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Loopz

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Loopz (U).zip 19.86 KB Gameboy
Puzzle Mindscape, Inc. / Audiogenic Software Ltd. 1991 1-2 Controller Cartridge 12/03/2018 03/05/2024 59 times

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About game

Game Mechanics

General characteristics

The game apron makes 7 cases per 18 (9 cases per 14 in Super Loopz). The parts are composed of 1 to 7 blocks and take various forms (U, Z, S, L, I, etc.). They appear randomly on the play area, without the player being able to guess them. As soon as a coin appears, a countdown is triggered and the player has only a few seconds to position the coin and validate its choice. It can rotate on its axis and place it anywhere provided the location is not already occupied and no end of the part touches the edge of the apron (preventing any possibility of loop). As soon as one piece is placed and validated, another appears instantly and so on. Sometimes, instead of a classic piece, a "subtractive" piece appears. It offers the possibility to remove a piece from the apron, or a set of pieces, if they form a mini-network.

As soon as a loop is made, the parts that make it disappear, freeing the boxes. The larger the loops, the greater the number of points assigned. As the time limit is reduced and the parts become increasingly complex. If the player fails to place a room, either because of a lack of time or because of a lack of space (scratched towel), he loses a life. If he loses all life, the game is over. The game offers different game modes including a two-player mode simultaneously.

Loopz

Dans Loopz, the player has only three lives and the time limit to act is reduced to less than two seconds, imposing a " vertiginous" rhythm of play. The ergonomics was thought for mouse control. The rotation of the piece is done with a right click and the validation of a left click. The joystick is supported but it is quite penalizing given the imposed reaction time (especially as the 2 button is not managed, which requires the manipulation "left + action" to validate).

Three game modes are available: the A, B and C mode. The A and B mode differs by the ability to choose the level of difficulty. The player wins an extra life every 25 loops made. These modes offer from time to time a bonus level: the principle is the same if it is that the circuits made no longer disappear, requiring the player to optimize the space at best. C mode is a memory game. A complete loop is displayed for a few seconds on the screen and some parts are then removed: the player must then attempt to reconstruct the loop to the identical.

The mode A and B are playable at two simultaneously. As the players share the apron, it is possible to sabotage the work of the opponent or to grant it by finishing it (recovering the bonus points at the same time). As the game doesn't manage the second mouse, one of the players must be content with the joystick.

Super Loopz

Super Loopz presents an assouplie playability and a game system enriched with some new features. The rhythm of the game is more laid and leaves the possibility to establish game strategies. On Amiga 1200, the mouse, the joystick (and its 2 button) and the controller are supported. The mouse remains the most effective control system, but it is less likely than the original episode.

The time limit to position the parts is more important (about four seconds) and can now be set in certain modes. On Amiga, the coins no longer appear suddenly in the middle of the apron but slide from the top of the screen, leaving the player an additional window to plan his actions even before the start of the countdown. Moreover, the "subtractive" parts are no longer simply a square of the size of a box but take the form of any other piece, with the possibility of making them rotate: several pieces or several sets of pieces can be removed at once. Finally, the number of lives is six (five on Super Nintendo).

Four game modes are available: standard, arcade, puzzle and challenge. The standard mode is identical to the mode B of the previous episode: the goal is to survive as long as possible. The arcade mode is cut into levels. The player must complete ten loops to move to the next level. As a result, the tables present impractical, increasingly binding, boxes that limit play opportunities. The standard mode and arcade mode are playable in two, in the same way as in the original. The puzzle mode is during the C mode Loopz and uses visual memory. The challenge mode is a two-player split screen mode where each player has its own miniature apron (6 boxes per 10), positioned vertically. The win is played in two wins.

Standard and arcade modes offer three types of bonus levels that can bring points or extra life. The first is identical to that of Loopz: the loops made do not disappear from the apron. In the second, the player must make loops through predefined boxes. The third is drawn from the puzzle mode.


Instruction booklet

manual for Loopz

Screenshot(s)

Image n° 1 - box : Loopz Image n° 2 - carts : Loopz Image n° 3 - cartstop : Loopz Image n° 4 - screenshots  : Loopz Image n° 5 - screenshots : Loopz Image n° 6 - titles : Loopz

Emulation Gameboy

  • Type : Handled console
  • Manufacturer : Nintendo
  • Media : Cartridge
  • Emulators count : 58
  • ROMs count : 3269
  • BIOS count : 7
Emulation : Gameboy

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