Baku Baku


A great puzzle game that was released on Saturn in mid-1996 (the last great year for creativity in videogames, as well as the year that "Bust-A-Move 2" changed the perception of puzzle games on PlayStation), Sega's "Baku Baku" is yet another one of the seemingly never-ending stream of 2D puzzle games with tiles dropping from top-to-bottom that have to be matched in pairs in order to clear the screen, preferably with a massive chain-reaction or combo that will cause irreparable damage to your CPU or second-player's structure. The storyline, told via a badly-compressed FMV featuring choppy-looking CG characters that seem straight out RPG central casting, tell the story of a spoiled Princess and her King Father's desire to please her fetish for animals with a big Royal Zoo; a call goes to the kingdom for contestants in the World Zookeeper Contest, which is where you come in and play the game.

GAMEPLAY / FUN FACTOR: B (85)
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The games "Baku Baku" resembles the most are the Nintendo SNES title "Tetris Attack" and Capcom's cult hit "Super Puzzle Fighter II Turbo", and consists of falling pairs of tiles, featuring either a food item or the face of an animal (or both); the default four animal/fruit choices are: dog/bone, rabbit/carrot, panda/bamboo and monkey/banana, with an option to add a mouse/cheese variable in harder difficulty-settings. As long as the right combination of animal and food touch each other vertically and/or horizontally, the tiles will disappear and will clear space for more to follow; to do the most damage and send the more tiles to your opponent's screen, the player must score the biggest combos possible, which takes a keen eye and some skill in order to build potential chain reactions (that could be messed-up if the opponent scores the combo first). The game is a little lacking in options though: besides the Arcade trip in which you take on CPU opponents and the head-to-head two-player option for two players to go at it (the meat and bones of every good puzzle game, as "SPFIITurbo" and "BAM2" veterans will verify), there is very little else to do: no 'create your puzzle' option, no 'Variety' or 'Puzzle' option, etc. (you do get an option to tweak the hell out of the # of chances, the difficulty, etc.). A glaring flaw is the way the difficulty increases in the game, going from relatively easy in the first couple of rounds to incredibly hard/cheap/tough in anything but the Easy setting (which cuts the game just shy of the point of frustration); tiles start dropping too fast, and you barely have a chance to rotate them and place them before the next one's falling... which I guess is fine because you can see the six tiles that are about to fall (you've been warned), but frustrates and brings down the fun of completing "Baku Baku". Little kids that might otherwise liked this game could become easily frustrated, althoughthey still might get a little kick out of seeing their on-screen character loose and be eaten by a giant Lion head (cute!).

GRAPHICS / VISUALS: B- (84)
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The game's 2D artwork and artistic style seem European, although the game was conceived and released in Japan as an arcade game (the option/menu screens reveal this by their use of a joystick in explaining how to play the game); the obscure 3DO side-scroller game "Soccer Kid" came to mind when the portraits of people in the world of "Baku Baku" (Gallopy, Nurse Grape, T3, Soldier and our heroes Poly and Gon) appeared throughout the high-resolution menu/option screens, which are layed-out in a no-frills manner. The lack of textures and plasticity of the look in the CG-rendered worlds and characters (think of lifeless, dull, colorless, stiffer-looking artwork from the likes of "Donkey Kong Country" or "Rayman") is a sharp contrast with the vibrant 3D polygon and/or 2D artwork I expect from a Japanese videogame developer like Sega. The important thing in a puzzle game is that everything that needs to be seen can be clearly identified, and that the proceeding moves exceedingly fast; on those two issues "Baku Baku" does its job fine, if a little in the underwhelming side.

MUSIC / SOUND EFFECTS: C- (76)
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Great sound effects are the trademark of a successful gaming franchise (Sonic's rings, Yoshi's 'Wap-Wap Pap-Up Pop' butt sound, etc.) and "Baku Baku" doesn't have any of them: all animals make the same munching sound effect when they score a combo, and every sound (falling tiles, the invisible crowd going "Awww", etc.) and music sample (lackluster and cheesy European keyboard muzark... yuck!) is functional and crystal-clear without being cute, enjoyable or anything remotely close to being unique.

OVERALL: B- (82)
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For $10 I think that puzzle fanatics cannot go wrong with picking up "Baku Baku" for Saturn IF they have someone else to play it with, since the off-the-wall escalation of the difficulty is a turn-off in the Arcade option. I'll send it to the cousins in El Salvador that are eating up every Saturn game I send them (while quietly begging me to send them an N64... grrrr!), while I prepare myself for the puzzle gaming dish of the summer of '99: "The Next Tetris" on Playstation w/ the option to use my own music CD's. Yummy!     
- J.M. Vargas