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Professor Fizzwizzle
Developer and Publisher: Big
Fish Games
Reviewed by M. Brandon Robbins
Article Discussion Forum
First Impressions:
Professor Fizzwizzle caught my attention immediately, and
I was quite psyched to play it. After spending only a few
minutes with this gem, I was hooked. It delivered on all
of its promises. Unfortunately, love went sour and I discovered
a few design problems that kept a good game from being a
great one.
Graphics:
One thing that has been lost with more mature games and
subject matter has been the charm and innocence of classics
such Super Mario Brothers and Mega Man. Professor Fizzwizzle
fights to recapture this cartoonish appeal and succeeds.
There is no darkness in the Prof's world; everything is bright
and colorful and not even the enemies look threatening. And
anybody that's ever laughed over the oh-so-subtle (and arguably
intentional) acid-trip allusions in SMB (he gets strong by
eating a mushroom people) will have a good time with the
level design of this game; dinosaurs are frozen comical poses,
platforms float in the air, and excellent animations have
the Professor riding barrels and sliding across ice.
Sound/Music:
There are two tracks on this game's soundtrack, and both
serve their purpose well. The background music stays in the
background, adding to the game's design without overpowering
it or annoying the gamer. The sound effects are crisp and
clear. I have to say, however, that somebody is a Metal Gear
Solid fan on the development team (pick up an item and see
what I mean).
Gameplay:
While the keyboard controls are easy to pick up, the gameplay
is where the game starts to fall apart. The premise of the
game is simplistic enough; Professor Fizzwizzle must get
through his lab to turn off the “rage switch” that
has his otherwise friendly robot subjects wreaking havoc.
To advance through the levels, the gamer must manipulate
the environment around the player-character to clear a pathway
to the exit while avoiding capture from an enemy or falling
off of the screen. Anybody that has played the original Prince
of Persia will have no problems adjusting here; until they
actually start playing. The PC classic that inspired the
much-heralded Sands of Time for current-gen systems was known
for its precise control. In Professor Fizzwizzle, holding
down a direction key will have the player-character falling
to their doom, or pushing a crate off of a switch that it
needs to weigh down. It's difficult to get the Prof to stop
just where you want him to without tapping on the direction
keys like a chicken at feeding time. A handy “walk” button
similar to the original Tomb Raider would have been quite
welcome.
Another major problem with the game's design is
that the Professor cannot jump. That's right; the player-character
in a puzzle/platformer cannot jump. This is a serious video
game crime, chiefly because of the hindrance it presents
to the enjoyment of the game. If you push a crate too far,
you can't jump over it and push it the other way. If you
misstep and fall on a ledge below, you can't jump back up.
You have to restart a level to correct your mistakes for
the most part (some levels include ways to get over and around
objects, such as ladders, but even then they have to be positioned
right). While you can restart the level as many times as
you wish, it's annoying to do so over and over again just
because you pushed a crate a little too far. This is seriously
over-penalizing the gamer. However, you can't complain that
the game is unforgiving; there are three difficulty levels
to play at and you can see the solution to any puzzle at
anytime. Also, the solutions to all of the puzzles are quite
obvious once you learn how all of the items interact with
each other; this lack of cryptic layering means that you
will never encounter a puzzle that asks more of you than
you are willing to give (unlike the combat in games such
as Ninja Gaiden for the X-Box). In short, Professor Fizzwizzle
keeps the "game" aspect of "game" in mind, even if the gameplay itself
is suffering.
Enjoyment:
Professor Fizzwizzle is a fun game to play, but it’s
not as much fun as it could’ve been. The puzzles will
definitely make you think, and they're not so easy that you
can blow through them in no time. With well-over two-hundred
levels, you definitely get your money’s worth when
it comes to content. Don’t get too excited though;
there is no real challenge to the game despite the head-scratching
intricacy of the level design. At any time you can view the
solution to a puzzle. This is handy if you’re just
plain stumped and for those gamers who just need a head start
it’s a great option. However, if you choose to see
a solution the game will automatically play itself out unless
you stop it, allowing the gamer to advance through the levels
without doing any real work themselves. On top of this, you
are still rewarded with the occasional humorous illustration
that the game uses as hidden prizes even if you allow the
game to play itself on every stage.
While puzzle gamers tend
to be less concerned about unlockable goodies than the game
itself, this still just doesn’t seem right. There’s
nothing motivating the gamer to plan the solutions for the
levels out themselves. A better system would be one that
plays a bit of the solution at a time, and a scoring system
that penalizes the player for viewing a solution. Of course,
being able to let the out the solution for you
wouldn’t be so bad if there was more than one solution
to each puzzle. It’s a good thing that there are so
many levels because if not this game would be good for one
play-through only. There is a fairly sophisticated level
editor, but even its potential is not fully explored.
Multiplayer:
While Professor Fizzwizzle offers no logical reasoning for
death matches, there could be plenty of multiplayer fun to
be had. Any game with a custom level editor should allow
gamers to upload their levels to the Internet so that they
can share them. There is no such options in-game or that
I could see on Big Fish’s website. Also, if the game
had a proper scoring system then players could post their
scores online and compete; that coupled with the previously-suggested
penalties for letting the itself could make for
some truly competitive and further encourage the
gamer thinking through the solutions themselves.
Overall Impression:
Professor Fizzwizzle is a good game; unfortunately so are
most titles available, be they from the major distributors
or from budding independent development teams. There is nothing
in Professor Fizzwizzle to make it stand out from the rest
of the lot, and the most disappointing fact is that there
could’ve been. If you’re into casual games, or
want something that will easily play on your bare-bones laptop
so that you can goof off when you’re supposed to be
working, then this game is a safe bet. As long as you don’t
abuse its many help features you’re getting an enjoyable
mental workout.
Marketing Efforts Towards Women:
It’s something of conventional wisdom that female
gamers are more attracted to puzzle games than their male
counterparts, and if that holds true then this game already
has a solid built-in audience. Parents may want to take note
that there is no violence, gore, sex, profanity, or drug
use in this game. True, a three-year-old couldn’t figure
out the puzzles but they would enjoy the characters and the
animation. Older kids will enjoy playing this game with their
parents, and it’s a valuable tool for enhancing their
problem-solving skills (even watching the solutions to some
puzzles can help them with others).
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