It was a monumental challenge, it had no prize and it was
set flippantly by a magazine. None of these factors seemed a problem to my
brother when he announced one day that he was going to remake "Dr Robonik’s
Mean Bean Machine" on the Amiga. While I read Total! and Super Play
magazines as a child my elder sibling would pore through Amiga Power. Evidently
the journalists for this magazine had fallen in love with the aforementioned
MegaDrive puzzle game and said words to the effect of "we would pay good
money for a version on the Amiga". My brother had read this and taken it
literally. There was a slight problem though, neither my brother nor I had
played this 'Mean Bean' game, nor did we own a Mega Drive. These stumbling
blocks should have been enough to stall the grand money making plan, but it
just meant we had to at the net wider. Without the internet to aid our research
I'm not sure how we found that the same game existed in several different forms
on the Super Nintendo, only without the Sonic characters. In the Japan it
was a game called Super Puyo Puyo, in the US it was called Kirby's Avalanche
and in the UK it was called Kirby's Ghost Trap; my beloved Super Play written
about it. It was only a half page review with a handful of screenshots but for
us it was enough information to make a convincing conversion.
When I say "us" I over-inflate my contribution.
Without hyperbole my brother is a programming genius, whose skill seems to know
no bounds. He sees lines of code in the same way that Neo sees the world of the
Matrix - twisting and manipulating them like a master wizard till they creates
the magic he desires. Even all there's years ago I'm convinced there was
nothing he couldn't program with Amos given enough time. My role in our little
bedroom games company was anything my brother couldn't do, which consisted of
graphics and music. My results were passable rather than good as far as I could
remember, but they served the purpose. It should be a breeze I remember
thinking, it’s just a game about blobs falling down a screen but therein lay
our next mistake - Super Puyo Puyo is a deceptively complex game.
Using Tetris as a starting point, the game follows a similar
logic. Four Beans fall into a play space in different formations. Line up one
of these beans with one of the same colour that has already fallen and they
stick together. Group four of them together and they pop, causing any beans
above to fall into the spaces they previously occupied. Ideally then these
falling beans will fuse with other local beans and in turn pop causing a chain
reaction; an explosion of beans and a clearing of your play space. As we
understood (from reading Super Play’s words and guessing from the pictures) the
game was always played as a competition.
Obviously as the relentless flow of
beans fall into your play space they mount up and if left un-popped clog up
your screen. When your screen is full of un-popped beans your opponent wins.
It's a game style that is not dissimilar from many other games, and something
my brother and his command of programming languages could recreate, on his own
using just his brilliant mind (like I said he was and is exceptionally good at
this!) The opponents you face in this race to destroy beans (with excessively
expressive faces) depends entirely on the version you're playing. In the
western versions you may play against Sonic's or Kirby's foes but by far the
version of choice is the original Japanese release.
In this the character you play a female warrior called Arle and her star buddy Carbuncle (you see her in cut scenes between the stages). She faces off against the most random cast of characters imaginable. Starting against Rulue a blue haired female martial artist, Arle goes on to challenge an angry fish called Suketoudara, Seriri a paranoid mermaid (who can't make friends because she thinks everyone wants to eat her) and Skel-T, a green tea obsessed skeleton. It's hard to imagine a game challenge Parodius for all out bonkers-ness but Puyo Puyo certain gives it a go. The opponents though are more than just different character portraits; they play differently from one and other which adds massive variety to the game. Some will not rotate the bean pairs and while others will try elaborate methods to get as large a chain reaction as possible. These are the hardest opponents to face, as not only do they get rid of beans en-mass but they also hinder your play. The beauty of the chain reaction mechanic of the game is that as each consecutive set of four beans pops so does your "bubble total". These bubbles fall all at once into your opponent’s grid in addition to the normal beans and can only be removed by you popping a bean chain touching it.
The genius of the
games is that this bubble (‘Ojama’) punishment is magnified by each set of
bubbles In the chain reaction: For example if you manage to pop a set of four
yellows which then causes a set of green to pop, which allows for four reds to
group together, which then cause 4 blues to cluster you will more than likely
win. This is because your opponent won't have four bubbles to cope with (one
for each set) they will have half a screens worth. This is where the game gets
really fun. Do you play it safe and keep clearing sets of four, or do you go
for the big chains knowing that if successful a well executed plan could lead
to victory? In the one player game the AI's increased mastery of the chain reaction
mean that each successive level poses an increased challenge adding variety to
the game. But for two payers it’s the bubbles rather than the beans that keep
you playing against one another.
Seeing this would have helped us! |
In this the character you play a female warrior called Arle and her star buddy Carbuncle (you see her in cut scenes between the stages). She faces off against the most random cast of characters imaginable. Starting against Rulue a blue haired female martial artist, Arle goes on to challenge an angry fish called Suketoudara, Seriri a paranoid mermaid (who can't make friends because she thinks everyone wants to eat her) and Skel-T, a green tea obsessed skeleton. It's hard to imagine a game challenge Parodius for all out bonkers-ness but Puyo Puyo certain gives it a go. The opponents though are more than just different character portraits; they play differently from one and other which adds massive variety to the game. Some will not rotate the bean pairs and while others will try elaborate methods to get as large a chain reaction as possible. These are the hardest opponents to face, as not only do they get rid of beans en-mass but they also hinder your play. The beauty of the chain reaction mechanic of the game is that as each consecutive set of four beans pops so does your "bubble total". These bubbles fall all at once into your opponent’s grid in addition to the normal beans and can only be removed by you popping a bean chain touching it.
It's all about the Ojama |
Our sprites sheets had a bubble, but we had no idea why |
I look back at the making of video we made though with equal amounts of pride (as for all intents and purposes we replicated a game that a whole team had made) and embarrassment (at my high pitched voice and nineties shell suit!)
It was weird playing the game after all this time, and
ironically I now know the finer mechanics of the game more than I ever did when
we tried to remake it.Now
I have a Snes that can play Japanese games I can finally own a boxed version of
the game that I had already devoted so much time to. Over the years the west
has come to accept the name Puyo Puyo (though the second Puyo often becomes
'Pop') and the game has become welcomed on numerous consoles. For me though,
this classic Super Famicom version is the version of choice. Not cluttered by
gimmicks such as ‘fever mode’ the main principles of bean popping are front and
centre. The sprites are a beautiful blend of adorable yet functional, with
music that once heard can't be forgotten.
It just goes to show that other games
since may have copied the original, but they have never measured up. I can't be
too critical of later version or conversions though. After all I know firsthand
how hard it is to recreate as wonderful a game as this.
Little tip for you. If you ever want to play a Puyo Puyo game, there are much easier methods than
making one yourself. To import games from Japan, I always check on sites like Solaris Japan as often they have a game in stock cheaper than the final price it goes for on eBay. The also have a few gadget that removes any worry of getting charged extra at customs, so they're worth a look. Sadly though, I didn’t use the millions of pounds given to
us by Amiga Power for fulfilling their impulsive request. Maybe the cheque is
still in the mail.
No one can say you don't know how games work mate if you used to make them! Your video dont work though.
ReplyDeleteLiked this but I know it from iPhone, didnt it have Bubble Bobble characters in it once?
A lovely post, as always! I've told you before and I will tell you again that I think it's amazing that you were able to make that game at all.
ReplyDeleteThanks for letting me know. The video hopefully is working now.
ReplyDelete