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View Full Version : Power Piggs of the Dark Age (SNES) - A forgotten but interesting platformer



A Black Falcon
05-24-2012, 09:33 PM
(I first wrote this a few years ago, though I don't think I posted it here. This version's a good bit longer and a lot better, though.)

Title: Power Piggs of the Dark Age
Developer: Radical Entertainment
Publisher: Titus Software
Released: May 1996
Platform: Super Nintendo
Genre: Platformer

I got Power Piggs of the Dark Age in summer 2007, complete with box and manual, from a movie rental store that was in a town we happened to be at vacation in, along with a couple dozen other SNES and N64 games, all for a few dollars each. All of the games came with boxes, but not all had manuals. Anyway, I'd played Power Piggs a bit, but had only gotten to the second level or so... too many games to play, didn't make time for this one too.

http://image.com.com/gamespot/images/bigboxshots/4/588584_40339_front.jpg
The cover.

However, I eventually decided to play the game more seriously. I'd been going through my SNES games and sorting them into piles by genre and maximum number of players, and this of course made me want to play some SNES, which I hadn't in a few weeks... so I picked this one, and started. I got through the first four levels -- half of the game, as it turns out -- that night. The next day I continued playing and got through levels 5-7 without too much trouble, though there were some tricky spots. Level 8, however... level 8 was harder, fortunately. I got through it in the end, though, and enjoyed my time with the game. The game feels unfinished and lacking, but has some original ideas and is fun enough that I like it despite the incomplete feel.

Power Piggs of the Dark Age's story is told in the manual in comic book form. Indeed, I'd recommend getting a copy of this one with the manual, because apart from three pages telling you how to play, the rest of the manual is entirely taken up with a silly and entertaining backstory comic book that introduces some of the plot elements and characters, too. It also sets the stage for the incomplete feel of the game as a whole, however. Still, on its own, it's decent. The story tells of a Medieval-style fantasy land where three Piggs own a donut shop. That's just their cover, though; in reality, they're heroes, fighting for justice against the evil Wolff wizard trying to enslave the land. Or one of them is, anyway. The other two appear in the comic and on the title screen, but not at any point in the actual game. Presumably they were supposed to, but got cut at some point. Even so though, the game has a strong humorous tone, and is amusing. I mean, "Medieval hero pigs with a donut shop versus the evil wolf wizard"? Yeah, that's a silly fun plot. :) And they really do love donuts -- in the game, donuts are everywhere. Whoever came up for the concept for this game must have been someone who was really, really hungry for donuts... your special weapons are all donuts, the pickups you collect (100-for-an-extra-life) are donut holes, your character's an overweight pig who owns a donut shop, and more. :)


http://img.gamefaqs.net/screens/d/5/9/gfs_40339_1_1.jpg
Title Screen

So, the gameplay. In Power Piggs, you play as Bruno the Pigg. As I said above, those other two characters from the cover and comic don't exist in the game. His actions were clearly inspired by Aladdin of the Genesis version of Aladdin, as he has a sword as his main attack, and takes damage if he touches enemies -- so don't jump on their heads! His secondary attack is, like Aladdin, a throwing item; in this case donuts, not apples, to fit the humorous theme of the game. In this game, however, there are several different types of donut weapons, from the basic throwing donut to the homing donut to the one that sticks around on the screen for a while, killing every enemy it hits in one hit. He also has a slam attack (hold down when you jump), for breaking open crates to get at the contents inside. When floating in a blowhole's vent (note: blowholes are air vents that blow you into the air, and they're everywhere in this game.), you can do a spin attack by pressing right or left and attack simultaneously. There are a variety of enemies that you quickly become familiar with as you progress, from the archers hiding in windows to the other archers that chase you down to wolves (er, Wolffs, sorry... :) ) shooting fire to a wide variety of others. Each type of enemy takes predictable types of motions you can get used to as you face them more, and the game keeps introducing new enemy types until the last level to keep things interesting. The game's most unique gameplay element is in level design however, not character or enemy design.

http://img.gamefaqs.net/screens/7/c/4/gfs_40339_2_1.jpg
First Level

Indeed, Power Piggs' level designs come straight out of the "huge and complex" field. The levels are quite large, with a main path you have to follow that often involves having to find a hidden path. The hidden paths are often marked with some kind of clue to get you to go there, but are hidden. They're full of hard-to-access secret areas full of items to collect, often with alternate routes or large areas you can explore before you move on to the next part of the level, and often seemingly as many screens of height as length. You do not just run right in this game, you go in every direction. There are also no instant-death pits, which is great; there are some spike beds, but they only do damage, they don't instantly kill you. There are some pit traps and many jumps, but falling only sends you back or to an area you will then have to work your way out of, it doesn't kill you. This design decision works well, and the levels are interesting and fun to explore. Level designs are pretty good. The most unique element, however, are the aforementioned blowholes. Blowholes are air vents that push you upwards into the air, which may not seem like an utterly unique concept, but I don't know of any other game with anywhere near this many of them. Every level is filled with blowholes. You float up to higher platforms in them, fight in them, use them to get out of pits, fight bosses in them, and more. You can float a bit higher and lower by pressing up and down in the air as well, so try that out too. Bosses come about every other level, so you'll fight four bosses in the game. Whether or not you like the game will likely depend in large part how much you enjoy the way the blowholes work. I found the concept fun, myself. It's somewhat original as implemented here, and floating around in the air is fun.

http://img.gamefaqs.net/screens/d/1/4/gfs_40339_2_2.jpg
Floating on a blowhole

There is one frustrating element to the level designs, however: Checkpoints are often hidden just like items are. This makes you really want to spend your time searching, because you really, really want to hit those checkpoints, and even in the first level, it's easy to miss them if you're not paying attention and watching for them. Always pay attention to the paths made by the donut hole pickups, and follow those arcs with your jumps as much as you can! I didn't really mind this, however. Making you work for your progress instead of just giving it to you, and having some more non-linear aspects to the game, are things that can work well, and they do here. I think it works great overall, even if it causes a bit of frustration along the way; there are more than enough games out there that hold your hand the whole way along. This one actually makes you think a bit to get to your goal, while not being TOO frustrating or obtuse.

Oh, and the last level may have been tough, but I wouldn't have wanted it easier... it was hard, but quite doable once you've learned the level through a lot of trial and error. Be careful, memorize what to do at each challenge, search for the more powerful donuts and use them strategically at the right points, and win! :) The level is quite a bit more challenging than the previous levels in the game, though. You'd hope the last level would be tough, particularly in a game with only eight levels, and it was. Enemies are all over, every kind of enemy in the game is present in force, there are a lot of very hard to avoid hits, blowholes everywhere make navigation tricky, there are many frustrating jumps that are easy to miss, forcing you to return to the last checkpoint, which, on that note, are quite far apart -- the stage has three checkpoints, two in the middle and one before the boss... which isn't much, with how far you go between them. So yeah, it's a nice, tough classic side-scrolling platformer level.

As for the graphics and sound, as you can see from the screenshots and as I said earlier, the game has nice cartoon art. I like the visual look of the game. Each level has a somewhat different look as well, so they don't all look the same. The enemies are amusing too; all are fantasy-medieval animals, and each is silly looking in their own way. Sure, the artist isn't exactly the best around, but it's okay, and it does succeed at being amusing, as it was trying to be. For instance, Bruno's grin while floating in the blowhole vents is great. I like the art design here overall. The character animation's reasonably good as well. The music is similarly solid. Sure, it's nothing incredible, but it's more than good enough to do, and the tunes are a bit catchy as well. No complaints here.


http://img.gamefaqs.net/screens/4/a/4/gfs_40339_2_3.jpg
In a house

Despite how fun it is, the game does have several important flaws, unfortunately. The most obvious is how incomplete the game feels. Why are two of the three supposed main characters nonexistent in the actual game? It's strange. The game's somewhat short length reinforces this incomplete feel too. Eight levels isn't much. Sure, the game does have some challenge through the first seven levels, but it only really gets harder in the last one, and most SNES platformers have more than eight stages, even if they do have levels this large. A third element reinforcing that this game has to have been rushed is the password system. You see, this game has password save... but there's only actually one password. For some bizarre reason, you only are given a password at ONE point in the game -- at the beginning of level five, halfway through the game. What the heck? Why... why not every two levels or something? That's so weird... and annoying. Sure eight levels isn't long, but the last level takes a relatively long time to finish. It'd be great to be able to turn off the game and then later start right from that point, or at least from level seven (because as I mentioned above, there are only real bosses every two levels or so). You do have infinite continues (from the beginning of the level), but while great, that doesn't help if you want to turn off the game. Oh well.

Also, I know I've mentioned it repeatedly, but I just find it really strange that the other two characters are absent. Despite the box, manual, and backstory all clearly mentioning and describing the three Piggs in your heroic team, and the ending of the comic showing all three of them charging out to defeat the evil Wolffs, you can only actually play as Bruno. The other two only appear in the manual and main-menu screen art, with one exception: for no apparent reason, when you touch a checkpoint, the point turns into an image of one of the other two character's head. I have no idea why. The other two weren't kidnapped by the bad guy or anything like that; they simply aren't in the game. Odd. Was this game shipped only partially complete? Was it originally supposed to be much more ambitious with multiple playable characters, but they had to cut back (the fact that there is a password system but only one password also makes me think this happened, as I've said)? Was it supposed to create a franchise and later titles would bring in the other characters in a more substantial way, but the game wasn't nearly successful enough to earn that? The ending is sufficiently "there could be a sequel, so be prepared!" to think that any or all of those may have been the case... but despite how much the artwork and design make the game look like it's a licensed game based on some obscure early '90s cartoon, it's not. It's an original design. I'd be interested in hearing the backstory behind this game's production. Unfortunately, I've never found anything. Too bad.

Oh, and one final oddity. After beating the game and watching the ending cutscene (the Power Piggs are thanked by the happy Piggs for saving them from the evil Wizard of Wolff! Shocking!), it sent me back to the beginning of level 8 again... Uh... I don't get it, I don't know if I've seen a game do THAT before... some games loop you back to the start, but looping you to the beginning of the last level? How odd. Oh well, I won. You can beat the last level again then if you want, or something? Strange, but minor point. Fun game. Kind of rare, too -- only a couple copies are ever on EBay... it's not expensive, but is a bit rare.

Finally, the game does have some cheat codes. Or rather, it has some hidden passwords that you will only find online, and not in the game. Check GameFAQs for the list, but two of the secret passwords allow you to start from two more of the levels. Not coincidentally, these levels are levels 3 and 7, so despite what I said above, you can indeed start from the other quarters of the game -- you just aren't given the passwords while playing. Thanks. Of the other three, one gives you a special credits sequence, one gives you a special message, and one a little shooter minigame you can't play without this password. This shmup is called "Bad Guys from Space II", and it's not half bad, really. It's a very simplistic game from the Space Invaders or Galaxian mold, where you move left and right and shoot at enemies coming down the screen at you, but it's decently fun enough for its genre. Amusingly, while your ship is an average shmup spaceship, the enemies are all digitized heads of three of the programmers. :p Yeah. Silly stuff.


http://img.gamefaqs.net/screens/b/9/9/gfs_40339_1_5.jpg
Level introduction screen

Overall, I liked the game quite a bit, despite its issues and length. I know most people consider this game mediocre to bad, but I just can't agree. It's a fun, cartoony Western-style platformer. It's not one of the best such games -- Lady Sia for GBA's certainly better for instance -- but it's not the worst for sure either. I think it's a lot better than the game's two GameFAQs reviwers do (a 3 and a 4, and one of those reviews wrongly says that the game has only six levels?), for sure. It's a decently good, interesting, and somewhat unique platformer. The artwork is great, in that Western cartoon style, and the music is pretty good as well. These two factors definitely helped keep me interested through the game -- the art and music are very well done. In the end it's not a great, great game, but it's a solid, fun 16-bit platformer that fans of 2d platformers with exploration, Genesis Aladdin, or floating-in-the air action might want to try. This game is very poorly known, but it's actually kind of good.

Videos:
http://www.youtube.com/watch?v=UTQZGVM6bUE - some gameplay in level 1
http://www.youtube.com/watch?v=atkwIo68mZc - level 2
http://www.youtube.com/watch?v=7n8CbJm_R00 - this guy should have either tried to find another way (there are often multiple paths after all), or tried seeing if up and down would get enough height...

NeoZeedeater
05-24-2012, 10:17 PM
but despite how much the artwork and design make the game look like it's a licensed game based on some obscure early '90s cartoon, it's not. It's an original design. I'd be interested in hearing the backstory behind this game's production. Unfortunately, I've never found anything. Too bad.
That confuses me, too. It was developed by Radical but the credits say "Original Concept - Barr Entertainment".

I didn't like the game much. It plays decent enough but there are so many great 16-bit platformers I would just rather play instead. Great music, though.

StarMist
05-24-2012, 11:02 PM
@ NZE: That sounds like either a coventure with Barr Entertainment deep in the minority or that Barr simply owned the rights to some tiny print comic strip, in which case it could very well have been the comic writer self incorporated.

@ OP = This is well timed on two fronts: I glimpsed Power Piggs for the first time about a week ago at auction, so investigated it, and found it to be pretty lame overall. Mick and Mack being a current topic I'm tempted to liken their general lameness, though M&M is still tipping the scales as the heftier turd. To attach a Sega-16 rating I'd give it a 4, and that's with some deference from my not having finished it since it could very well pick up later on--all I'm ruling out is a complete transformation.

A Black Falcon
05-24-2012, 11:26 PM
Who is Barr Entertainment, anyway? I'd forgotten that mention in the credits, but yeah, it's there... but I don't know of a comic book version of this, apart from the game's manual that is...

Also, so neither of you like the game? You agree with most of the reviews I've seen, then... why is this game so widely dislike? It's got decently good graphics, some fun gameplay concepts, solid western-style platforming action reminiscent of plenty of computer games, etc... is the problem that it's a console game? That it's oddly unfinished? But no, I doubt most people disliking it on sight got far enough to notice most of that stuff.

I mean, sure, of course there are plenty of better 16-bit platformers. But it's not a bad game, and it's definitely fun to play. (Also, yes, I'd rather play it than Global Gladiators, myself. I like the gameplay more, and plus, no blind jumping into instant death pits either!)

NeoZeedeater
05-24-2012, 11:44 PM
Radical's building is on my route to work but I'm not crazy enough to drop in and ask anyone there what Barr is, as tempting as it may be. ;)

I don't agree with the 3 and 4 review scores you mentioned seeing. I wouldn't give the game a failing grade. It's not bad, just nothing really stands out to me from what I remember. The awful character design probably makes the game look worse to people than it is, too.

j_factor
05-25-2012, 01:17 AM
Power Piggs of the Dark Age
Realm
Incantation
Whizz
Oscar
Prehistorik Man

All of these games were released by Titus for the SNES in the year 1996. I wonder what made the company want to release all these mediocre SNES games all of a sudden, at that late date.

TheSonicRetard
05-25-2012, 01:40 AM
I've never played the SNES version of Oscar, but I know it was originally a CD32 game (it was the pack-in title) and it sucks ass. Looks to me like Tidus just won some big publishing bid or something, and pushed all their shit out at once.

A Black Falcon
05-25-2012, 01:51 AM
Yeah, that's something I've noticed, and wondered about as well. Why so many SNES games so late? You didn't even get all of them, either -- Titus released S.O.S.: Sink Or Swim (no, not the Septentrion SOS game, this one's the SS Lucifer SOS game. You also save people from a sinking ship, but it's a cartoony puzzle/platformer, quite different from that other one.) and Prince of Persia 2 (port of the PC game) in '96 too. Plus they also published Wild Guns in Europe in '96; it'd been published in Japan and the US by Natsume in earlier years ('94 and '95).

There is one other game some sites mention as being a '96 game, but others don't -- The Brainies. It's a puzzle game, and a port of a PC/Amiga/etc. title from '91. Wikipedia says it was reviewed "in one of the first 50 issues of Nintendo Power" and was an early-ish SNES release, but GameFAQs says 1996 for both the US and Europe... but Mobygames says '94 for the US. The only date on the box is '92, I believe, however. Looking at the cart, the US cart isn't a launch-style cart, it doesn't have the lock... so it could be '96, who knows. The European cartridge does have the lock, however (and seems to be much easier to find on EBay than the US one). But did EU carts switch away from that too, or was that the US? So yeah, I don't know what's going on there.

What's funny is, Titus published 8 or 9 games for the SNES in the US in 1996 (and 9 in Europe too; they published Wild Guns there that year, but a different publisher did PoP2 in Europe, and it was released in '97 too.)... while they had only released a total of three Super Nintendo games before that (four, if The Brainies released in Europe at least before then) -- Ardy Lightfoot in '94 (a Japanese game published there in '93), and Lamborghini American Challenge and The Blues Brothers (racing and platformer, obviously) in '93. Yeah, so they released three times more SNES games in '96 than they had during the system's whole life up to that point. I agree, it is kind of strange.

And most of them were original titles, too! Sure, PoP2 was a franchise title, but they just published that in one region. Apart from Prehistorik Man, which is a sequel of sorts to Titus' Prehistorik series of platformers on the Amiga (and there was a GB Prehistorik Man version in '95-'96, too), and Wild Guns of course, all of the rest of those games are actually original titles. Yeah, Titus published seven original SNES games in 1996. I don't get it either.

As for those other five games, I haven't played all of them, but do have Whizz too.

Whizz - isometric 3d platformer. Nice graphics, but it's a really, really hard game -- there's a strict time limit, the levels are large and mazelike, and there's no saving and limited continues. First released in '94 for the PC and Amiga (Europe only on both). The game was later ported to the Playstation and Saturn, but both versions only released in Japan. I wonder if they added saving though...
Realm - Run & gun. Haven't played it, but I've heard it's quite hard. SNES exclusive.
Power Piggs - This game. Sidescrolling platformer. SNES exclusive.
Incantation - Sidescrolling platformer I haven't played. SNES exclusive.
Oscar - Yet another sidescrolling platformer. There is a 1993 Amiga game of the same name, but I don't know if it's the same game or not. Probably is, I'd guess.

Oh, of the Titus SNES games, I have Lamborghini American Challenge, Prehistorik Man, Whizz, and Power Piggs.

On one final note, the ingame text in Power Piggs says 1995, not 1996. I know ingame text sometimes is wrong, and there are other cases of games that say one year but actually were released in another one (Lost Vikings 2 for SNES says 1995 too for instance, but was released in 1997...), but I did notice it. Had the game been "finished" some time earlier or something?

5233
05-25-2012, 04:15 AM
Whizz - isometric 3d platformer. Nice graphics, but it's a really, really hard game -- there's a strict time limit, the levels are large and mazelike, and there's no saving and limited continues. First released in '94 for the PC and Amiga (Europe only on both). The game was later ported to the Playstation and Saturn, but both versions only released in Japan. I wonder if they added saving though...

I have a japanese copy of Whizz for Saturn. They didn't add saving to it, just passwords like the others. Not one of my favorite platformers. It's colorful and lively, though.

And I remember reading about Power Piggs (and a few other Titus games mentioned) in Nintendo Power years ago. Seemed like a funny, although a little bit weird game.

A Black Falcon
05-25-2012, 04:23 AM
I have a japanese copy of Whizz for Saturn. They didn't add saving to it, just passwords like the others. Not one of my favorite platformers. It's colorful and lively, though.
Passwords? Passwords would be great! As I said, the game has no saving on SNES, password or otherwise. You start the game over each time. And thanks to the time limit, it's quite difficult.


And I remember reading about Power Piggs (and a few other Titus games mentioned) in Nintendo Power years ago. Seemed like a funny, although a little bit weird game.
Yeah, it is a funny and somewhat odd game.

Phantar
05-25-2012, 04:37 AM
Who is Barr Entertainment, anyway? I'd forgotten that mention in the credits, but yeah, it's there...

Odd, there's hardly anything to be found on that particular company. Though there are two "Additional developments by"-credits to their name at Moby Games, one for Power Piggs, and the other for a 1997 baseball game called "Aaron vs. Ruth: Battle of the Big Bats" for windows. Again, the company is credited there for "Game Concept and Design" (listed under Mindscape for some reason). Maybe it was some kind of one-man think tank pitching game ideas.

j_factor
05-25-2012, 12:18 PM
Whizz - isometric 3d platformer. Nice graphics, but it's a really, really hard game -- there's a strict time limit, the levels are large and mazelike, and there's no saving and limited continues. First released in '94 for the PC and Amiga (Europe only on both). The game was later ported to the Playstation and Saturn, but both versions only released in Japan. I wonder if they added saving though...

The Playstation and Saturn versions of Whizz were released in Europe as well. Published by Konami, for some reason.

A Black Falcon
05-25-2012, 04:28 PM
Huh, alright. I might need to consider importing one of those versions sometime, if it really does have password save... I don't dislike the game on SNES, but the game's just too hard to do in one sitting.

old man
05-25-2012, 09:28 PM
Man, that girl pig is hot.

A Black Falcon
05-28-2012, 04:54 PM
Odd, there's hardly anything to be found on that particular company. Though there are two "Additional developments by"-credits to their name at Moby Games, one for Power Piggs, and the other for a 1997 baseball game called "Aaron vs. Ruth: Battle of the Big Bats" for windows. Again, the company is credited there for "Game Concept and Design" (listed under Mindscape for some reason). Maybe it was some kind of one-man think tank pitching game ideas.
That's entirely possible, yeah... interesting mystery. Now that you mention that about that game, I think I'd looked that up myself sometime, or something, because I recall seeing that before somewhere... thanks for reminding me about it. It's too bad that it doesn't give it any real resolution, though. :)