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Bud Tucker in Double Trouble
Review by Jen
Bud Tucker in Double Trouble is another one of those extremely
rare and much sought-after games that I play and review from time
to time, for what I don't knowit's not like they're readily
available to anyone who might be reading this. However, I was
able to borrow a copy of Bud Tucker, and I am once again
led to wonder why all the brouhaha about this and other games
of its ilk (such as Flight of the Amazon Queen and Orion
Burger). Sure, it is an okay game, but it is far from being
one of the greats. One thing that surprised me is the lateness
of the release date: 1997. How did this game become so rare so
quickly? Plus the whole game looked and played as if it were from
a much earlier period ... say, 1993, which is deep into the Jurassic
era of graphic adventure games. In style of gameplay and graphics
quality, it was comparable to The Secret of Monkey Island or
Beavis and Butt-head in Virtual Stupidity, although those
are both much better games than Bud Tucker. (I'm guessing
the programmers started the game in 1993 and it took that long
to finish, and meanwhile their efforts did not keep up with the
fast changes happening in the computer world.)
You play as Bud Tucker, a pizza delivery boy. Your best customer
and friend, the Professor, has invented a machine that can clone
inanimate objects. Oh boy, you think, pizza for everyone, all
the time. But alas, it is not to bein bursts the evil Dick
Tate and his two henchmen. They steal the cloning machine and
kidnap the professor. Dick Tate goes on to adapt the cloning machine
to duplicate people and starts populating the world with his brainless
creations. The game plays out in three distinct chapters: Your
first mission is to locate the professor, your second mission
is to escape from Dick Tate's stronghold, and last but not least,
you must save the world.
The mechanics of the game involve an inventory and a wide selection
of verbs. You choose how you want to interact with what, and combine
inventory items, and all of those standard strategies that have
served you so well in the past. It's just pure point-and-click,
no dying, and no timed sequences. One nice thing is that the inventory
dumps out after each chapter, so you get a fresh start in your
junk acquisition.
In theory, you can't make a mistake, but I ran into a huge programming
loop kind of thing that is worth mentioning: I took certain actions
that landed me in jail, escaped from jail, went back to the place
where I started the actions that landed me in jail, and then went
back to jail again. However, the second time I was in jail, all
of the things that appeared onscreen right before I escaped from
jail were still there, but they were inactive and I could not
get out. I tried pretending that nothing had changed from the
first time I was there and clicked on where the things used to
be, but that didn't work, either. I just had to restore an earlier
game and repeat those parts. The beta testers overlooked a major
point. Other than that, though, the game played flawlessly, in
a DOS window using Windows 98.
The graphics are high-quality ... if the game had been released
four or five years earlier than it was. For a 1997 game, they
were substandard. The pixels were biggish, the animations were
sparse, and the hotspots did not match up in some instances with
the items' location onscreen, making it damn near impossible to
find these items. (This is one game where you will definitely
need to get some hints because of that nasty little factor.)
The music is in annoying short loops, but in this game, it fades
out about 20 seconds after you arrive at each location. However,
you do visit each location several hundred times over the course
of the game, so it definitely becomes an irritant. The voice acting
is passable, and the sound effects are actually quite good.
The humor is just plain lame for the most partBud Tucker's
name is the best joke in the game. And you know how quite a few
games are programmed to insult you when you do something wrong?
Bud Tucker does that, too, but he always called me "dude"
or "guy" or "[insert your own synonym for male],"
and that really started to bug me after a while. And the insults
aren't cute or clever, they are just, well, insulting, not to
mention repetitiveBud's repertoire consists of about seven
different slurs to cover 2,000 mistakes that a player will make.
"So," I can hear you saying, "lame dialogue, hackneyed
gameplay, sexism in the insults, subpar graphicsthis game
must really suck." Well, surprisingly enough, it isn't that
bad. I'm hard put to think of one specific good thing to say about
it, but it definitely had some measure of that all-important intangiblethe
fun factor. Actually, now that I have thought about it for a second,
here are some really good points: no mazes, no timed sequences,
no sliding tile puzzles. Absence of those three things makes a
game worthy in and of itself. I am not sorry I played Bud Tucker.
But I am glad I played a borrowed copy and didn't pay big
money or trade away something good for it. 
Please visit our
forum to discuss this game
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The Verdict
The Lowdown
Developer: Merit Studios
Publisher: Topware
Release Date: 1997
Available for: 
Four Fat Chicks Links
Player
Feedback
Screenshots

System Requirements
486/33
8 MB RAM
2x CD-ROM
DOS 5.x
Sound card
Where to Find It

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