I don’t think I ever spent as long making so little progress as I did with Auf Wiedersehen Monty on the ZX Spectrum +2! But I adored it all the same, and was never happier than jumping around what can only have been a quarter of the 80 screens that brilliantly and ingeniously characterised the whole of Europe, collecting items and cash so Monty Mole could buy his own island. Which he never did that I’m aware of! It was hard as nails but it was enormous fun, and you never tired of trying to get just one more flick-screen further into your travels!
That was the fourth Monty Mole game, released in 1987 by Gremlin Graphics. I think I’d played the first one, Wanted: Monty Mole somewhere; I was aware of the second, Monty is Innocent, but wouldn’t play that for several decades after its release; and I definitely played Monty on the Run on a friend’s Commodore 64. I’ve never played its cannon successor, Impossamole – by the time that came out in 1990, I was all about the Atari ST and the Game Boy.
There was actually another game between the fourth and fifth entries though, but blink and you missed it! Moley Christmas was only available on the cover of Your Sinclair magazine, in the Christmas 1987 issue, in what for me ranks as one of the highlights of what would become the Spectrum cover tape wars! I know I was long gone by the time they were all abandoning actual magazine content and just sticking about ten AAA games to a few bits of glossy paper, but before that, this and Ocean’s Road Race (which we’ll come back to one day) and, of course, the seminal better-than-Arkanoid Arkanoid rip-off, Batty, were way better than most of what you’d pay full price for!
Moley Christmas might have been short, with only six screens, but the Monty Mole stamp of quality was everywhere to be seen on each of them. And as you’d expect, it was hard as nails first time around, though spend enough time on it and you weren’t just trying to do it without losing any lives, but you were doing what would one day be called speed-running too! Not sure why that never worked out for me in Auf Wiedersehen Monty though…
In Moley Christmas, you – Monty – are running about the place as usual, picking up objects, jumping over bizarre meanies, generally dodging death through perfectly timed, pixel-perfect leaps, and just working out how to get from one screen to the next, which isn’t always immediately apparent. And all of this in a bid to get the Your Sinclair cover game to the printers in time for Christmas!
In the first screen you’re at Gremlin Graphics HQ, trying to get to the program listing for the cover tape game. Then on the second screen you’re taking it to the mastering plant – successfully reach the other end of the screen and it becomes the master tape! Screen three is where it’s getting duplicated and turned into cassettes. The instructions said that although they were putting over 100,000 copies of the game on the magazine out, the Gremlin programmers made their own estimate of the Your Sinclair circulation, so you only had to pick up eight cassettes to bring to London. And that was a major clue because if you didn’t have eight in mind there was no way you were ever progressing past that screen, which gave you absolutely no indication of what you were doing before you even got to the point where you were counting tapes!
Anyway, the fourth screen was another head-scratcher, this time making your way into an M1 service station (I think), with the puzzle being how you got past the final parked car that kept eating you with no apparent rhyme nor reason! Work out that you just needed a bit of single pixel prodding and retreating there, and on the fifth screen you’re in the Your Sinclair offices for a very tricky timed jumping section that must have taken me a hundred attempts to get past the first time even though I knew exactly what I should be doing! And then you’re finally on screen six, a kind of loosely Frogger-style experience where you’re dropping off piles of magazines from one side of a lunatic road to the other, several times. Do that and it’s a lovely message of Christmas cheer / advertising and a nice Christmas tree. Then you’re strangely compelled to start again…
Despite the usual gaming perfection that a Monty Mole game demanded of you, this one seemed to be about getting lucky sometimes too. And I think that’s why even after the head-scratching is done, I like going back to it, then trying to get through it again and again a bit quicker. Combining that slight unpredictability (possibly caused by some odd timing that I can’t really put my finger on) with its shortness actually makes it more akin to playing something like Super Sprint than the traditional platformer it makes out to be. You definitely can go a bit faster, because you definitely can do it without running into something, but will you? And all this going faster is actively encouraged throughout the game because your energy meter is going down regardless of what you run into, and in the penultimate screen you’re also racing magazines getting finished (where I still don’t really know what means death and what means success)!
There’s some great use of clash-free colour, everything moves smoothly, and the level of detail you expected of a Monty Mole game by 1987 was all present and correct. Sound was alright for the Spectrum too, with a nice background tune (on my +2 at least) and some inoffensive white-noisy effects when called for elsewhere.
It’s hard to say where this would fit if you were to rank all of the Monty Mole games, but there’s more to it than meets the eye in comparison to the others, even if there’s significantly less to it, which as we’ve seen, brings its own rewards. But remember, it was free on a magazine! And if you’re anything like me, the only one of these you’re going to finish too!