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Mail Boy
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Name:
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Mail Boy
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| Company: |
Datamost
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Model #:
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N/a |
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Programmers:
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Frank Cohen |
| Year: |
1983
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Released?
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No
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Notes:
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Eventually
released as Cohen's Tower for the Atari 8-Bit Computers
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What do you get when you put an Amazon delivery man into
Elevator Action and strip out all that spy stuff? You get
Mail Boy of course! Mail boy is an action platformer game
by Frank Cohen who was a prolific programmer for the Atari 8-Bit
computer line, but who was also apparently dabbling in Atari
5200 programming as well.

You play the role of Allen (known as Our Hero on
the title screen) who must pick up and deliver packages that are
scattered around the tower like office building and drop them off
in one of three handy mail drop boxes located at the top, middle,
and bottom of the tower. Unfortunately for our hero the
office has decided to install lifts instead of proper elevators
(where's OSHA when you need them?) so you'll have to carefully
(and I do mean CAREFULLY) jump from each floor onto the moving
lifts in order to move between floors. Jumping onto and off
of a lift is the single most dangerous part of the game as the
collision detection is very finicky. If the player has not
completed his jumping animation before the top of the lift touches
his feet he'll fall right through to his death. You're given
a little more leeway when jumping onto a downward moving lift (you
can fall a little distance before dying) but the timing is still
tricky. Who knew being a delivery boy could be so dangerous?
Once you've mastered the art of jumping onto the
lifts you'll find there are a few other hazards to deal
with. First, if you stay too long on a lift a flower pot
will fall from the top of the screen and kill you (do you work in
the same building as Crazy Climber?). If you need to go up
several floors make sure you jump off to an intermediate floor so
you don't stay on the lift longer than necessary. The second
hazard is your boss. Every now and then the boss (who was
apparently modeled after Dabney Coleman) will come out of a random
door and pace around while looking at his watch, this is your cue
to look busy! To get rid of your boss simply jump onto a
lift and he'll leave. If you stay on a level too long while
your boss is out he'll eventually go back inside his office and
you'll be issued a demerit. Demerits count as lives and once
you accumulate four it's game over. Falling off a lift will
also give you a demerit instead of a nice payout from a lawsuit
for some reason. You can also collect keys from the sides of
the tower that count as extra lives/demerits.

Unfortunately that's about all there is to this
early version of the game. There doesn't seem to be a way to
actually complete a level so once you've delivered all the
packages you're doomed to wander around the building
forever. When the game was finished and released as Cohen's
Towers on the Atari 8-Bit computers the boss would come out of his
office and take you to the next level. Since the boss
behaves as an enemy in this version that doesn't happen so it's
unknown how the player would have moved to the next level.
There are many other missing/changed features that
were added when the game was released as Cohen's Towers:
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There is only one tower (level) instead of
three.
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The first tower is called Nim Nom's Tower
instead of FANDA Tower. Nim Nom was Frank's joke name
for Datamost's headquarters.
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The building address on the door where you
start is different
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The introduction with the letter from your boss
is missing
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The dog, spy, and secretary are all
missing. The dog would have appeared from random doors
and chased you as you tried to pick up the mail. The Spy
would walk around and attempt to steal packages and you would
have to grab them back form him. The secretary could be
found randomly and kissed for extra points.
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The graphics are slightly different and less
refined. This is especially noticeable with the
packages.
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The colors are also a little different.
According to Frank the interesting choice of colors in his
games was due to his colorblindness.
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The mail drop boxes don't say Thank You when
you deliver mail
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In the final version you start with 2 demerits
(lives) which count down each time you die instead of starting
with zero and having them count up.
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Instead of guiding you to the next level the
boss acts like an enemy if you stay too long on a platform
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The screen is setup for a two player mode but
it doesn't appear to have been implemented. This planned
feature was remove from the final.
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The music never changes. In the final
version the music changes when enemies chase you.

As it stands Mail Boy is an interesting platformer
that needs some work to make it into a fun game. Frank had
originally planned to add a second stage where the player would go
inside the offices to collect prizes. However Frank had a
major falling out with Datamost at the time and he delivered the
game 'as is' without the planned second half. This helps
explains why the game feels a bit flat in the end. It's
unknown why work was stopped on the 5200 version, but Datamost
probably saw that the 5200 market wasn't doing very well and
decided to not enter it given the extra cost of cartridges versus
the tapes and disks they released their Atari 8-Bit titles on.
| Version |
Cart Text |
Description |
| 5/28/83 |
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Mid-Level Beta
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Return
to 5200 Software
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