Captain Zoli's Review
Zoop
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A Puzzle wrapped in an Enigma.

Released for the Atari Jaguar in 1995, by Viacom NewMedia, Zoop is an exact port of the same game developed by Hookstone for multiple other platforms from the Sega Genesis to the Super Nintendo Entertainment System. Zoop is an interesting blend of twitch and strategic gaming, and as a puzzle game, fills a noticeable void in the Jaguar's library.

Zoop is a puzzle game in the tradition of Tetris and Ballistic, and as such tries to offer gamers the two most important things that such puzzlers have to offer: simplicity in design and addictive game-play elements that make time seem to melt away. The formula sounds so simple, but if it were easy, everyone would do it. Zoop ends up being a mixed bag. The player controls a triangle-shaped avatar inside a small square in the center of the board that is separated into four larger squares. Rows of colored shapes move from the outside of the screen towards the square the player's avatar inhabits, and it is the player's goal to keep them from getting inside the small square for as long as possible while scoring as much as possible. This is achieved by shooting shapes that match the color of the player's avatar. If a shape that is not the color of the player's avatar is shot, the player exchanges colors with the shape. The game goes along in this manner for ninety-nine levels while getting progressively more difficult with each passing level. The player has a choice of two modes: Level, in which the board is cleared when the player reaches a certain score, and Continuous, in which the difficulty is raised when the player reaches a certain score, however, the game board is not cleared of colored shapes. There are several difficulty levels from which to choose as well. Sounds simple, doesn't it? Well it's not as easy as it sounds.

Zoop starts off slowly, but ramps up the difficulty very, very quickly. This is fine for experienced "twitch" games, but can be really annoying to puzzle gamers not used to such a quick upswing. It can be very frustrating if Zoop is not the player's end all be all of gaming. This brings up another point. Because of the quick upswing in difficulty, the strategic part of Zoop is quickly lost and replaced by almost a shooter style of play. Again, strategy is an important part of puzzle games, and it's really too bad Zoop's developers chose to forgo that aspect of the game as it could have made Zoop a much more addictive experience for the player.

The Atari Jaguar is a sixty-four bit system, and there are games that push the system to its edges, but Zoop is certainly not one of those games. It is obvious that no effort was made during the port of Zoop to do anything to improve the look of the game over that of the versions seen on sixteen bit consoles. This is a shame, as it could have been much easier on the eyes with a little bit of effort on the developer's part, but that was not to be. It isn't that the graphics are poor; it's just that they are dated, and certainly not on par with the best of what the Jaguar has to offer gamers. They are adequate for the style of game, though nothing more. One problem with the graphics is actually the colors used in some levels. The game is colorful, and its play is based heavily on the player discerning colors quickly to react to the oncoming shapes, but in many stages, the color choices made by the developers work against the player. These poor color choices were probably not intentional, but it is a problem just the same. This, in turn, can cause a great amount of player frustration, as well as the irresistible urge to toss the Zoop cartridge off of a very, very high place until it becomes Zoop dust. Not a recommendation, just an observation.

Every game needs sound, and Zoop is really not bad when it comes to this arena. The laid back music that plays as the player fights through level after level is really kind of nice when the pace of the game really heats up. The sounds of the avatar destroying the oncoming shapes aren't bad, but it does get annoying after a while though. Overall, Zoop does a commendable job matching sound with the style of game that it is, and as such, the sound enhances the gaming experience without overpowering it. Just as it should.

Controls are no problem in Zoop. They are tight and easy to use. As with all good puzzle games, Zoop is easy to pick up and play. The D-Pad moves the player's avatar around the square it inhabits, and the A, B, or C button cause the ship to shoot over to the oncoming shapes to either destroy them or exchange colors with them. A lack of responsiveness on the part of the controls would have really damaged this game, but luckily, the controls are right on the money.

As it sits, Zoop is a good puzzle game. It suffers from a few flaws that keep it from rising into the pantheon of the greats, like Tetris, but it has some charm and a nice flow. It certainly may be too difficult for some, and perhaps too annoying for others, but for those looking to enjoy a simple gaming experience and who don't expect too much, Zoop may just be the game.



3 out of 5

Copyright © 2004-2005 Ronnie Richardson. All rights reserved.