Showing posts with label b. Show all posts
Showing posts with label b. Show all posts

1.26.2010

Breakthru!


story | gameplay | thoughts |
level structure | controls | options

BASIC INFO:
Title ....... Breakthru! (North America)
Players ..... 1-2
Genre ....... puzzle
Sub-genre ... falling tile, matching tile, tile removal
Platform .... DOS (1994), Game Boy (1995), SEGA Saturn (1995), SNES (1994) and Windows 3.x (1994)



The Soviet Mind Game's little cousin.STORY:
None.



GAMEPLAY:
Your goal in Breakthru! is to remove all tiles from the playing field. You begin with a screen that is filled with tiles. There are regular tiles which can be differentiated by pattern (as the Game Boy was monochromatic). You can remove these tiles by clicking on any group of them, even if the group is composed of only 2. When removed, tiles from above fall down, creating new groups that can be removed.

You may have played this before under the name ChainShot! or SameGame. If you have, you'll know it can get very difficult to destroy the last few tiles. Thus, it is helpful that new tiles are constantly falling from the top of the screen. You can force drop these pieces by holding down B and pressing down on the D-pad; you can also position them by holding down B and pressing left or right on the D-pad.

To make it even easier, you have special tiles. These include:
  • wild cards: allow you to destroy all tiles of one type (rare)
  • rockets: flies in 1 direction and destroys all tiles in its flight path
  • bombs: You can choose to detonate any bomb that reaches the bottom row of the playing field. It will destroy every adjacent tile, including diagonally adjacent tiles. If a bomb is one of those diagonally adjacent tiles, it, too, will detonate, following the same rules. If two bombs ever actually touch (diagonals not included) they will automatically detonate.
Another special tile is included whose only purpose is to make things difficult. This is the weight, an obnoxious tile that can only be destroyed by rockets and bombs. Weights must be destroyed in order to proceed to the next stage.

There are also spiders. These are not tiles, and do not need to be destroyed in order to clear a stage. However, they can be destroyed by special tiles such as rockets or bombs. You may want to do this as spiders get in the way of your falling blocks, making it difficult to clear the field.



THOUGHTS:
First things first: if you have full color vision, you probably would prefer a different version of Breakthru!. The monochrome version of the game really tires your eyes out. Unfortunately, the color versions I've seen screenshots for (SNES, Windows 3.x) are not color-blind friendly.

As for the game itself, well...how do you like your SameGame? Personally, I prefer that my falling block puzzles be endless, so Breakthru! is an improvement over the original SameGame rules, where your puzzle ends as soon as you clear or fail to clear the field. However, I think I may prefer the more classic "endless" SameGame rules variant, described on Wikipedia as such:
    "In an "endless" variant, the game starts with an empty field. The blocks or balls start falling down; but if they reach the top, new blocks stop falling, so they do not overflow—thus, the game never ends. The player can end the game at any time by waiting for blocks to reach the top, then performing a special action (for example, right-click instead of left-click)."
On the other hand, I really do like the introduction of special tiles and the spider. These really do change the game in an interesting way, motivating me to plot out my moves in a way the regular game doesn't.

I think, in the end, I'd like to see a reintroduction of Breakthru with a combination of the gameplay from the Game Boy game and the "endless" gameplay described in the above quote. As the player reaches a certain score point, special tiles would generate at different rates (weights becoming more common, for instance), and spiders would spawn where a tile just disappeared.



LEVEL STRUCTURE:
[world #] [level NAME] [round #]

There are 4 "worlds" (for lack of a better term). The first level of every world is called Berlin. In Berlin (as in each of the 6 levels) you play 4 rounds. After you complete the 4th round, you get a "Level Complete" message and move onto the next level. The levels are, in order: Berlin, London, S.F., Moscow, N.Y., and Beijing. There are 98 total rounds on any single difficulty level.

Upon beating 4 Beijing 4, you loop back around to 4 Berlin 1.



CONTROLS:
  • D-pad ... move cursor; (while holding B) position falling puzzle tiles
  • select .. none
  • start ... pause or unpause
  • A ....... press on tiles to make them disappear (regular tiles in groups) or to detonate them (rockets, bombs)
  • B ....... toggles control from the puzzle playing field to control of the falling tiles; must HOLD B down in order to move the falling tiles
  • A + B ... press simultaneously to place a partial grid on the playing field to help you place falling tiles




  • OPTIONS:
    There are 3 difficulty settings (easy, normal, hard). There are 3 time settings (2, 5, and 10 minutes). Music can be toggled on and off. Sound effects can be toggled on and off. The puzzle background can be toggled on and off (fortunate, because it is very distracting. Credits can be accessed at any time from the options menu.


    Bug's Bunny: Crazy Castle 3


    story | gameplay | thoughts |
    level structure | controls | options

    BASIC INFO:
    Title ....... Bug's Bunny: Crazy Castle 3 (North America, Europe, Japan); Soreike! Kid: Go! Go! Kid (Japan)
    Players ..... 1
    Genre ....... platform
    Sub-genre ... puzzle platformer
    Platform .... Game Boy (1999, Japan), Game Boy Color (1999)



    Clever alt text here.STORY:
    Bugs Bunny is searching through Old Castle for a great treasure he read about in a book. His friends are under a spell and are trying to stop him.



    GAMEPLAY:
    You can examine the entire level when the game is paused.Your goal in Bugs Bunny: Crazy Castle 3 is to clear all 61 stages of the Old Castle. To clear a stage, you must collect the 8 keys scattered about, then proceed to the locked door which leads to the next stage.

    Simple enough, but there are other characters from the Looney Tunes universe wandering around on screen, and a touch from them is fatal. Furthermore, many will actively attempt to stop your quest...with varying degrees of effectiveness. It is easy enough to avoid the ones who walk very slowly back and forth across a platform. On the other hand, others will chase you throughout the stage, unless you disable them.

    In the end, the blame is pinned on the puddy tat.You can disable your enemies/friends. Or, more accurately, you can blow up, crush, and shoot them with the various items you find laying about (bombs, anvils, and very lethal cork pop guns). Use these items well, and your pursuers will be destroyed with a comic puff of air, leaving you to explore the area at a slightly more leisurely pace.

    As levels become progressively more complex, you can often simply outrun your enemies, using the many stairs, ladders, pipes, vines, ropes, trampolines, and other such whatnot to get around the level. But where's the fun in that?

    Complete level, receive password.The game doesn't save your progress, but it does give you passwords. A password saves not just the level you are on, but it also seems to save the number of lives you've earned. Continues in the game are infinite. Additionally, you earn a life every time you complete a stage successfully, find 1ups in stages, and earn 1ups by collecting carrot icons.



    THOUGHTS:
    Thou must.I've heard a lot of praise for the Crazy Castle series, and I have fond memories of Kemco's Bugs Bunny Birthday Blowout for the NES -- a straightforward and simple action-based platformer that I played with my brothers. This game seemed like a winner: I'm a fan of puzzle platformers, I'd had a good experience with the developer making a similar game, and retro gamers agreed it was a good game from a good series. I was happy to get a copy.

    I was incredibly disappointed the first time I played it. I played the first 2 levels and was, well, bored. I set the game aside down and didn't come back to it again for months.

    The B stands for 'Boring'.I did come back to the game, fortunately. I'm not going to lie, the first 5 stages are terrible -- perhaps less so if you are inexperienced with the genre. But after slogging through those first 5 dull stages, the game starts to get interesting. The levels expand in size and scope, giving you room to decide how you want to solve them. New puzzle elements are often brought into play, and a new set of enemies are introduced in each world (although they differ only in appearance).

    The last levels are huge, sprawling affairs that seem downright overwhelming in scope. However, as you play, a solution falls into place little by little. Finally solving one of these gigantic puzzles gives an intense feeling of satisfaction.



    This castle is old.LEVEL STRUCTURE:
    [world NAME] [stage #]

    There are 4 worlds (the Garden, the Hall, the Basement, and the Treasury) that have 15 stages each. Upon completing the 60th stage, you proceed to the final, 61st stage.



    CONTROLS:
    D-pad .... move left or right (left or right); use doors, stairs, vines, pipes, ladders, and so on (up or down)
    select ... nothing
    start .... pause, unpause
    A ........ use items, use switches
    B ........ use items



    OPTIONS:
    None.



    EXTRA NOTES:
    Based on the Looney Tunes cartoon show.

    There are 7 Crazy Castle titles and 1 compilation (to my knowledge, the FDS/NES, Game Boy, and Mobile games under the title "Bugs Bunny Crazy Castle" are not ports but actually different games). Two of the Crazy Castle titles are, in Japan, Mickey Mouse titles, which has its own series (5 releases total).

    The Crazy Castle titles are as follows:
    The Mickey Mouse titles are:


    Wikipedia thinks that The Bugs Bunny Birthday Blowout (1990 FDS/NES) and Mickey's Dangerous Chase (1991-3 GB) are also part of the Crazy Castle series.