Friday, November 18, 2011

Second Chances: Chack'n Pop

Until a few months ago, I didn't know a game called Chack'n Pop existed. Actually, I'd still be ignorant of this Taito-made quarter-muncher (released in 1983) today if I hadn't decided to write yet another post about Bubble Bobble however many weeks ago. How so? Well, while writing that post I discovered (via Wikipedia) that Chack'n Pop is considered an ancestor to the aforementioned, Fukio Mitsuji-designed classic.

I don't know if you're aware, but there are times I love Bubble Bobble more than life itself. (On other days, I love it just a bit less than that.) So, it shouldn't be all that surprising to hear that after learning of Chack'n Pop's pedigree, I ran to my computer, downloaded a ROM of the Famicom version of the game and then proceeded to play it ... for about five minutes.


I stopped after such a short time because, honestly, I thought the game stunk more than my cat's litter box after a weekend getaway. It looked boring and, worse, it felt boring--thanks in large part to the plodding pace of its protagonist. Also, it was hard as hell. I'm pretty sure I failed to make it through Chack'n Pop's first stage during that initial, perfunctory playthrough.

After that execrable experience, I deleted the ROM from my computer--hey, why keep it around if I'm never going to play it again?--and decided to erase the game's existence from my memory, too.

How'd the game weasel its way back into my brain and earn another shot at my affections (this is a "Second Chances" post, after all)? Late last week, Simon Lethbridge published a rather positive review of arcade version of Chack'n Pop on his blog, Red Parsley, which, in turn, caused me to re-consider my previously snarky stance on this single-screen platformer.


Surprisingly, my second go-around with the game went pretty well. Actually, it went very well. (For proof, take a look at the "Now Playing" box on the right side of this blog.) In fact, it went so well that I made it to the fourth stage. Granted, it took me about 10 tries to conquer the first stage, but now that I've got the hang of things--as much as is possible in this challenging and often clunky game--I regularly get to the third and even fourth stage before losing all of my lives.

As for what prompted my "Chack'n Pop change of heart": Well, I guess you could say that, thanks to Lethbridge's prodding, I finally was able to look past the title's somewhat boring facade and see the quirky gameplay--like the protagonist's ability to stick to the ceiling and his ability to surprise (and blow up) the seemingly brain-dead Monstas by rolling bombs down stairways--that lies beneath.

See also: Previous 'Second Chances' posts

22 comments:

  1. Haha, nice post sir! I'm glad my review reignited your interest in this unusual game. It *is* a bit too hard, I agree. I only got to the sixth or seventh stage, and that was using 'save states'! I think I can also get to the fourth without cheating. It's not a bad game if you ask me, it's just crippled by having such astoundingly good sequels! Thanks for the mention! :)

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  2. Hey there, Simon! Thanks again for getting me to re-think this game, BTW. I really think it's a gem at this point, although a kind of crusty gem that some will find beautiful and others will find hideous :)

    You know what I like about it so much? Well, the whole bomb-dropping mechanism, for starters, but other than that, I love that there are so many ways to finish a stage. I was going to go into more detail about that in this post, but I decided to save it for an actual review of the game that will be published at a later date.

    Anyway, to talk about it a bit right now: I love that you can basically run right through a level if you want (by freeing the caged heart and then racing to the exit), you can do those things while bombing the hell out of the Monsta eggs, or you can wait for the eggs to drop/pop and then kill the full-grown eggs before leaving the stage.

    There's something very refreshing about all of that to me. Maybe it's because most games, esp. back then, gave you one way to "beat" them, and this one gives you many.

    So, there you have it. I've actually gotten interested enough in the game, BTW, that I'm tracking down a complete-in-box copy of it. Ack! :P

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  3. Wow, sweet! Famicom version I presume? :P I'd like to see what the Sega SG-1000 version is like actually. You're certainly right about the non-linear nature of the stages though - it was pretty unusual in those days! It makes it hard for you to get bonus scores too as you can't kill any Monstas while they're still eggs. Being the perfectionist I am, I almost always try to defeat them all and burst all the water things and everything! Did you try swimming around in a flooded stage? Chack'n looks funny swimming! :)

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  4. Yes, the Famicom version! The box is sooooo cute, as is the cart art. (God, I'm a sucker.)

    I looked up the SG-1000 version while writing this post, BTW, and it looks good. Not as "good" as the Famicom version, mind you, which isn't as good as the arcade version, but still nice. Kind of like an MSX title, if you ask me.

    You know what's funny about this game's non-linear nature? I originally thought you *had* to kill all of the Monstas before you could exit a stage. I only discovered otherwise on accident. I basically found myself near an exit and a Monsta was chasing me, so I ran to it ... and exited the stage. Huzzah!

    Another funny thing: I have yet to flood a stage. How does that work? I don't remember seeing anything that would cause that -- and I've been as far as the sixth (or seventh?) stage so far...

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  5. Crippled for having such astoundingly good sequels. There's a phrase you don't hear very often! It looks like something that Robb would love...maybe I'll have to hunt it down for him.

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  6. Yes, I like that phrase, too, Justin. As for tracking it down: Yes, do so! Just be sure you go into it with the right mentality. It is NOT Bubble Bobble in any way. It's much slower and clunkier, and you really have to think your way through each level. Anyway, I'm looking forward to hearing your thoughts -- or Robb's thoughts -- on it. I fully expecting you to hate it, but who knows?

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  7. Bryan, to flood a level you have to bomb the water balloon things. The last screenshot in my review shows some of them hanging from the ceiling in various locations. I think it's stage five :)

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  8. Ah, thanks, Simon. I wonder how I missed those? Maybe they don't show up until later in the Fami/NES version? I know the layouts of the arcade and Fami/NES versions are different...

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  9. Chack n Pop + The Fairyland Story = Bubble Bobble

    Sort of. I've been spending a lot of time with the late 80s-early 90s platformers, because I'm making on myself at the moment. At this point, I've cribbed element from just about every platform game in its design.

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  10. Ah, someone else who knows about The Fairyland Story. I love it! I quite like the game, actually, although maybe not as much as Bubble Bobble and even Chack'n Pop. How about you, coolpowers?

    The Fairyland Story reminds me most of Don Doko Don, BTW -- or maybe it should be the other way around?

    Anyway, I look forward to hearing more about this game you're making. Any game that takes its cues from early platformers sounds like a potential winner to me!

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  11. BTW, Simon: I just played through to the fifth stage again (in the Fami version) and no water balloons, or whatever you call them, were to be found! I died before I could make it to the sixth stage :( Anyway, I'll try again later. So strange...

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  12. Yeah, there really aren't that many types of single screen (non-scrolling) platformer, oddly enough. I've been focusing on arcade games, so if you know of any console exclusives, please let me know!

    Going from my MAME categories, it seems that everything became a version of Don Doko Don. Tumble Pop, Saboten Bombers, Snow Bros, and so on. Which isn't a terrible thing, but some more variety would have been nice.

    As for my effort, all I have so far is this little screenshot: http://dl.dropbox.com/u/10649475/skyponies.png

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  13. Wow, first Ice Climber and now Chack n Pop? You are having a lot of changes of hearts recently!

    I was kind of the same way at first with this one - I found it very hard and frustrating. But once you get the hang of it...its not bad.

    I`m impressed though, I`ve never made it as far as the 5th (or even the 4th) stage!

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  14. Coolpowers: Will do! The only console-exclusive single-stage platformer I can think of at the moment is Pop 'n Magic for the PC Engine CD. Here's a link to it: http://www.pcengine.co.uk/HTML_Games/Pop_n_Magic.htm

    It's kind of like Don Doko Don mixed with Parasol Stars, in my experience.

    Anyway, it's interesting that you say that most SSPs are a version of Don Doko Don. I've been meaning to publish a post for ages about how I think most of these games are variations of The Fairyland Story and/or Don Doko Don (as opposed to Bubble Bobble).

    As for that screenshot you linked to: I really like the look of it! I especially like that it has that old-school font for the score :)

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  15. Sean: Yeah, I've definitely been in a "changing my mind kinda mood" lately, or at least when it comes to games. I actually have a number of these "Second Chances" posts in the works as a result :)

    As for Chack'n Pop in particular: I fully understand why most people have a hard time not hating it. I think what turned the tide for me, so to speak, is its kind of strategic nature. It's a thinking-person's single-screen platformer, in my opinion.

    I'm surprised you've yet to make it past the fourth stage, to be honest! I'm guessing you don't play it much, though?

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  16. I did not know of Fairyland Story! Actually, I've heard of it vaguely but had completely forgotten about it! I've just had a quick look on YouTube though and it looks fantastic! It may well now be my next 'Single Screen Platform Games' post, thanks Bryan and Coolpowers! :)

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  17. You're welcome, Simon! Can't wait to read your post about The Fairyland Story. It's definitely a nice little game in the mold of Don Doko Don, etc. Too bad it never got a console release (outside of the Taito Legends releases, that is).

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  18. Oooh, Pop 'n Magic looks nice. From the description it sounds closest to the Rod-Land mechanic.

    I did try playing Chack'n Pop again because of this article. It's still not for me, but I realized it has a very contemporary feel - it would fit right in with modern indie games such as VVVVVV, with that strategic element you mentioned.

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  19. It's funny that you mentioned Rod-Land, coolpowers, as Pop'n Magic looks quite a bit like Rod-Land, don't you think?

    As for not feelin' Chack'n Pop: I understand. Hell, I didn't feel it until recently, and I fully understand people not enjoying it for a whole host of reasons...

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  20. LOL, yeah I don`t play it as much as it deserves. I think I have well over 1,000 games for various systems now so it is hard to devote enough time to each!

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  21. HA! Yes, of course you're right, Sean. I imagine you only spend quality time (if it can be called that) with your absolute favorites, eh? Speaking of which, which Famicom games are your favorites at this point?

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  22. Simon: Not sure you're paying attention to this thread any longer, but I just discovered something about this game. The Famicom version only has nine stages -- compared to the arcade version's 14 stages -- and none of those in the Famicom version have the water balloons/bottles that you mentioned earlier. Also, the stage layouts of the two versions seem to be different. The first two stages are the same in both versions, but after that they diverge (as far as I can tell).

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