Magical Puzzle Popils
From Sega Retro
Magical Puzzle Popils | |||||||||||||||||||||||||
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System(s): Sega Game Gear | |||||||||||||||||||||||||
Publisher: Tengen | |||||||||||||||||||||||||
Developer: Tengen | |||||||||||||||||||||||||
Distributor: Domark (EU) | |||||||||||||||||||||||||
Peripherals supported: Gear-to-Gear Cable | |||||||||||||||||||||||||
Genre: Puzzle[1][2] | |||||||||||||||||||||||||
Number of players: 1 | |||||||||||||||||||||||||
Official in-game languages: | |||||||||||||||||||||||||
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Magical Puzzle Popils (マジカルパズル・ポピルズ), known as Popils: The Blockbusting Challenge in Europe, is a puzzle game for the Sega Game Gear. Different to other Tengen games, it was developed in Japan.
The game was designed by Fukio Mitsuji, who also designed Bubble Bobble and Rainbow Islands for Taito and SegaSonic Bros. for Sega.
Contents
Story
A nameless Boy falls in love with a beautiful Princess. The evil wizard named Popils is jealous and kidnaps her, trapping her inside an enchanted forest. It is up to the Boy to rescue her.
Gameplay
Magical Puzzle Popils is a single-player puzzle game in the form of a platform game. In each round, an unnamed Boy must destroy blocks, avoid enemies and spikes, and use ladders and warp doors to reach the Princess in the fewest number of moves possible. Each round is one fixed screen and does not scroll in any direction. When a block is destroyed, the column of blocks above it fall down one square, which often alters the layout of the round, creating or closing paths for the Boy, the Princess, or enemies to move around. A round is completed when the Boy and Princess meet (by touching) or failed if the Boy or the Princess is killed (from touching an enemy or a spike).
The Boy moves by pressing or . He cannot jump. He punches in the direction that he is facing by pressing or . He punches once when is used or punches continuously in a direction by holding . He can headbutt above himself by pressing + or + or kick below himself by pressing + or +. Punching, kicking, or headbutting can be used to destroy blocks, but the Boy cannot attack enemies. It is possible to punch blocks above the Boy or kick blocks below him while hanging halfway off another block, and this technique is necessary to solve some of the puzzles. The player can restart a puzzle by pressing + (which costs a life).
The game tracks the number of steps that the player has used to complete the puzzle. Walking or climbing counts as one step per square; punching, kicking, or headbutting counts as one step each. Once a round is completed, the game saves the number of steps that the player took. The score is recorded as the player's "IQ," which is higher if the player completes rounds in fewer steps. The game reports the number of steps taken to complete every round by the mapper (which is not necessarily the fewest steps possible). To complete the game perfectly, all 100 rounds must be completed using the same or fewer number of steps as the mapper. Rounds can be replayed to improve the number of steps taken, but while the game saves the best run, replayed rounds do not add to the player's IQ. The IQ score is also reset if the player runs out of lives.
The game uses a battery backup to retain the player's progress (the rounds completed, the fewest number of steps taken for each, and the IQ score) after the system is powered off. Additionally, the game has a resume feature, which saves the state of the current round so that it can be continued after the system is powered back on.
Modes
Normal Game
In Normal Game mode, there are 100 different puzzles, which increase in difficulty. Rounds can be attempted in any order, but only the first five rounds are initially available. Five more rounds are unlocked when at least four rounds have been completed. Thus, rounds 1 through 10 are available to play after completing any four rounds, rounds 1 through 15 are available when any eight rounds have been completed, and eventually, all 100 rounds are available after any 76 rounds have been completed (meaning that player can choose to skip one round out of each set of five and still unlock every round to play).
On the round select screen, uncompleted rounds are displayed in grayscale and completed rounds are displayed in a sepia tone and may be played again. The screen also shows number of steps that the mapper (or designer) used to complete the round and the fewest that the player has used (if the round has been completed). Pressing on the round select screen reveals a short hint for completing the selected round. After completing the game once, rounds that were completed in the same or fewer number of steps as the mapper are displayed as "perfect" and colored green.
There is an alternative ending given for completing every round perfectly. The player is given a chance to continue playing after accomplishing this, which unlocks a secret round, Round 0, which can only be completed using a gameplay trick not seen in the previous hundred rounds.
Map Editor
The game includes a map editor that can be used create and test custom rounds. Up to 30 custom rounds can be saved on the cartridge, and players can share maps with each other over a Gear-to-Gear Cable.
A round must feature the Boy and Princess and can have from 0 to 7 enemies. If doors are used, they must appear in pairs. The Japanese manual includes screenshots of a selection of 10 rounds that are not otherwise available in the game, which can be entered into the map editor and played.[6]
Characters
Boy | |
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The player character. He must make his way to the Princess. The round is completed when the Boy touches the Princess. | |
Princess | |
The goal of each round. She moves left and right on top of blocks. When she runs into a block, she changes direction. |
Blocks
Enemies
Slime | |
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Moves left and right on top of blocks. When it hits an impassable block, it turns around and starts moving in the opposite direction. Kills the Boy or Princess upon contact. | |
Vampire | |
Moves left and right between blocks like Slimes but flies. Does not fall when a block beneath it is destroyed (unless there is a block above it). Also kills the Boy or Princess upon contact |
Rounds
- Main article: Magical Puzzle Popils/Maps.
Versions
Developer Jun Amanai has posted videos of several unreleased games on his YouTube channel, including Magical Puzzle Popils for the Famicom and PC Engine.[7] He states that the Famicom version was the original and that all of the puzzles in the Game Gear version were created in the Famicom version's map editor. Only the Game Gear version of the game was ever released.
Localised names
Language | Localised Name | English Translation |
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English | Popils: The Blockbusting Challenge | Popils: The Blockbusting Challenge |
English (US) | Magical Puzzle Popils | Magical Puzzle Popils |
Japanese | マジカルパズル・ポピルズ | Magical Puzzle Popils |
Production credits
- Concept & Game Design: Fukio Mitsuji (MTJ)
- Additional Design & Program: Jun Amanai (JUN)
- Music & Sound: Yoshihito Tomuro (TOM)
- Graphics: Ken-ichi Nemoto (KAI), Masato Nagashima (HOD)
- Map Design: Kazuo Matsunaga (MTN)
- Game Design: F.Mitsuji
- Audio: Y.Tomuro
- Graphics: K.Nemoto, M.Nagashima
- Map Design: K.Matsunaga
- Program: Jun Amanai
- Game Design: F.Mitsuji
- Program: Jun Amanai
- Visual: M.Nagashima, F.Mitsuji, K.Nemoto
- Audio: Y.Tomuro
- Map Design: K.Matsunaga, K.Nemoto, F.Mitsuji
Magazine articles
- Main article: Magical Puzzle Popils/Magazine articles.
Promotional material
also published in:
- Beep! MegaDrive (JP) #1992-04: "April 1992" (1992-03-07)[11]
also published in:
- Hobby Consolas (ES) #18: "Marzo 1993" (1993-xx-xx)[12]
- Todo Sega (ES) #1: "Abril 1993" (1993-03-15)[13]
- Micromanía (segunda época) (ES) #59: "Abril 1993" (1993-0x-xx)[14]
Physical scans
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82 | |
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Based on 28 reviews |
Technical information
The game will restart as the last level completed with automatic battery backed saves.
The level editor feature allows for the creation and storage of 30 user levels.
ROM dump status
System | Hash | Size | Build Date | Source | Comments | |||||||||
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128kB | 199X | Cartridge | 8KB backup |
References
NEC Retro has more information related to Magical Puzzle Popils
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- ↑ File:Popils GG EU Box Back.jpg
- ↑ 2.0 2.1 http://sega.jp/fb/segahard/gg/soft_licensee.html (Wayback Machine: 2013-01-01 20:24)
- ↑ Beep! MegaDrive, "August 1991" (JP; 1991-07-08), page 12
- ↑ 4.0 4.1 GamePro, "April 1992" (US; 1992-xx-xx), page 76
- ↑ 5.0 5.1 5.2 Computer Trade Weekly, "" (UK; 1992-09-28), page 6
- ↑ File:Magical Puzzle Popils GG JP Manual.pdf, page 16
- ↑ https://www.retrogamer.net/blog_post/ex-tengen-coder-reveals-unreleased-games/ (Wayback Machine: 2016-08-03 17:51)
- ↑ File:Magical Puzzle Popils GG JP Manual.pdf, page 2
- ↑ https://youtu.be/jRYj_oE5NGk
- ↑ File:MagicalPuzzlePopils GG JP AltCredits.png
- ↑ Beep! MegaDrive, "April 1992" (JP; 1992-03-07), page 20
- ↑ Hobby Consolas, "Marzo 1993" (ES; 1993-xx-xx), page 29
- ↑ Todo Sega, "Abril 1993" (ES; 1993-03-15), page 2
- ↑ Micromanía (segunda época), "Abril 1993" (ES; 1993-0x-xx), page 2
- ↑ Beep! MegaDrive, "August 1991" (JP; 1991-07-08), page 36
- ↑ Consoles +, "Septembre 1991" (FR; 1991-09-04), page 113
- ↑ Computer & Video Games, "May 1992 (Go! Issue 7)" (UK; 1992-04-15), page 22
- ↑ Gamers, "Dezember/Januar 1993" (DE; 1992-11-19), page 83
- ↑ Game Informer, "Summer 1992" (US; 1992-0x-xx), page 6
- ↑ Game Zone, "April 1992" (UK; 1992-03-20), page 53
- ↑ Game Zone, "October 1992" (UK; 1992-09-24), page 56
- ↑ Hippon Super, "July 1991" (JP; 1991-06-04), page 114
- ↑ Hobby Consolas, "Noviembre 1992" (ES; 1992-xx-xx), page 90
- ↑ Joypad, "Novembre 1992" (FR; 1992-1x-xx), page 150
- ↑ Joystick, "Septembre 1991" (FR; 1991-0x-xx), page 173
- ↑ Joystick, "Décembre 1992" (FR; 1992-1x-xx), page 196
- ↑ Megablast, "4/93" (DE; 1993-09-29), page 100
- ↑ Player One, "Novembre 1992" (FR; 1992-11-10), page 129
- ↑ Play Time, "11/92" (DE; 1992-10-07), page 91
- ↑ Power Play, "12/91" (DE; 1991-11-13), page 179
- ↑ Sega Power, "May 1992" (UK; 1992-04-02), page 46
- ↑ Sega Pro, "August 1992" (UK; 1992-07-16), page 38
- ↑ Sega Pro, "April 1993" (UK; 1993-03-11), page 74
- ↑ Sega Force, "6/93" (SE; 1993-09-30), page 27
- ↑ Sega Force, "September 1992" (UK; 1992-08-13), page 72
- ↑ Sega Saturn Magazine, "September 1995" (JP; 1995-08-08), page 88
- ↑ Supersonic, "Novembre 1992" (FR; 1992-xx-xx), page 27
- ↑ Tilt, "Décembre 1991" (FR; 1991-1x-xx), page 72
- ↑ User, "Aprílios 1993" (GR; 1993-0x-xx), page 50
- ↑ Video Games, "4/91" (DE; 1991-12-06), page 92
- ↑ Zero, "September 1992" (UK; 1992-08-13), page 80
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