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    <title>Get Info: #1989</title>
    <description>Posts tagged “1989” — Blog of independent game and app developer Matt Sephton. Featuring vintage Macintosh, game development, digital artwork, Japanese esoterica, video game reviews, hacks and tips, and much more.</description>
    <link>https://blog.gingerbeardman.com/tag/1989/</link>
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    <pubDate>Mon, 06 Jul 2026 14:37:40 +0000</pubDate>
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          <title>Review: Chip’s Challenge</title>
          <description>&lt;p&gt;&lt;img src=&quot;https://64.media.tumblr.com/tumblr_ma8ibkYAVK1qbfpni.png&quot; alt=&quot;Chip&apos;s Challenge&quot; /&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Sokoban for the 20th century.&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;http://www.mobygames.com/game/soko-ban&quot;&gt;Sokoban&lt;/a&gt; was a Japanese puzzle game created in 1981 by Hiroyuki Imabayashi in which the player pushes boxes around a warehouse onto a number of designated goal locations. It’s a game whose depth and complexity rivals chess, and which has been used as a testbed for Artificial Intelligence applications and other science research. It’s up there with &lt;a href=&quot;http://www.mobygames.com/game/tetris&quot;&gt;Tetris&lt;/a&gt; as one of the purest gameplay concepts ever created. Indeed, you might wonder how such a solid concept could be improved upon. Many had tried and either failed or ended up with a game that didn’t vary from Sokoban in any meaningful way. I expect &lt;a href=&quot;http://chipschallenge.wikia.com/wiki/Chuck_Sommerville&quot;&gt;Chuck Sommerville&lt;/a&gt; was pretty pleased with himself as he refined the Sokoban concept and ended up with &lt;a href=&quot;http://www.mobygames.com/game/chips-challenge&quot;&gt;Chip’s Challenge&lt;/a&gt; for the Atari Lynx. Even more amazing is that the programming for the final version was completed in a mater of &lt;a href=&quot;http://www3.telus.net/~nfield/ChipChallenge/message.htm&quot;&gt;weeks&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;Chip’s Challenge took the core Sokoban concept of pushing things around and injected it with a good dose of humour and a bunch of extra gameplay elements, such as conveyor belts, keys, enemies, transporters, destroyable tiles, switches, power ups and more. And of course computer chips that need to be picked up to complete a level. These extra features meant that levels could vary greatly in difficulty and also in play style - some would be puzzles and others would focus more on action. Level passwords allowed the player to resume their game before battery backup game saving was the norm. The game became fiendishly difficult as you progressed through just under 150 extremely well designed levels.&lt;/p&gt;

&lt;p&gt;The game was subsequently released on multiple home computer platforms, culminating in a version produced by Microsoft for Windows 95. This well-known version has different graphics and some errors in the gameplay logic, meaning it isn’t really the best one to play. I recommend playing the &lt;a href=&quot;http://www.mediafire.com/?talh908rucozuwg&quot;&gt;DOS version&lt;/a&gt; (shown above), Commodore Amiga, Atari ST or Atari Lynx version through an emulator.&lt;/p&gt;

&lt;p&gt;Chuck Sommerville apparently completed work on Chip’s Challenge 2, but it has never been published due to the fact he didn’t retain the copyright on the game name. But you can see &lt;a href=&quot;http://www.youtube.com/watch?v=MLB43Mu4HgY&quot;&gt;a video of what might have been on YouTube&lt;/a&gt;. He has also gone on to reuse a lot of the same ideas in &lt;a href=&quot;http://www.chuckschallenge.com&quot;&gt;Chuck’s Challenge&lt;/a&gt;, a pseudo sequel to the original game which keeps the majority of the gameplay elements but changes the scenario to one with much less personality. For me the master stroke of Chip’s Challenge is the more interesting scenario - kids growing up with the Atari Lynx would have much more affinity with a nerd trying to get into a computer club than with a guy pushing boxes around a warehouse with no real aim.&lt;/p&gt;

&lt;h2 id=&quot;links&quot;&gt;Links&lt;/h2&gt;

&lt;ul&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=lnMsCySN5IQ&quot;&gt;Watch the game on YouTube.com&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=MLB43Mu4HgY&quot;&gt;Watch footage of Chip’s Challenge 2 on YouTube.com&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.mobygames.com/game/chips-challenge&quot;&gt;Find out more at mobygames.com&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;http://chipschallenge.wikia.com&quot;&gt;Read all about the game at the official Wikia&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
</description>
          <author>by Matt Sephton</author>
          <pubDate>Wed, 12 Sep 2012 11:27:00 +0000</pubDate>
          <link>https://blog.gingerbeardman.com/2012/09/12/chips-challenge/</link>
          <guid isPermaLink="true">https://blog.gingerbeardman.com/2012/09/12/chips-challenge/</guid>
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          <title>Review: Bubble Bobble</title>
          <description>&lt;p&gt;&lt;img src=&quot;https://64.media.tumblr.com/tumblr_l9th9beLOS1qbfpni.png&quot; alt=&quot;Bubble Bobble&quot; /&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;His and hers gaming at it’s finest.&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;em&gt;Bubble Bobble&lt;/em&gt; is one of those old-school arcade games that stands up well today. It’s single screen platform mechanics haven’t aged one bit. Capturing monsters in bubbles and then popping them to collect fruit is a supremely addictive pursuit. Things are constantly kept fresh with power ups, expert level design and a variety of bad guys to learn how to deal with. It’s interesting that when playing with a friend the natural tendency is to play cooperatively to clear the screen in an effort to see just how far you can get, allowing for some great team building.&lt;/p&gt;

&lt;p&gt;There have been a number of versions of the game released across most home formats but none have managed to capture the intricacies of the original game. This is a problem inherent in ports of any game - great care has to be taken to remain faithful to the original. If the developers responsible for the port do not have access to the original source code the quality of the resulting game will only be as good as their attention to detail and ability to figure out what is actually happening in the game behind the scenes. In the case of &lt;em&gt;Bubble Bobble&lt;/em&gt;, this has resulted in levels that are laid out wrongly, bad guys that move incorrectly, power-ups that don’t work as expected and more. Some of the issues probably have more to do with the fact that the arcade runs in an odd screen resolution making a 1:1 conversion impossible. Also interesting is that, in 1996, Taito announced that they had lost the original source code to Bubble Bobble following a reorganisation. So when they were creating further ports and sequels they on had to work from program disassembly, playing the game and from other ports that had already been made. Whilst the arcade version is the blueprint, with the number of subsequent versions of the game it’s no longer obvious what exactly constitutes the core game. I do wonder why with the power of today’s machines an emulated version of the game hasn’t been released?&lt;/p&gt;

&lt;p&gt;Bub and Bob - the dinosaur characters featured in the game - returned to human form for the game’s sequel &lt;a href=&quot;http://www.mobygames.com/game/rainbow-islands&quot;&gt;Rainbow Islands&lt;/a&gt; and whilst it had some gameplay features in common with the original it was effectively a new concept. A more traditional sequel came somewhat later in the form of &lt;a href=&quot;http://www.mobygames.com/game/bubble-symphony&quot;&gt;Bubble Symphony&lt;/a&gt; which stayed faithful to the gameplay of the original whilst added a few new elements. it also featured a rousing brass band version of the fantastic &lt;em&gt;Bubble Bobble&lt;/em&gt; theme music. Other than using MAME to play the original under emulation, the WiiWare or PlayStation versions are probably the best home versions.&lt;/p&gt;

&lt;h2 id=&quot;links&quot;&gt;Links&lt;/h2&gt;

&lt;ul&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=inAAItNuFaE&quot;&gt;Watch the game on YouTube.com&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.mobygames.com/game/bubble-bobble&quot;&gt;Find out more at mobygames.com&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
</description>
          <author>by Matt Sephton</author>
          <pubDate>Mon, 08 Nov 2010 08:54:00 +0000</pubDate>
          <link>https://blog.gingerbeardman.com/2010/11/08/bubble-bobble/</link>
          <guid isPermaLink="true">https://blog.gingerbeardman.com/2010/11/08/bubble-bobble/</guid>
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          <title>Review: Pang</title>
          <description>&lt;p&gt;&lt;img src=&quot;https://64.media.tumblr.com/tumblr_l9rzapUgmJ1qbfpni.png&quot; alt=&quot;Pang&quot; /&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;I like to think that this game taught me as much about world geography as school did, but that’s probably a slight exaggeration. Still, it remains to this day one of my all time favourite games.&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;You’re a little dude in a white safari suit on an around-the-world quest to destroy bouncing balloons at various well known locations. A second player can join in wearing a pink safari suit. Starting at the magnificent Mt Fuji in Japan and ending at Easter Island in the Pacific Ocean, you must fire your grappling gun up into the air to make contact with a balloon, which will then split into two smaller balloons. Hitting the smallest sized balloons will make them disappear. Hitting the same size balloons one after the other will multiple how many points they’re worth.&lt;/p&gt;

&lt;p&gt;There are a number of power-ups to help and hinder: different weapons, freeze time, slow time, invincibility and dynamite. There are also hidden bonus points in the form of fruit and animals. The levels are expertly designed using different types of platforms, ladders and so on. You might think that not much can be done with some bouncing balls, some platforms and the odd ladder but you’d be wrong. It’s the sign of a great game where a simple gameplay mechanic can be used in so many different ways.&lt;/p&gt;

&lt;p&gt;Some people say that the game is far too hard, but I think it has a perfect balance of risk/reward gameplay and I’m always left with the desire to have just one more go. The sign of a great arcade game.&lt;/p&gt;

&lt;p&gt;As a final note, &lt;a href=&quot;http://www.risingstargames.com/games/pang-magical-michael-nds.html&quot;&gt;Pang: Magical Michael&lt;/a&gt; was recently released for Nintendo DS – hoorah! I think it’s the best version of the game to date and definitely worth the wait.&lt;/p&gt;

&lt;h2 id=&quot;links&quot;&gt;Links&lt;/h2&gt;

&lt;ul&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=OeYIeaHjewU&quot;&gt;Watch the game on YouTube.com&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.mobygames.com/game/pang&quot;&gt;Find out more about &lt;em&gt;Pang&lt;/em&gt; at mobygames.com&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;https://www.mobygames.com/game/pang-magical-michael&quot;&gt;Find out more about &lt;em&gt;Pang DS&lt;/em&gt; at mobygames.com&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
</description>
          <author>by Matt Sephton</author>
          <pubDate>Mon, 04 Oct 2010 12:28:00 +0000</pubDate>
          <link>https://blog.gingerbeardman.com/2010/10/04/pang/</link>
          <guid isPermaLink="true">https://blog.gingerbeardman.com/2010/10/04/pang/</guid>
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