Thursday 22 December 2022

Flip and Flop - Commodore 64 (1984)

One of the earliest games I owned back when I got my C64, Flip & Flop was one of the very first games I longplayed when I started my channel back in 2012. At the time of recording that particular longplay, I'd assumed incorrectly that the game had no ending when, in fact, it does. It turns out there are 40 levels in total and the game simply ends once the last one is completed. In my original video, I quit after 19 levels, which meant that the longplay was incomplete - there are additional cutscenes I missed. This new longplay includes all 40 levels and cutscenes.

Inspired by the likes of Q*Bert, the objective of the game is to help Flip the kangaroo and Mitch the monkey evade capture by completing a series of isometric puzzle boards. Each board features a series of interconnected tiles, with ladders connecting adjacent platforms. Flip and Mitch must bounce on tiles containing symbols, convering them to solid tiles - filling in all the tiles within the time limit completes the level.

The first few levels are simple enough, designed to ease players into the game. The only thing to worry about is getting used to the controls, navigating the grid, and learning not to fall off the edge of platforms - this happens a lot! Level 1 and all subsequent odd level numbers are played as Flip, while every other level is played from the viewpoint of Mitch. The mechanics between the two characters are identical, but the game changes the shading of the tiles during Mitch's levels to try and convey the sense that he's hanging from the grid, rather than bouncing on top of them as Flip does. In my experience, the altered perspective makes Mitch's levels considerably tougher than Flip's - even if you to train your brain to look past this, trying to keep track of which tile Mitch is occupying remains a constant problem.

The game quickly ratchets up the difficulty by throwing in adversaries which pursue Flip and Mitch, attempting to catch them. Flip is chased by a keeper, while Mitch must outwit a sentient net - both of these foes can be slowed temporarily by luring them on to the flashing squares of "fly paper", which root them to the spot for a few seconds. The same applies to the playe, however, so be very careful not to get trapped yourself.

For every four levels completed the game increases the difficulty. Levels become larger with more tiles to change and the speed of the adversaries increases. Both the player and the keeper or net must be occupying the same tile and stationary to get caught, so it's possible to move through the same tile as an enemy, provided you're both mid-jump when it occurs. The same applies to ladders, and you can use these to help put some distance between you and your pursuer.

Even after so many years, Flip & Flop remains a great little game. It's easy to pick up and play, looks great, and is fiendishly addictive - even when you've fallen off the grid for the umpteenth time, you'll find it difficult not to come back for one more go.

Developer: First Star Software
Publisher: Statesoft
Year of Release: 1984
Coding: Jim Nangano
Graphics: Jim Nangano
Music: Jerry White



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