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Clu Clu Land

Review by jup

"A style of game the likes of which we may never see again."

Clu Clu Land is such an odd name for such an odd and unique game. To my knowledge, there has never been another game that is really like it. It takes from the maze roaming style of Pac-Man and twists it on it's ear. Instead of a confining maze, you have a grid of poles that you can grab on to in order to change direction. As long as you hold on to that pole, you just go around and around and around. When you let go, that is the only direction you can go in until you grab ahold of another pole or hit your head on either a boundary wall, your friend, or these rubber bouncer...things.

This reach-out-and-grab interface that the game uses actually requires a little more of a learning curve than you first might think it does. ''Why does this game work like that?'' you might ask. Well, the answer is that your main characters are fish...with hands. And, they are in a wattery (hard to tell as it is) environment. They constantly propel themselves in a forward manner and were never equipped to steer...except by reaching out and grabbing things. (Trust me. That aspect really adds to the unique and challenging qualities of this game.)

Now to the point to the game, which is to uncover a hidden picture. As you (and your friend, if playing a 2 player game session) swim in a forward motion around the board, you may uncover a golden bar looking thing that spans between two poles. Uncover them all, and you win...and go onto the next level. Luckily, these bars are laid out in a rather squared off looking version of some sort of picture. Meaning that if you can figure out what the picture is suppose to look like, you get ideas of where the remaining bars are hiding at. (Interesting concept, isn't it? Certainly unique.) There are also these rubber bumper things hidden at times in the level. But, it is in your best interest to avoid uncovering these, as they take away the two posts they make contact with, making navigation of the grid much harder to do. It is even possible to get stuck between two of them.

The game also keeps track of a score. So there is also that ''Beat that high score'' challenge aspect to the game.

So far, so simple. But, what is a game without threats? So, here they are. First off, we have this game's version of the ghosts, the Sea Urchants. These spiney litle threats have a hugh maneuvering ability over you. Not only can they change direction at just about any spot they want to, they actually have three speeds. Fast (your speed), Slow, and stop. However, you do have a little control over them. Your fish has this short distance sound stunner for a weapon. (Your fish can sing all day with it.) When you sing to an Urchant that is in front of your fish's face, it will stop, change color and hide it's face. As long as it is stunned, it is harmless. (Like Pac-Man with a Power Pellet.) Only, instead of having your fish eat it, you have your fish push it...right into a maze boundry. Now, that really pops them. But, (just like those PM ghosts) they do come back...popping right back out of their homes after a few seconds have past. You also have another advantage over them. You can swim over the gold bars. They absolutely refuse to cross them...when given the choice. If the image includes areas that can be enclosed, you can quite literally bait and trap all your enemies at once. Which opens the game up to a touch of strategy. (If only Pac-Man could lock doors in his maze.)

They also have homes (Sort of like Gauntlet's generators.) that look like colorful little quicksand pits that are constantly sucking in. These pits are also a threat. If you pass over one without having a hand on a pole, you get sucked in and lose a life.

And, if that wasn't enough of a problem, you also have a very short time limit to uncover this picture in. Losing a life won't guarantee a reset on that limit. Which means that if you get killed by a Urchant with only 20 clicks left on the clock, your next life is only going to be 20 clicks long, unless you complete the image. (10 clicks is a tad longer than a second.) The only way to reset it in a round is to let it run out. (And lose a life when it does.) You do have an option to turn back time...if just a little. Occasionally, this old fashioned alarm clock will just appear on the board. Swim over it and time (and the Urchants) will freeze for a few seconds. While you aren't completely safe, this freezing process will give you precious time to help reveal the hidden image and to find a safer spot to swim around in from the dangers.

Taking another hint from the guy that is a slice short of a pizza, the game randomly pops in all kinds of point earning items into the playing arena. Simply swim over them to earn their point value. And, some of these items (like the previously mentioned alarm clock) actually do things.

Now, let's get on with the scores...

Graphics...5/10

The graphic quality used does the job and doesn't try to add anything fancy. Every last pixel has a purpose of some sort. Which isn't bad. After all, many games that come from this era couldn't afford to have eye candy that was just there for looks.

Sound...5/10

Your fish *boings* when it bounces off the walls. There is a sort of radar-like sound for the fish's voice stun attack. When the fish swims over something, there is a sound that indicates it. There is even a death sound when the fish dies. The Sea Urchants seem to be silent runners. Just like with the graphics, the sound effects are there for a purpose and do little else but that purpose. Even though they are repeated on a quick basis, they aren't annoying enough to make you run for the mute button...at least, not at first.

Music...5/10

The game (when in play) is almost constantly using music. Either, it is using a short little tune in that ''Press start/choose an option'' screen that Nintendo games usually had. Or, it is one of a few three second songs that denotes the beginning of the level, the end of the level, or the ''You are out of lives. The end.'' song. And, if it isn't any of those, that it is the soft background music that is actually tollerable, until the clock runs short and it gets rather louder and hyper. All in all, I've heard far worse.

Story...1/10

There isn't really much of a story to tell, unless it is written in the manual. Basically, 1 (or 2) fish are swimming around in a small area filled with poles to grab, dodging Sea Urchants, and revealing an image made up of gold bars...that they don't bother to grab. Then again, this game's got enough action to keep you from wondering what kind of story this game possibly could have.

Controls...5/10

I don't really know if I should give this category a 7/10 or a 3/10. The controls are very simple. Use the D-Pad to reach out a hand to your left or right. Both A and B send out a sonar stun pulse. The controls are very responsive. But, the unique style of navigating your fish about can get downright aggravating. If you put your hand out and retract it before you grab ahold of the post, you won't turn. If you reach for a post too late, you won't turn. And, if there isn't a post handy to grab in order to go the direction you want to go in...well...you will just have to find another way to make that turn. It's this unique way of control that add's a whole dimension of strategy and challenge to the game. (Either that, or raise your blood pressure out of frustration. If Pizza Man had been this unfriendly to control, he would have gobbled down way fewer quarters...and probably not spawned sequels. Gee. Perhaps, that is why this game has never had a sequel.) Basically, I'd say the controls take a minute to learn, and a life time to master. But, whose going to bother playing this game for a lifetime?

Challenge...5/10

The ultimate challenge of this game is mastering the controls. If you can think quickly enough on how to make your fish grab poles to do figure eights, you stand a chance. As for the challenge of figuring out where the hidden gold pieces are, you can literally learn many of the games limited selection of images after only a few hours of playing the game. (At least, the early level's worth.) Unlike with a trivia game show cart, this is a good thing. As you are going to need that knowledge to help you get through the stage on a faster basis.

Fun factor...8/10

This game is fun for both one and two players, as it allows both to play at the same time...but, only after you get used to the controls.

In conclusion, this game is worth the slight amount you would probably have to pay for it, if you are lucky enough to even find a copy. Control wise is where the game suffers the most...and that was intentional. But, once you gain a grasp on how to handle your fish character, the game becomes rather fun and addictive, if just for a little while.

This is the kind of game you pull out on boring days for about 10 to 20 minutes worth of entertainment, then move on to something else. Then, come back to weeks later for another 20 minutes, or so. It also makes a great 2 player game. It seems that many of today's games have just forgotten how to be this simple, fun, and short on the time demands.

Rent or Own?

I'm not even sure if there are any more stores out there that rent NES carts. But, it is probably so cheap to buy, you might as well buy it if you can find it.

Reviewer's Score: 7/10, Originally Posted: 09/25/01, Updated 09/25/01

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