|GCC & Jim Leiterman
Yes (APX Only)
|Port of the 1982 Sun Electronics
While Kangaroo may look like a cute kiddie game at first glance, there's
more to it than meets the eye. What lies beneath Kangaroo's furry
exterior is a challenging platform game that will give even the most experienced
player a worthy challenge. You control Momma Roo (not to be confused
with Quintana Roo), who must rescue her baby from a evil gang of villainous
monkeys. Momma Roo is armed only with a pair of boxing gloves which
she can use to punch out monkeys and to block apple cores. Sound
intriguing? Read on...
You must get Momma Roo to the top of each screen where
your baby is waiting for you. Momma Roo can reach the top by climbing
ladders (in a tree?) and jumping from platform to platform (not as easy
as it looks). Once you reach the top of the tree you are reunited
with your baby for a few seconds and its off to the next board. Along
the way up the tree you can grab various fruits for points. These
fruits appear when Momma Roo hits one of the bells hanging from the tree
(exactly what kind of tree is this anyway?). Each time a bell is hit a
new type of fruit appears and is worth more points, but hanging around
eating fruit all day isn't what the game is about. You've got a
baby to save!
This is the easiest screen in the game, and consists only
of ladders and platforms without gaps (lucky for you). While climbing
up the ladders make sure the monkey at the top of the screen doesn't bean
you with an apple core as you're basically defenseless. Along the
way you can hit the bell for some extra fruit, but don't take too long
or the monkeys will begin to gang up on you.
Despite being only the second screen, this one is the
toughest of the four. The reason this screen is so tough is that
Momma Roo must make some spectacular jumps that require pin point precision.
Unfortunately the game doesn't allow for pin point precision, so
you'll have to fake it. With a little luck and practice Momma Roo
will be up the screen in no time. Just be careful on the edges of
the steps, as even as small fall will kill Momma Roo.
This is the strangest screen in the entire game. It
appears that the monkeys have run out of ideas and have decided to simply
form a simian tower to keep Baby Roo out of your reach. Since you
can't scale the monkey tower you'll have to knock 'em out one by one.
However this time it appears the monkeys have taken their vitamins
as they can withstand quite a few hits before the go down. Thankfully
you don't need to take out all the monkeys to reach your baby, as the
side branches allow you to jump onto the platform once it's lowered slightly.
Be quick about taking out the monkeys as this board has a tendency
to get difficult very quickly
This is the last screen before they begin to repeat. This
screen isn't too difficult, but it's easy to accidentally fall off a platform
so be careful. The monkeys are fairly relentless on this screen
so be quick about getting to the top. Be careful that you don't
get hit from above as all monkeys on this screen can drop apples as well
as throw them. Ignore the bell as getting all the fruit on this
screen is too difficult to make it worth the time.
While it wasn't a smash hit at the arcades, Kangaroo faired
much better on the console scene. So how come the 8-bit version
never got released? According to programmer Jim Leiterman:
General Computer was contracted to only do a 5200 version.
While at Atari I had written a reverse disassembler that converted
binary files back into source code with some documentation. I
went through and corrected the mistakes of the tool to build the 800
version and sent it over to APX. They published it with no credit
back to me as I requested. So essentially it was an internal hack!
Mine had red strawberries while theirs had a purplish red or some non-red
Sadly the purple/red berries (which are actually more of a pink color)
don't show up in the emulator so you'll have to take my word for it, but
the difference is quite noticable.
to 8-Bit Software