Amiga Power


Troddlers
By Storm
Amiga 500

 
Published in Amiga Power #18

Troddlers

They're cute and irredeemably stupid, and you have to save them. But they do look a bit familiar, don't they?

Now, I don't think it's really fair to compare items to earlier masterpieces on the basis of a few superficial similarities. Just think of all those moody young American actors saddled with the label "the next James Dean"; all those gorgeous blonde film starlets doomed to a career of constant Marilyn Monrow comparisons; all those small, mentally unbalanced children constantly compared, despite protestations, to Timmy Mallett. No, it's just not fair.

With that in mind, it is my plan to write this review without ever once mentioning by name... er... *that game with the small purple suicidal mammals in it*. This isn't going to be easy, since Troddlers owes more than a passing debt to *that puzzley platform game from Psygnosis*. In fact, Troddlers can best be described as a cross between *the game I'm not going to mention* and the bygone classic Solomon's Key.

Troddlers

In Solomon's Key, the idea was to manoeuvre your way across a variety of single screen levels. You appeared on screen via the 'way in', and had to make your way to (believe it or not) the 'way out', picking up a key en-route. Numerous hazards made this task difficult, as did the fact that most of the platforms were so far apart there was no way you could jump the gap.

Fortunately, Solomon was blessed with the useful skill of being able to produce blocks out of mid-air: these could be used as stepping-stones for moving around the screen, barriers to restrict the moment of enemies, and much more.

So far, so similar. Where Troddlers deviates from the theme is that in this game it's not your character (Hokus: a giant Troddler by the looks of it) that has to get to the exit. That mission is reserved for all the little Troddler creatures that pour out into the screen, looking for all the world like they've made the trip over from *Oh No! Yet more mouse-like creatures native to Norway*. The Troddlers stumble aimlessly around in a big pack, walking into walls and falling into liquidisers. They're quite similar to toddlers really, only without the dribble.

Troddlers

Your task is place and destroy blocks to try and ensure the survival of the required number of Troddlers (normally all of them). Sometimes, a crowd of enemy Troddlers (zombies that kill on contact) will also make an appearance. Diamonds (a mainstay of Solomon's Key) also crop up, and you usually need to collect a specific number of them within the time limit, on top of any Troddler-preserving responsibilities.

One of the reasons that Troddlers is such a brilliant game - and before we go on, let's make it clear that this is a brilliant game - is that every feature that could be in it is in it. There's a two-player team mode, a two-player combat mode, a massive variety to the levels (every puzzle is pretty much a game in itself), hazards of every type and kind, a time limit, an energy level, power ups a-plenty... Even the 'block tube' at the side of the screen adds a whole new dimension, as you struggle to place the right sort of block in the right place. Golly!

Despite noticeable similarities to *that game beginning with 'L' that came 11th in the Amiga Power Top 100*, this is a totally different ball game. Whilst elmgmins (anag) was a mouse-driven game that involved zipping back-and-forth across the screen, setting various different chains into operation, Troddlers is a joystick venture where all activity is focused around a single area. Sure, you've got to keep your eye on what's happening in all parts of the screen, but Hokus can only place and destroy blocks on the squares next to her, so wherever she is, that's where things are going to be happening.

Troddlers

This does make Troddlers very tricky, since you've not only got to spot a potential danger and work out a solution, you've also got to get your block-wielding hero over there. This often means placing a few blocks to use as platforms. You've only got a limited number though, so you'll probably need to pick back up the blocks you've used as platforms, to make sure you've got enough to prevent the potential catastrophe you're rushing towards. And you've got to hurry, remember. To put things into perspective, that Psygnosis game only started to get tricky around level 20-something. Troddlers will have you desperately grappling with the mental gear-stick by level eight or nine.

On paper, the idea behind this game is an excellent one, the sort of "pick 'n mix gameplay, with every feature possible"-type game that your average 11 year old A500 owner in Redditch might design in the back of an exercise book, during a particularly dull physics lesson.

The problem with all these games is that they usually either turn out to be impossible in practice, or else turn into a big jumbled mess during the programming stage. But not here. The ATOD lads done good. Troddle off to your local software store right now, and find out exactly how good they done.

The Bottom Line

Troddlers

Uppers: The best elements of some of the best styles of gameplay in history, combined - and it works! Three modes, 175 (count 'em) different puzzles, at least one feature from every decent game you've ever played. You want more? Gah, get out of here...

Downers: The recession, the crisis in Bosnia, destruction of the rainforests, five more years of Eldorado, it rained yesterday, Michaele Strachan's not on the telly on Sunday mornings any more, er...

Derivative, yeah, but derivative of two of the most original and innovative games in computing history. The two styles combine to create a classic game in its own right. The truth be told, it's actually better than Lemmings. (Damn, said it!)

Adam Peters

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