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Naughty Arcades
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Contents: |
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Block Gal - Sega
Super Pinball Action - Tecmo
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Pocket Gal - Data East
Pocket Gal Deluxe - Data East
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Peek-A-Boo! - Jaleco
Lady Killer - Yanyaka
Party Time - Mitchell
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Puzznic - Taito
Playgirls - Hot-B
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Playgirls 2 - Hot-B
Dancing Eyes - Namco |
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Pipi & Bibis - Toaplan
Billiard Academy - Nakanihon |
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Gals Panic! - Kaneko |
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Puzznic
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2 Players |
Arcade DOS C64 Amiga Atari ST ZX Spectrum Amstrad CPC GameBoy NES PC Engine Playstation Various cellphones
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Taito
1989 |
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 various consoles and home computers of the time. Not for being a paramount arcade success (the original cabinet did just OK), but more than likely due to Taito's decision of licensing it to other software companies for distribution on other systems during 1990, when the puzzle genre had very strong foundations thanks to Pajitnov's "Tetris" and Imabayashi's "Sokoban".
Arcade flyer |
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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 |
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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, Puzznic ports did better than the original arcade cabinet on PC, C64, ZX Spectrum, Amstrad CPC, Atari ST, 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, and the PCE one has cute manga art between stages.
Commodore Amiga packaging |
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The ladies: |
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Puzznic features real digitized pictures of Asian girls, which is perfectly fine if you are into that. The problem is, of course, that the pictures were digitized back in 1989; and most models (except for the one shown on the left) look like the developers' relatives. Trust me, there's nothing to see here.
Luckily Taito ditched them all when the game was ported to other systems. |
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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. In comparison, Puzznic offers no thrills, just a lot of thinking (like, for example, "Sudoku").
Even though it was perfectly competent in its days, the slow cursor response, single game mode, and lack of more dynamic combos or any other addictive gameplay feature to further deepen the experience makes it only appealing to those who enjoyed logic / maze puzzles during the late 80's.
To the rest of us, 10 minutes of it are enough.
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Puzznic - Arcade
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Puzznic - Arcade
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Puzznic - Arcade
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Puzznic - Arcade
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Puzznic - Arcade
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Puzznic - Arcade
Stages are arranged in a hierarchical tree, so you can choose your way to the final stage. |
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Puzznic - Arcade
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Puzznic - Arcade
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Puzznic - Arcade
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Version comparison: |

Arcade |
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Amiga |
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Amstrad CPC |
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Atari ST |
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C64 |
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GameBoy |
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ZX Spectrum |
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 DOS |
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 NES |
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 PC Engine |
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Playstation |
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Cellphone |
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Playgirls
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2 Players |
Arcade |
Hot-B
1992 |
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: |
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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. |
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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.
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Playgirls - Arcade |
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Playgirls - Arcade
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Playgirls - Arcade
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Playgirls - Arcade
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Playgirls - Arcade
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Playgirls - Arcade
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