Long Fellow.
How’s the weather up there? Hamster’s Console Archives develops a head for heights this week, adding the Famicom port of Taito’s bizarrely titled (and even more bizarrely executed) platformer, Chack’n Pop.
Chack’n Pop arrived in arcades in 1984 and was ported to a variety of Japanese platforms, including the MSX, FM-7, and NEC line, not to mention consoles Famicom and SG-1000. Taito’s early platform is a mixed bag of ideas, as though the developer knew they were making “A Game”, and were putting the pieces together, hoping it would eventually take form and then tell them how to play it.
Players guide the titular “Chack’n”, a yellow… guy with extendable legs, through a series of mazes, dodging hazards and attempting to free caged hearts (yeah, why not?) scattered within each maze. Doing so frees an army of (suspiciously familiar) monsters, who Chack’n must dodge on their way to the exit at the top of the screen.
Read the full article on timeextension.com
Long Fellow.
How’s the weather up there? Hamster’s Console Archives develops a head for heights this week, adding the Famicom port of Taito’s bizarrely titled (and even more bizarrely executed) platformer, Chack’n Pop.
Chack’n Pop arrived in arcades in 1984 and was ported to a variety of Japanese platforms, including the MSX, FM-7, and NEC line, not to mention consoles Famicom and SG-1000. Taito’s early platform is a mixed bag of ideas, as though the developer knew they were making “A Game”, and were putting the pieces together, hoping it would eventually take form and then tell them how to play it.
Players guide the titular “Chack’n”, a yellow… guy with extendable legs, through a series of mazes, dodging hazards and attempting to free caged hearts (yeah, why not?) scattered within each maze. Doing so frees an army of (suspiciously familiar) monsters, who Chack’n must dodge on their way to the exit at the top of the screen.
Read the full article on timeextension.com