weeks. Even if you manage to reach the end sequence, the game is by no means completed. There are secret rooms, hidden sections and all manner of puzzles to keep you coming back for more again and again.

The Amiga version of Sonic has been mooted for a while, a fact which has had Amiga owners drooling. This is beside the point now, since Robocod is just as cute, just as fast, more colourful, bigger and perhaps most importantly, more fun than the blue spiky one. You no longer need to worry about saving up for a console - Robocod is here!
Maff Evans

Amiga Format, Issue 29, December 1991, p.p.80-81

Millennium * £25.99
  • Incredibly cute and colourful graphics capture the console feel perfectly.
  • Massive levels take some exploring, and when you finish them there are plenty of secrets to find next time around.
  • The action is fast and challenging enough to keep you playing for quite a while.
  • One of the best cutesy platform games ever appear on the Amiga.
Verdict: 91%

James Pond II: Codename Robocod logo

Die Katastrophe aller Katastrophen steht unmittelbar bevor: Der verbrecherische Dr. Maybe will in 48 Stunden die Spielzeugfabrik des Weihnachtsmanns in die Luft sprengen! Eine verzweifelte Situation, ein unfassbarer Anschlag auf den Weltfrieden -–ein Fall für James Pond!

james Pond II: Codename Robocod James Pond II: Codename Robocod Da wäre allerdings noch ein kleines Problem zu lösen: Unser schuppiger Topagent bevorzugt bekanntlich das nasse Element, aber die Spielzeugfabrik befindet sich leider nicht unter Wasser, sondern am Nordpol. Deshalb wurde extra ein Anzug angefertigt, in dem James ständig von Frischwasser umspült wird. Aber das Teil hat noch eine höchst bemerkenswerte Eigenschaft…
Wenn man nämlich auf den Feuerknopf drückt, fängt Mister Pond nicht etwa zu ballern an, sondern streckt sich… beginnt richtig zu wachsen.. das hört überhaupt nicht mehr auf – zweimal die komplette Screenhöhe schafft er locker! Das eröffnet völlig neue Perspektiven für ein Plattform-spiel, denn das Wort „unerreichbar" kann man hier getrost aus seinem Wortschatz streichen. Da ein verlängter Pond ein relativ wehrloser Pond ist, ist während der Streckphase erhöhte Vorsich geboten. Ansonsten kann sich der Geheimfisch aber ganz gut verteidigen, indem er seinen Widersachern auf den Kopf hüpft. Standardfeinde wie Schlangen oder Spielkarten-Raben geben bereist nach ein, zwei Hopsern auf, bei den dicken Brummern (z.B. einem rieseigen Teddybär) darf man sich dagegen fast die Fussflossen platthüpfen, bis sie sich endlich in Wohlgefallen auflösen. Im übrigen ist James vornehmlich mit dem Unschädlichmachen der in der Fabrik verteilten Sprengsätze (geschickt als Pinguine getarnt!) und dem Einsammeln von Bonusgegenständen beschäftigt. In manchen der neun Level findet er auch nützliche Extras wie ein Flugzeug oder ein paar Flügel – beide sind natürlich zum Fliegen gedacht.

Robocod Auch sonst haben die teilweise sogar anwählbaren Abschnitte so einiges zu bieten: Alle sind sehr abwechslungsreich gestaltet und enthalten recht nette Details, z.B, bewegliche Plattformen, Bonusräume, Regenschirme, die sich als Fallschirme zweckenfremden lassen, und einiges mehr. Die comic-artige und bestens animierte Grafik ist wieder genauso gelungen wie beim ersten Teil (dasselbe gilt für die Joysticksteuerung), bloss bei Vertikalbewegungen ist ein dezentes Ruckeln im Scrolling zu verzeichnen. Und noch zwei Schönheitsfehler: Zum einem besteht der Sound aus nervtötender Jahrmarktmusik und durchschnittlichen Effekten, zum anderen dürften alte Platformhasen mit den anfänglichen drei Leben schon sehr weit kommen – der Schwierigkeitsgrad ist recht niedrig, vielleicht etwas zu niedrig.

Damit wollen wir Millenniums hinreissenden Tiefsee-Agenten aber bestimmt nicht schlecht machen, ganz im Gegenteil: James Pond II kann es locker mit den vielgepriesenen Plattformspielchen von der Konsolen-Front aufnehmen! (C. Borgmeier)

Amiga Joker, December 1991, p.16

Der Amiga Joker meint:
"Mit James Pond II fühlen sich Plattform-Agenten wohl wie ein Fisch im Wasser!"

Amiga Joker
James Pond II
Grafik: 80%
Sound: 50%
Handhabung: 76%
Spielidee: 66%
Dauerspaß: 68%
Preis/Leistung: 65%

Red. Urteil: 72%
Für Anfänger
Preis: ca 84,- DM
Hersteller: Millennium
Genre: Geschicklichkeit

Spezialität: Feuer und Stick nach unten zeigt tiefergelegene Plattformen, die Highscores werden nicht gesaved.

James Pond II: Codename Robocod AGA logo  AGA  Amiga Format Gold

ROBOCOD is available from Millennium 0223-844894

T James Pond II: Codename Robocod AGA here is an unwritten rule in the game reviewing business that says you cannot strt a piece with the words ‘once upon a time’. But now we have got the first couple of sentences of this review over and done with, we do not have to worry about silly rules, especially ones that no-one has ever bothered to even write down.

Once upon a time there was a game called James Pond, and it was not terrible. You would not have sold your granny to get a copy, but you might have spent about £25, or less if you had bought it by mail order. Since the game was an unmitigated success the people who made it took the tried and tested, Hollywood approved, course of action and made a sequel. Like most sequels, this one, code-named Robocod, was not as good as the original. Unlike most sequels it was much, much, much (you get the picture) better.

Robocod took the book of Amiga platform games, read it from cover to cover, cut it up into little pieces and then reassembled it in a way not completely dissimilar to the one used by William Burroughs in his writing of Nova Express. The result was a game that, at the time, completely redefined Amiga platformers. Unlike, go on, I will say it... Zool, which was just wow!, Robocod was wow! And it made you think as well. The bonuses were hidden so cunningly that even today, after overa year of hard playing, I come across new ones. The cheats were so clever that you would think it was not intended for computer games players at all, but for Oxford undergraduates.

OK, I may be getting all misty eyed and nostalgic here, but I have just heard some really great news. Millennium are bringing out Robocod for the A1200, and I am going to get to review it for Amiga Format magazine. The pinnacle of my career, sans doubt!

 Robocod AGA is hard disk installable TANGIBLE ASSETS
Now there are more than a couple of games that have been rehashed for the AGA Amiga baby, but none have really added much to the original. Millennium have avoided this criticism by adding a very tangible, and pretty tricky, five levels to Robocod. And they did not even bother to tell me, I just found myself playing a game I thought I new inside out, when BANG! There I was charting unknown platforms. And extraordinary fun it was too.

The backgrounds benefit in most places from the 256 colour treatment, but the sprites have been left as they were. It is good to see that Millennium showed more restraint on the Amiga than on the Mega Drive version of Robocod, which featured overly distracting Zool-AGA style backgrounds. Some of the backgrounds, like the clouds on the train level, have not been given the AGA treatment, which is a real shame, because they would have looked particularly great. More great news for A1200 owners, or ones who own hard drives at least, is that Robocod AGA is operating systems legal. This of course means that it is HD installable.

So now the bit where we tell you whether you should buy it. This is a tricky one because the game poses an interesting dichotomy, depending on whether you own the original or not. So here goes. Yes, if you do not have a copy of the original then you should have this – it is the best game yet for showing off the A1200, and it is a huge great bag full of fun too.

If you have a copy of Robocod non AGA, do not bother with this. The original works fine on an A1200 – just disable the CPU caches and use the original chipset. The AGA version is a dream, but it is the kind of dream that costs £25.99, and for just five more levels and 224 more colours, it ain’t worth it. On the other hand, if Millennium were to offer existing owners an upgrade for say £7.99 I would say do it.
Marcus Dyson

Amiga Format, Issue 49, August 1993, p.89

Robocod AGA
£25.99 * Millennium
  • Even more colourful than the (very colourful) original version.
  • Five new levels of puzzling platform fun.
  • So many hidden bonuses and secret levels that even the programmers have not found them all yet.
  • Works on an A1200 without having to go through the tedious boot options rigmarole.
Verdict: 91%

Der Goldfisch

James Pond II: Codename Robocod AGA logo  AGA  A1200 

Noch bevor der schuppige Geheimagent im herbst zum dritten Mal die Amiga-Plattformen stürmt, schiebt Millennium eine aufgepeppte 1200er-Version seines zweiten Abenteuers ein – samt Lizenz zum Hüpfen!

James Pond II: Codename Robocod AGA Nun hat das Original ja bereits anderthalb Jahre auf dem Buckel, frischen wir also zunächst kurz die Erinnerung auf: Der fiese Dr. Maybe will die Spielzeug-Fabrik des Weihnachtsmanns in die Luft sprengen, was unser furchtloser Flossenträger binnen 48 Stunden vereiteln muß. Das Schicksal nimmt auf den derzeit arg strapizierten Plattformen seinen Lauf, jedoch trieb es die Anti-Hüpf-Fraktion selten so bunt wie hier – Toaster, Schneemänner oder Teddybären wollen überwunden und tonnenweise Bonusgebäck sowie vereiste Pinguine gefunden werden, auf daß sich das Tor zum nächsten der rund 80 Levels öffne. Pond begegnet seinen Gegnern wie immer unbewaffnet, doch kann er sie mit einem gekonnten Kopfsprung zur Raison bringen oder sich bis zur Decke hinauf strecken, um sich so an Freund und Feind vorbeizuhangeln.

Damit das alte Spiel auch am neuen Amiga Laune macht, wurde nicht nur die Präsentation aufgebohrt, auch am Levelaufbau haben die Programmierer gefeilt und sogar ein paar komplett neue Abschnitte springen lassen. Die Optik kommt nun noch bunter rüber, das multidirektionale Parallax-Scrolling klappt absolut ruckfrei, und die knuddelige Begleitmusik klingt etwas klarer als anno A500. Damit nicht genug, fleißige Retter des Weihnachtsfriendens kommen in den Genuß einer völlig anderen Endsequenz.

Okay, von einem 1200er-Quantensprung zu reden, wäre trotz allem etwas übertrieben – aber da sich James auch ohne Murren auf die Festplatte nageln läßt, bietet die neue Version doch eindeutig mehr Spaß fürs Geld! (rl)

Amiga Joker, September 1993, p.80

2 MB

James Pond II: Codename Robocod AGA logo  AGA

Gentlemen – the future of cute platform game enforcement.

Game: Robocod 1200
Publisher: Millennium
Authors: In-house
Price: £24.99
Release: Out now

O James Pond II: Codename Robocod AGA ne of the more tragic omissions from the Amiga Power All-Time Top One Hundred this years was Robocod, and with this release of the 1200 version, now is a good time to put this right. The trouble is that this is yet another platform-console cutie, and I would place omoney on the fact that a fair amount of you are just a tad fed up with platform-console-cuties by now. I know we are. So how, then, am I to convince you that this is THE platform cutie to beat all platform cuties? This fact is made more clear in retrospect, because we have seen a lot since this was first released back in 1991, and taking a fresh look at it we can see that it still has more playability than most of the rest of them put together.

But first some facts. It says something about Robocod that just playing it again revitalised my admiration for the game, but there is more to this than just a re-release. This is the enhanced 1200 version and Millennium have taken the opportunity to integrate some great new background graphics, some extra colours and five brand new levels. The enhancements are not astounding, but they are an improvement and are very tastefully done. The five new levels are a genuine bonus too, but it is not enough to persuade an existing owner to part with a further £25.

But what about those who have not seen this superb game before? Well, James Pond is a fishy super agent whose job in this adventure is to save the world from Doctor Maybe. The fiend is trying to ruin Christmas by destroying all the toy factories in the North Pole using penguin bombs.

There are over 50 stages of action in which our hero (Pond) has to collect all the explosive penguins before they cause disaster. You control James by zooming around the platform-orientated stages, bouncing on any baddies who impair your progress, and using the capabilities of your Expandosuit to stretch up to higher platforms. It is not only the number of levels which is impressive but also the variety – one minute you are doing Sonic The Hedgehog-style speed trips, the next you are avoiding giant teddy bears and (get this) flying playing cards. You simply are not given the opportunity to get bored.

What we have here then is a great welcome return of a great platform game of yesteryear which is still miles ahead of a lot of stuff around now. The enhancements work well, and if you have not got the game, this is an essential A1200 purchase. If you have got the game, take care – there is not enough stuff you have not already seen for you to spend out this amount of cash.

Amiga Power, Issue 28, August 1993, p.71

No, no, no. Sorry Tim, but in my book this is just as dull as the first version of Robocod, and that is pretty damn dull. It is big and sprawling, baddies are in short supply, and the control is not all it should be either. I would give this about half the mark Tim did.

"This is THE platform cutie to beat all platform cuties"

A1200 Upper UPPERS A massive game with improved graphics and the ultimate in platform playability. It simply won’t go out of date, and if you hve not got it you should be ashamed of yourself.
Downer DOWNERS There is not enough here to persuade existing owners to fork out the extra dosh, I am afraid.

Forget consoles. Armed with your Amiga and a copy of Robocod you have got the speed of Sonic and the depth of Mario at your fingertips, with the playability of both combined. A simply wonderful game.


James Pond II: Codename Robocod AGA logo  AGA  CU Amiga Screen Star


James Pond II: Codename Robocod AGA With A1200 owners still starved for software which makes use of their machine’s capabilities, it is good to see companies such as Millennium producing A1200 enhanced versions of their back catalogue.
They have taken their aquatic smash-hit Robocod and revamped many of its aspects for a standalone 1200 version. It first appeared on the Amiga over 18 months ago and was an instant hit thanks to its colourful graphics and masses of levels. When the Megadrive version appeared shortly afterwards it too received rave reviews. The biggest single improvement on this version of the game is the addition of five new levels. Each level is broken down into several smaller ones, so you are actually getting about 18 stages.

Many of the existing levels have undergone changes and now contain 256 colour backdrops. Some of the sound effects have also been updated, although these are few and far between and easily passed over. As before there are several thousand screens to conquer, nearly all of which are populated with some of the strangest characters yet seen on the Amiga.

One of the best features is the variations in the levels. You might be required to practice precision jumping on one, then at the next junction you find yourself hanging down a corridor at a speed that would make Sonic pack up and go home.
There are just so many graphical touches and hidden levels that you can play right through the game several times without seeing them all, so there is always something to go back for.

There are not any radical changes in terms of speed and gameplay in this version, so if you have played the game to death on the Megadrive or A500 you may be disappointed. On the other hand, if you have never played Robocod you are missing out on one of the finest platform games ever.
Mark Patterson


CU Amiga, July 1993, p.70

James Pond II: Codename Robocod CD32 logo  CD32

James Pond 2: Robocod
Millennium * £29.99

Robocod CD32 Yes indeedy, the fishy fellow is back again, but this time on CD format. To put it into fish-type vernacular, the original was a rather nice piece of trout with almonds. The A1200 version was definitely fresh salmon, but the CD32 version is an absolute dollop of caviar.
But enough of the fishy chit-chat and on with the plot. The evil Dr Maybe has planted lots of bombs ticking away in the toy factories on the North Pole. To sort out this dilemma, the trout with the clout James Pond has been put on the case by F.I.5.H. Utilising the robosuit his bosses have given him, James must stretch through 2,500 screens of play area.

There is level after level of colourful madness for you to indulge in, as you bounce around the baddies and take on the might of end of level guardians like massive teddy bears or psychotic double-deckers.

As platform titles go, Pond is as good as you are going to see. Obviously, there are not that many differences to the A1200 version reviewed several months ago – that is not to slate it all though; it featured 256 colour screens and animation smoother than a baby’s bum.
The game also has a full-length animated intro which is a really excellent piece of stylised animation.

Realistically, if you have got an A1200 and a copy of Pond on disk, there is little point in buying it again on CD. But if you have not got an A1200 and are speculating over the CD32 then this prize platforming product is definitely worth your guppy eggs.
Simon Clays

Overall: 88%

Amiga Computing, Issue 66, December 1993, p.125

James Pond II: Codename Robocod CD32 logo  CD32

L Robocod CD32 ife is strange. If some bloke tries to tell you otherwise, like that it is just a bowl of All Bran, or that it is what you make it, kick him in the crotch. He is obviously a dangerous loony. Life is strange.
I have spent the last few years of my life lamenting volubly that I did not get to review Robocod when it first came out on the Amiga. Maff Evans reviewed it, back in issue 29, and a damn fine job he did too. Back then Robocod scored a huge 91 per cent, and time has not dulled the shine on this glisteningly great platform game. But times have changed and Evans has gone to be a knob-twiddler in Future Music.

I, on the other hand, have had the opportunity to review Robocod twice in the last four issues. First it was the all new (well, bits were new) and enhanced AGA version which surfaced in issue 49. In the 20 months since its original appearance, our fishy friend had put on five new levels, lots more colours, and absolutely no pounds and no pence. A feat well worthy of equalling its original score. Congratulations to Millennium for producing a truly enhanced AGA game.

Now, in Issue... hold on, let me take a look at the cover... oh yes, Issue 52, Robocod is back again. And this time James Pond is flashing his fins on CD32. Millennium can quite rightly be proud of themselves for the undeniable achievement of having got the first CD32 game on the shelves (their Diggers beat it to the machine, but comes free when you buy one. Surely they deserve to sell bucket loads of this game, then?
Well, they undoubtedly will. But whether they deserve to is a matter for debate.

The non-interactive nature of the printed medium makes debates a bit tricky, though, so we will have a kind of kangaroo court. I will make the case for the defence of this undeniably excellent game. Then I will make the case for this being a cynical marketing move by a set of money-hungry capitalists, and then I will give the game a score and get on with my life. You can draw your own conclusions.

- Robocod has earned a coveted Amiga Format Gold award twice.
- It is, without a doubt, one of the most playable, enjoyable colourful and generally suckworthy Amiga games ever. Ever!
- The CD32 version of Robocod has the same five extra levels as the AGA version.
- The CD32 version of Robocod has seven tracks of digital audio.
- The CD32 version of Robocod has full animation intro and a full electronic book containing secret F.I.5.H information.

Robocod CD32 costs £29.95 – four quid more than the floppy version.
For years, publishers have been claiming that when CD software arrived it would be cheaper than disk stuff because it won’t be as pirateable. The production costs of a CD are similar, or maybe even less, than the production costs of a two-disk game.
Is it possible that because Robocod CD32 is the first Amiga CD game available, and early buyers of the CD32 will have little choice, that Millennium are trying to turn a fast buck? Or is it possible that despite all they have said, now the time to stand by their rhetoric has come, software hosues are not in fact going to charge less for CD software? Are we going to be charged a premium for the fact that we are getting our games on shiny 12cm discs instead of blue 3.5-inch ones? Are we to believe that, although the development costs of the game have been covered by the floppy version, the cost of producing an average animation and a session musician soundtrack warrants a price hike?

I do not know the answer to these questions, but if I were you, I would ask myself several times before I shelled out more for a CD game than it costs on floppy.
Marcus Dyson

Amiga Format, Issue 53, November 1993, p.p.100-101

Chris Sorrell
Millennium 0223 844894
Out now


08 out of 10
As great as ever.

09 out of 10
...better than ever.

9 out of 10
I have spent months on this.

09 out of 10
One of the best platformers.

"There is not denying this is a great game, one of the best. But this is CD. So why does it cost more? Why weren’t James Pond and Aquatic Games bunged on free?"

Pond hoch 32

James Pond II: Codename Robocod CD32 logo  CD32

Jetzt haben wir das zweite Plattform-Abenteuer der schuppigen Geheimdienstlers schon zum dritten Mal im Test – nach den Versionen für A500 und A1200 legte Millennium nun eine Fassung für das Amiga CD32 vor!

Robocod CD32 Auch wenn es nur eine Umsetzung mit Detailverbesserungen ist, bitten wir die Kapelle um einen Tusch: Robocod ist das erste testreife Game für Commos neue Schillerscheibenschleuder. Kein übler Einstand, immerhin bürgte der Flossenträger bereits in seiner Urfassung für Jump & Run nach Maß...

Vorgeschichte und Gameplay wurden denn auch nicht angetastet, nach wie vor will der üble Dr. Maybe die Spielzeugfabrik des Weihnachtsmannes sprengen, was Pond binnen 48 fiktiven Stunden vereiteln soll. Also hetzt er durch 80 exotisch-bunte Levels voller tödlicher Abgründe und hüpft Schneemännern, Spielzeugsoldaten und –autos oder Mega-Teddies auf den Kopf, um als Pinguine getarnte Bomben zu entschärfen. Dank eines Hi-Tec-Anzugs kann sich der Cartoon-Agent schier endlos strecken, sonstige Extras oder Waffen gibt es nich, das tonnenweise herumliegende Sammel-Gebäck bringt meist mehr Punkte, manchmal auch ein Zusatzleben.

Die hübsche Grafik mit den Knuddel-Sprites und Parallax-Scrolling in Weichspülerqualität wußte bereits am 1200er zu beeindrucken, was also kann der CD-Agent, das seine Vorgänger nicht konnten? Nun, zum einen gibt es auf der Power-Konsole ein echtes Zeichentrick-Intro, zum anderen sieben zusätzliche und teilweise wirklich exzellente Musikstücke. Und weil auch die Steuerung durch die Zwei-Button-Bedienung des Joypads noch einen Zahn zugelegt hat, ist der neue Pond ganz klar der beste Pond! (rl)

Amiga Joker, October 1993, p.76

Amiga Joker

James Pond II: Codename Robocod CD32 logo  CD32

Millennium £29.99

Robocod CD32 Another opportunity screams out loudly but goes begging. You would think that with a game this old, sticking with the original James Pond on the disk would have been the least Millennium would have tried to suggest some kind of value-for-money scenario, but all you get here beyond the A1200 version of this veteran platformer is a really poorly digitised cartoon video intro sequence with outrageously flickering colours and a bit of a James Pond 3 preview.

It’s probably some complicated corporate thing to do with GBH having the rights to James Pond 1 or some similar deal, but the fact is that Robocod is too old and too duff to justify the full-price treatment on such a glamorous new format. It’s improved slightly by the addition of a load of new buttons on the joypad, but it is still the same gigantic sprawl of nothing very much that it used to be back in 1991.

Amiga Power, Issue 32, December 1993, p.p.98-99

CD32 We are going to have to do an awful lot better than this for a flagship game if the CD32 is not going to be killed by mockery and derision before it gets a chance to come to proper life.


James Pond II: Codename Robocod CD32 logo  CD32

Robocod CD32
They've milked it and milked it. it's been on every single format ever released, and the padded foam costume has seen more often than the Jurassic Park trailer. Thankfully, all these things can be forgiven as Robocod is still one of the best platform games ever written. With that in mind, it comes as nor surprise that the second tale of F.I.5.H.'s highest paid agent is one of the first CD32 titles, and like every other version that has appeared, it's an absolute stormer!

You shouldn't need any introduction to this Super Mario-style platformer, so I won't give you one. All you need to know is that it was incredibly addictive when it first arrived on the scene, and now it's even better. It has eight new levels with far more on-screen colours. As you would expect, the CD version is simply the AGA version with a few more bells and whistles.

Firstly, of course, the sound has been upgraded somewhat, with seven full tracks of digital audio music playing through the game alongside the now familiar spot effects. Also, a full online book has been included, giving you a full history of F.I.5.H. and all its agents. This book is interesting for a few minutes, but not absolutely necessary. What impressed me most, however, were the few minutes of full-screen cartoon animation at the start of the game. Each frame has been handdrawn and then scanned into an art package. The end result is a little grainy, looking somewhere between Danger Mouse and an early Mickey Mouse flick, but is impressive none the less.

When all is said and done, though, the game is much the same. To my mind, Robocod will always be one of the finest Amiga platform titles, and is most definitely something that should sit on every CD32 owner's CD rack.


CU Amiga, November 1993, p.141