|Allen Wells (GCC) & Jim
Yes (APX Only)
|Port of the 1982
Sun Electronics Coin-op
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
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
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