
Cutthroat Island
1996 Action
I still get a grin when I hear the marimba‑heavy riff that kicks off Super James Pond, a clever nod to the RoboCop film theme composed by Richard Joseph. The game’s quirky charm comes from its simple yet inventive mechanics: James Pond can stretch his armored body vertically, clinging to ceilings or platforms and then dropping onto unsuspecting foes, because there are no weapons to collect.
Each “door” you encounter is a portal to a uniquely themed stage, and with fifty levels in total the challenge never feels stale. After conquering two doors, a tougher guardian blocks the next set, keeping the pacing brisk.
Power‑ups are a pleasant surprise—extra lives, wings for brief flight, and even the chance to hop into a car, plane, or a flying bathtub, adding a splash of variety to the platforming. All of this comes from the same British team that birthed the original James Pond, delivering a compact yet memorable handheld adventure.
Super James Pond on Game Boy picks up right after its predecessor, with Acme Oil Company already smashed by James Pond. Dr. Maybe escaped the destruction and fled to the North Pole, where he seized Santa’s workshop and took the holiday workers hostage – usually portrayed as penguins, though some versions call them elves. He has also twisted many of Santa’s helpers into dangerous assistants, turning the once‑cheerful grotto into a perilous maze. James Pond is recruited to infiltrate the grotto, free the captive penguins, recover the stolen toys for children worldwide, and finally put an end to Dr. Maybe’s scheme. To survive the heightened danger, he dons a robotic suit and the code name “RoboCod,” granting him superhuman strength, agility, and the ability to stretch his midsection to reach otherwise impossible heights.
Edited by Maya Carter

1996 Action

1992 Shooter

1991 Shooter

1992 Role-Playing