I'm sure the fine, discerning readers of this blog will be familiar
with the Neo Geo puzzle game Money Puzzle Exchanger, which combined the
fast-paced gameplay of Magical Drop with the excitement of mental
arithmetic. But if any of you aren't, instead of matching colours, the
player matches denominations of currency: five ones make a five, two
fives make a ten, five tens make a fifty, two fifties a hundred, five
hundreds a five-hundred and two five-hundreds disappear. According to
legend, the similarities between Money Puzzle Exchanger and Magical Drop
were so great that Data East sued the devloper, FACE, into bankruptcy.
I'm not sure how true this story is, since the game managed to get
ported to Playstation and Game Boy.
But anyway,
what does any of this have to do with Mouja? Well,Mouja is like a
version of Money Puzzle Exchanger without the Magical Drop plagiarism:
rather than Magical Drop's idiosyncratic "pulling orbs down and
thrusting them back up" mechanic that MPE stole, Mouja has a more
traditional "orbs fall into a pit from above in pairs". Otherwise, it
has all the arithmatical fun seen in FACE's allegedly ill-fated game. In
fact, the "one" coins look exactly the same, too, but it's a pretty
simple design anyway, and the other coins all look different enough.
Mechanically,
it's alright. I prefer Money Puzzle Exchanger though, since Magical
Drop is my favourite puzzle game series, and MPE is like a nice little
variant on the theme. Mouja feels a little clunky and reliant on luck as
much as skill. There is a huge problem with this game, however: the
single player game is brutally, sadistically difficult. A lot of arcade
games are harder than they need to be because they want players to get
addicted and feed more coins in and continue their way to the end. Some
arcade games are hard because they're legitimately well-designed games
designed for skilled players. Mouja, on the other hand, feels like it is
the outcome of one of two scenarios.
The first
scenario leans on something I once read about videogame AI: that
programmers make it as good as they can, then scale it back to make it
fair on human players. It sounds feasible, and Mouja feels like the
programmers might have done the first part and forgot about the scaling
back. The second possibility is that it really is a game designed with
sadism in mind, and evidence backing this up comes in the form of the
game's scoring system: not only is it fairly inscrutible, but sometimes
scores go down and even into negative numbers, with no explanation.
Obviously, I can't really recommend Mouja, except as an exhibit to satisfy your grim curiosity.
1. Most non-endless arcade games, not some, are designed so that the player can beat them without cramming credits into the machine. The legitimately unfair games are few and far between.
ReplyDelete2. You only talk about single player. What about multiplayer?
1. that's true. i said "a lot", not "most", though.
Delete2. i have no-one with whom to play, boo hoo.
would be interesting to hear if the game has value in 2P vs mode. also has a PS1 port.
ReplyDeleteThis is actually a port from a PC-98 game with slightly different mechanics which was way less brutal and, in my opinion, way more enjoyable, even though the art isn’t as charming. It got dumped recently, I don’t think it’s on Redump but it’s on the Internet Archive.
ReplyDeleteoh, i didn't know this, thanks for telling me! i haven't been keeping up with japanese micros for a few years, i should look into what's emerged at some point...
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