Naughty Arcades

 

   

 

 

Contents:
Block Gal - Sega
Super Pinball Action - Tecmo
Pocket Gal - Data East
Pocket Gal Deluxe - Data East
Peek-A-Boo! - Jaleco
Lady Killer - Yanyaka
Party Time - Mitchell
Puzznic - Taito
Playgirls - Hot-B
Playgirls 2 - Hot-B
Dancing Eyes - Namco
Pipi & Bibis - Toaplan
Billiard Academy - Nakanihon
Gals Panic! - Kaneko
 
 
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Puzznic

Players: 2
About: Block-matching puzzle
Courtesy of: Taito
Back in: 1989
Originally on: Arcade
Also on: DOS, C64, Amiga, Atari ST, ZX Spectrum, PC-9801, Amstrad, GameBoy, NES, PC Engine, PSOne, cellphones

Taito's "Puzznic" is a great example of a title that transcended its original adult-oriented conception by shedding its taboo content and becoming a hit on a multitude of consoles and home computers of the time. While the Japanese version of the game is the only one that contains nudity, the World version (lacking all traces of not only these Asian hotties, but also any kind of reward for clearing stages) could still be found in some arcades around the world even if it wasn't as popular as "Tetris". In fact, Puzznic benefited from the rampant puzzle craze triggered by Pajitnov's runaway success and spread into the home market by the hand of many licensees.

Arcade flyer
Strangely, there's no mention of Puzznic's adult content in its own flyer.

Its simple gameplay was perfect for attracting casual and adult players. The object of the game is to clear blocks off of the play field by moving them around with the help of an on-screen cursor. When two or more equally labeled blocks touch they disappear, and once all blocks are gone Puzznic rewards you with a gradually more revealing picture of an Asian girl.
Blocks with no matching equal cannot be eliminated, thus forcing you to reset the stage by pressing the "Retry" button. Puzznic starts with only 2 reset chances, so getting stuck with non-matching blocks and 0 resets is a straight game over.
Lastly, gravity (each play field is a vertical puzzle) and a very short time limit are the only restrictions the game imposes.

European Playstation cover
American Playstation cover

The game really took off when Taito licensed it to Ocean and other companies for home computer and console distribution. Stripped from its mature content and taking advantage of its humble programming, Puzznic ports had better chances of reaching a wider audience than the original arcade cabinet on PC, C64, ZX Spectrum, Amstrad CPC, Atari ST, PC-9801, and Amiga; and also had PC Engine, Gameboy, NES, Playstation, and even cellphone ports. The older versions stay true to the original because, let's be honest, Puzznic is not a technical marvel.
Playstation and cellphone ports boast redesigned graphics and play modes, while PC Engine and PC-9801 ports have different and exclusive non-erotic manga-style artwork throughout the game that is completely unrelated to Puzznic's roots.

Commodore Amiga packaging

 

The ladies:
Puzznic features digitized pictures of Asian girls, which is perfectly fine if you are into graphic technologies of the future. The problem is, of course, that the pictures were digitized back in 1989 and most models look more like developers' friends and relatives than, say, actual models.
 

 

Should you care?

Puzznic does not hold up very well to the more frenetic, combo-filled, fast-paced action of modern Xbox Live and Nintendo DS puzzle titles that are responsible for the genre's resurgence. So if that's what you are used to, you are out of luck. Just like "Sokoban", this is a game about meticulously analizing every movement before making it, taking your time to do so, and restarting the stage if a mistake is made. As such, it's still a timeless brain teaser even though having more game modes would have been nice.

 

Thanks to lanceboyle94 from the HG101 forums.

 

 

 

 

   
 
Puzznic - Arcade
 
Puzznic - Arcade
 
Puzznic - Arcade
 
Puzznic - Arcade
 
Puzznic - Arcade
 
Puzznic - Arcade
Stages are arranged in a hierarchical tree, so you can choose
your way to the final stage.
 
Puzznic - Arcade
 
Puzznic - Arcade
 
Puzznic - Arcade
 
 
 
 
Version comparison:

Arcade
 
 

Amiga
 
 

Amstrad CPC
 

Atari ST
 

C64
 

GameBoy
 

ZX Spectrum
 
 

DOS
 

NES
 

PC Engine
 
PC-9801
 
 

Playstation
 

Cellphone
 
 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 
Playgirls

Players: 2
About: Ball and paddle
Courtesy of: Hot-B
Back in: 1992
Originally on: Arcade
Also on: N/A

If you still have patience for another "Arkanoid" clone (I know I don't), the first installment in Hot-B's "Playgirls" series will most likely be the last drop that overflows your glass.
It's hard to believe ripping off a game like Arkanoid can be difficult. I mean, seriously. The simple physics of a ball bouncing off a surface at the same angle it hit it is something even I (being the farthest from a game developer) could program; and the power-up items, the real "meat" of the gameplay, well... they admitedly have been copied off of Taito's classic by every other ball-and-paddle title in the market.

Playgirls is no different. The physics work of course (it would be very sad if they didn't), and typical power-ups like "Multiball", "paddle extender", "metal ball", and "paddle shortener" are nothing new. Hot-B actually modified everyone's favorite, the "laser", into three odd characters you can turn your paddle into: a firing tank, a shuriken-throwing ninja, and a fire-breathing dragon; and added a cool Gradius-like "option" paddle that follows the movements of the main one.
But still Playgirls fails to be fun, let alone be addictive like the original it draws from. Why? The main problem is the brick layout on each stage. Most of these bricks form different shapes in the middle of the screen of each level, which leaves big empty spaces on top and under such shape and also very narrow side-passages the ball can barely fit thru. The issue is that once the ball makes its way to the top of the screen, it will most likely going to stay up there bouncing around for a long time until it finds its way down. Surely this "autopilot feature" makes the game easier, but I like the idea of my skills being involved when I beat a stage. That's just me.

Other issues are the TOTAL lack of enemies (again contributing to dullness), and excessively abundant useless items like hamburgers, pizzas (or cookies, who knows what the damn sprite represents), and cocktail drinks that only increase your score. Seriously, score-increasing food in video games is so 80's.

Sadly, Playgirls doesn't do well technically either except for its presentation. Each play field is enclosed in nicely designed frames, the overall choice of colors is attractive, and the ladies are barely above average, which gives the title an air of quality.
Sound effects are horrible beeps and boops we were used to listening to back in the days of "Pole Position", and music sounds terribly 8-bit-ish and does not fit the theme of the game at all.

The ladies:
These Playgirls have unfortunately no direct relation to Hugh Hefner's harem. Only 4 of them are selectable from the start, with more accessible upon completing the first 4 levels. No nudity here.
 

 

Should you care?

If you really must play another bad Arkanoid clone, be my guest. This series almost didn't make it into this article, but my strange affection towards its super underdog developer (responsible for the great "Steel Empire"), peculiar incongruity with its sequel, and overall nice presentation deserved to be put on the map if nothing else as a curiosity.

 

 

 

 

 
Playgirls - Arcade
 
 
Playgirls - Arcade
 
Playgirls - Arcade
 
Playgirls - Arcade
 
Playgirls - Arcade
 
Playgirls - Arcade
 
 
   
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