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Paperboy 2
Paperboy 2
from Wikipedia
Paperboy 2
Game Boy cover art
DevelopersTengen
Eastridge Technology (NES)
Manley & Associates (Game Gear)
PublishersMindscape
Tengen (Genesis and Game Gear)
ComposersRich Shemaria (Amiga, MS-DOS, Game Boy, NES, SNES)
Robert Ridihalgh (Game Gear)
PlatformsAmiga, Amstrad CPC, MS-DOS, Game Boy, Game Gear, Genesis, NES, SNES, ZX Spectrum
Release1991
GenreAction
ModesSingle-player, multiplayer

Paperboy 2 is an action video game, the sequel to the arcade video game Paperboy. It was released in 1991–1992 for Amiga, Amstrad CPC, MS-DOS, Game Boy, Game Gear, Genesis, Nintendo Entertainment System, Super NES, and ZX Spectrum.[1] While Paperboy debuted in arcades and was subsequently ported to personal computers and consoles, the sequel was only released for home systems.

Gameplay

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The game was much like the original: the player controls a paperboy (or papergirl) who must navigate a series of obstacles,[2] such as tires rolling down a driveway while a car is being repaired, or strange houses like a haunted house, while trying to deliver the morning paper to various customers on a street (though unlike its predecessor, papers had to be delivered to houses on both sides of the street). Like the original, the game is renowned for its difficulty.

There are four specific actions that can be taken somewhere in the middle of each stage that reward the player with a front-page photo on the newspaper afterwards. Such actions included breaking a window with a paper, where the next day's paper would read "Mysterious Vandalism Baffles Police", showing an angry policeman looking at broken windows. Others could be coming across a gas station being robbed and hitting the gunman with a paper behind his back, then having the next day's paper headlined with "Paperboy {Papergirl} Foils Armed Robbery" or seeing a runaway baby carriage and stopping it with a paper, and the forthcoming headline being "Girl {Boy} Saves Breakway Baby". Both heroic stories would show a happy policeman rewarding the paperboy with candy.

Reception

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Among the four reviewers in Electronic Gaming Monthly, they described the Game Boy version of the game as suffering from the limitations of the size of the Game Boy's screen and the black and white graphics with two reviewers reccomending it to fans of the original game.[3] Ed Ricketts of Amiga Format gave the Amiga version a 44 percent rating.[6] N-Force gave the NES version a 42 percent rating.[7] Jonathan Gagnon of Game Players gave the Game Gear version a 5 out of 10.[8] Jonathan Davies of Super Play gave the SNES version a 29 percent rating.[9] Brett Alan Weiss of AllGame gave the SNES version one and a half stars out of five.[10] Total! gave the NES version 50 out of 100, criticizing its poor camera and controls, as well as the music and gameplay.[11] Sega Force reviewed the Mega Drive/Genesis version and rated it 55 out of 100. The magazine praised the music and sound effects, but criticized the repetitive gameplay, and stated that the game looked outdated compared to other games available at the time.[12] Power Unlimited gave the Game Gear version a score of 78% writing: "One of the most American games ever made, and addictive too. The Game Gear version looks very good. A blunder is the music, which becomes very annoying at a certain point."[13]

References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Paperboy 2 is a 1991 arcade-style action developed by Tengen and published by Mindscape for platforms including the (NES), (SNES), , , and various home computers such as the and . As the direct sequel to the 1985 arcade classic , it retains the core concept of controlling a young newspaper carrier—now selectable as a boy or girl—riding a through isometric-view suburban streets to deliver papers to subscribers while avoiding hazards and optionally sabotaging non-subscribers. The emphasizes precision and endurance, with players throwing rolled newspapers at porches, mailboxes, or doors of 20 houses (10 subscribers and 10 non-subscribers) per street across three escalating difficulty routes: Easy Street, Middle Road, and Hard Way. New to the sequel are enhanced mechanics like jumping over obstacles, a wider array of enemies including dogs, cars, skateboarders, ghosts, and zombies, and bonus opportunities such as thwarting robberies or completing BMX-style obstacle courses for extra points and score multipliers. Successful deliveries increase subscribers and scores, while crashes or missed throws lead to loss of papers and potential route failure after depleting a limited supply. Unlike its predecessor, Paperboy 2 skipped an arcade release and launched directly for home systems, introducing two-player alternating modes on select platforms like the Genesis and improved graphics with more vibrant, detailed environments. The game received mixed reviews for its addictive challenge and faithful expansion on the original formula, though some critics noted frustrating difficulty spikes and repetitive elements. It contributed to the Paperboy franchise's legacy in the action genre.

Development

Concept and Design

Paperboy 2 was developed as a direct sequel to the 1985 arcade game Paperboy by Atari Games, retaining the core concept of a bicycle-mounted newspaper delivery simulation while expanding the scope to incorporate more varied environments beyond the original's standard suburban neighborhood. The design emphasized increased player agency and humor, transforming the routine delivery task into a stunt-filled adventure with dynamic obstacles and optional side interactions. This evolution aimed to build on the original's isometric pseudo-3D perspective and skill-based throwing mechanics, introducing greater freedom in navigation and route choice to enhance replayability. The sequel introduced greater variety in obstacles and environments across its three routes—Easy Street, Middle Road, and Hard Way—including supernatural elements like ghosts and on harder difficulties, as well as hazards such as rolling tires and breaking news trucks. These elements tested player precision and timing while providing visual and mechanical diversity to each playthrough. To promote , the game introduced a selectable papergirl character alongside the traditional , with both options offering identical abilities and controls for equitable gameplay. This gender-neutral choice reflected early efforts toward inclusivity in character selection, allowing players to identify more personally with the during the high-stakes delivery runs. The design also incorporated reward systems for optional heroic interventions, such as hurling a to halt a runaway baby or apprehending a robber, which not only averted disasters but earned prominent front-page headlines in the in-game for bonus points and score multipliers. These mechanics encouraged exploration of non-delivery interactions, blending action-hero tropes with the delivery simulation to add layers of satisfaction and narrative flair to successful runs. For instance, successfully stopping the baby prompts a positive story in the paper, complete with a cheerful policeman's reward, emphasizing the game's lighthearted take on suburban chaos.

Programming and Platforms

Development of Paperboy 2 began following the success of the original game's home ports in 1988 and was led by ' Tengen division, which handled the core programming for multiple platforms including the NES and Genesis versions. The game skipped an arcade release, focusing directly on home systems. For the NES port, Eastridge Technology contributed significantly to the adaptation, optimizing the game's mechanics for the 8-bit hardware while preserving the isometric delivery simulation from the original arcade concept. This involved efficient sprite management to handle dynamic obstacles and subscriber houses without exceeding the NES's limited RAM and processing capabilities. The Game Gear version was programmed by Manley & Associates, who adapted the title for the handheld's color LCD display and battery constraints, resulting in a more compact but visually distinct implementation compared to console counterparts. Manley & Associates focused on smooth controls for the portable format, ensuring the biking navigation remained responsive despite the system's 4 MHz Z80 processor. In contrast, the Genesis port, developed internally by Tengen with input from 3Studio, utilized the 16-bit hardware for enhanced and larger sprite sets, creating a gameplay experience that diverged notably from the NES version by incorporating additional environmental interactions. This led to differences in how sprites for obstacles like errant dogs and breaking news trucks were rendered and animated, with the Genesis allowing for more fluid multi-layer absent in the NES's simpler tile-based approach. Audio programming was handled by Rich Shemaria for the majority of platforms, including NES, , and SNES, where he composed the soundtrack using Yamaha DX-7 synthesizers and Roland-505 drum machines to create looping themes that synchronized with delivery routes. Shemaria's work emphasized rhythmic motifs to underscore the game's pace, with sound effects integrated to feedback player actions like paper throws. For the Game Gear edition, Robert Ridihalgh provided the composition, tailoring the audio to the system's capabilities with shorter, loop-efficient tracks that maintained thematic consistency across portable play sessions.

Gameplay

Objective and Controls

In Paperboy 2, the core objective is to deliver newspapers to a set of subscribers' houses along a daily route while navigating hazards to preserve and potentially increase the subscription base. Players must throw papers accurately into mailboxes or onto doorsteps of subscriber homes—identified by paperboxes—to prevent cancellations; missing a delivery causes a subscriber to drop the service, and maintaining a subscription rate above 50% is required to advance through the game's structure of three seven-day weeks on progressively difficult streets. If subscriptions fall too low, the player loses the job and must restart. Controls emphasize precise bicycle handling and paper throwing, adapted to each platform's input scheme. The or steers the bike left and right to dodge obstacles, while up accelerates and down brakes to manage speed around the route. Dedicated buttons—such as A to throw right and B to throw left—allow aiming papers toward targets, with timing crucial for accuracy from the bike's position. The scoring system rewards accurate deliveries and penalizes errors to reflect performance as a reliable carrier. Hitting a subscriber's mailbox yields 500 points, while a doorstep delivery scores 200; crashes into obstacles cost a life and reduce the score, as does like errant throws. Bonus points are added for eliminating hazards (e.g., 1,000 for hitting a burglar) or targeting non-subscribers (e.g., 200 per broken window), encouraging skillful play without excessive risk. Single-player mode structures each level as two laps per street side to fully build the route, covering 20 houses (10 subscribers) per day. The first lap handles one side of the block, the second the opposite, culminating in an for extra scoring before advancing to the next day—provided the subscription threshold is met. Passwords unlock subsequent streets after completing prior weeks.

Levels and Obstacles

The gameplay is structured across three streets of increasing difficulty: Easy Street, Middle Road, and Hard Way, each consisting of seven days with escalating hazard density to test the player's and throwing precision. The core obstacles common to all streets include erratically driving cars that swerve into the bike's path, aggressive dogs that chase and bark to disrupt balance, pedestrians crossing unexpectedly, and zones with barriers, workers swinging hammers, and potholes. Rolling tires launched from driveways, sewer grates causing the bike to wobble or stall, fences and curbs requiring jumps, lawnmowers blocking sidewalks, skateboarders weaving through traffic, and breakdancers spinning in the road add to the hazards. elements such as ghosts, , and gargoyles emerging from haunted houses are also present. Interactions with houses drive the scoring and progression : accurate throws to subscriber porches or mailboxes earn points and retain , while missing them risks losing that subscriber for future levels. For non-subscribers, hurling papers through windows breaks glass for bonus points, though excessive misses or crashes lead to deductions and potential game over if subscribers drop to zero. Following each level, a statistics screen tallies subscribers gained or lost, total score, and delivery accuracy, with perfect runs (delivering to all subscribers without crashes) awarding bonus points and adding new subscribers up to a maximum of 10 to carry over to subsequent routes.

Multiplayer Mode

Paperboy 2 features a two-player mode available on home console ports including the NES, SNES, and Sega Genesis, designed for alternating turns that emphasize competition between players while sharing the same delivery route. In this mode, Player 1 begins the newspaper delivery on a given day, navigating the isometric street view to throw papers at subscriber porches and avoid obstacles until either completing the route or exhausting their three lives. Player 2 then assumes control for the remainder of the same day's route, with the game ensuring both players experience identical environmental conditions and subscriber placements to maintain fairness. Upon reaching the end-of-day bonus round—an where players perform tricks on their for extra points—the mode introduces a element if both players succeed in arriving there. The first player to complete the main route waits at the bonus stage entrance, and once the second arrives, both appear on-screen simultaneously to tackle the course together, allowing for shared navigation of ramps, jumps, and targets without separate turns. This simultaneous play alters the core delivery experience by requiring coordination to maximize combined performance, though individual scores track separately to fuel ongoing competition. The bonus round concludes with points awarded based on successful maneuvers, contributing to each player's total without direct penalties for collision or interference between the pair. Scoring in two-player mode remains tied to standard mechanics, such as points for accurate deliveries (500 points for mailbox, 200 for doorstep) and breakage bonuses (e.g., 200 points per broken ), but players compete head-to-head for the highest overall score across the week's seven days. No unique teamwork bonuses exist beyond the bonus round's joint completion potential, and the mode uses the second controller without split-screen division, relying on the game's inherent dual-view street layout for visibility. This setup is consistent across supported platforms, though the version simplifies controls to standard and button inputs for seamless handoffs between turns.

Release

Initial Release

Paperboy 2 debuted in on the in November 1991, published by Mindscape, Inc. The game followed with releases for the in April 1992 and the Game Boy on June 1, 1992, both published by Mindscape, Inc., with Tengen, Inc. co-publishing the Game Boy version. In Europe, the title launched in 1992 for various platforms, including the Amiga and ZX Spectrum, distributed by Mindscape International Ltd. Marketing for the initial home console versions highlighted the sequel's connection to the original Paperboy arcade game's popularity, promoting accessible gameplay on personal systems to recreate the challenging delivery simulation outside of arcades.

Ports and Versions

Paperboy 2 was released for several console, handheld, and home computer platforms between 1991 and 1993. These included versions for the Sega Genesis (also known as Mega Drive; June 1992 in North America), Super Nintendo Entertainment System (SNES), Sega Game Gear (December 1993 in North America), Nintendo Entertainment System (NES), Game Boy, MS-DOS (1991), Amiga (1992), Amstrad CPC (1991), and ZX Spectrum (1992). The ports exhibited platform-specific technical adaptations to leverage hardware capabilities. On 16-bit consoles like the SNES and Genesis, developers enhanced graphics with improved color palettes and smoother animations compared to 8-bit counterparts such as the NES; for instance, the SNES version featured more vibrant visuals while retaining core identical to the NES, whereas the Genesis port introduced distinct level designs and superior sprite animations for a more fluid experience. Handheld versions, including the Game Boy and , simplified controls to accommodate limited buttons and screens. PC ports for and offered customizable resolutions and sound options, while 8-bit home computer versions on and prioritized basic sprite scaling to fit lower-resolution displays. Regional variations primarily involved adjustments for PAL and NTSC television standards.

Reception

Critical Reviews

Upon its release, Paperboy 2 received mixed reviews across platforms, with critics praising its addictive core gameplay loop and cooperative multiplayer mode while criticizing repetitive level design, imprecise controls, and a steep difficulty curve in later stages. The NES version averaged 53% from six user ratings, reflecting a consensus that the game's expanded obstacles added variety but failed to innovate sufficiently beyond the original. The SNES port averaged 42% from seven user ratings, where chunky visuals and loose handling drew particular ire despite the system's capabilities. On handheld systems, the Game Boy edition scored 49% from four outlets, hampered by small sprites and visibility issues, while the Game Gear version achieved a higher 66% from five reviews, benefiting from brighter colors and smoother portability. Reviewers frequently highlighted the game's engaging two-player mode, where one player handles deliveries and the other manages obstacles, as a standout feature that enhanced replayability and fun for short sessions. in 1992 specifically commended the co-op dynamic for injecting excitement into the routine delivery runs, calling it a "fun twist" that encouraged competition and teamwork. However, common complaints included the levels' predictability after initial playthroughs and control responsiveness that made accurate paper throws frustrating, especially on console ports. Power's 1991 review of the NES version criticized the escalating difficulty as unbalanced, noting that early streets felt too forgiving while later ones overwhelmed players with unavoidable hazards, resulting in an overall score of 5.75 out of 10. Electronic Gaming Monthly's assessment of the Game Boy port averaged 5.75 out of 10 across four reviewers (three at 6/10 and one at 5/10), praising the addictive challenge but faulting the graphics for obscuring obstacles like jumping ramps. For the Game Gear, Sega-16's retrospective echoed these sentiments in a 5/10 score, appreciating the multiplayer but decrying minimal improvements over the NES original, such as reused assets and brief play sessions. In modern retrospectives from the , Paperboy 2 is often viewed as a solid but unremarkable sequel that captures the original's charm through humorous suburban chaos, yet feels dated due to its simplistic mechanics and lack of depth compared to contemporaries. Super Play magazine's aggregation ranked the SNES version at 29%, labeling it "painfully average" for its repetitive routes despite the novelty of options and elements. SNESdrunk's 2016 analysis recommended the NES iteration over the SNES port, citing better pacing and fewer technical glitches, though both are seen as nostalgic curiosities rather than enduring classics.

Commercial Performance

Paperboy 2 experienced moderate commercial performance following its releases across multiple platforms, with limited publicly available sales data reflecting its status as a to the more commercially dominant original . In the , the NES version appeared in rental charts shortly after launch according to magazine. The game's chart success was bolstered by its timing during the holiday season and occasional bundling promotions with the original in select markets, contributing to sustained interest despite not matching the predecessor's peak sales. Compared to the original, which topped UK software charts in 1986, Paperboy 2 saw lower overall peaks but benefited from extended availability through ports to systems like the and , where it appeared in budget listings by 1992.

Legacy

Influence on Sequels

Paperboy 2 expanded the original game's single-player focus with a two-player alternating mode, allowing players to take turns delivering newspapers and navigating obstacles for a more shared experience. The franchise continued with direct sequels building on Paperboy 2's mechanics, including Paperboy 3 for the in 1999, which introduced 3D environments, trick performances, and freer movement while retaining paper delivery and obstacle avoidance. An unreleased 3D prototype was also developed for the PlayStation around 2000, reimagining the delivery simulation in polygonal settings with enhanced dynamics. Paperboy 2000 followed in 1999 for , adapting the route-based gameplay for handheld play. Later entries revived the series' core elements, such as the 2005 title World, which incorporated touch-screen controls for throwing papers alongside navigation and subscriber management. These titles preserved and evolved 2's emphasis on precision, endurance, and suburban hazards.

Cultural References

2 holds a place in retro gaming culture as a nostalgic emblem of the early home console era, particularly for players who associate it with carefree childhood experiences of navigating suburban streets on a . The game's emphasis on delivering newspapers amid everyday hazards like errant dogs and workers mirrors the real-life paper routes many kids undertook during that time, fostering enduring memories of simple, adventurous play after school. In retro gaming retrospectives, Paperboy 2 is praised for its innovative departure from the original arcade formula, introducing themed levels set on that add a layer of whimsical chaos, which resonates with fans revisiting the title through emulation software and online communities. This sequel's quirky elements, such as haunted houses and costumed obstacles, contribute to its appeal in discussions of 16-bit gaming's creative risks, evoking a sense of playful tied to 90s . Although not featured on official modern services like , Paperboy 2 enjoys availability via fan-driven emulations and is occasionally highlighted in virtual retro events, where it serves as a gateway for younger audiences to explore the tactile joys of classic controller-based and the era's blend of realism and .

References

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