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Get-A-Grip Chip Review

For full disclosure I was given a copy of this game from a friend who worked on this one. But that doesn’t sway my opinion on it, and I was not monetarily compensated for writing this review. All thoughts presented here are my own.

It’s been a while since I’ve been able to sit down and write a review. Hours at my regular job have been consistently high, and while things haven’t changed much in terms of the number of them I’ve been pulling, my schedule has been inconsistent. So I’ve focused more on getting some streaming in at night as playing games has always helped me decompress and talking to people who may hop in is usually a good experience.

PROS: Character design. Level design. Controls. Mechanics. Soundtrack.

CONS: A couple of cheap moments.

DON’T: Mistake this for a F2P mobile game port.

One of those games I streamed recently was Get-A-Grip Chip, an interesting game on Steam where you play as a robot who has to look for batteries using a magnet. It was given to me by a friend who did some of the work on it. It’s pretty fun. “Looking for batteries with a magnet? That’s supposed to be fun?” I can hear some of you asking. Well as simple as that sentence was, it’s a more complex idea with a lot of little ideas packed inside of that idea.

I’m told, that early on while working on something else, the team at Redstart Interactive found one really fun feature they had implemented, a grappling mechanic. They spent so much time on tweaking, and experimenting with it that they ended up building an entirely new game out of it. This game is ultimately what that game became. That story reminds me a lot of how a lot of Nintendo development stories go, start with something fun, then build the game, the world, the characters, and story around that. It works for Nintendo regularly, and it honestly does work here.

At first glance you might not see it. Visually, it has the crisp, flat, cut-out tones of something you might find on your cousin’s iPad. And what I mean by that is not the quality of the artwork, sprites, or character designs. All of these are very good with a blend of color depth and detail you might see in a South Park episode. Simply, that the way it is displayed could be perceived as a mobile title due to many of them having a similar look at first glance. That said, the world, the characters, and overall artwork is really good. And you’ll find a wide variety of different settings and environments in this factory as you play through this game. There are a few cutscenes in the game and these seem to have a more animatic vibe, animating a couple of frames to give you a sense of what is happening rather than a full-fledged FMV or animation. It’s something I’ve seen in many games lately even bigger ones. Monster Prom does it, Even Street Fighter V does it with its character story ladders.

Speaking of story, the one we are given here is that a company called RoboCo Manufacturing is making robots. Something I think is probably obvious. What isn’t obvious are the lack of failsafe measures. Because an accident happens on the line, a giant gear gets embedded in one of the manufacturing robots and this causes its programming to go haywire. This in turn causes the machine to go proverbially insane and begin blasting everything with death beams. One seemingly sentient robot named Chip needs to escape, but not before saving the ever so cute, also seemingly sentient batteries who look like Duracell gone Chibi.

Anyway, Chip has very limited mobility. He can move left, or right. In some cases up, or down. But 90 percent of the time left or right are your options. But Chip also has a magnet you can shoot short distances to latch onto things allowing you to swing around like Bionic Commando. The comparison to Capcom’s classic arcade game, its many home ports, NES pseudo-spinoff and even the newer ones that came out in the days of the 360 are appropos.

Because a lot like that series, this one will focus an awful lot on swinging around. Rivets, hanging rebar, there will always be something you’ll have to latch onto. Now while Bionic Commando focused on combat being an action game, this one goes more for mascot platforming. I was reminded of a number of them. Kirby came to mind because of the exploration element. While this is often far more challenging than Kirby, you still are going to be looking at ways to find creative solutions to seemingly complex problems. And some of them will not be so much seemingly complex problems as they are actually complex problems.

On the easier side of the scale, figuring out where the hidden batteries you need to save are is usually as simple as looking for a misshapen piece of wall. Or a sliver of a rivet just peeking into view. Actually getting to some of these batteries is quite a different story. Sometimes, sure, you can just roll behind a slightly off center looking wall and rescue your Rayovac friend. Often times, these paths will lead to new and far more challenging means to rescuing the battery in question. If and when you do successfully save a battery, you’re not in the clear because you still have to get them to the next checkpoint. When you do save one, the HUD will come up on the screen, and in the top left you’ll see a battery count. Each stage has ten batteries to save.

Now while you don’t have to save every battery to clear a level you do need to find so many of them to truly get further in the game. There are five floors, represented by levels of the building currently in the process of being destroyed. Each of the floors has five stages and a boss battle, each of which have the aforementioned batteries hidden within. Save enough batteries and you’ll unlock the next boss battle. It’s something that along with some of the boss battles, reminded me of Giana Sisters Twisted Dreams. In that game, you need to collect so many gems on your first run to unlock future stages, and also like that game there are sections where some grave danger initiates an auto scrolling section. The boss battles here are often like those sections in Giana Sisters Twisted Dreams. A wall of lava, acid, or other nefarious substance will follow you forcing you to rush through as fast as possible without perishing.

Doing that in of itself can be pretty daunting especially considering you have to do all of this by grappling. Doing all of that, and getting all of the batteries requires some Godlike reflexes and quick witted thinking on your feet. It is here, that I also really have to commend the games’ level designs. They all have a great blend of thinking fast to solve problems, and also trying to execute things, and discerning patterns as fast as possible. It really does lend itself well to speed running. But it also doesn’t really feel unfair except in maybe one or two instances where the game drops an unexpected enemy or obstacle your way. The game controls fairly well too with the WASD keys moving you, and you can use your mouse to aim your grappling hook. The game recommends using a game controller, so you may find that moving with a D-pad instead of keys on a keyboard is easier for you.

Get-A-Grip Chip also gives you unlimited lives, so the only thing that can ever really stop you from being able to beat the game is a lack of perseverance. It’s the kind of game I can see anyone really enjoying as you can clear the game by sheer determination. But I really think those who love a super difficult game will find a lot to like too, as trying to get some of the batteries rescued requires a LOT of dexterity, especially near the end of the game where you have to solve puzzles and solve them FAST. One nice thing is once you’ve saved a battery you don’t have to save it again on subsequent attempts. So you can 100% the game by focusing on only the batteries you didn’t find in previous attempts. Speed runners will get a lot of mileage out of this title though because trying to get through each stage in a really short period of time without dying is going to be quite the feat.

Clearing the game does also give you a satisfying ending, and it even shows you how many of the batteries you were able to save before escaping the collapsing factory. I quite liked Get-A-Grip Chip. Save for a handful of moments where they surprise you with an obstacle you have no way of knowing is coming, it’s generally very fair. When you die, more often than not you’re going to know it’s because you were unable to grab that ledge fast enough, or didn’t wait for that electrified lever to fully discharge or any other number of things. Everything is defined pretty well too. There was one instance later in the game I didn’t realize a background object was not a foreground object I could land on. But that could have easily been me being a dope.

And through it all I found myself really enjoying the soundtrack. There’s a pretty good variety here too. While everything could probably fall under the umbrella of Electronica since there are clearly a lot of compositions that were made on a computer that also would be far too much of a simplification. There are a lot of elements of different genres and subgenres here. Sometimes you’ll get some Techno. Sometimes there are moments that will feel more New Wave. Other times there are background songs that are decidedly Hip-Hop, or Heavy Metal. All chosen for appropriate sections. It’s pretty cool stuff, and as it turns out you can also buy the soundtrack on Steam too if you enjoy it enough to listen to beyond the scope of the game.

The characters are pretty cool, and it does a lot with the color palettes it employs. And with the control scheme I could easily see a sequel or prequel where they expand on some of the ideas presented here. I could even conceive a scenario where the company could potentially make a homebrew style version for older consoles and computers seeing how the set up works essentially on two sticks and a button. Seeing an Atari 2600 version, a Commodore 64 version, NES version, even a Colecovision or Intellivision version could be interesting. But now I’ve begun to ramble. The point is, Get-A-Grip Chip is one of the (to borrow a phrase from Metal Jesus Rocks ) hidden gems on Steam. If you’re looking for something a little bit different give it a shot.

Final Score: 9 out of 10

Slam Land Review

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(Full Disclosure: I know one person that is attached to the creation of this game. Be that as it may, I paid for my own digital download of the retail release on Steam with my own money, and have not been endorsed by the studio, publisher or any creator. All thoughts are my own.)

Super Smash Bros. is one of Nintendo’s most beloved franchises of all time. It started out humbly enough on the Nintendo 64. Then it became a massive success on the Nintendo Gamecube, being one of the console’s top drivers. Every sequel since, has done gangbusters. Even iterations that weren’t as well liked, have all sold well, and have been enjoyed by the general audience. Super Smash Bros. Ultimate is one of the most hyped upcoming entries yet.

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So it should be no surprise, that over the years many games large, and small have experimented with Nintendo’s formula. From Cartoon Network Punch Time Explosion XL to PlayStation All Stars Battle Royale, other developers have tried making platformer fighting games. Some of them have been solid. Some have been pretty good. Some have been outright terrible. But Slam Land has to be one of the better takes on the formula I’ve purchased, and played.

PROS: Great visuals, audio, and a compelling twist on a proven formula.

CONS: No online multiplayer. Small character roster.

MISSED OPPORTUNITY: The announcer never shouts “BOOMSHAKALAKA!”

Why is this? Well, because it has a really simple mechanic that really changes the dynamics of the game. Instead of the game focusing on knocking every player out of the arena, it adds a proverbial basket to each of the game’s arenas. The object is instead, centered around throwing or punching your opponents into the goal like a basketball. But it doesn’t end there. You can stack multiple opponents together for major point bonuses when you dunk them. You can “Steal” the ball so to speak, by knocking an opponent out of the hands of another opponent, and catching them for yourself. This one simple change also keeps people running to the goal. So you don’t find yourself falling off of the stage, at the last second, unable to see yourself in the mayhem. At least not as often as you might have in some of the Super Smash Bros. games.

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Slam Land also makes a few adjustments to keep things from getting monotonous. Namely by adding a few different modes. There’s a Trash mode, where instead of throwing each other, you, and opponents collect garbage bags to throw into a goal. As is the case with the main mode, you can knock bags away from people or throw them off the stage to buy yourself some time. You can also, again, stack up multiple bags to dunk at the same time for big points. But the more you carry, the slower you move, allowing an enemy to knock you down, and take them away.

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Another variation is the game of Horse, where you spell the word “Horse” by getting baskets as in the basketball game. However, it does this by dropping Knight pieces with the corresponding letters into the map. And once you get one letter into the basket, you can’t score with the same letter again. So the four of you will be trying to balance getting letters you need, and throwing the ones you don’t need out of the map. This way you can keep opponents from catching up to you.

The other mode you can play is Peanut. This mode drops a peanut into the stage. Again, you’ll all want the peanut so you can shoot a basket for points. However, the longer you hold the peanut before dunking it, the more points you will get for doing so. So if you can hold it for several seconds you can be scoring 8 points or 12 points instead of only one. Of course, as in the other modes, enemies can knock you down. Thus claiming the peanut for themselves for a massive point boost.

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Every one of these variations is a lot of fun because they all feature a great sense of risk versus reward. Do you go for more bags for the big points, or do you just throw one to retain the speed to get away from everyone? Do you hold the peanut or go for a shot before someone can steal it? Do you throw your opponent now or wait until they’re distracted by someone else?

All of the modes go for three rounds too. So you might dominate one round, only to find you’ve been triple teamed faster than Braun Strowman in a fatal four-way. Even so, you’ll find all of them quite engaging. You can also play the primary mode with either time or stock rules. These work the way they do in Smash Bros. Where you’re either trying to get the highest score in a duration, or trying to be the last person with any lives left. The difference however is that stock mode in Slam Land, means you’re still going for points by eliminating opponents. Unlike Smash, you can be the last one standing, and still lose. So you can’t expect to turtle your way to victory.

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There is also a pseudo-campaign mode here, but really it just puts you in five games involving a mix of the pre-existing modes. I recommend playing through it initially because you’ll get acquainted with the modes right away to see which you enjoy the most. After that though, you can really roll with whichever modes you, and your group of friends like most. Rounding that out is a quick mode that just starts up a single game.

Audio-visually the game is really quite nice! Everything has a really crisp 2D look that resembles a sticker book. The characters all have a cute look infused with some pulp. It screams early 90’s Nickelodeon cartoons, and even some contemporary Adult Swim cartoons. One of the playable characters reminded me a bit of  The Ren & Stimpy Show, while the ominous blue character who shows up in some of the game’s stage backgrounds reminded me a lot of stuff like Superjail. But that isn’t to say any of this stuff feels like a copy of anything. Everything is wholly original, but these are just some of the things I was reminded of by the game’s art style. The bottom line is that it looks great. The light audio soundtrack, and booming announcer voice accent all of it very nicely too.

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There are a few things that I would have liked the game to have implemented though. While I love the look of the characters I would have liked to have had a bigger roster. Functionally every character works the same way of course. You move them, and then you have a jump button, a pickup button (which you also use to throw), and a punch button that makes your character throw an uppercut. A simple control scheme, that anyone can understand. But having more characters would have been a nice touch. The five characters you do get are pretty cool though, each with neat little details. The human walks around in his BVDs. The Skeleton has some great inking for wear, and tear. The bug animates nicely. The carrot has a giant grin, and the other garish figure is so weird you’ll just fall in love with it. I would have liked more of that.

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It’s also going to disappoint some of you that this game has no online multiplayer. So if you’re someone whose friends are mostly long distance, you’re stuck playing against bots. The bots have pretty good A.I. but there’s nothing quite like playing against other people. This is why the Switch version is also an attractive option. Because it’s exactly the short, and simple kind of game you can take to a family gathering, or play with strangers at a coffee shop or with your coworkers on a lunch break. The other versions are great if you do have people over regularly. But for those who don’t, but who do own a Switch, it’s something worth considering. If you pretty much only play by yourself though, it’s not as easy to recommend.

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All of that said though, this is a phenomenal multiplayer experience. It’s also a cut above many other Smash clones because it plays so much differently. There may be four of you, and an arena. But the basketball mechanics really make Slam Land stand out. In fact, if you’re looking for a party game, and you’re not a fan of Super Smash Bros., you may just find you’ll enjoy this because of that different goal. Bread Machine Games should really commend themselves on making such a simple, yet addictive spin on the platform fighter. It might not be as deep as Nintendo’s own game, but it is a super fun game that can complement it nicely. If you’ve got a Steam account, a PS4, or a Switch, and want something a little bit different pick up Slam Land.

Final Score: 8 out of 10