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Tin Toy in the House of Fun Adventure logo  AGA 

Andy Smith hurls himself into the adventuresome house for some unadulterated fun.
Tin Toy in the House of Fun Adventure You know this kind of game already – move through the levels collecting stars for points, firing other stars at an assortment of baddies that come towards you, jumping over gaps and fighting end-of-level bosses.
That's almost all there is to it. The only other bits are in the box-out elsewhere on this page (I can't direct you to the box-out because Linda, the art ed, gets to say where it goes and not me). And it's quite fun to play as well. It's not amazing and it's not got anything that hasn't been seen before, but it's fun nonetheless.

What's your motivation in all this? To break a dark spell that's been cast on the House of Fun by an evil clown. Stupid isn't it? Adrian Cummings is the man behind the conception, graphics, sound and coding, as well as the packaging design and artwork which probably means he was involved in that stupid plot idea. I'm not having a pop Adrian. I know people expect some kind of reason to be playing a game, but this one's just so 'oh I can't be bothered with it, let's get on to something else'.

Tin Toy in the House of Fun Adventure A LITTLE OIL CAN
Maybe we should chat about what other features are in the game? Like how you shoot stars to kill the baddies and how you can collect power-ups that make your stars bigger and porkier?

Maybe we should chat about the fact that if Tin Toy doesn't kill a baddie in time and they run into him he loses some energy – which is cleverly displayed as an oil gauge (actually it's not that clever really, is it?) – and Tin Toy can replenish lost energy by collecting the little oil cans that can be found lying around. In the air sometimes. But hey! This is fantasy, right? Anything goes here.
What now? Andrea's going to insist I write more words to fill up the space between the pictures. But why? You've played a hundred games like this in the past, you've got an idea whether it's any good by looking at the score and the overall verdict, you've had a good look at the screenshots so you basically know all there is to know about to make an informed buying decision. I bet you didn't know Laura P Paul did the playtesting though. You would have found out if you'd bought the game because it says so on the packaging.

Tin Toy in the House of Fun Adventure A BIG ISSUE
It comes on two disks, but you have to use DF0 when you need to swap – which is only once – between disk 1 and disk 2. See? Now we're getting into the realms of too much information. I mean, you'd expect it on a couple of disks, wouldn't you? It's only when games come on 12 or 14 disks that the number becomes a really big issue. And another thing, just to make sure you don't miss it - this game is only available via mail order. That means you have to send some money off in the post and then receive the game back through the post. You can't just walk into your nearest Electronics Boutique or whatever and expect it to be on the shelf. It won't be. See?

Amiga Format, issue 89, October 1996, pp.32-33

A NICE SPELL Like that week we had back in June (That was a nice spell.), Tin Toy has four spells, but they're like magical spells. Here is what they are, in fact. You don't get many, but you can find refills as you go around.


When you want to reach something above you, but you can't jump up to it, invoke this spell and you can float up into the air for a short time. It looks like Linda after one too many bottles of Hooch.


When you want to cross a body of water, or an area of spikes, invoke this spell and a big hat appears to carry you across. You have to be quick, though, because the hat starts to move as soon as it appears and you have to jump on quickly.


This spell spins you across the landscape quickly. It's good for whizzing through baddies too, but no good for whizzing across spikes because it doesn't work. Like all spells, the whirlwind doesn't last long; be warned.

Smart Bomb

Invoke this and kill all the baddies on the screen. Just like a good Smart Bomb should. Oddly, the actual process involves Tin Toy removing his hat and a load of stars go shooting around the screen, killing baddies.
Tin Toy in the House of Fun Adventure

Tin Toy in the House of Fun Adventure

Mutation (mail order only)
System requirements
Release date
Out now from Mutation, 15, Buscota Drive, Anchorege Park, Portsmouth, Hampshire PO3 5UD

Score Graphics: Six out of ten GRAPHICS
All very nice and colourful. Better than average, but only just.
Score Sound: Four out of ten SOUND
The tunes are fine; it's the dreadful sound effects I really found grating.
Score Addiction: Five out of ten ADDICTION
Again, nothing truly amazing, but it's got a decent difficulty curve and plenty of challenge.
Score Playability: Seven out of ten PLAYABILITY
Once you get going, you'll enjoy it. Unoriginal, but good fun nonetheless.
It's a wacky, platty thing. Good fun to play and packed with ideas stolen from all over the place. Don't expect months of excitement, but it's competent and a jolly good giggle to play.


Tin Toy in the House of Fun Adventure logo  AGA 

If length of name were genius this game would be Einstein. It isn’t.

Tin Toy in the House of Fun Adventure AMIGA POWER is often and increasingly accused of being overly harsh in its game reviews. “Why oh why,” moan our detractors, “do you insist on being so tough on all the games you review when the Amiga market thoroughly needs all the help it can get?” The reason is simple, vacuous ones. Shamelessly recommending poor games to the people you want to support the Amiga is the wrong way of doing things. When somebody gets home with a game they’ve been told is great and opens it up to find that it’s a sub-standard, out-dated, startlingly unimaginative piece of repackaged shareware that are being produced for the likes of the PC and the Playstation and they not surprisingly, want to have games like that. And with the Amiga they can. The best Amiga games stand shoulder to shoulder with the best games on any other format. But only the best. So we’ll never recommend a game for the ‘good of the market’, we’ll recommend a game ONLY it it’s any bloody good and rot otherwise. That’s what we’ve always done. That’s what we’ll always do.

Tin Toy in the House of Fun Adventure Which brings us to Tin Toy In The House Of Fun Adventure, giggling nervously as it waits in the wings of the Amiga theatre, swallowing dryly as it peeks through the cracks in the curtain at the stern-lacee AMIGA POWER sitting in the front row of the audience. Will it please? Will it fail? The is only one way to find out. Remembering Marge Simpson’s timeless advice it pushes all the hurt, pain and uncertainty way down as far as it will go and puts on a happy smile. Tin Toy In The House Of Fun Adventure, steps onto the stage.

Tin Toy in the House of Fun Adventure Tin Toy is a good-looking game, bright, colourful backgrounds and sprites abound; it is a classic platform game. There are monsters to be avoided, power-ups to be collected, secret rooms a-plenty and end of level-bosses to defeat. Your charming character can fire little sparks out of his body to kill monsters and he moves pleasantly enough. Best of all there are four spells that your little tin man knows which are explained in the panel. These add greatly to the tactical thinking required to complete a level as you wonder which to use and which to conserve. On top of all this there is the usual ridiculous plot (although pleasingly featuring an evil clown in place of the more obvious baddies).

Tin Toy is a fun game and you immediately feel at home when you plug in a joystick and play. The idea of the platform game is so firmly established that it feels cosy to be playing another one on the Amiga, a cosiness borne from warm familiarity. The challenge is sufficient, the action fast enough. Tin Toy is a fun game.

Tin Toy in the House of Fun Adventure HOWEVER
Regular readers of AMIGA POWER will recall Kangaroo Court, a series of ten columns which ran between AP38 and AP47, in which we revealed the kind of things that really annoy us in games. The first five of these tough tests are relevant to Tin Toy. It fails every one of them.

Firstly, it prints up “Loading Please Wait” in between each level reminding us that this is not a fantastic world in which we are an absorbed major player. THIS IS ONLY A COMPUTER GAME. Grr.
Secondly, it has invisible killers in the form of ‘leaps of faith’: You stand on the edge of a platform, you cannot see what lies below. You must leap blindly. Nine times out of ten you land somewhere safe but (wait for it) every so often you land somewhere deadly AND DIE. Aha ha ha.
Thirdly, it has bloody annoying slippy-slidey bits. WHAT IS THE POINT? Cretins.
Fourthly, it does not recognise the second disk drive. But as you only need to swap disks once in a game, I’ll forgive it that.
Fifthly IT USES UP TO JUMP. “Ah” says the programmer, “I needed to do that so that I could use the fire button for the little stars that shoot out and kill monsters.” Pah, I retort give me a keyboard option then, or support a two-button joystick. Oaf.

So Tin Toy is a cutesie, fun platformer that is nearly spoiled by the incredible blindness of the programmer to some of the most basic player-friendliness. I say nearly spoiled because despite these painful failings I still enjoyed playing Tin Toy. It is cheap and enjoyable and comes with a cautious recommendation.

Amiga Power, issue 63, July 1996, pp.14-15

(Many thanks to Blackcornflake for providing the original scan of the reviews)

SAW ME IN HALF The only vaguely original feature of Tin Toy is the spells that you can cast to make your character do unusual things. There are four of these and you collect refills as you go around.

Blow yourself up and you float high into the air. Handy for getting to secret rooms and over water. Or frightening small children.

My personal favourite. Create a walking top hat that can be used as a temporary, mobile platform. Stylish and practical.

Transform yourself into an invulnerable whirling dervish. This spell is best preserved for end-of-level bosses.
Smart Bomb

Whip out your hat, mutter the incantation and some deadly stars will appear that hunt out your on-screen enemies.
Runs on: A1200
Publisher: Mutation Software, 15 Burcote Drive, Anchorage Park, Portsmouth, Hampshire PO3 5UD, (0175) 672616
Author: Adrian Cummings
Price: £15 (mail order only)
Release: Out now

It’s a competent, enjoyable platform game with everything that entails. Nothing more, nothing less.
It’s riddled with tiny annoyances.

There’s nothing startling or original here; we’ve seen it all before, but Tin Toy is challenging and amusing and therefore probably worthy of your attention.



A500 compatibility Nope. Not on your nelly. Never. Go away and stop asking us questions. It won’t happen. Do you hear me? Nope.