Plok

Plok is a Super Nintendo game developed by Software Creations and published by Tradewest Games in 1993 in North America, 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, 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. Partway through the game, Plok takes a break to catch a nap, during which he dreams of his Grandpappy Plok's search for a magical amulet on Legacy Island, which is eventually found and stumbled upon by Plok as he wakes up.

After clearing out all the Fleas from Akrillic, Plok descends into Brendammi Bog, where the Fleapit, the source of all the Fleas, is located. Riding various vehicles, Plok journeys deep into the Fleapit, ultimately challenging the Flea Queen as the final boss.

Enemies
As the game progresses, the player encounters a number of different enemies. Most noticeable is the "Shprout." As the game progresses, Plok encounters Shprouts with shields, scuba gear, boomerangs and parachutes, and the player must use different tactics to defeat these differently armed Shprouts. Blue Shprouts are rare and are the most difficult to hit, but they never carry shields.

It becomes apparent fairly early on in the game that Plok does not like Fleas in the slightest. These are blue, two legged, jumping creatures. Some can fly or shoot liquid at Plok. At the end of the game, Plok fights the Flea Queen. Plok also fights the Bobbins Brothers. These are large, humanoid creatures whose heads consist of nothing but their mouths, and they serve as the bosses of certain parts of the game.

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'.