Cacoma Knight In Bizyland
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''Cacoma Knight in Bizyland'', known in
Japan Japan ( ja, 日本, or , and formally , ''Nihonkoku'') is an island country in East Asia. It is situated in the northwest Pacific Ocean, and is bordered on the west by the Sea of Japan, while extending from the Sea of Okhotsk in the north ...
as is a
Super NES The Super Nintendo Entertainment System (SNES), commonly shortened to Super NES or Super Nintendo, is a 16-bit home video game console developed by Nintendo that was released in 1990 in Japan and South Korea, 1991 in North America, 1992 in E ...
video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This fee ...
created by
Datam Polystar was a Japanese media company headquartered in Chiyoda, Tokyo.About Us
." ''Datam Polystar''. Retrieved on December 28, 2008.
. Seta USA created the
English English usually refers to: * English language * English people English may also refer to: Peoples, culture, and language * ''English'', an adjective for something of, from, or related to England ** English national ide ...
version of the game. The Japanese version is copyrighted in 1992, and the English version is copyrighted in 1993. The title is a pun on , meaning "must surround". The player may control one of three characters, Jack ( in the Japanese version), Jean (), or RB93 (), in a puzzle game. the queen of a country called Lasyland, has cast a spell and trapped Princess Ophelia in a mirror, causing the Kingdom of Bizyland () to become gray and dismal. King Cacoma calls on the player(s) to save the princess and the kingdom.


Gameplay

Cacoma Knight is a hybrid of ''
Qix is a 1981 puzzle video game developed by husband and wife team Randy and Sandy Pfeiffer and published in arcades by Taito America. ''Qix'' is one of a handful of games made by Taito's American division. At the start of each level, the playing f ...
'' and
anime is Traditional animation, hand-drawn and computer animation, computer-generated animation originating from Japan. Outside of Japan and in English, ''anime'' refers specifically to animation produced in Japan. However, in Japan and in Japane ...
elements. Each level is a single screen. The first image that the player sees is a landscape, for example, a
forest A forest is an area of land dominated by trees. Hundreds of definitions of forest are used throughout the world, incorporating factors such as tree density, tree height, land use, legal standing, and ecological function. The United Nations' ...
or a
town A town is a human settlement. Towns are generally larger than villages and smaller than cities, though the criteria to distinguish between them vary considerably in different parts of the world. Origin and use The word "town" shares an ori ...
. The image will then fade into a "corrupt" version of the landscape, for example, the trees become rotten and buildings become ruined. Each screen has a "Qualify" target that shows how much of the screen must be cleared before the game continues to the next level. The player can then use the Magical Chalk to section off an area of the landscape, using either the borders of existing cleared sections or the borders of the screen. When a full shape is completed with no holes in its borders, the smaller of the two sections created is "purified" and returned to the original state shown at the beginning of the level. In the cleared section, there may be
power-up In video games, a power-up is an object that adds temporary benefits or extra abilities to the player character as a game mechanic. This is in contrast to an item, which may or may not have a permanent benefit that can be used at any time chosen ...
s or items that increase the point score of the player. Therefore, a greater "% Cleared" score means more points and power-ups will be rewarded, so it is beneficial to the player to attempt to clear as much of the screen as possible before exceeding the Qualify target. Enemies can impede progress of the player and come in various shapes, sizes and speeds. Some enemies can only move along the borders of the screen and the chalk lines that the player creates, others have free rein of the screen within given borders. Enemies can be destroyed by trapping them within an area of chalk, however, they will repopulate quickly thereafter. The player must avoid getting hit by enemies. If the player allows the character to get hit by the enemies too many times (based on the difficulty), they will be brought to a continue screen. Continuing costs one Credit, of which the player has a predetermined amount based on the difficulty that they are playing on. If the player runs out of the Credits, the game ends. A visual measure of progress is implemented between rounds in the game (a round includes several landscapes that the player must complete). When a player completes a round, an incomplete image is shown which is slowly filled in as the player completes more and more rounds.


Further reading

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References

{{DEFAULTSORT:Cacoma Knight In Bizyland 1992 video games Affect (company) games Datam Polystar Puzzle video games SETA Corporation games Super Nintendo Entertainment System games Super Nintendo Entertainment System-only games Multiplayer and single-player video games Video games developed in Japan Qix clones