Putty (computer game)
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Putty | |
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Developer(s) | System 3 |
Publisher(s) | System 3 |
Designer(s) | Phil Thornton Richard Joseph |
Release date(s) | 1992 |
Genre(s) | Platform |
Mode(s) | Single player |
Platform(s) | Amiga, Super NES |
System requirements | 1MB RAM (Amiga) |
Input | Joystick or Keyboard |
Putty was a game developed by System 3 and released in 1992 for the Amiga. It was also released on the SNES in 1993, under the name "Super Putty".
Contents |
[edit] Story
Putty Moon, the place where all the putties live, has been taken over by an evil wizard named Dazzledaze. Putty has been banished from the moon to the planet below. In order to return to Putty Moon and oust the evil wizard, Putty enlists the help of some robots ("bots") to build a skyscraper that will reach up to Putty Moon.
[edit] Gameplay
In Putty, the player controlled a blue blob with eyes. Putty had many moves that he could use to attack enemies or to navigate around the level. These abilities included being able to stretch out upwards, downwards, or to the left or right, in order to access far-off ledges. He also had the ability to inflate. This allowed him to provide a cushioned landing for any falling bots. Over-inflation also acted as a "smart bomb", with Putty bursting, killing all of the enemies on the screen, whilst reducing his health in the process.
Putty was able to form part of himself into a fist, allowing him to punch left or right in order to dispatch enemies.
Putty was also able to melt into the floor, making him invulnerable and also allowing him to absorb enemies, recovering a small amount of health in the process. With certain enemies in the game, such as the clockwork orange, once Putty had absorbed one he was then able to morph into the enemy's shape in order to use its abilities.
A final ability of Putty's was being able to create a mug of coffee from part of himself, which would distract bots and make them stand still.
The levels in Putty were laid out vertically, with the screen scrolling up and down. The levels contained regular platforms, as well as "solid" ledges that Putty could not move through, and other special tiles including electric platforms and bounce pads.
The aim of each level was to rescue a set number of bots within the time limit. In the early sections of the game, the bots simply stood around the level. Putty had to absorb them, and carry them to the level's goal (either a flying saucer or an elevator). Later on in the game, the bots would jump around platforms, often falling to their death.
Invariably each level also contained various enemies. These enemies included Terminator carrots, Scouse sausages and sword-wielding spacemen. The enemies would attempt to hurt Putty in various ways. The attacks from some of the enemies would also hurt any bots that Putty was carrying at the time. If a bot was hurt four times it was killed, causing the player to have to find another bot to absorb.
Putty was also able to use powerups that were scattered around each level. These ranged from simple points bonuses to temporary invulnerability, to Uncle Ted. Once this latter powerup was collected, a man with a Hammond Organ name Uncle Ted appeared, and proceeded to play a tune, causing all of the enemies in the level to freeze.
The sequel Putty Squad was only released for Super NES, only in Japan and PAL territories. It features Putty and nemesis Dweezil the cat teaming up to rescue other putties in a Vietnam War-inspired landscape. It also features a two-player mode, with the second player taking control of a red putty.
[edit] Music
The SNES version of the game featured licenced music tracks like popcorn by hot butter and the joe 90 theme tune.