Cloning Clyde

Cloning Clyde

Cloning Clyde

King Clyde or should've clone better?

Ever since Dolly the Sheep first baaa'ed her unnatural soul to the world ten years ago, cloning's never been far from the headlines. Which is why I have. Boring! If it's not a full-grown insta-clone, or some sort of exciting cross-breed that has horns and seven legs, I'm not interested. Labra-doodles? Bull-spaniels? Sod-off. (Although, actually, someone does need to make a cocker-dog.)

Cloning Clyde has the right idea. Clyde's a hick test-subject who ends up being replicated rather more than Darwin would've been happy with - not least because he doesn't know his arses from his elbows. Freed from the shackles of science, he sets off on a 2D adventure to rescue as many of his fellow Clydes as possible. But the interesting bit is what happens when he hops into a machine with a chicken. Or a monkey or a frog or a sheep. Or an explosive barrel. The result is half-Clyde, half-whatever-else. Coupled with the ability to clone himself in the occasional machine, or unleash fresh Clydes from crates by pulling switches, and then switch between his clones at will, the result of NinjaBee's platform experiment is an unpredictable success with just a few unfortunate side effects.

Each of the game's 25 main levels (and 10 additional challenge stages) acts like a traditional 2D platform game. Clyde can run, jump, double-jump, attack people and use a multi-purpose action button to pull switches, lift and throw rocks (and animals, and other Clydes), and there are plenty of collectibles strewn between the start and the end-goal of each level. The manifold DNA strands build up Clyde's attack-meter so that he can dole out a special karate blitz attack, while a smaller number of Killer Kenn action figures (not dolls, oh no) are a little per-level bonus that encourage replay and build up a total that goes toward unlocking some of those moreish achievements.

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