Definitions

Plok

Plok

Plok was a Super Nintendo game developed by Software Creations and published by Tradewest Games in 1993 in the United States, and later by Nintendo in Europe and Activision in Japan. The game is a traditional platform game starring a character named "Plok".

About Plok

Plok dwells on Akrillic, a large island in the region of "Polyesta", and the game is set in the islands of Polyesta, a region the Pickford brothers claim was inspired by their shared adventures in the Realms of Dreamspace.

Plok's special power lies in the fact that he can launch any of his limbs at will and allow them to damage enemies, once the damage has been done they return to Plok until he decides to attack again. Another integral use of this ability is using it to solve puzzles that involve having to "sacrifice" one of Plok's limbs to activate switches (thus gradually decreasing Plok's mobility and his chances in battle). Once a limb hits a switch, it is placed on a hanger that may be right next to the switch or several screens away; some switches also require certain limbs. Plok's secondary attack takes the form of a buzzsaw-like jump that not only gives him increased speed, but also dispatches enemies. At a certain point in the game, the player can acquire an amulet that enables him to convert shells into power for this move at any time.

As in gaming tradition, Plok has a common item that he can collect throughout his travels. Plok's token pick-up are shells, which award extra lives and serve as ammunition for a special amulet received part way through the game.

Also within tradition, Plok has numerous power-ups that come in the form of "presents" scattered amongst the majority of levels. If Plok locates one of these colorful gifts he is immediately transformed into a more powerful fighting machine for a brief length of time. These power-ups include a flamethrower, boxing gear, a shotgun, twin handguns and even multiple rocket launchers. Specific presents yield vehicles that Plok can use in some later levels. Presents can be fairly difficult to find, but reward the effort made to discover them with an often much easier path through the level.

Storyline

Plok's adventure begins when he wakes up one morning to find that his Grandpappy's flag, a family heirloom, has been stolen. He must travel first to the nearby Cotton Island to retrieve it from the Bobbins Brothers.

After vanquishing the Bobbins Brothers, for good this time, Plok returns to Akrillic to find that the island has been taken over by Fleas, large blue creatures that jump around. He quickly learns that the theft of his Grandpappy's flag was simply a decoy to lure him away from Akrillic and leave it unguarded. Plok must travel throughout Akrillic, ridding the island of Fleas, and then he must finally enter the Flea Pit to battle the Flea Queen.

Enemies

Shprouts: Like any plucky hero, Plok has a number of hassles to deal with as he tries to free his homeland. Most noticeable in the levels of Akrillic is the "Shprout", a hostile race that seems to have something against Plok. As the game progresses the Shprouts get more and more "tooled up", going into battle with shields (for which the initial strike must dealt to its backside), scuba gear, parachutes or sometimes even all three at once.

Other Shprouts: Whilst most Shprouts are green, other types do exist: Yellow Shprouts; a swifter variety of Shprout that is capable of greater jumping prowess than normal Shprouts, which also have the annoying habit of hurling boomerangs. The final, and toughest, kind of Shprout is the Blue Shprout. These Shprouts are the swiftest of the bunch and yet more difficult to hit. Fortunately they are quite rare and never carry shields when fighting.

Fleas: It becomes apparent fairly early on in the game that Plok does not like Fleas in the slightest. The Fleas are Plok's nemeses and will do anything to stop him. They are powerful opponents, especially when in groups. Some can fly or shoot liquid at Plok.

Music

Composed by Tim Follin and his brother Geoff Follin, the soundtrack used just 5 channels out of a possible 8, leaving the remaining 3 for sound effects. The soundtrack is notable for having used chords as samples (voices 26 and 27 in the SPC). Also, often instead of using specific envelope types for sounds, the composers varied the envelope continually, giving some tracks a very distinctive sound, notably 'Plok's House', 'Akrillic', 'Creepy Crag', 'Beach' and 'Flea Pit'.

External links

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