It's already 2nd birthday of my nonsense
writing blog , huh? Then i have to celebrate it with special article about a
game that i very fond of. Last year was Psygnosis's Team Buddies (2000) on PS 1, this time is Sunrise Games's Mutant Penguins (1995/1996) on DOS.
Or known as Attack of The Mutant Penguins. That's the Atari-Jaguar version.
There's no usual menu options here. You just press the appropriate button to
choose option that you want. There's no exposition about the story behind the
game. The closest to it is: that alien spaceship falls to toxic pool everytime
the game start. I reckon i don't need training levels (tutorial) but i need to
know the button configuration, just in case.
Hmm, yes! That's simple enough. I
know that i'm very familiar with the game but that doesn't mean i will change
the difficulty setting to 'hard'. I don't want to brag about my skill here too
much. I focus to show you what's the game is all about, you see. There's
quite problem. Even though the Sound Effects and Music is 'on', the game is
mute and i have no idea why. I believe i don't encounter such problem with
other DOS game.
Starting any game mode, you will
choose character to play. We got: 1) Bernard, spherical guy with pan 2) Rodney,
pear fruit humanoid. There's bit different in gameplay between these two but i
will talk about it later. For now i choose Bernard because of...nostalgia.
Here's the game. It's in bird-eye
view, which kind of like Team Buddies.
Maybe, i'm soft to games with top view perspective. Heh! Anyway, the game
doesn't immediately started. As i keep 'peek mode' on, i'm allowed to see
entire stage before the game begin but only once. This will allow me to
identify everything in current stage and make forward strategic plan. The thing
besides me will make penguin (which is our enemy) become the aforementioned
mutant penguin, which means no good. There's chest in rightside of this
screenshot and to open it you need to drop gremlin on it. The gremlin is that
fluffy blue sod with red shoes. Gremlins act as in-game currency that you can
use to open chests or assembly machines that will surely aid you on your quest
to destroy every evil penguin in stage. The more gremlins you put on chest or
machine, the faster the work. Once they're done with the work they will roam
around again so you can catch them again. It's cashback gremlinback
feature! Sounds good and simple but here's the jarring part: the gremlins are
hard to catch. They move slower than you but in erratic manner. Moreover, the
hit detection for catching them is loose like you try grabbing small dry sands
with your one hand that's covered oil. Even if you manage to be in
zero-distance with the creeps, the game doesn't acknowledge you to have them
quite often. So you have to stick to them for unpredicted period until the game
approves your catch.
Here comes the penguins,
teleporting out of thin air! As this stage is in wild west theme, they wear
either headband with single feather or cowboy hat. The first time i played this
(back when i was 10 y.o or so), i thought the Amerindian penguin will fight
cowboy penguin therefore i shouldn't lay may hand on them yet. Turns out, no.
They get along just fine. The penguins who don't wear anything, are the one who
fight other penguin. It's instructed in tutorial level that the un-accessorized
penguins are the good one and they will have brawl with the evil ones, should
they bumped.
To obtain your weapon, you have
to collect 'PAN' or 'BAT' letters from chests. Even if you get the weapon, you can't kill the
penguins immediately. First, you have to charge up your weapon by collecting
power orbs. You can get them by non-lethally striking any penguins making them
spinning on spot in process. Each penguin will "produce" 5 power orbs
that will vanish after few seconds. Collecting 5 power orbs, will grant you
level 1 power-up. That will make your pan glowing and can insta-kill penguin
within 5 strikes or so. Everytime you swing your uncharged weapon, your power
meter (on right-top screen) will reset. So, you have to refrain yourself from
unnecessary swinging while you collect the power orbs. The penguins will be
invulnerable for a while after they get hit. So, don't expect filling power
meter from squeezing 1 penguin.
The evil/alien penguin's
destination is this demonic big head. If one of the enemies get eaten
deliberately by that thing, the right scale will be filled by one. If the right
scale is heavier than left ones, the game is over. There's switch that you can
flick by pressing 'drop' button for some reason. It definitely doesn't require
any gremlin. In this case, the switch will change the direction pointer on its
top. You can change penguin's course by doing that.
Everytime you beat a stage, you
will go to one of these minigames that's selected randomly. They are...
Penguin
Control
You don't control the penguins.
You blast penguins who are on iceberg by utilizing these 3 catapults. Their
range are varied. The left catapult's range is the farthest. The right
catapult's range is the closest. The middle catapult's range is the medium,
obviously. Usually, the closest penguins come very fast. So, i'm ready at the
right catapult. Balls for catapult's ammo come from pipe on corners. The
penguins sail across the screen at 3 distances in random chance. If you feel
sorry for the penguin, you shouldn't. Just look at them! Blowing a raspberry or
shaking their fists. What a bunch of damned miscreants! Anyway, the minigame
should be named Penguin's population control. It's more accurate.
Penguin
Attack
It's just Space Invader clone. The penguins roams left and right in not so orderly
formation. You have 3 lives to finish this minigame but i don't think you need
them.
Penguin
Range
This one is also simple. You
control crosshair of those gatling guns and shoot as many passing penguins as
you can. I think this is the best minigame. Heavy_battlecry06.wav
Finishing any of the minigame,
you will be rewarded by some number of penguins that i have no idea what for.
And also picture of female penguin in dotted skirt and oversized tie on her
head.
Then there's picture of your
character and his score. With lots of sparkles and confetti. As there's no top
score leaderboard or sort like that, i assume the score is just waste. I'm
baffled with useless score like this ones. And i don't like it.
Next level takes place in jungle. If i pull that lever, the bars
will be down then the good penguins will seek the alien ones thus buying me
time to get my weapon.
See those 2 circle marks? That's
teleport that only you can use, the penguins can't. You can say that they're
exclusive teleport.
On the other hand, the penguins
must travel via rope that you can see on bottom. Not all chests contain letter
for your weapon when opened. Sometime they contain special items like this:
glue stick. It can be used to either get the gremlins easier or stopping the
penguins temporarily. And there's sleeping King K. Rool's cousin
dinosaurs. He is...hoo boy! It's going to be great. If you hit him your
weapon...
...he will extend his neck and
preys any penguin who's obediently and foolishly walk in front of him. He won't
stay awake forever but you can wake him again by doing another rude waking.
He's more practical to "deploy" unlike killing machines that require
gremlin and time to build up. I will talk about the machine later.
It's quite frequent that next
stage will introduce you with new mechanism like those 2 balloons that i have
no idea what they will do. You see that two brown bar between a gap? Those are
rollbridge that's (again) exclusive for you to pass.
That flying sphere machine is
also something that i don't know what its purpose. While that green machine is bridge for
the penguin only. But unlike the rollbridge that connect instantly, that bridge
needs time to build. The penguins must rotate that wheel first before the
bridge is ready to use. It takes time but you should keep an eye on it.
The vase on the screenshot is the machine that i have mentioned.
When it has been assembled it will turn into pole with spinning blades. It will
mince every penguins that close to it. Sniper_meleedare01.wav
Filling the power bar to maximum by collecting 10
power orbs or more without unnecessary swing, will grant you level 2 power-up.
In Bernard's case, he can throws his pan in boomerang style. But he will throw
it straight from his right hand, not from his center. So you have to aim
carefully. After some number of throwing, Bernard will swings his pan like
usual but it's still charged before some swing. My strategy to fill the power bar: smack 2-3 penguins
successively without picking the energy orbs too early and do it quite wide
area. There's some chance that the power orbs are scattered in place where you
can't reach.
There's Samurai Bonus pickup. If
Bernard obtains it, he will becomes Samurai Bernard. He will spinning around
like Tasmanian Devil and ravaging any penguins nearby. Sadly, it will only
lasts few seconds. But with this way, you can kill penguins directly without
your weapon. Also, for some reason the penguins that you kill with this
power-up, will spurt out power orbs. On
my left you can see the cartoon brawl fog. That's the process of fighting
between 2 penguins, the result is random. Sometime good penguin dies and
sometime evil ones dies. But the most frequent (i think) is both of them are
dead.
The other killing machine is this Spinning Hanger. The penguin who
walks close to it, immediately grab on one of its arm and it will spins
furiously making the penguin flies really high then fall to his/her death. Engineer_specialcomplete09.wav
In this stage there's hang glider
that penguins use to travel. While snowball thrower will shoot to kill any
penguin that comes in its line of fire. But you have to turn it on first with
corresponding switch.
So that flying machine will wrap
a penguin in bubble allowing them to fly to that demon head. Luckily, snowball
kills the unflying bird before he reaches his destiny. Sniper_nicshot03.wav
This stage doesn't have gap or
any significant terrain. The penguins will walk through this series of pointer.
You can alter this "maze" by switching direction of the pointer. Keep
in mind that you can only alter pointer with same color on its base, as the
switch's!
So the red balloon carrying bomb that will drop if i throw it with
my pan. But isn't simpler or easier to just throw my pan at the penguins
instead? The explosion radius of the bomb is not so wide. So it's not so
worthy.
This stage called Treasure Island
Panic. So the alien penguin is dressed like a pirate. That's quite relatable.
This stage introduces you with penguin-launcher tube. The penguin will enters
it and then he flies across to the island on bottom. While i can just use that
rollbridge at instant. These penguins are moron!
There's also giant spring for
penguins to get across. They're so keen on platforming, aren't they?
That Billy Buttons is so smug.
What's with the huge advertisement board and that damn smile.
This stage also introduce you
with gameplay element that i'm not sure what it is: these boxes with question
mark sign. If my memory serves right, the evil penguins will sometime pop up
from those boxes. Maybe.
And what's that with circle plate
thing swirling pattern? Again, i have no clue. Sorry.
So there's that bastard's flour
mill on right side. I wish i can burn it down. That will teach him not to be so
smug. I find out that the clown balloon will give a penguin a ride. What's with
everything here is related to clown? Clown and anything relates to it, are
always bad, huh?
Wait the minute! The good penguin
will get inside of the demon head and will make the good scale heavier. That's
good. I think i know what's the reward of the minigame means: you will get
bonus good penguin on scale so the screw-up tolerance will be bigger thus you
can win more easily. I forgot to tell you about that 2 number indicators on
top-left of the screen. The left number indicates how many gremlins that you
currently have. While the right ones indicates how many alien penguins left
that you need to deal with.
This time, the penguins are
dressed like Elvis Presley. You can make them rock 'n roll in a spot by
activating that jukebox and you need coin from respawning chest on quite far
left. Look at them dancing so fabulous!
On the other hand, i have
constructed this cruel machine. It will grabs a penguin then slams him into a
big spike! Engineer_specialcompleted01.wav
A good penguin get into the
machine and begin to shoot small sparky orbs. Again, i have no clue what is it
doing. On the other hand, i know that the unfinished bridge on the right is
bridge for the alien penguins and they will construct it piece by piece. Kind
of remind me of builder Lemming.
Oh, look another new thing and it
looks menacing! It will absorb penguin in bubble then pop the bubble by
clapping its mace arms. And then it devours the penguin. Awesome!
It's another stage with clown
penguins. This time there's mechanism that consist of giant pie on spring and
big target sign. If you open the target sign, the penguin will stand on it, pie
launches upward then fall to the target, exploding along with the penguin. It's
fun to watch but sadly this mechanism need noticeable cooldown before it's
ready again.
This drilling machine also need
quite some time before it can be utilized. But it can skewers penguins on a
queue. The thing is: it's operated by using lever on left that also change
penguin's route. One route leads straight into driller's range, while the other
goes to the sideway. So you have to time the switch flicking.
On next stage, i make terrible mistake! I thought the
penguins will go to that spinning blades but no. They go to lane where it
doesn't reach on rightside because i change their route before. This miscalculation
can be avoided if there's lane markers.
It was too late. the evil scale
is heavier in a mere moment then the scales spinning around and the demon head
goes berserk. Game Over. I can choose to start from 1 stage before this one
which is The stage with pie launcher and clown penguins. But no, i will end the
playthrough here.
Oh, right! Rodney's gameplay.
He's not faster than Bernard. The different is in his warfare. If he pick
Samurai Bonus pickup, he gain torch breath ability for 10 seconds where he can
blow small flame from his mouth. Can you believe that penguin survives his Yoga
Flame? Yes, he does. I have to admit that hit detection for attacking penguins,
is also shabby. Quite often, they are either out of your reach or pass you as
if you're nothing instead of getting hit. The only most accurate hit, is when
you wake the dinosaurs which is reasonable. He's quite big fella, afterall.
Rodney wields mini club instead
of pan. The penguin that got hit by it will be pinned down instead of spinning.
His level 1 power-up is his weapon become genuine caveman club and there's
earthquake blast effect on it. While his level 2 power-up will grants him torch
breath ability for 5 seconds. That's half duration of Samurai Bonus pickup's
effect. By the way, this is training stage. There's no end destination for the
alien penguins so you can play this without worry...unless 10th training stage
where it's 100% simulation of normal mode. The training stages are in this Rome
or Renaissance theme where the alien penguins wear long wig or maybe yellow
hood.
Pandemonium mode is just endless
mode where you're in one of stage from 4, kill never-ending wave of alien
penguin. As there's no in-game timer or time record, this mode feels dull. What
else i can say? Actually quite a lot. Once the building have been constructed, it will spawn a pickup
either bonus pickup or special item. Bonus pickups immediately take effect once
you get them. They are: 1) Bonus Gremlin, so you get 1 gremlin instantly once
you pick it 2) Instant level 1 power-up 3) Instant level 2 power-up 4) Samurai
Bonus, that i have mentioned. Special
items are 1-time use only items that can be activated by pressing (default 'X'
button). They are: 1) Glue Stick 2) Coin, for jukebox 3) Instant Build, that
allow you to construct a machine at the fastest speed 4)Dynamite, to blow up
penguins. If you get some special item, it will be displayed on the left of
power level. By searching the directory, i find out that the normal mode has 30
stages. There's no password or savefile. The only saving feature in normal mode
is the level select even that you have to finish some stages to expand the
selection. If you quit the game, the level select will be reset to level 1. I
remember the level selection ends at 20th or 25th and later stages gives me
arduous feature like no peeking at all or no melee weapon. As if the game
refuses to be completed. There's also quite scary game over screen even if you
deliberately give up by pressing 'Esc' button.
Sunrise Games's Mutant Penguins (1995/1996) is what i
like to call Action Defense game, where you control immortal avatar to destroy
all of harmless and mindless mobs by any
means necessary. Or you can say it's like Hero Defense (like in some Warcraft 3's custom maps or Dungeon Defenders) but the enemies don't
fight you back. The game isn't difficult but also not friendly. Many features
feel unforgiving like limited level selection, no radar/map, or no instruction
on some of mysterious stage's elements. Also, there's no decent mob's lane.
It's often that i have to guess where the alien penguin's starting point in
peeking mode. Or i have to guess where the penguins will go next when they
enter a hole/cave or fly with bubble/hang glider. The hit detection is quite
bad in most cases. But despite all of that, i still love this game. Its core
gameplay is creative and fun. It's very satisfying to kill penguin with various
wicked machines. The game's tone is cartoon violence. When they're dead,
penguins are blown into pieces: eyeball, arm, and (for some reason) green
blood. The power-up items and special items are interesting and useful. The
different between Bernard and Rodney is fairly shallow. I think, Rodney
gameplay is more carefree and brutish as
he can blow some flame within a time period instead of number of strike like
Bernard. Therefore playing as Bernard requires sharp accuracy and precision but
rewarding as he throw his pan within quite distance. Some stage feature new
game element that make the normal mode game keep interesting. The minigames are
pretty good and functional. The game doesn't support two players. If it does,
it becomes easier to play (though the weapon-collecting part must be overhauled
first).
Unlike Team Buddies, Mutant Penguins
(1995/1996) needs to be more polished to appeals people. As it is, i recommend
you to play the tutorial stages where you can have fun the most in relaxing
pace. If you're brave (or bored) enough, you can try the normal mode. The 1st
level is really a hurdle but once you past it, the difficulty setting feels
softer. Also, this game is definitely not for penguin lovers! If you
are, you will get lots of heart attacks playing this game. I don't want you to
be in unnecessary excruciating moment on this (rather-)dumb violent game. Refrain
doing so, please!
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