"It is the nineties and there is time for 'Klax'".
But now two decades later is a colour matching puzzle game worth your attention?
Published by Tengen
Released in 1992
I have an odd relationship with puzzle games. I'm frequently drawn to
them knowing that at some point while playing I'll feel a smug sense of
satisfaction when I solve the problem presented. However as soon as a time
limit or a penalty for mistakes is introduced to the game, I know I'll have to
endure a whole lot of unpleasant emotions to get to the back slapping
satisfying conclusion. I'll feel shame and remorse when I make an error. I'll
feel tense and agitated when time is running out. I feel foolish and annoyed
when I can't figure out how to solve something and I'll feel infuriated and
frustrated when I'm told by the game that I've failed. It's a lot to go through
for a momentary sense of accomplishment and yet that's the reason we play
competitive puzzle games.
I can't remember a game that's makes me as tense as 'Klax' does. It
looks harmless enough, all you have to do is catch cascading blocks from a
conveyor belt and put them in stacks of at least three. It doesn't even matter
which direction you stack them in; vertically, horizontal or diagonally.
However the claustrophobic play space and the continued unstoppable flow of
blocks that'll quickly fill it, make for a frantic intense puzzle experience.
Retro Gamer magazine quaintly described 'Klax' as a game where "the basic
premise is to create order out of disorder." However I believe the
designer of the game Mark Stephen Pierce more aptly describes the tense playing
experience as "the pressure of a relentless rain of death in the form of
something coming from above that must be dealt with”.
The five by five grid only allows for 25 blocks to be placed, a much
smaller grid than that seen in similar puzzle games 'Puyo Puyo', 'Dr Mario',
'Columns' and of course 'Tetris'. However unlike Alexey Pajitnov’s masterpiece,
the main mode in 'Klax' isn't endless.
The game actually consists of one hundred levels and your goal is to progress through them. If you set three blocks in a line you have created a "Klax" and initially all you have to do is get a certain number of "Klaxes" to progress to the next level. As the game progresses you'll also have to meet other specific challenges, getting diagonal Klaxes for example of favouring one colour over another. Obviously while striving for this goal you have to always be aware of the blocks on the conveyor belt, as failing to catch one with your controllable paddle counts as "a drop". You have a limited number of ‘drops’ and should you go over this limit, its game over - even if there is still space for blocks on your grid.
The game actually consists of one hundred levels and your goal is to progress through them. If you set three blocks in a line you have created a "Klax" and initially all you have to do is get a certain number of "Klaxes" to progress to the next level. As the game progresses you'll also have to meet other specific challenges, getting diagonal Klaxes for example of favouring one colour over another. Obviously while striving for this goal you have to always be aware of the blocks on the conveyor belt, as failing to catch one with your controllable paddle counts as "a drop". You have a limited number of ‘drops’ and should you go over this limit, its game over - even if there is still space for blocks on your grid.
Atari Games released 'Klax' to arcades on February 1990, as a deliberate
response to 'Tetris' popularity. According to Retro Gamer magazine
"'Tetris' became such a hit that Hide Nakajima, the then-president of
Atari Games, decided he wanted a puzzle game." Atari certainly got their
wish and they labelled 'Klax' a "major arcade hit" when it surpassed
$41 million in sales.
Unsurprisingly home ports were inevitable though 'Klax' didn't
transition to home consoles easily. Dave Akers, who had programmed the original
arcade machine, also programmed a Mega Drive version. This was released in
Japan but was not well received by Western reviewers. "I played the
imported Japanese Mega Drive version of 'Klax' and came away disappointed - the
control method lacked precision and made playing the game unnecessarily
difficult and frustrating" critic Julian Rignal once wrote.
"Expecting this official UK version to be exactly the same game, I feared
the worst, but found myself pleasantly surprised. They have tweaked it and made
the control method far more responsive and accurate." Computer and Video
Games magazine seemed to agree. "The big difference is in the gameplay.
[This new version of 'Klax'] has a much better feel, more like that of the
coin-op than the previous attempt." Reviewer Paul Rand also noted that this second
version of ‘Klax’ on the Mega Drive was the "graphically superior" edition.
The aesthetics also seemed to impress Adrian Pitt who wrote in Sega Force magazine
that the visuals were "almost arcade perfect”.
Graphics in a puzzle game are always hard to get right. They must
compliment the game play but they must also mask the fact you're performing the
same actions repeatedly. The visuals need to make the gameplay look exciting
while being so bland that it doesn't draw the eye away from where ever the main
gameplay is taking place. In 'Klax' there are obviously three areas that must
remain prominent throughout gameplay: the conveyor belt, the paddle and the stacking
grid. These look identical in every stage, the blocks obviously never change
colour and the orientation of these three things also never changes. The
background around the play space does changes every few levels though. It gives
players something new to think about every few minutes while they stoically
sort blocks and arrange colours.
The backgrounds are a rather eclectic mix of jungles, space, giant hands and even, oddly, car parks at night. They're thankfully subtle; there if you care to look but so innocuous that I can imagine many players don't even notice.
The backgrounds are a rather eclectic mix of jungles, space, giant hands and even, oddly, car parks at night. They're thankfully subtle; there if you care to look but so innocuous that I can imagine many players don't even notice.
I find the look of 'Klax' quite appealing. It's functional yet fresh and
despite its age continues to look modern and stylish. Of course it predates it,
but 'Klax' feels rather like 'Lumines' with its brightly coloured blocks and
uncluttered menus. It's stylish rather than simplistic. However, of all of the
aspects of the game, it’s the graphics that designer Mark Stephen Pierce is
least happy with. “Given the chance to go back, I could do a better job on the
graphics,” he said to Retro Gamer magazine. He was proud of the audio though
and the original arcade game is peppered with sound effects and speech. “I had
a vision of a crowd watching, like at a golf tournament, and so we grabbed some
people from the office and recorded gentle clapping and ‘aaaahhhhh’ noises.”
Additionally, every time a block falls from the conveyor belt there's an ear
piercing scream. “The scream is me" admits Pierce. Most of the sound
effects have survived the journey to the Mega Drive and to accompany them music
can be turned on. Like the level backgrounds the music never distracts but
instead compliments the gameplay. Like the game itself the music manages to be
calm and relaxing while simultaneously building the pressure.
While 'Tetris' and 'Puyo Puyo' seem to get new releases every time a new
console is released, the 'Klax' brand seemed to vanish as quickly as it
appeared. There has not been a standalone 'Klax' games since 1999, when it was
released on the Game Boy Color. That
being said there are several similar games available for the touch-screen
mobile market, the closest being including Jelly Flip by Wubz games which feels
like a spiritual successor.
'Klak' was lovingly recreated in 'Lego Dimensions' however, playable in
an in-game arcade. When looking to see if something has become part of popular
culture it's hard to imagine a more authoritative endorsement than a Lego
parody. But was its inclusion simply a nostalgic nod to a bygone era or is
there a reason why someone opting to play 'Lego Dimensions' will want to get
distracted by a game hidden within it? While the younger players will perhaps
not have the patience to persist through the frustration and fury, their parents
may realise there's fun to be had with 'Klax'. It may well be one of the most
intense puzzle games conceived but when everything clicks into place it truly
is glorious.
I actually got 'Klax' essentially for free. It was included by a
generous eBay seller when I bought a different game. Obviously if you intend to
buy 'Klax' be sure to get the western re-release rather than the original Japanese
version.
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