The simplest games can generate complex experiences. So goes the rhetoric behind Halo: ‘find a play mechanic that is enjoyable and then provide a context in which the player has reason to experience this multiple times’. However, long before Halo’s release in 2002, two little dinosaurs were proving the validity of this concept in the fixed screen platform game Bubble Bobble.
The main experience currency of the game was bob and bub’s bubble play. Their main interaction with the game world was by blowing, nundging, jumping on and finally poping bubbles. This simple mechanic enabled them to capture and kill enemies, ride air currents, climb walls and trigger chain reactions. Once understood this made even most basic levels offered interesting space to play and experiment with these moves.
Power-ups
The purity of this dynamic was always repsected even when offering enhancements to these abilities. A limited set of power-ups, much like the restricted weapon set in better modern games, altered the play without breaking it. A yellow sweet meant you could blow more bubbles, a purple sweet mean you could blow them further across the screen and a blue sweet increased their velocity. All the time the focus remained on the action of player and bubble.
Scoring
The scoring system again focused the action back on the player and bubble. Points were awareded for careful popping of multiple enemy bubbles, for jumping on bubbles, for popping bubbles. This meant that even the time between levels became playable, as the players would use different techniques to rack up a few extar points.
Levels
The clean levels, viewed in one screen, quickly became familiar. So much so that strategies could be planned when away from the game ready for the next session. Repeated play also revealed another aspect of these environments, the air currents that could carry your bubbles around. This opened up new possibilities for quick completion by craftly postioned chain of bubbles.
Collectables
In addition to all this, there was then the causal system of collectable items. Your action of dealing with bubbles and enemies triggers a string of power-ups. The realisation that you affect the game on this again makes the detail of how you perform your basic moves all the more important.
The play experience of these two little dinasaurs turns out to be no accident. The joy of a chain reaction, or the perfect bubble jump, or wall climb, or multiplier kill has all been intended from the outset. Evrything that may inhibit this experience has been cleared from its path, while features to enhance and focus the play have been carefully introduced.
There has been much debate over the additional power ups in New Super Mario Brothers. Do they add very much to the game, and how do they compare to our favourites of old. Possibly the most maligned of the new abilities is the shell suite. Admitedly following in line of mario suites that feature in most players favourite mario moments, this little outfit has its work cut out.
Let me take you back. To a time when the idea of 3d graphics was still something of a novelty. Something that had mainly been used in the slower space navigation games such as elite. The fast action shooters was still the domain of 2d bitmap powered engines.
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was a much denser game, even controlling the character and getting around the screen was a challenge in itself. I remember pumping an arcade machine with countless coins, still unable to make it off the first island. In fact so tricky was this experience, that it wasn’t until Rainbow Islands hit the Amiga that I really got started with it. The play dynamic took a risk, it was complex. The player moved differently depending on their context. If on the ground they could be controlled as usual, but once on a rainbow and they would always walk to the end once initiated, and jumping would crumble these fragile platforms. But givem time and the wisdom of these movements slowly embedded themselves in your head. You could start to perform similar bubble jumping tricks, just now it was rainbows that took the role of play-partner.
remember the particular game when I noticed another pattern emerging for the diamond items. It seemed like the red ones were always on the left and the purples always on the right. Then the penny dropped. The place were the defeated enemy landed determined the colour. The screen was invisible assigned a strip of colour from the rainbow. From the left to the right the colours progressed, red, orange, yellow, green, cyan, blue, purple. The rest of my play that day was spent trying to collect the full set of diamonds, progress onto the later islands forgotten for a while. This was only intensified once I read that to really complete the game you needed to collect the diamonds in order on each island.
How did a game capture mine, and so many other people’s, imagination with so simple a premise. I remember first hearing about Bubble Bobble in the playground. Our local video store kept three or four coin-operated cabinets, and we new that one was being changed. As always this caused a bit of a stir amoungst the regulars. One lunch time I passed a fellow gamer in the hall, and he enthused about the new game. I still remember his description of it: “two little dragons that fire bubbles and jump around on platforms”. The next few weeks called for regular visits to the machine as we slowly figured out how to make a dent on the 100 levels.
The first hook to the game was the simple play field. Each level filled a single screen enabling it to be viewed without scrolling. This meant that you quickly learnt the layout and levels became instantly recognisable. Even when away from the game you could strategise new routes to follow, or shortcuts that may enable a quick victory. I remember many morning paper rounds passed while day dreaming my way through the first 20 of so screens.
top of this was layed the simple enemy intelligence. The routes and rules followed by the several different enemy characters. Each of them was distinctive in their movement, and attack abilities ranging from simply charging you down to firing a variety of projectiles. Each level had it’s own configuration of attackers, which led to popular approaches to deal with them, and much discussion of the best solution amoungst the regular gamers. This jostling for approach was intesified as every level gift the player with a few second at the beginning before the enemies sprang into action. As a player grew wise tot he game, this time became crucial to either position your little dragon in an oportune location, or to try pre-emptive strikes to reduce their numbers.
Usually after some repeated plays over the first twenty of so levels, the player would start to notice another layer to the action. Each level has it’s own particular air currents. These would blow the bubbles shot by the dragons around a particular path. With this knowledge in hand, it was possible to wow a watching audience with craftly moves other jumping on a well positioned bubble to gain qucik access to a platform during the pre game period, or blowing a series of bubbles into a particular current to cause a chain reation of pop’s to set off an out of reach special bubble.