Paperboy 2 expands the original concept by introducing new routes, additional hazards, and even more opportunities for suburban chaos. Delivering newspapers remains the central objective, but the neighborhoods have clearly decided to become less cooperative than before. Players weave around obstacles, dodge unpredictable traffic, and maintain remarkable accuracy while balancing on two wheels under constant pressure. The controls remain satisfying, and the imaginative scenarios ensure that no delivery route ever feels routine. Paperboy 2 understands that the simplest ideas often make the best arcade games when executed with confidence. It also reinforces the valuable lesson that newspaper carriers apparently require reflexes comparable to fighter pilots, particularly when local wildlife decides bicycles should not exist.
Electronic Games Issue 3 (1993): "In Paperboy 2, the player resumes the role of a news carrier. In this cart, however, the player can be a paperboy or a papergirl and deliver papers on a beginner, intermediate, or an advanced route. When the game begins, a screen shows all the houses on the route. The houses to receive deliveries are yellow and the non-subscribers are blue. Don't worry about memorizing this screen, because once on the route, the player knows which house is to get a delivery by the blue newspaper box and the red welcome mat in front of each subscriber's home. The object is to successfully deliver papers to all of the designated subscribers every day. A missed delivery results in a canceled subscription. The player must get the newspaper in the box or on the welcome mat to successfully make the delivery."
More information on Paperboy 2
Status: abandonware Also published for: Amiga, Amstrad CPC, Atari ST, Game Boy, Game Gear, Genesis, NES, SNES, ZX Spectrum Abandonware DOS views: 11167
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