Super Putty
Super Putty, Developed and published by System3 in 1994.
| |
Player's Review
"PUTTY. THE GAME OF IMMENSE PLAYABILITY, THE CHARACTER OF IMMENSE PLIABILITY
Forget about hacking, slaying, punching and kicking- it's time to inflate, stretch and bounce your way through a very weird and wonderful world. Banished from your home planet of Putty Moon by your arch enemy Dazzledaze. you are befriended by a colony of robots who are striving to build a skyscraper high enough for you to get back home. But hurry, before all the remaining Putty People are taken to earth and turned to bubblegum."
This the CD32 release of the game of Putty (Version 4), renamed only on the front cover as Super Putty and apart from faster loading is identical to the A500 floppy retail release. One of many lazy releases for the CD32. Version 1 was called Silly Putty which was shortly after renamed to Putty (version2) and these were included with the Commodore Amiga 600 Wild, Weird and Wicked pack. There are numerous gameplay differences between Silly putty and the final Putty.
Putty is a vertical platformer requiring you transport the bots from the top to the bottom of the level (or bottom to top). You can only carry one and they are vulnerable to enemy fire while you carry them. You have the ability to crush or absorb some enemies for points or in some cases take there form. You have limited energy and can replenish by absorbing food as well as enemies. There are many hidden collectables to aid you as well as score bonuses. From teeth which allow absorbing bigger enemies, Dustbin for transporting more than one bot, Super-Gum to allow you to inflate without losing energy a few times as well as extra time and invulnerability. Some levels also have an instant boost to the top or bottom collectable. An exit door powerup allows you to transport the bots through it instead of going to the big door. A couple of enemies need you to absorb other enemies like the bulb and the blob.
Putty being the later game version has corrected some issues the original had. Compared to the earlier version, the intro music has been cut short with blue credits. The first level is optional as you can leave through the gym door. The babies explode in a short time. Some collectables are in different places and we even have some additional ones. Demo tutorial and we only have an animated ending. One interesting aspect to the game is that there is no death at at the bottom of levels even though they are sometimes open. As long as there are no spikes, you can freely fall to the bottom and it will return you to the nearest platform as well as refilling your energy! It's also interesting to note that we don't have the ability to enter your name on the high score table if you finish the game as there is no way to skip the looping ending animation.
Overall, its an Amiga game of it's time which looks good and plays ok. The controls can be annoying sometimes when you have to do fire and direction combinations for some things like you want to stretch down but the game instead releases your bot and just to make things more challenging, whatever they did for CD32 compatibly seems to have introduced polling issues for the fire button and has trouble reading it when there is lots going on on the screen. You will see that as bots suddenly jumping out when trying to stretch down. There is nothing super about this release of the game.
00:00:00 Title Music
00:01:36 Demo / Tutorial / Game Over
00:05:47 Putty Moon 1
00:06:51 Putty Moon 2
00:08:39 Putty Moon 3
00:11:17 Putty Moon 4
00:13:46 Dazzledaze Villa 1
00:17:24 Dazzledaze Villa 2
00:18:46 Dazzledaze Villa 3
00:21:17 Technofear 1
00:25:22 Technofear 2
00:29:55 Technofear 3
00:35:18 Technofear 4
00:38:38 Oriental Rooms 1
00:40:25 Oriental Rooms 2
00:42:08 Oriental Rooms 3
00:45:12 Toytown 1
00:48:49 Toytown 2
00:52:35 Toytown 3
00:57:09 Twilight Zone 1
00:59:35 Twilight Zone 2
01:02:45 Twilight Zone 3
01:06:11 Ending
Forget about hacking, slaying, punching and kicking- it's time to inflate, stretch and bounce your way through a very weird and wonderful world. Banished from your home planet of Putty Moon by your arch enemy Dazzledaze. you are befriended by a colony of robots who are striving to build a skyscraper high enough for you to get back home. But hurry, before all the remaining Putty People are taken to earth and turned to bubblegum."
This the CD32 release of the game of Putty (Version 4), renamed only on the front cover as Super Putty and apart from faster loading is identical to the A500 floppy retail release. One of many lazy releases for the CD32. Version 1 was called Silly Putty which was shortly after renamed to Putty (version2) and these were included with the Commodore Amiga 600 Wild, Weird and Wicked pack. There are numerous gameplay differences between Silly putty and the final Putty.
Putty is a vertical platformer requiring you transport the bots from the top to the bottom of the level (or bottom to top). You can only carry one and they are vulnerable to enemy fire while you carry them. You have the ability to crush or absorb some enemies for points or in some cases take there form. You have limited energy and can replenish by absorbing food as well as enemies. There are many hidden collectables to aid you as well as score bonuses. From teeth which allow absorbing bigger enemies, Dustbin for transporting more than one bot, Super-Gum to allow you to inflate without losing energy a few times as well as extra time and invulnerability. Some levels also have an instant boost to the top or bottom collectable. An exit door powerup allows you to transport the bots through it instead of going to the big door. A couple of enemies need you to absorb other enemies like the bulb and the blob.
Putty being the later game version has corrected some issues the original had. Compared to the earlier version, the intro music has been cut short with blue credits. The first level is optional as you can leave through the gym door. The babies explode in a short time. Some collectables are in different places and we even have some additional ones. Demo tutorial and we only have an animated ending. One interesting aspect to the game is that there is no death at at the bottom of levels even though they are sometimes open. As long as there are no spikes, you can freely fall to the bottom and it will return you to the nearest platform as well as refilling your energy! It's also interesting to note that we don't have the ability to enter your name on the high score table if you finish the game as there is no way to skip the looping ending animation.
Overall, its an Amiga game of it's time which looks good and plays ok. The controls can be annoying sometimes when you have to do fire and direction combinations for some things like you want to stretch down but the game instead releases your bot and just to make things more challenging, whatever they did for CD32 compatibly seems to have introduced polling issues for the fire button and has trouble reading it when there is lots going on on the screen. You will see that as bots suddenly jumping out when trying to stretch down. There is nothing super about this release of the game.
00:00:00 Title Music
00:01:36 Demo / Tutorial / Game Over
00:05:47 Putty Moon 1
00:06:51 Putty Moon 2
00:08:39 Putty Moon 3
00:11:17 Putty Moon 4
00:13:46 Dazzledaze Villa 1
00:17:24 Dazzledaze Villa 2
00:18:46 Dazzledaze Villa 3
00:21:17 Technofear 1
00:25:22 Technofear 2
00:29:55 Technofear 3
00:35:18 Technofear 4
00:38:38 Oriental Rooms 1
00:40:25 Oriental Rooms 2
00:42:08 Oriental Rooms 3
00:45:12 Toytown 1
00:48:49 Toytown 2
00:52:35 Toytown 3
00:57:09 Twilight Zone 1
00:59:35 Twilight Zone 2
01:02:45 Twilight Zone 3
01:06:11 Ending



No Comments have been Posted.