Showing posts with label Game Boy World. Show all posts
Showing posts with label Game Boy World. Show all posts

Friday, May 13, 2016

Flipull (1990)

Image shamelessly stolen from GameFAQs.
Nothing says 1990 like ransom note style text, bright colors, and
a pun on the word "tubular". Michaelangelo, the Teenage Mutant
Ninja Turtle, would be so proud, and would totally play this game,
if he had small enough "fingers" to hold a Game Boy.

While I have tried to, thus far in the Game Boy Guru project, show a balanced set of games, with carts spanning multiple genres, for those unaware, something needs to be put on the table right now.  The Game Boy has a LOT of puzzle games.  We got quite a few in the US, though there are even more in Japan.  Jeremy Parish, who does the excellent Game Boy World series, has lamented the glut of puzzle games on the Game Boy throughout several of his YouTube videos, because you can only have so many puzzle games to play before the novelty wears off.  The overwhelming barrage of puzzlers makes sense, however, given the original hardware's limitations, what with its decidedly underpowered CPU, its small dot-matrix screen, and tendency to blur horribly when playing anything with fast action.  The real trick for developers was to come up with a unique way of implementing puzzle solving that was just different enough to warrant folks spending their hard-earned cash to buy yet another game in the genre.  Thankfully, Flipull has two advantages: being early enough in the system's life to beat the glut, and setting itself apart enough to matter, even after the flood of "me too" puzzle games.


I'm still not clear what "AN EXCITING CUBE GAME" means, Taito.

Flipull is not an original Game Boy title, but rather, a conversion of an arcade game by the moniker Plotting.  It saw a Famicom and Game Boy release in Japan, though curiously, only hit the Game Boy in the US.  I confirmed with noted UK Game Boy expert Matt, the Game Boyle, that Flipull did not, insofar as he's aware, receive a European release.  The rather exhaustive game database at RF Generation also shows in a cursory search for Flipull that only 3 versions of the game exist by that name, the Japanese and US Game Boy versions, and the Japanese Famicom version.  Though the game was released in the arcade as Plotting, and apparently ported to a number of European micro-computers during the 1980's, most notably the ZX Spectrum and Commodore Amiga, curiously none of those versions appear to exist in the database.


So I'm a tiny blob throwing blocks at other blocks, and then after I bit
a block, another block comes flying back at me. It's all fun and games
until someone loses an eye.

I've been unable to find a scan of the game's manual online anywhere, and despite the fact that the US Flipull cart is quite common, I've not stumbled across the manual in the wild as of yet.  As such, the only documentation I was able to find on the Game Boy version was a relatively small FAQ over at GameFAQs, and that barely covers how to play the game.  I also found a PDF scan of the US arcade version manual, which gives a brief overview of how to play the game, as well as noting that there are (in the arcade original, anyway), 60 stages.  I have been unable to confirm that in the Game Boy version thus far, because it's a difficult game, and I've not been able to complete it.  Even so, it's a hard enough game that I suspect even the most skilled puzzle gamers may find some real challenge.


How is it that the incoming block only lands on top of you when you
have no moves left? Or is it just beside you, and you, as the blob,
are just beside yourself with shame in knowing you failed your task?

The basic premise is as follows: you are a blob creature, and you are given a block with the letter "S" on it.  When you throw that block at any other block, you clear it (and any blocks just like it directly connected to the target block in the same trajectory), and whatever block it hits next, gets "flipped" back to you, and that becomes the next block you throw.  There are 4 basic block types: a block with an "X" in the middle, a block with a smaller square in the center, a dark block with a white diamond, and a block with an upside down "T" that looks a bit like the t-shaped tetrad from Tetris.  If my first statement about clearing blocks didn't make sense, let me set the stage.  If you have an "X" block that you're throwing at another "X" block, and there's an upside down "T" block behind it, you'll clear one "X" block, replace the upside down "T" block with the "X" block you threw, and the "T" block will be thrown back at you.  If there are more than 1 of the "X" block in line (vertically or horizontally) with the "X" block you're aiming at, and they line up with the direction you've thrown the "X" block, all those blocks will clear, save for the one you just threw, and whatever the next non "X" block is, that's what will be thrown back to you.  If the block you just received has a corresponding block you can throw at, the process repeats.  If not, you "MISS" and lose a life, denoted by the "S" block at the bottom right of the screen.  Your blob can only move up or down on the playing field, so in order to throw blocks to places you could only target vertically, you have to throw against part of the stationary wall blocks, and a handy-dandy arrow will show you which column you're aiming for.  Clear as mud?


"Ooh, a swing and a miss for the rookie! Tough break, kid!"

In practice, it's actually more intuitive than my overly verbose description might make you think, and once you start playing, it's something you pick up on rather quickly.  Toward the top-right corner of the screen, you see "CLEAR" and a number below it - that number is the maximum number of blocks that need to be left on the screen to clear a level.  "TIME" is, of course, the amount of time you have left to play a stage, and "BLOCK" shows how many blocks are actually left in a level.  Once you reach the max number of blocks in a level, the stage doesn't automatically end, however.  If there are still available moves and time, you can continue playing until you're out of moves.  This is advantageous, as you score additional bonus points for clearing more blocks than what you need to reach the "CLEAR" total.  As you advance a few levels, you begin to have obstacle "pipe" blocks in the stage that you can throw against to catch blocks 1 column closer to you, or if you throw against stationary wall blocks, you can often pass through the pipe block to reach whatever is below it.  As the game goes on, each stage will have more and more blocks, more obstacles, and less time to reach your goal, so you have to manage your time very effectively in order to complete a level.


That little blob jumps pretty high when clearing a level. I suppose
if I were just a blob, such things would excite me like that as well.

A couple other considerations: first, if you're targeting blocks vertically, and you clear the last one from the column you just threw the block at, rather than disappearing, the last block will be flipped back to you, so you have to be careful to not pull such a maneuver too early in the level, lest you waste "S" blocks.  Second, for each block you clear on a level beyond the "CLEAR" count, you earn 1,000 bonus points.  If the "CLEAR" count is 9, and you have 9 left on screen when there are no more moves, you get 1,000 bonus points, but for each block you eliminate below that total, you get an additional 1,000 points.  So if the "CLEAR" count is 9, but you finish the level with just 7 blocks left, that's 3,000 bonus points.  In addition, for every second left when you finish the level, you earn an extra 10 points, so between that and the block count, you can really rack up the score if you can think on your feet and act quickly, decisively, and most of all, correctly during each stage.  The other major consideration is that each level is randomly generated, which means no two experiences will be the same, at least not unless you play the game a lot.  So each time you go into Flipull, you have to be cognizant about the moves you're making and think critically.


As mentioned, you can rack up a lot of points simply by playing
each 
stage carefully to eliminate as many blocks as possible.

I don't have any information about how well this game sold, but I do remember seeing quite a few ads for it as a kid, and I remember it getting generally positive reviews.  I also remember being intrigued by it, but never remember seeing it in stores when I went to buy the occasional Game Boy game.  Either that, or I was already set on which game I wanted to buy, and had tunnel vision when I got to the store.  Despite that, it seems to be quite common, which is good, because it's a good game that, for puzzle enthusiasts, is worth a look.  I haven't played enough of them yet to know whether this would be considered a top-tier Game Boy puzzler, but I certainly had fun with it, and it has an addictive quality that makes me want to keep trying, even though it brings a relatively stiff challenge.  I paid $7 for my copy, which is close to the current (as of this writing) average price of a loose cart on eBay.  If you can score it for less, go for it.  If not, it's still a good game, and has enough content to keep you coming back, assuming you enjoy puzzles.  If so, give Flipull a try.  Hopefully, you'll be entertained as I was.  Casually recommended.

Thursday, July 23, 2015

The Guru Inside: clarification on the use of "Guru"

I am a bit of a dichotomy, as a gamer.  I consider myself to be reasonably knowledgeable with regards to video games, gaming history, and in general, gaming culture.  I will fully admit that I'm not up on the latest thing in today's gaming scene, but from a standpoint of "retro" games, I've got a pretty broad base of information.  That said, I know that I don't know everything, and there are some definite gaps in my own knowledge.  There are consoles I've never seen or played, games I've not heard of, and experiences I lack as a whole, that prevent me from being the "be all, end all" of video game know-how.  I'm a student of life, like anyone else, and I'm always learning.

Bearing that in mind, why would anyone who admittedly doesn't know everything call themselves a "guru"?  Why would I want to subject myself to the level of scrutiny that comes from identifying oneself as a "guru"?  What is my motive for elevating myself so much, other than to draw attention to myself?  Am I crazy enough to think that I know enough to even refer to myself with such distinction?  Do I deserve to even be referring to myself by such a title?


Image shamelessly linked from Adido Digital.
"Buy more Game Boy games, they will help you on
the path to enlightenment. Mariska Hargitay."

First, let's look at the definition of the word from the Merriam-Webster dictionary:


guru
      noun gu·ru \ˈgu̇r-(ˌ)ü, ˈgü-(ˌ)rü also gə-ˈrü\

  1. a religious teacher and spiritual guide in Hinduism
  2. a teacher or guide that you trust
  3. a person who has a lot of experience in or knowledge about a particular subject

I think we can immediately scratch definition #1 off the list, because I have nothing to do with Hinduism.  I am a Christian, though that doesn't necessarily intersect with the game reviews I write, other than my faith informing who I am and what I do.  Definition #2 is short and to the point, and I like it.  I could be considered a teacher or guide, given that I'm writing about games and sharing my experiences, as well as recommending (or not) games to others.  Definition #3 is a bit less subjective, but strictly by that definition, I am probably not a "guru" in the classic sense.  I am playing games and learning about them as I go along, but as of this writing, I'm no expert on the Game Boy library of games, or the hardware.  My goal is to get to that point.


Image shamelessly linked from Imgion.
Thanks for the tip, bro, but can I get a verdict on this here Tetris Blast game?

I like the way Wikipedia frames it:

Guru (Devanagari गुरु) is a Sanskrit term for "teacher" or "master", particularly in Indian religions. The Hindu guru-shishya tradition is the oral tradition or religious doctrine or experiential wisdom transmitted from teacher to student. In the United States, the word guru is a newer term, most often used to describe a teacher from the Hindu tradition. In the West some derogatory interpretations of the word have been noted, reflecting certain gurus who have allegedly exploited their followers' naiveté, due to the use of the term in certain new religious movements.[1]

...

As a noun the word means the imparter of knowledge (jñāna; also Pali: ñāna). As an adjective, it means 'heavy,' or 'weighty,' in the sense of "heavy with knowledge,"[Note 1] heavy with spiritual wisdom,[3] "heavy with spiritual weight,"[4] "heavy with the good qualities of scriptures and realization,"[5] or "heavy with a wealth of knowledge."[6] The word has its roots in the Sanskrit gri (to invoke, or to praise), and may have a connection to the word gur, meaning 'to raise, lift up, or to make an effort'.[7]

Again, though I have nothing to do with Hinduism, the idea of "teacher" is present.  "Master" perhaps I'm not, but I hope to one day reach that point.  If you look at the 2nd paragraph I've quoted here, you'll noticed the phrase they use as "imparter of knowledge".  I quite like that idea, and it echoes much of what I hope to accomplish through this journey.  The Game Boy library of games is not nearly as well documented or well known as that of the NES or even the Sega Genesis or SNES, so to try and uncover as much about it as possible is part of my goal.  I want to impart my knowledge and experiences about the games as much as I can so that others can hopefully make informed decisions about purchasing those games, especially considering that as supply decreases, demand may increase, along with price, so those looking to get into Game Boy collecting will want to know if what they're paying for is worth the money they're considering spending.


Image shamelessly linked from Wikepedia.
Droppin' Game Boy knowledge like it's hot. Represent.

Here's another perspective to consider from the Wikipedia article:

A traditional etymology of the term "guru" is based on the interplay between darkness and light. The guru is seen as the one who "dispels the darkness of ignorance."[Note 2][Note 3][11] In some texts it is described that the syllables gu (गु) and ru (रु) stand for darkness and light, respectively.[Note 4]

The 2nd sentence highlights what I'm attempting to do: shed light on the subject of Game Boy games, and help separate the good from the bad.  I'm here to 'dispel the darkness of ignorance' by playing games and then recommending the good or decent ones, and letting people know when they might want to steer clear of something that has little or no merit, replay value, or fun involved.  If a game deserves your time, attention, and hard-earned cash, I'm going to tell you that.  If a game is completely terrible, I want to make sure that everyone knows it, so they don't spend their money without at least being informed.  My responsibility, as a self-proclaimed "guru" is to make sure that you have all the information you might need to make an informed purchase or play decision.

I firmly believe that no one in a position of teaching others ever stops learning themselves.  Just like watching a movie multiple times, and picking up something new each time, or reading a book multiple times, and noticing new elements in the subtext upon each read through, teachers are in a constant state of learning.  How else would they improve their ability to convey information, or have a better sense of the context of that information, if they weren't constantly attempting to increase their own knowledge in that area?  As a consumer of games and gaming culture, it's important for me to not only be steeped in that culture as I know it today, but to continue to learn about it, so my understanding of that culture can be greater and more full.  If I ever feel like I've learned enough about the Game Boy, its games, or the technical information surrounding it, I'm wrong.  I need to keep learning.


The Beatles went to this guy for spiritual counsel. You should feel
comfortable coming to me for some of your Game Boy education.

In summary, I call myself the Game Boy Guru, partially in jest, since I've nothing to do with any of the religious or spiritual connotations that implies, but also partially because my goal is to reach that stage; that place of Game Boy "enlightenment" if you will.  I want to become an authority on the subject, so I'm putting it out there that this is what I'm going to become.  Do I expect to ever be as learned as Jeremy Parish of Game Boy World?  No, probably not.  He's been a games industry writer for a number of years, and is far more "professional" than I ever aspire to be, in terms of his writing and composition.  Don't get me wrong, I strive for all the hallmarks of good writing: proper grammar, correct spelling, good use of transitions, proper punctuation, and variety in my use of synonyms.  But compared to a professional writer who is being and has in the past been paid to write about video games, I'm just another guy.  He's the business casual guy in the room, unassuming but confident, safe in the knowledge that he's at the top of his game.  I'm the nerd in the corner wearing a Teenage Mutant Ninja Turtles t-shirt, camouflage shorts, and silently blogging about my latest portable game conquest, while tweeting about how much I hate the motion blur on the original Game Boy DMG's screen.  So yeah, I wear the mantle of Game Boy Guru with pride, but also with a grain of salt, and tongue planted ever so firmly in cheek.  I hope I can live up to the name, and I hope that this helps to clear up any misconceptions people might have about the somewhat presumptuous moniker I've chosen for myself.  Game on!