Kid Gloves II: The Journey Back
Description
A platform game resembling Mario and Wonderboy quite strongly. Kid must rescue the woman he loves by crossing 6 worlds, each split into 4 levels. There are a range of baddies to beat, following pre-set attack patterns or just staying on the spot, to be killed using your sword.
Once killed most release things like tokens, keys (sometimes required to open end-of-level doors), apples (for extra energy) and occasionally poison. There are lots of semi-hidden sections and bonus areas to find and explore, including bonus arcade games and fruit machines. Every world ends with a boss.
Groups +
Screenshots
Promos
Credits (Amiga version)
7 People
Coding | |
Design | |
Graphics | |
Music | |
Sound FX | |
Cover Artwork |
|
Package design |
Reviews
Critics
Average score: 70% (based on 10 ratings)
Players
Average score: 3.4 out of 5 (based on 7 ratings with 1 reviews)
Tedious by-the-numbers platform game with nothing to offer
The Good
If you like sub-Master System platformers, you will enjoy this - the graphics aren't entirely horrible, control response is okay, and the difficulty curve reasonably balanced.
The Bad
The levels are inhabited by some fairly timid-looking enemies, many of whom don't even move, but a combination of the required millimetre-perfect sword-fighting, the difficulty of avoiding some of the surface hazards, and the fact that making a big jump seems impossible make things far harder than they should be. The inability to jump far also leaves the visible 'secret' 'bonus' areas off-limits.
The design is inconsistent and shoddy. As an example, level 2 starts with a single baddy before a gaping abyss you can't cross. Fortunately, the bad guy, when killed, releases a balloon (the most logical explanation of why a snake would possess a balloon would be gratefully received) which can be used to clear this section (which contains a number of hidden items). When you hit something with the balloon, you lose it - but not while in the chasm, as this would leave you unable to escape.
The end-of-level doors look the same whether you need a key or not. These keys are held by particular enemies, who look and act identical to the others, but are often located in side-lanes halfway through the level - meaning that you can reach an exit but not be able to go through it, and the levels are often much harder to negotiate backwards, especially due to the reliance on ladders and trees.
The first end-of-level boss requires some 30 hits to achieve, which can be administered by cornering him Streetfighter 2-style. However, the stalactites at the top of the screen (which were there and harmless on previous levels) now fall on you and must be avoided, again for no logical reason, making losing a life possible. The level starts with 15-20 seconds of empty walking before you reach the boss, incidentally.
The character looks little like Kid Gloves, and frankly is one of the less lovable (and less macho)-looking characters I've ever seen.
The Bottom Line
By 1992 Amiga platformers had evolved considerably. Titles on the shelf included the cuteness and character of Rodland, the AI and adventure elements of Gods, the humour and surprise of Robocod, the technical supremacy of the Turrican titles, and the gloriously balanced gameplay of Rainbow Islands. This title offered none of that, and was deservedly lost in the crowd.
Amiga · by Martin Smith (81664) · 2004
Trivia
Cancelled versions
The game was also planned for 8-bit systems. The Spectrum version was previewed by Crash! magazine, and seemed to be at an advanced stage. The C64 version got far enough for a scrolling demo of the first level to be viewable.
Development
The game was originally called Little Beau, and was due to be released by Digital Magic, before they folded in late 1991. Millenium acquired the game, and made some small changes to make it a Kid Gloves sequel, and released it as such.
Analytics
Upgrade to MobyPro to view research rankings!
Identifiers +
Contribute
Are you familiar with this game? Help document and preserve this entry in video game history! If your contribution is approved, you will earn points and be credited as a contributor.
Contributors to this Entry
Game added by Martin Smith.
Additional contributors: Tim Janssen, Patrick Bregger.
Game added June 19, 2004. Last modified February 22, 2023.