[Heading]

Bip Bop!



[Summary]

Shaun enters the colourful world of BipBoi and his cute friends in order to

reclaim the stolen stars of Bip.



[Details]

Product: BIPBOI

Price: 5.99 (cassette) - TBA (emulator image)

Developer: Rob Pearmain

Publisher: Cronosoft (www.cronosoft.co.uk)

Platform: 48/128K Sinclair ZX Spectrum



[Ratings]

Cute, colourful and frustrating! One of those titles that is easy to pick up and

difficult to put back down.

Overall: 8 out of 10



Rob Pearmain's first professional release for the Sinclair ZX Spectrum is really

quite simple in many ways. The prologue tells a story of BipBoi and his friends

living in a peaceful and colourful world of Bip, which is full of an endless

supply of positive energy masses, usually in a star-shaped form. All of a

sudden, the tranquility was abruptly halted due to the forces of Zorgonia

breaking through the gateway of Blor. These evil invaders have stolen Bip's

abundant power sources for their own purposes, and it is up to BipBoi and his

friends, Maddo and Beanie, to face their Nemesis's and bring back the vitality

to their beloved home world.



And so begins a single-screen 'collect-em-up', in which you guide one of the

trio per level to collect a set amount of the floating energy masses whilst

avoiding the malevolent Zorgonians that patrol each screen. Whilst BipBoi has

the ability to shoot the enemies, Maddo is able to 'wrap' around the screen

(that is to leave it on one side and reappear on the other), and Beanie looks

cute.



Visually everything quite naive and child-like - as I have pointed out before on

reporting on this project earlier in the year, the game could have come from

Dick Bruna's imagination, who is famous for the 'Miffy' children's books.



The attack patterns vary from one level to the next, though you will usually see

some repeated later, and the collectible energy masses can come in many forms,

but are usually yellow stars and typically move in a circular motion. Once

collected, another will appear to take its place, and, unless BipBoi has shot

the evil roamers, the Zorgonians will change direction once touched, and can

hone in on the player on contact. This will take away some of the power meter at

the bottom of the screen. Some of this can be replenished with BipBoi by

obliterating the nasties, and for the other characters there is no way to

refuel.



For each new stage, you will have a slightly varying amount of energy to

collect, and the player's power meter will slowly dissipate, acting as a

generous timer. There is only three lives which can not be replenished.



The accompanying beeper-driven music is very deliberate, and made to distract

the player's concentration to make mistakes. I don't find this so annoying, and

it can be disabled anyway (I personally wouldn't allowed it to be switched off

on that basis). The most likely feature that will cause an unforced error is the

changing colour schemes throughout, sometimes mixing the worst combinations from

the Spectrum's quirky palette, but again I feel that this is an obtuse part of

the design.



There is one particularly nasty level which, under certain circumstances, can

not be completed. I initially thought that this was a bug, but when I flagged it

with Rob, he said that it is also an evil part of the game, so be cautious and

concentrate on collecting the energy masses rather than being too clever. This

is in spite of the fact that the only real point of the game is to beat your

best score. It does test your reactions, and is very much in the vein of early

Speccy games; it's not trying to be anything big or clever, the simple game

mechanic is actually quite refreshing to see, even on such unsophisticated 8-bit

technology.



[Caption]

Rob Pearmain's cute collect-em-up BipBoi, for the Sinclair ZX Spectrum

