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Midnight Mutants
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Name:
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Midnight Mutants |
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| Company: |
Atari |
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Model #:
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CX-7889 |
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Programmers:
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Peter Adams (Programmer), Tammy Moore
(Story), Paul Webb (Sound & Music), Adam Clayton and
Rich Robbins (Misc. Support), Les Pardue (Artwork) |
| Year: |
1990 |
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Released?
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Yes
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Notes:
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Midnight Mutants
was the last 7800 game to be released in the US |
Perhaps the closest thing the 7800 ever got to a RPG, Midnight
Mutants can best be described as The Legend of Zelda meets The
Munsters. It appears that Atari decided to end their 7800
support with a bang, because Midnight Mutants was one of the
best games to ever grace the Super System.

The storyline for Midnight Mutants is bit on the odd side.
One dark Halloween night in 1747, the powerful warlock Dr.
Evil (now there's an original name) had finally been caught.
As was the custom at the time, Dr. Evil was burned at the
stake. However before he died, Dr. Evil swore an oath of
revenge against all the villagers who had brought him down.
Flash forward to 1992 (hey, that was the current year back
then!). Jimmy and his Grandfather (who just happens to be
Al Lewis of Munsters fame) have gone to the pumpkin patch one
late October night to select their Halloween pumpkin.
Unfortunately this Halloween just happens to be the day the Dr.
Evil has decided to make his return, and to make matters worse,
Jimmy just happens to be the direct descendant of the
Witchfinder General who burned Dr. Evil at the stake 255 years
ago! Now not only has Dr. Evil escaped, be he has trapped
your Grandpa in a giant plasmic pumpkin prison (I told you this
story was weird)! Now it's up to Jimmy to stop Dr. Evil,
free his Grandpa, and save Halloween for everybody.

Although Midnight Mutants wasn't a true RPG such as Dragon
Warrior or Final Fantasy, it was still a welcome surprise to
7800 owners who thought Atari had abandoned them (which they did
immediately after releasing this game). Instead Midnight
Mutants is really an what we'd call an 'Action RPG' along the
same lines as The Legend of Zelda or Star Tropics. Jimmy
can walk around and collect items for solving puzzles just like
in any RPG, but he must also actively avoid or fight monsters in
real time (no turn based battles here!). However for some
reason the programmers decided to add a score counter to the
game, which seems pretty out of place in an RPG. Just
ignore it and pay attention to the other important information
displayed in the box.

As was previously mentioned, Jimmy is on a mission to destroy
Dr. Evil (so did he go to evil medical school or what?) and save
his grandpa from the pumpkin prison. Although Grandpa is
trapped in the pumpkin, he still give Jimmy helpful advice by
accessing the inventory screen. Personally I've never found
Grandpa's bad puns and one liners to be all that helpful, but
occasionally he does let a nugget of wisdom slip. Hints and
other information are also displayed on the top of the main game
screen, although this is usually just 'flavor text'.
Aside from the odd score indicator, the bottom of the screen
also displays your health information. The Blood Purity
indicator measures your poison level. Every time a bat or
other 'vermin' hits Jimmy he will be poisoned, and his blood
purity will go down. When Jimmy's blood purity reaches 0% he
will die from blood poisoning (this is a bad thing), so make sure
you make ample use of the poison antidotes scattered throughout
the game. The health meter represents Jimmy's physical hit
points, and is whittled down slowly by contact with Zombies,
Ghouls, and Wolves. As with the poison antidotes, there are
healing potions scattered throughout the game that will restore
Jimmy's health.
Jimmy begins the game unarmed and completely at the mercy of the
wandering enemies. The first thing he must do is venture
into the mansion and find the knife to defend himself with.
Later on Jimmy can find other weapons such as a axe, cross
and blaster (gun). Jimmy can also pick up various other
helpful items such as a key, lantern, necklace and potions which
are used at various points in the game. Jimmy can also find
a heart which will permanently protect him from poison, and
diamonds which will increase his health (these are especially
valuable).
One thing that Midnight Mutants was especially famous for was
its bosses. Midnight Mutants marks the first time that full
screen bosses were used in an Atari game. Not only were
these bosses huge, but they were incredibly detailed and really
ghastly looking (the rams head boss is particularly disturbing).
It appears that Atari was finally producing quality games
for the 7800, but it was also too little too late.
If there's one flaw with Midnight Mutants its
the lack of a save or password feature. Although the game
isn't especially long, it is very hard to beat in one sitting.
Even a simple password system would have made beating the
game more of a joy and less of a chore. Still, for a
system as old as the 7800 (whose hardware was designed in 1984),
a game as complex as Midnight Mutants was a real accomplishment
and it shouldn't be dinged for its minor flaws.
| Version |
Cart Text |
Description |
| ?-??-90 |
Midnight Mutants |
Final Version
|
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to 7800 Software
|