Paperboy
Platforms:
Acorn Electron,
Amiga,
Amstrad CPC,
Apple II,
Apple IIgs,
Arcade,
Atari Lynx,
Atari ST,
BBC Micro,
Commodore 16 & Plus/4,
Commodore 64,
Game Boy,
Game Boy Color,
IBM PC/Compatibles,
NES / Famicom,
Sega Genesis / Mega Drive,
Sega Master System,
ZX Spectrum
Also Known As
- ペーパーボーイ - Japanese spelling
Genres
Main Genre:
Action
Perspective:
3rd-Person
,
Isometric
Visual Presentation:
Scrolling (Horizontal or Vertical)
Overview
Tandy 1000 version of Paperboy
Gameplay
The game begins with some houses being customers while some are not; the goal is to deliver papers to all customer houses by throwing a paper
either in the mailbox or on the front porch. Customers can be identified by house color; customer houses are bright colors while
non-customer houses are dark. If a paper is not delivered to a customer or any damage is done, such as breaking a window, to a customer house it will no
longer be a customer on the next day. The game is over if all customers are lost; if a paper is delivered to all of the customers, a new house will
become a customer the next day. Along the way, bonus points are earned for damage to non-customer houses and other targets. The paperboy can only
carry 10 newspapers at a time; bundles of papers can be found on the sidewalk at certain points and can be picked up to replenish the supply.
Along the road there are numerous obstacles that can knock the paperboy off of his bike; these include cars, storm drains, pedestrians, fences, and more. Some obstacles can be stopped by hitting it with a newspaper (for example, a running dog will stop chasing the paperboy if it is hit). Other obstacles are unaffected when hit with a paper. Players begin the game with a limited number of lives, and a life is lost each time the paperboy crashes into an obstacle. At the end of each day there is a bonus obstacle course containing numerous targets, ramps, walls, and other dangers; bonus points are earned for hitting the targets with newspapers.
Along the road there are numerous obstacles that can knock the paperboy off of his bike; these include cars, storm drains, pedestrians, fences, and more. Some obstacles can be stopped by hitting it with a newspaper (for example, a running dog will stop chasing the paperboy if it is hit). Other obstacles are unaffected when hit with a paper. Players begin the game with a limited number of lives, and a life is lost each time the paperboy crashes into an obstacle. At the end of each day there is a bonus obstacle course containing numerous targets, ramps, walls, and other dangers; bonus points are earned for hitting the targets with newspapers.
Controls
The original arcade version of Paperboy featured controls that replicated a bicycle handle bar. The handle bars could be turned left or right to guide
the paperboy, or pushed forward to speed up and pulled back to slow down; a button on each side would throw a newspaper. The home versions utilized
either a standard joystick or keyboard depending on the system.
Credits
Platform:
Arcade
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||
The Paperboy Team | ||
Programmer: | John Salwitz | |
Artist: | Dave Ralston | |
Hardware Designer: | Doug Snyder | |
Project Coordinator: | Russell Dawe | |
Technician: | Linda Sinkovic | |
Sound Designers: | Hal Canon, Earl Vickers | |
Mechanical Engineer: | Milt Loper | |
Animator: | Will Noble |
Platform:
Commodore 16 & Plus/4
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C-16 version written by: | Jörg Dierks |
Pictures
Click on a picture below to view a larger version.Paperboy |
Arcade Version |
Marketing
Product catalogs, magazines, flyers, or other documentation Paperboy has appeared in.*Note: If you are unable to see any images in this section, you may have an ad blocker installed that is blocking the thumbnails and/or images.
Magazine Advertisements |
Product Catalog Pages |