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| BUBBA 'N' STIX |
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| Published | ||||||
| March 1994 | ||||||
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| Core Design | ||||||
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| Core Design | ||||||
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| My Role | ||||||||
| Amiga/CD32 | Design, Background Graphics and Utilities Programming | |||||||
| SEGA MEGA-CD | Design and Background and Effects Graphics | |||||||
| SEGA Megadrive | Design and Background and Effects Graphics |
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The origin of Bubba 'n' Stix is one of those odd little stories that reminds me how much the games industry has changed. |
Bubba encounters Waldo in the first level of the game |
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Satisfied that we had exhausted the 'Man With A Stick' idea we presented the drawings, never expecting them to be taken seriously. Sure, there were 30 or 40 cool things you could do with a stick, but they were quite frankly insane and a world away from that realistic Indiana Jones style adventurer that had been asked for. Well, whatever it was about the drawings, something hit a chord - we were asked to go ahead and make the game. |
One of Stix' many uses |
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There were five levels in all in this
platform-puzzler: an alien forest full of man-eating shrubbery, the
inside of Waldo's downed spaceship, a volcano (itself a giant balloon
factory cranking out a flat-pack inflatable robot invasion fleet), a
submerged alien temple and a spaceport. And to say that it was
off-the-wall is an understatement with puzzles that required the player
to use Stix as a pool cue, boomerang, stirrer, temporary platform,
snorkel, wrecking bar, baseball bat and general-purpose prodding
device. |
| Additional Credits | ||||||||
| Billy 'Bli' Allison | Sprite and Intro Graphics and Design | |||||||
| Mark Watson | Commodore Amiga Coding, Design (and inventor of 'Floink') | |||||||
| John Kirkland | SEGA Megadrive/Mega CD Coding |
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| TEXT © SIMONPHIPPS 2005 |
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