A Boy and His Blob: Trouble On Blobolonia - Development

Development

A Boy and His Blob: Trouble on Blobolonia was developed by Imagineering, the in-house developer of Absolute Entertainment. The game was chiefly designed and programmed David Crane with help from his former Activision colleague Garry Kitchen. Kitchen was the president of the Activision spin-off company Absolute, which began self-publishing in 1988; Crane joined Kitchen at Absolute around the same time. Crane described the concept of a boy accompanied by a shapeshifting blob as "an off-the-wall idea". Crane stated that Blobert's design was heavily influenced by the characters Gloop and Gleep from the Hanna-Barbera cartoon The Herculoids. In terms of gameplay, Crane's goal was to advance the adventure genre as he had done with the Atari 2600 game Pitfall!. Since the release of the sequel Pitfall II: Lost Caverns, adventure games on the market had grown to include useful tools for players to collect and utilize in their environments. However, Crane found displayed tool inventories "not very elegant" and decided to implement tools in a different way. After coming up with the game's premise, a wishlist of the blob's object transformations was written and brainstormed with artists, who then converted them to computer graphics. Transformations were chosen based on how they would appear on screen due to the NES's graphical resolution. According to Crane, objects such as the bridge and ladder were "a must", but many ideas were scrapped because their nature would not be immediately obvious to the player. Puzzles that could be solved using the objects were created after the various shapes were finalized.

A total of 14 jellybean flavors were implemented in the game. To ease the game's difficulty level, the flavors were named specifically as either puns or alliteration to help the player remember them. For instance, the punch-flavored jelly bean transforms Blobert into a hole, a play on the term "hole punch". A grape-flavored bean listed in the game's manual was only present in the version submitted to Nintendo. This flavor transformed the blob into a wall ("grape wall", a pun of Great Wall of China) which would repel enemies. A Boy and His Blob proved to be "one of the most played games at Nintendo" once it was submitted to the company. In this earlier version, the player character could potentially become separated from the blob, thus making it impossible to proceed. A senior management member of Nintendo viewed this as a bug, so Crane substituted the grape bean for a ketchup-flavored bean that would instead summon the blob to the boy's location.

A Boy and His Blob was officially licensed by Nintendo in the summer of 1989. Though standard NES games took six to eight months to develop, Imagineering completed A Boy and His Blob in a mere six weeks. Crane himself rented a room in a flophouse near his office and put in several 16 to 20-hour days of the work on the project. After going without sleep for 48 hours in its last two days of earnest development, Crane flew to the CES in Chicago for trade demonstrations, then spent nights at his hotel fixing bugs. The game was released just prior to Christmas in 1989 as Absolute's first game on the NES. Crane recalled the development process for Absolute's early games to be enjoyable, but explained that "under the rule of Nintendo, the publishing side of the game business was really tough", emphasizing how frequently game publishers went out of business in those years. The team was originally in talks with a writer-producer of the Transformers animated features to simultaneously launch the A Boy and His Blob video game with a tie-in toy and a film. However, the plans never came to fruition due to deadlines and difficulty in dividing production resources three ways between a game, toy, and movie. When A Boy and His Blob was released in Japan by Jaleco in November 1990, it was retitled Fushigi na Blobby: Blobania no Kiki (ふしぎなブロビー ブロバニアの危機?, lit. "Mysterious Blobby: The Crisis of Blobania").

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