Mr Nutz logo

There's nothing left but chickens, apparently. Yup, the little cluckers have invented colour TVs, racing cars and stereos and developed a system of battery farming where human being lay little ovoid shapes all day.

But, boy, when things go wrong, they really go wrong. The inhabitants of planet Capon (or something) have run out of coffee after a bad harvest and, such is their craving for caffeine, they turn against the squirrels from Planet Peanut.

Sureally strange
This isn't a surrealist fantasy or even the latest anime adventure, but Ocean's new platform game Mr Nutz. You play the squirrel superhero of the title whose task is to explore Planet Peanut, collecting goodies and banishing the fowl ones.

The action takes place over four themed worlds - Nature, Underground, Water and Inca. Each world contains a number of chicken bases which have to be closed down. Access to each base is via a map screen which contains a network of paths, often leading to chests of treasure and other characters who can help you.

Each world is also made up of different islands so occasionally. Nutz has to sail from one to another on his raft or use the Peanut teleport system. There ar two types of platform level in the game. The chicken bases are the most important and are marked with a red pennant on the map screen. The blue pennant levels are less crucial, but are a valuable source of the goodies you need to defeat the chickens and gain access to the bonus sections.

It all bears more than a passing resemblance to Sega's Sonic, with the levels' sweeping curves and the way Nutz turns into a ball of fur when he speeds up. The map section is reminiscent of Super Mario.

Sadly, this doesn't mean Mr Nutz is any good. Even during the opening levels, it's easy to lose hit-points and lives because you have to stamp on baddies to kill them. Wy can't Nutz lob acorns at them?

Size does matter
The map and platform sections also jar. Wandering around the map soon gets tedious, especially when you have to retrace your steps because teleports have been knocked out. The map's small size also makes it hard on your eyes.

Saving the game is a nightmare too. You have to go to certain teleports armed with a star which is only awarded when you collect 99 gems. Because you need stars to find bonus sections, it's easy to die and be sent back to the beginning of the game.

Mr Nutz isn't all bad. The scrolling is smooth, the sprites are cutely animated, and the controls are slick. It's all just a little uninspiring and its high frustration factor is going to have you throwing your Amiga out the window in despair.



Mr Nutz logo Amiga Joker Hit

Auch wenn Ocean das sprunghafte Eichhörnchen auf den Amiga losläßt, entsprungen ist es dem deutschen Programmierteam Neon - zu dem mit Peter Thierolf ein Mann mit jahrelanger Plattformerfahrung gehört!

Immerhin war Peter Thierolf lange Mitglied bei Factor 5, und deren "Turrican"-Serie zählt ja nun unbestritten zu den Highlights des Genres. Ein Highlight der eher knuddeligen Art ist der noch jungen Neon-Truppe nach rund zwei Jahren Entwicklungszeit aber auch mit diesem Spiel geglückt: Am Super Nintendo macht Mr. Nutz eine gute Figur, aber Neons Amigaversion ist schlicht das bisher spektakulärste Jump & Run für die "Freundin"!

Lange Zeit wurde das Programms auf Messen und Pressevorführungen als "Timet, the flying Squirrel" gehandelt, jetzt haben die ausgefeilten 3D-Routinen, das butterweiche Parallaxscrolling, die flotten Zooms der Endgegner bis auf Bildschirmgröße und die spektakulären Dreheffekte endlich ihren endgültigen Namen und ihre endgültig doofe Hintergrundstory:

Irgendein fieses Hühnervolk kam aus dem Weltall angeflattert und unterjochte den Heimatplaneten vieler putziger Kaninchen, Teddybären und anderer Kuscheltiere. Allein dem Eichhörnchen Mr. Nutz blieb dieses grausame Schicksal erspart - dafür darf der sympathische Nager jetzt all seine Freunde befreien...

Der Eichhörnchen-Dompteur findet sich zunächst vor einer Weltkarte wieder, die vier zu rettende Inseln präsentiert. Auf ihnen lenkt man nun den tierischen Helden erst mal kreuz und quer durch (aus der Vogelperspektive gezeigte) Wald-, Techno-, Inka- oder Meereslandschaften, durchstöbert auf der Jagd nach Extras allerlei Truhen und führt kleine Multiple-choice-Unterhaltungen mit den Insulanern, um nützliche Spieltips aufzuschnappen.

Wer bisher die Gegner vermißt hat, der wird in den (aus der üblichen Seitenansicht präsentierten) Plattformsektionen fündig, von denen jedes Eiland mindestens fünf verschiedene aufweist - man betritt sie durch Eingänge auf der Oberwelt. Sind dann alle Abschnitte einer Insel durchlaufen, durchhüpft, durchflogen oder durchschwommen, öffnet sich das Tor zum jeweiligen Hühner-Hauptquartier, wo der Endgegner auf seine verdiente Abtreibung wartet.

Nun kann Mr. Nutz zwar von Natur aus ebenso schnell sprinten wie sein Konsolen-Kollege "Sonic", dennoch empfiehlt sich eine gemächlichere Gangart, um nicht unversehens in Gegner hinein zu rennen oder gar die zuhauf vorhandenen Sammelextras zu verpassen. Da gibt es etwa Diamanten, die am Levelende in frische Energie oder Extraleben umgerechnet werden, dazu Boni, die den Hüpfer flugtauchlich machen, sowie Schutzschilde verschiedenster Haltbarkeit.

Auf Waffen verzichtet der Held allerdings konsequent, statt dessen steigt er den großen und kleinen Gegnern in bester Genretradition auf den Kopf. Allzu gefährlich ist das für ihn nicht, denn er verliert bei Feindkontakt nur einen Teil seiner Kraftreserven - und das auf recht originelle Art und Weise: Ein Hitpoint springt aus der Energieleiste ins Springfeld und kann mit etwas Geschick sogar wieder eingefangen werden!

Doch zurück zu den Gegnern, denn die Biester legen eine beeindruckende Intelligenz an den Tag. So springen Fische z.B. an Land und schlittern Mr. Nutz über das Ufer nach, doch auch Hühner, Robbis und die sonstigen Übeltäter folgen selten stupiden Bewegungsmustern.

Der Nachteil sind gelegentlich etwas unfaire Attacken, der Vorteil ist ein lebendiges Spieldesign: Blumen beginnen plötzlich zu rotieren und nach allen Seiten Extras zu schleudern, riesige Stampfer stoßen unerwartet von der Decke herab, man muß gegen Wasserfontänen, Ventilatoren, Sturmböen und Regenschauer ankämpfen oder 3D-Renneinlagen sowie kleine Denksportaufgaben mit Schaltern absolvieren.

Praktisch jeder der rund vier Dutzend Levels wartet mit Überraschungen und witzigen Gags auf, dazu kommen schier unendlich viele Geheimräume und Bonusstages - wahrlich, das Spiel hat auch nach dem dritten und vierten Durchlauf noch Neuigkeiten zu bieten.

Neben dem feinen Gameplay haben die Programmierer auch das Drumherum nicht vergessen, es warten hübsche Details wie ein Musikmenü oder die Unterstützung von Zwei-Button-Sticks/Pads.

Und natürlich wartet viel, viel Grafik: Mag es den satten 5.300 Screens auch manchmal ein wenig an Farbe mangeln, so brennen sie wie gesagt ein Feuerwerk an tollen Animationen und überraschenden Effekten ab.

Dazu tönen Musik und Sound-FX gleichzeitig aus den Boxen, und die Nachladerei hält sich in Grenzen: auf Amigas mit 2 MB RAM oder mehr steht das Game praktisch komplett im Speicher. Wir indessen stehen woanders, nämlich voll hinter Mr. Nutz - das Game katapultiert seine Schöpfer mit einem Schlag in die erste Programmierriege! (rl)


Das Konsolen-Hörnchen

Um Mißverständnissen vorzubeugen: Am Super Nintendo war ein anderes (französisches) Team für Ocean am Werk, weshalb die Unterschiede zwischen den Versionen gewaltig sind! So sieht Mr. Nutz auf der Konsole etwas besser aus, spielt sich aber längst nicht so launig, denn es fehlt die komplette Oberwelt, wodurch der (völlig andere) Levelaufbau weitaus monotoner geraten ist. Summa summarum ist der Nintendo-Nutz damit ein zwar sehr hübsches, aber keineswegs herausragendes Jump & Run.

Wieder anders könnte es demnächst am Mega Drive aussehen, da Neon hier gerade an einer Konvertierung der Amigafassung strickt. Allerdings wird die Grafik aufgrund des beschränkten Modul-Speicherplatzes weniger detailreich ausfallen, und spezielle Effekte wie etwa das 3D-Zooming der Endgegner sind nur abgespeckt oder gar nicht vorhanden. Wer also mehrere Digi-Entertainer besitzt, für den ist ganz klar die Amigaversion erste Wahl!

Mr Nutz

Mr Nutz logo

Ocean proudly present a game with a hazelnut in every 'byte'. Aha ha. Sorry.

Shizophrenia is a funny thing. (No it isn't. - Ed) Take Mr Nutz, for example. (Blimey, that's an uncharacteristically early plunge into relevance. - Concerned reader)). For one thing, he's not sure himself who he wants to be. At first he seems to want to be Sonic The Hedgehog, but then he chances his mind and reckons he'd be better off as Super Mario. But then he has another change of heart and goes for Zelda (eponymous star of several Nintendo RPGs) instead.

As if all this wasn't confusing enough, he has a strange effect on anyone playing his game, too - one minute you're going "Ooh, that's a really nice idea", the next it's "Gaah! What kind of psychopathic moron designed this anyway?" I'll try to explain.

Even as I'm typing this paragraph, I don't know what mark I'm going to give Mr Nutz: Hopping Mad. I've been playing it for five days now. I'm three-quarters of the way through, and I still don't know whether I like it or not. (To be honest, I'm kind of hoping it'll become clear to me as I'm writing).

It's a platform game, but with a definite Zelda-esque RPG angle, in that you have to do an awful lot of trekking around on a map in between platform sections, talking to other characters, collecting stuff and solving elementary puzzles. Indeed, the first time I reached the second world, it took me a good 10 minutes (well, there wasn't really anything good about them) just to Find a platform section.

ARBOREAL
The game is also structured a lot like Super Mario World (look, sorry about always bringing up this kind of thing, but it's so blatant and deliberate I wouldn't be doing my job properly if I didn't tell you about it, okay?), but the actual platform bits are (oh no, not again) the closest yet that the Amiga's come to cloning Sonic.

It's probably the best-programmed Amiga platformer I can recall (only First Samurai springs immediately to mind as a challenger), but the design is dangerously leaky in parts.

Some of it's had the most painstaking care and attention to detail possible, but some of it is so thoughtlessly infuriating it's hard to believe the same people are responsible for it.

The graphics, as you can see, are lovely - multiple layers of smooth, fast parallax scrolling a-go-go, even on an ordinary 1 meg A500. Next time someone (the authors of Cool Spot or Zool 2, say) tries to tell you that the old machine simply can't handle that kind of thing, wave Mr Nutz in their faces and watch 'em blush.

You also get some excellent SNES-Mode-7 Type stuff, with bosses and bonus sections whizzing in and out flawlessly and graphics are full of similar tricks.


He has a strange effect on anyone playing his game
-

RODENT
But on the other hand, they're designed in such a way as to render lots of power-ups and baddies all but invisible unless you creep along a pixel at a time and scrutinize the screen with a magnifying glass as you go. Whether this is due to limitations on the number of colours or a deliberate design strategy I don't know. What I do know is that it's damn annoying to get repeatedly spiked by things you simply didn't see because they were the same colour as most of the background scenery.

Similarly, bits where you et whipped along uncontrollably by underwater currents, and then thrown out straight into a spiked wall will be hanging offence come the revolution.

The scenery itself is annoyingly inconsistent too, in terms of what you can and can't stand on. Frequently (especially in the later levels) you can stand on one piece of background, but not another completely identical one, and it makes navigating your way through the already-sprawling levels much harder and much less enjoyable than it ought to be.

IN MAY
Still, I don't want to find too much fault with the graphics, because you Do get used to them to a large extent, and even at their worst they're not a tenth as incomprehensible as, say, Oscar. The unfortunate thing is that they're one of a number of minor irritations that make playing the game less like having a good time and more like a chore, and the biggest bugbear among these is the amount of maze-mapping that you must do.

Mr Nutz's worlds take shape as lots of little islands on big spread-out maps, with little identikit bridges and ladders and pathways. Because everything looks the same it's astoundingly easy to get lost, and because it's all in little tiny sections scattered over such a big area it's very hard to get your bearings.

While the maps are full of little characters wandering around who you can talk to, practically none of them have anything interesting or relevant to say - most of the 'conversations' you can have only offer you one possible response at a time, or if you get more they often bring exactly the same result. Even if you make the wrong choice when there is a decision to be made, you can simply go back up to the character and start again.

SEEDY
Bearing all this in mind, it seems daft to spend so much game time trekking around the maps trying to work out where anything is. You can't get killed or lose anything important in the map bits, they're just a linking motif to connect the platform segments, so it's just tedious and maddening to have to wander the identical pathways for five or ten minutes at a time trying to find the next platform stage. (I think we can consider that point well and truly made now. - Ed) Anyway, let's get back to the game.


Dropped in as a tease and then simply not used

NESTING
One of the cleverest (and, indeed, Sonic-est) ideas in Mr Nutz is the way your hit points work. You can actually carry your energy around as little sentient beings who look like the little brother of Stix out of Bubba 'n' Stix. When you get hit, the hit point sproings off and starts bouncing around of its own accord, and you can actually run after it and pick it back up again. More often, of course, you'll run after it only to lose another three hit points while you try to get it back, but forcing you to make that decision is a classic gameplay device, and it works very well here.

Oddly, quite a few other elements of the gameplay seem to be dropped in as a tease, and then simple not used for the rest of the game. In level one, for example, there are mushrooms dotted around which you use as springboards. After a bit, you notice that certain-coloured ones shuffle away from you when you're near them, and hence can be intimidated into moving quite a long way along the level into advantageous positions. After the first world, though, this neat feature seems to be completely abandoned, which is a bit of a shame.

Likewise, the bits on world two, where you have to cleverly manipulate a series of switches to raise and lower the water level in a partially-submerged stage in order to reach particular areas, seem to be a one-off puzzley interlude in the middle of otherwise uniformly-straightforward platforming.

Oh, and by halfway through the last world, I'd accumulated no less than 17 'energy balls', without the remotest suggestion from either the game or the manual what I might need or want them for.

Blimey, this is going on a bit, isn't it? And quite honestly, I'm still not sure how to mark the game. Like I said, I've been playing it for quite a while now, and while it's regularly driven me almost to the end of my tether, I do keep going back to it. I've almost finished it, and I can't imagine wanting to put myself through it again once it's done, but I can't quite seem to let it go just yet.

How am I going to find a score? I know, how about some hard and tangible facts? You only get 20 main levels, but after they first world they're absolutely huge (a bit too big for my taste, in fact), and while the game isn't generally all that hard until the ridiculously tricky last world (1UPs are everywhere, and you have have at least 25 lives by the time you reach world three, for example), it'll take you a fair time to get to the end, even with the help of the save.

The save facility is smart. What happens is that you can save your position either after defeating a boss, or in mid-level if you find a save point and have enough stars (although you might prefer to hold on to your stars for other reasons, like getting access to warp zones, secret areas and messages and so on. Decisions, decisions). You can save to one of four save slots, and when you're on the options screen you can fool around with the slots - copying, deleting or renaming them at will.

What this means in practice is that you can, for example, get to the end of the first world, save the game, quit and go to the options screen, copy the saved game into the other three save slots, then lay on from one of those. Then, if you get past another boss or save point, you've still got your original end-of-level-one game saved as well as the one at your current point.

This means that if you want to, say, go back over an earlier section to try to come out of it with more lives, stars or whatever, you don't have to start again from the beginning. Watch out, though - if you try to save with the game disk write-protected, it doesn't give you a chance to write-enable it and start again, which can mean a lot of effort getting wasted if you get killed before you can find and use a save point in the next world. I speak (natch) from experience.

KERNEL
Right. Time to cut to the chase. For technical achievement, but mostly for the fact that I've kept coming back to it even though it kept annoying me, I've decided that Mr Nutz deserves the benefit of the doubt. I haven't heard of The Neon Team before now, but this isn't a half-bad start for them. If they can come up with an idea to match their obvious talent next time, then Bullfrog, Sensible et al had better watch their backs.



Mr Nutz logo

Have Ocean Software come up with their own Amiga Sonic beater? Tony Dillon isn't so sure.

Ocean have been very quiet recently as far as the Amiga is concerned. Even though they hold in their hands two of the most awaited Amiga games to date (Inferno and TFX), for quite a while now we've had little cause to chase the cheeky Mancunans for review software. So quiet were they that I almost didn't hear this package drop through the letterbox.

While Millennium are jumping up and down with joy at the release of James Pond 3, Ocean are whispering that Mr Nuts has arrived.

CUTESY
Mr Nuts is a cute little squirrel who has to save a planet from the clutch of evil chickens from outer space. Okay, so the plot might reek a little of Alfred Chicken, but we'll gloss over that for the moment.

Using all his skill and judgement, Mr Nuts has to work across the huge maps that make up the planet, systematically closing down all the chicken bases while helping his friend Mr Hitpoint, Mr Rabbit and Mr Pigeon. He does this in two ways. Firstly, there's the scrolling platform bit, which looks absolutely gorgeous in these screenshots, you have to admit. Bright, vivid colours, large cute sprites, and if you could see that silky smooth animation - oh, it would take your breath away. This is only a small part of the game, however.

The real game happens in a Zelda-style scrolling walkabout around the map, finding bombs, opening chests, talking to characters and so on. For some reason this all takes place in a window that takes up no more than an eighth of the screen, which is incredibly frustrating.

Mr Nuts is, basically, a mapper's dream, as they mark down all the paths with their twists and turns along the way. Using teleporters, ladders, rafts and bombs you work through the map until you close down an island. Then it's off to the next level.

Looking at the game, it's quite obvious that the whole thing is perfect for the younger market. The characters are all done in a cute, colourful way. There are no real taxing puzzles and the platform sections are over as soon as they start. This is no justification for the low mark, however.

SHORTY
The relatively low mark I've given it has come about due to the one major shortcoming that Mr Nuts, like so many before it, has suffered from: there's very little gameplay. The map section is far too simple to be of any real value to a gamesplayer, and the fact that everything happens on a tiny screen is unforgivable. Why not make it full screen? It would have made all the difference!

It's the platform section where the whole game falls apart. Mr Nuts can run at approximately 130 miles per hour. However, levels are only playable if you move at 20mph. Interestingly enough you can belt from end of the level to the other at top whack in around fifteen seconds and only lose a small amount of energy. This game will only pose a problem to real gamesplayers if they let it.

Just as well, really, as the colour scheme renders everything in the platform sections little more than a multi-coloured mess. I'm all for using hundreds of colours, as longs as they aren't all garish green! What is the point of having a game so colourful that you can't actually tell where the backdrops end and the sprites begin? I was getting hit by things I couldn't see until they'd hit me, and avoiding things that ended up being nothing more than on-screen 'furniture'.

NO GOODY
It's just a real shame that this had to come out at the same time as James Pond 3, it really is. Not that I want to get too negative or anything, but there really is no competition. One is a fast, playable platformer with puzzle twists and various other interactive elements, and the other is bright, colourful but ultimately thin and characterless.