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Game File: Boy And His Blob - Trouble On Blobolonia, A (USA) NES ROM Game Size: 100.2KB Game Console: Nintendo Game Region: USA Game Genre: Platform, Puzzle Game Release Date: Boy And His Blob - Trouble On Blobolonia, A (USA) NES ROM Credits Boy And His Blob - Trouble On Blobolonia, A (USA) NES ROM Guides Boy And His Blob - Trouble On Blobolonia, A (USA) NES ROM Cheats Boy And His Blob. Nintendo Wii I have here a Boy and his Blob for the Nintendo Wii.it comes with the original case,no manual.the disc is in good to fair condition with a few small scratches.the disc works fine. Seller assumes all responsibility for this listing.
. WW: September 26, 2017,Mode(s)A Boy and His Blob is a - developed by and published. It is a of the 1989 video game, which was originally developed by for the.
The game was released for the in North America on October 13, 2009, and in Europe on November 6, 2009. A port of the game developed by Abstraction Games was released on, and on January 20, 2016. A version was made available on June 28 of the same year as a cross-purchase with the PS4 and Vita versions. Mobile ports for and were later released worldwide on November 17, 2017 and September 26, 2017 respectively.WayForward's director Sean Velasco, a fan of the original NES title, expressed a desire to re-create and update the experience for current generation gamers, streamlining the NES title's gameplay mechanics to create a more 'forgiving' experience.A Boy and His Blob's art direction has received widespread critical acclaim and praise, and was utilized by the developers, in addition to a minimalistic story, in order to create a 'heartwarming. And friendly game' accessible to a wide audience. The 'blob' is capable of a number of transformations in order to traverse the game's puzzles, such as a parachute to avoid damage from falls.A Boy and His Blob is a side-scrolling puzzle platform in which players control a young boy as he cooperates with a blob-like creature to overcome various obstacles. The boy can feed the blob a variety of, which are unlocked as the game progresses and vary depending on the level, which transforms it into one of fifteen different objects that can be used to solve puzzles and defeat enemies.
These include ladders for climbing, anvils to drop on top of enemies, holes that allow the boy to drop through platforms, and cannons for shooting to the difficult-to-reach areas. Unlike the original NES game, which only displayed each jelly bean's flavor, this version allows players to select beans from a wheel that shows what each bean does.
The boy can also hug and scold the blob, as well as call to it to revert its transformation and bring it to his side. However, the boy will die if he touches an enemy or a hazardous object, or falls from a great height, sending the player back to the beginning of the area. The game is split into four worlds, each containing ten levels and a battle. Finding three chests hidden within each main level unlocks additional challenge levels, which reward bonus developer material such as concept art and storyboards when cleared.
Development. The game's art design has garnered positive media attention and drew inspiration from a number of sources, including the films of.' S director Sean Velasco, a fan of the, felt the series 'had a ton of potential' and was 'a title whose time had come to be re-imagined.' He felt the title would be a natural fit for WayForward's signature proprietary and 2D visuals. The rights to the series originally belonged to, but was able to acquire the rights after Absolute went bankrupt in 1995. WayForward, already having a positive working relationship with Majesco, pitched the 'idea of creating a very heartwarming Boy and Blob, and having a very friendly game' that both improved upon the usability of the original title and featured 2D hand-drawn animation 'reminiscent of animated movies from the '80s.'
The designer of the NES title and co-founder of, was not involved with the Wii title. However, the new developers expressed respect for both him and his work when creating the new title.In terms of faithfulness to the original NES title, producer explained '(it's about) the original spirit of the game and creating something for this generation of gamers. If you're familiar with the original game, you'll recognize immediately the homage we pay to its origin. And if you've never played the original, it's not going to feel like anything 'retro'.' Sean Velasco similarly expressed that the game is a 're-imagining' of the original title instead of a direct. Some changes made to the gameplay include frequent save checkpoints and unlimited jelly beans.Marc Gomez, as art director, was responsible for most of the game's signature look and feel.
He wanted to do something very soft, inspired by the works of filmmaker. The decision to make the boy 'much younger and rounder' than his NES counterpart was also Marc's, as was the idea of making the blob 'a more faithful companion (similar to) a dog.'
With the new, younger design for the boy and the blob, Marc 'wanted them to have (a) mutual need for each other. One can't progress without the other.' Overall, the game has around 4,000 unique frames of animation.In terms of the game's controls, Sean Velasco wanted something 'very intuitive for the family crowd' and wanted to 'avoid anything that doesn't directly serve the game itself' such as, 'waggle controls simply for the sake of waggle'. The 'hug' button is a vestigial feature of a more fleshed out emotion system abandoned during development. Managing the blob's emotions and keeping him happy throughout the game proved too much of a hassle during testing, so the mechanics were largely thrown out. However, Sean Velasco felt the in-game hug was 'too heart-melting to ignore,' so it was kept.Velasco remarked that its simplicity allowed them to create a 'very heartwarming.and friendly game' and to really highlight a 'major component of the game, which is the friendship between the boy and blob.' Gomez explained that 'everything is about subtlety.
There will be hints here and there letting you in on what is taking place. The story will develop as much as the player wants to venture in the details.' Reception ReceptionAggregate scoresAggregatorScoreWII: 82%WII: 80/100PS4: 66/100XONE: 66/100Review scoresPublicationScoreB+8/108.5/107.6/108.5/108/10Reception for A Boy and His Blob has been largely positive, with many reviewers commenting on the game's art design and faithfulness to the feel of the original.
Called it 'a super magical adventure full of mesmerizing sights and compelling gameplay' and praised that the game 'can be enjoyed on multiple levels and by players of all ages,' giving it a score of 8.5/10. Praised the game's art direction, yet criticized the control scheme and 'die-and-retry nature of the level designs,' awarding the game a 7.6/10.
Likewise questioned aspects of the control scheme but praised the game's puzzles and overall feel, giving the game a total score of 8.5/10.awarded the game an 8.0/10 (with a 'second opinion' score of 8.75/10) calling the game 'a stylish rebirth of the NES cult classic' and praising the game's learning curve, atmosphere, and nostalgia factor. However, similar to other reviews they faulted the game's 'twitchy controls'. Noted that A Boy and His Blob was a 'really good example of how to update a classic; the game feels new, yet retains what fans love about the original experience,' yet expressed frustration at the game's need to 'hold your hand' at times by providing 'hints' to a puzzle's solution in the form of overabundant signs.
They noted, however, that this feature may be appreciated by younger children and casual gamers.gave A Boy and His Blob a B+, noting occasional problems with the blob's and some shortcomings in terms of the game's secondary animation, but praising the game's more 'forgiving' gameplay when compared to the NES A Boy and His Blob and calling the art 'gorgeous'. Called the game 'the kind of game the Wii was designed for.' References. November 5, 2011. Retrieved November 12, 2011.
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Retrieved 29 May 2009. ^ Harris, Craig (4 March 2009). Archived from on 6 March 2009. Retrieved 5 March 2009. ^ Casamassina, Matt (9 October 2009). Archived from on 13 October 2009.
Retrieved 16 October 2009. A Boy and His Blob (2009-10-13). Majesco Entertainment. Retrieved 2009-10-16. ^ Whitehead, Dan (2009-11-04). From the original on 8 January 2010. Retrieved 2010-01-01.
Anderson, Luke (October 12, 2009). Retrieved 2010-01-01. Archived from on 6 March 2009. Retrieved 5 March 2009.
^ Dobson, Jason (2009-03-20). Archived from on 2009-03-24. Retrieved 2009-10-15. Sarkar, Samit (2009-07-31). From the original on 2009-09-03. Retrieved 2010-01-01. Five Questions with Sean Velasco Lead Designer of A Boy and His Blob.
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.: November 23, 2009.: December 18, 2009,Mode(s)A Boy and His Blob: Trouble on Blobolonia is a 1989 developed by for the (NES). The video game was published by in North America, by in Europe and by in Japan. A Boy and His Blob follows an unnamed, male protagonist and his blob friend on their adventure to save the planet of Blobolonia from the clutches of an evil emperor.A Boy and His Blob is a - that puts the player in control of the boy; its gameplay revolves around feeding his blob companion different flavored to alter its shape into various tools in order to overcome obstacles and traverse the game's world. A Boy and His Blob was designed and programmed.
Licensed by in the summer of 1989, development began and was completed in an intense six-week period. Crane has described the game's overall concept of a boy accompanied by a morphing blob as unconventional and wanted to try his own hand at implementing useful tools for the player.Critical reception for A Boy and His Blob has been largely mixed. Though most reviewers agreed the gameplay was original, some felt it was poorly executed. The game won the 1989 (CES) 'Best of Show' and a 1990. A Boy and His Blob was followed by a sequel on the titled. After two failed attempts to bring the series to Nintendo's other handhelds over the years, a was developed by and released by on the in 2009. That same year, the original NES game was re-released on the Wii service in North America.
The vanilla jelly bean transforms Blobert into a protective umbrella. The shows the player's score, remaining treasures, and extra lives.A Boy and His Blob: Trouble on Blobolonia is a. The plot involves a young boy and his blob friend, Blobert, on a quest to save the latter's home planet of Blobolonia, which has been taken over by an evil emperor who only allows his subjects a diet of sweets. The boy and Blobert must traverse the subways and caves beneath the Earth and gain the necessary items before traveling to Blobolonia and defeating the emperor. They must evade dangerous obstacles like falling rocks, and, as well as deadly snake enemies.
A Boy and His Blob is not a, but rather presents the player with a series of single, interconnected screens. Despite being a platform game, the player-controlled boy is limited to simply running left or right. The player cannot jump or swim, and if the boy falls too long of a distance, he will die on impact.Though the player directly controls the boy, Blobert is controlled by the computer.
The player must rely on the blob to cross gaps, reach higher platforms, and overcome the obstacles and enemies. Blobert can change into several different tools when the player feeds him flavored. A licorice jelly bean, for instance, will change Blobert into a ladder, while an apple jelly bean will turn him into a. Whistling at Blobert causes him to revert to his original shape and continue following the boy. The player is encouraged to experiment with the jelly beans and their effects to navigate the puzzling game world. Scattered throughout Earth's caverns are various treasures and diamonds that increase the player's score and can be used to purchase at a drugstore located within the game world.
Vitamins can be used in conjunction with a special 'VitaBlaster' gun, which is in turn used on Blobolonia to complete certain tasks. Also found on the map are extra jelly beans and, which increase the player's lives.
Development. Was the chief programmer and designer of A Boy and His Blob.A Boy and His Blob: Trouble on Blobolonia was developed by, the in-house developer of Absolute Entertainment. The game was chiefly designed and programmed by with help from his former colleague. Kitchen was the president of the Activision spin-off company Absolute, which began self-publishing in 1988; Crane joined Kitchen at Absolute around the same time. Crane described the concept of a boy accompanied by a shapeshifting blob as 'an off-the-wall idea'.
Crane stated that Blobert's design was heavily influenced by the characters Gloop and Gleep from the cartoon. In terms of gameplay, Crane's goal was to advance the adventure genre as he had done with the game. Since the release of the sequel, adventure games on the market had grown to include useful tools for players to collect and utilize in their environments. However, Crane found displayed tool inventories 'not very elegant' and decided to implement tools in a different way.
After coming up with the game's premise, a wishlist of the blob's object transformations was written and brainstormed with artists, who then converted them into computer graphics. Transformations were chosen based on how they would appear on screen due to the 's graphical resolution. According to Crane, objects such as the bridge and ladder were 'a must', but many ideas were scrapped because their nature would not be immediately obvious to the player. Puzzles that could be solved using the objects were created after the various shapes were finalized.A total of 14 jellybean flavors were implemented in the game.
To ease the game's, the flavors were named specifically as either puns or to help the player remember them. For instance, the punch-flavored jelly bean transforms Blobert into a hole, a play on the term 'hole punch'. A grape-flavored bean listed in the game's manual was only present in the version submitted to Nintendo.
This flavor transformed the blob into a wall ('grape wall', a pun of ) which would repel enemies. A Boy and His Blob proved to be 'one of the most played games at Nintendo' once it was submitted to the company. In this earlier version, the player character could potentially become separated from the blob, thus making it impossible to proceed. A senior management member of Nintendo viewed this as a, so Crane substituted the grape bean for a ketchup-flavored bean that would instead summon the blob to the boy's location.A Boy and His Blob was officially licensed by Nintendo in the summer of 1989. Though standard NES games took six to eight months to develop, Imagineering completed A Boy and His Blob in a mere six weeks.
Crane himself rented a room in a near his office and put in several 16- to 20-hour days of the work on the project. After going without sleep for 48 hours in its last two days of earnest development, Crane flew to the in for trade demonstrations, then spent nights at his hotel fixing bugs. The game was released just prior to in 1989 as Absolute's first game on the NES. Crane recalled the development process for Absolute's early games to be enjoyable, but explained that 'under the rule of Nintendo, the publishing side of the game business was really tough', emphasizing how frequently game publishers went out of business in those years. The team was originally in talks with a writer-producer of the animated features to simultaneously launch the A Boy and His Blob video game with a toy and a film. However, the plans never came to fruition due to deadlines and difficulty in dividing production resources into three ways between a game, toy, and movie.
When A Boy and His Blob was released in Japan by in November 1990, it was retitled Fushigi na Blobby: Blobania no Kiki ( ふしぎなブロビー ブロバニアの危機, lit. 'Mysterious Blobby: The Crisis of Blobania'). Reception ReceptionReview scoresPublicationScore6.5 out of 104.5 out of 1091%Critical reception for A Boy and His Blob: Trouble on Blobolonia has been mixed. Many reviews published during the game's original release positively regarded the game's premise of a boy advancing by using a blob companion as a tool-set. Staff for the magazines and and Edward J.
Simrad of all remarked the game as having fun, challenging gameplay and being a creative and original idea. The two reviewers of Mean Machines gave praise to the graphical quality of A Boy and His Blob, commenting, 'Some of the backdrops are digitized and superbly coloured. The boy moves smoothly and realistically and the Blob himself is a masterpiece of animation.' Simrad, who labeled the game as an updated version of Crane's previous work Pitfall!, was not as impressed by the graphics, claiming that the programmer always preferred to use the available memory for the size of the maze.The four reviewers of found A Boy and His Blob to be strictly average due to its few enemies and a lack of scrolling screens. Although they made similar, positive comments about its unique gameplay formula, one of the writers felt it 'never fully realizes its potential'. This opinion was echoed by Lucas M. Thomas of, who gave a more negative review of the game.
'While the idea behind A Boy and His Blob was certainly unique, even praiseworthy,' he explained, 'the execution of the concept didn't exactly make for a very fun game.' Thomas faulted the game's controls; its vast, empty environments; and a limited number of essential jelly beans to advance, leaving the player with 'just the core gameplay gimmick of the blob's different transformations'.
Contributor Jeremy Parish predicted that the game's potentially frustrating, trial-and-error mechanics could subside once the player is over the learning curve and masters the limited toolset and simple interface.As reported by Stuart Hunt of, ' A Boy and His Blob proved to be a phenomenal success for Absolute Entertainment, going on to become one of the company's biggest hits and exceeding all the team's expectations.' The game won 'Best of Show' award for its debut at the 1989 CES. The advocacy group Parents' Choice Foundation awarded A Boy and His Blob with a in 1990 for 'portraying 'Positive human values', 'High quality software', 'Intelligent design', and the 'Ability to hold the player's interest'.'
Designer David Crane was particularly proud of the latter honor, which he appreciated both before and after becoming a parent himself. Legacy Since the original release of the game, A Boy and His Blob: Trouble on Blobolonia has received scattered recognition from the media. In 2005, newspaper columnist Jason Poland attributed the inspiration of the game's premise, in which a young boy befriends an outerspace being, to the central theme found in a slew of 1980s films including. The writer found this especially true for the former of the two features, in which the earthling protagonist supplies his alien cohort with candy.
'Although free from any Jelly Belly product placement,' Poland explained, ' A Boy and His Blob encompasses plot devices from every '80s buddy sci-fi film and acts as an end cap to the entire film genre.' The website noted A Boy and His Blob as a milestone in video games for having the first recognizable instance of an AI-controlled partner. Despite giving it such a low review score, IGN listed A Boy and His Blob as the 74th-best game on the NES, owing its inclusion to creative gameplay mechanics and a healthy mixture of action-adventure and platforming.A sequel to A Boy and His Blob was released for the under the name. The game once again follows the title characters as they attempt to save a princess jailed within a castle tower. Bought the rights to A Boy and His Blob after Absolute's closure. A incarnation of the series titled A Boy and His Blob: Jelly's Cosmic Adventure was announced by Majesco in 2001.
![A Boy And His Blob Nintendo A Boy And His Blob Nintendo](http://ps3media.ign.com/ps3/image/object/143/14326534/blob_andhisblob_wi1.jpg)
The game was ultimately cancelled. Majesco announced another sequel in 2005 as being in development for the by Skyworks Technologies, a company formed by Crane and Kitchen in 1995.
The game's story was to take place six years after the conclusion of the NES release. It was to feature, between 15 and 20 differently colored jelly beans, 15 levels, and a DS touchscreen feature for managing a jelly bean inventory. However, Majesco's financial troubles delayed the game's release indefinitely.A re-imagining of A Boy and His Blob: Trouble on Blobolonia simply titled was developed by and published by Majesco in 2009. Crane was not involved in the new game's creation. That same year, A Boy and His Blob: Trouble on Blobolonia was re-released on the Wii service in both North America and PAL regions.
Another new title in the series was listed at the in 2010 as being in development for the. WayForward later issued a statement that the listing was a mistake and that no new A Boy and His Blob was in production. References. ^ Hunt, Stuart.
'The Making Of: A Boy and His Blob'. Bournemouth, UK: (77): 70–3. ^ Mean Machines staff (June 1991). London, UK: (9).
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Retrieved April 10, 2011. Bailey, Kat (October 1, 2010). Archived from on 2012-10-18. Retrieved April 12, 2011.External links. at.
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