
Mike Mech 2
Game Review: A High‐Stakes Space Run with Old‐School Tension
Set aboard a cargo spaceship bound for the mineral‐rich home planet of Gravion, this game throws you straight into a tense sci‐fi scenario: alien entities have invaded mid‐journey, and it’s up to Mike — the ship’s lone mechanic — to save the day. But don’t expect guns blazing or heroic shootouts. Mike’s only weapon is his agility, and survival means staying one step ahead of the danger.
Your objective? Navigate four sprawling cargo holds and activate every lever inside them. Sounds simple, but with hostile aliens roaming every room, deadly cooling fans spinning in your path, and locked doors requiring electronic keys, it quickly becomes a test of strategy and precision.
Movement is smooth and varied — you’ll leap across platforms, climb ladders, and ride both vertical and horizontal elevators. Occasionally, teleportation portals offer a quick way out (or into trouble). The level design encourages exploration, but demands caution.
Mike has no means to fight back, which cranks the tension way up. One hit from an alien or a mistimed jump into a fan, and you’re toast. Luckily, ship terminals scattered throughout the rooms act as your command centers, showing which areas still need attention. Rooms with completed lever objectives light up green; unfinished ones glow red.
Adding a bit of arcade flair, you can collect crystals for score bonuses — each one increases the value of the next by 10 points. Rack up 5,000 points, and you get an extra life; hit 15,000, and you’ll snag another. Smart collecting is rewarded, but lingering too long means risking a deadly alien encounter.
Complete all levers in a cargo hold, and Mike must make a quick exit. That’s when the game hits you with a cinematic payoff: a powerful microwave beam sweeps through the rooms, vaporizing every alien in sight before you move on to the next area. It’s a satisfying and well‐earned breather before the next challenge begins.
There’s also a PRACTICE mode, letting you tackle a single hold for up to 10 minutes — a great way to learn the ropes without committing to a full run.
Final Verdict: This one’s a tense, well‐paced platformer with old‐school charm, clever design, and just the right amount of challenge. It’s got that “one more try” feel — perfect for C64 fans looking for a new fix of sci‐fi adventure.