Tuesday, November 16, 2010

REVIEW: Clu Clu Land


Game:Clu Clu Land
Original Launch: October 1985
Relaunch: November 2010
Rating: 5 Stars



When I was a kid, I honestly thought this game was about the dudes with the white pointy hats. I mean it always struck me as kind of odd that they would have their own game, and I kind of assumed they were the bad guys in said game...but I didn’t get the plumber-mushroom-turtle connection with Mario either so I just wrote it off as one of those strange Japanese things. It turns out the hat guys have a slightly different name, and Clu Clu Land is actually about Bubbles the Bubblefish trying to recover the treasure of the sea kingdom from some jerk face sea urchins called the Unira.
Clu Clu review, Mrs. Robinson.

The catch is that the treasure is invisible and you are being chased by the angry sea urchin critters. You run all over the field and trip over the gold bars (which look like Rupees from Zelda) by chance. Typically the treasure is laid out in a symmetrical pattern to make a picture so that once you find enough, you can estimate the rest by anticipating the design. Clu Clu Land plays a bit like a wide open version of Pac Man if all the dots and the occasional obstacles were invisible. You can stun the enemies with your Sound Wave (sea urchin have ears?) and crush them into walls for bonus points.
Avoid the Unira. Which are probably contagious.

The hook to the game play is the directional control. When you change direction, you hang an arm out to grab hold the poles that make up the grid and spin yourself around. You can tap the D Pad to make a quick turn, or hold it down to spin around and around. This is probably the most original feature of the game, and while I found it to be originally quite off-putting, I grew to appreciate the strategy that it added. You can’t just head off to the other side of the screen, you have to plan a path based on obstacle and enemy locations and use careful timing to pull it off successfully. That being said, the control is never quite intuitive and causes more deaths than the enemies do.
Clu Clu Land on cards?! What a deal!

What replay value that Clu Clu Land has comes from trying to top your previous high score. This may be fine for old school gamers, but don’t look for an ending to this one. The game has 22 levels and if you can get that far, it repeats with having to run over each bar twice. There is also some fun to be had with two player mode which is simultaneous. Trying to score higher than player two leads you to take more chances and is generally more fun than playing by yourself, but not by much.

Clu Clu Land is the first NES entry into the maze game genre. However, Pac Man is still the biggest shark in that pond, and when you compare the two games side to side, Clu Clu loses badly. This is one of those times when the designers go out on a limb and try something new and it doesn’t quite pan out. On its own, it was a fun diversion that manages to be briefly amusing despite the handicap of its controls scheme.



Review in a Haiku
Try to play Pac Man
Blindfolded and with your feet.
Behold! Clu Clu Land!

1 comment:

  1. I spent a few days trying to figure out a better control system for this game. I kept thinking of the one they used, forgetting that they used it for a few seconds then being sad that the best I could come up with is what was used anyway.

    Really, if it was just an "Up to go up, left to go left" system it might work better. But they you wouldn't have the ability to swing around the pegs as easily.

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