Bubba’n’Stix started as a request from Core Design to Simon Phipps to imagine some sort of puzzle/platformer Indiana Jones game in which the main character would use a stick instead of a whip. The developer of
Wolfchild and
Rick Dangerous 1&2 was to team up with Billy Allison on the project. The two men met, threw ideas on a piece of paper and it became clear that a game based around puzzles that have to be solved with a stick couldn’t be too serious and
Bubba’n’Stix became the colourful off-the-wall story of an escape from an alien abduction.
If only one thing should be said about the game, it is that it represents a peculiar blend of puzzle and platforming.
Bubba’n’Stix isn’t a traditional platform game to which a few puzzles would have been added for variety nor a strict puzzle game in which the main character is only the medium through which the player interacts with variables. The best way I could describe it is by comparing it to Simon Phipps' previous
Rick Dangerous games. These platformers were criticized for their extreme difficulty and the unfairness of the obstacles and traps that saturated their levels. There is no doubt that players were expected to simply die and retry until they knew everything they had to do and dodge by heart.
Bubba’n’Stix works in a similar fashion while alleviating some pressure from players. It’s still more about understanding and memorizing than about focusing and using one's reflexes. Half the threats and traps to be encountered will get players the first time around, but contrary to
Rick Dangerous, here it will not cost them a life and a restart from earlier, just one health point.
Waldo jumps from a bush and shoots Bubba in the face in less time than it takes to say "Outch !" This rock will make Bubba lose a few health points before players finally manage to deal with it.
Because of its inherent punishing nature,
Bubba’n’Stix’ gameplay never feels as carefree as the one of the likes of
Mr.Nutz,
Zool or
James Pond II. The game might even be considered rigid by a few players. Yet, it actually never comes close to be as rigid as games like
X-It or
Pushover, or more recently
Unravel and
Lara Croft Go.
Still, it is obvious that a lot of thought was put into making a puzzle out of every single situation that players will come across. The game is filled to the rim with ideas and witty interactions and it’s a pleasure to discover them.
Stix can be used for a lot different things...
...and most of the time, solving a puzzle without getting hurt is slightly more complex than simply understanding how Stix is going to interact with the environment.
All enemies have to be tackled radically differently and this, in a delightful witty way that never becomes too convoluted. All levels are constructed around several ideas, not just a theme. Each of them has a different feel, goal and approach to the gameplay and the puzzles. I personally like the fact that level 1 and 4 should be entirely linear, when 3 and 2 are mainly open and 5 offers a welcome branching at some point.
Arguably the hardest passage in the game, thank God, there's a different path.
The alien forest is the closest to a traditional “run, jump, go right” but, immediately after it, comes a five floors spaceship that Bubba can explore entirely freely using teleports; the purpose of the level being to reach four switches, in any order, that will make the exit accessible.
Next to these doors is a map allowing players to find the pedals that they have to step on.
One door less.
It’s only in that spaceship that a few puzzles rely on using other aliens that Bubba can bring along.
This milk bottle follows you around. Her little cries of effort are cute.
On a technical level,
Bubba’n’Stix could have been an absolute wonder, but a few issues are too obvious not to tarnish otherwise impressive achievements.
The cartoonish graphics are still appealing to the eye in 2021 and the animations of the main character are among the best to be found on Amiga. The choice to bring depth to Bubba’s world through a fake perspective is a welcome relief from flat 2d platformers. The problem comes from backgrounds which, sometimes, do not look finished. Regularly, Bubba will just be standing in front of a dark void and the parallax’ are kept to a minimum to a strange degree.
Emptiest screen of the game.
Musics are very well crafted. Martin Iveson really did a good job using unique original sounds, instruments and samples.
Level 4 music is made of bubbly sounds and wavy synths melodies.
Sadly and as usual with Core Design, players will have to choose between them and sound effects. It’s a serious flaw here because the levels are very lengthy and listening to a quirky two minutes long music in a loop for thirty minutes is just unimaginable. It is really unforgivable not to have implemented an in-game key to switch. As for the sound effects, they are astonishing, give the game even more character and play a huge role in the humour.
Arguing aliens.
Humour might not be a technical aspect but it surely is omnipresent in
Bubba’n’Stix and is truly close to be a part of the gameplay. The general silliness, nonsense, ridicule and cruel irony help put forward the appeal of the player-trolling gameplay. Bubba is not a stern saviour of the world, he is a random guy who’s trying to save his skin and go back home.
Bubba’n’Stix sadly wasn’t met with a commercial success and was never given a sequel. Maybe this failure came from the fact that the game was released late in the Amiga lifespan, (maybe not). Developers were even asked to rush its finish in order to release it as quickly as possible and had to give up on a sixth level. In the last ten years, Billy Allison tackled his desire to work on a sequel several times and Simon Phipps remembers the game as “a joy to work on.” I really wonder why they haven’t tried to reunite to make a sequel or some sort of DLC, in these times of popular retro gaming and pixel art.
Challenging puzzle platformer with very light atmosphere and nice graphics (a 2d platformer with depth !).
A lot of truly good gameplay/puzzle ideas. Several nicely non-linear levels. Too short. Desperately needs a sequel.
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Love the Cartoon graphics and the humor is great. A lot of Imagination has obviously gone into this and its great trying to figure out how to use STICK to progress. One of the best Explore & puzzle games I have ever played. Very enjoyable on every level. I am only sad that they did not make a sequel to this
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Really nice graphics and great playability and puzzles. What more can i say!
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Best platforms on the Amiga are the ones proposing original concepts rather than mimicking the common trends. That's what happens with Bubba'n'Stix, an original, very playable and addictive puzzle platformer. It looks brilliant, has very good controls and it's one of the most cartoon-like experiences the Amiga can offer. Too bad Core was apparently unable, once again, to get music and sound effects at the same time from the Paula. Classic platformer (8/10).
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Bubba 'n' Stix is a very challenging game with unbelievably smooth animation and fluid gameplay. It may look as the game for children but believe me - it is not. The game is not easy, in fact it is one of the most difficult games I have played. It requires a lot of practice, good knowledge of the levels (this is why there is only five of them) and a lot of patience. There are some irritating moments like Waldo beam teleporter in level 2, green baloons in level 3, shooting cameras in level 5 but still you may find these game interesting due to a very original concept and presentation. A bit of a shame that sound fx and music can not be played at the same time. This problem does not occur in CD32 and personally I think this is why the latter is a bit easier (sounds are crucial in some tricky moments).
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This game has cartoon quality graphics, so you can think it's a game for kids. But it isn't, there are many puzzles and some of them are not easy. It's a shame that you have to choose sound fx or music (well, at least in ECS version). The most annoying things are walking a tightrope on level 5 and restart points (when you die you don't respawn in a place of death but at restart point located somewhere else). Overall - very good game.
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Very good Amiga game that managed to be better than the MegaDrive version. Good graphics, good audio, good animation, good playability, good difficulty curve... All in all, a very nice platform puzzler that made me spend a few weeks on it. Good vibes.
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Lovely colourful graphics and gameplay! 8.5/10
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Although original, I hate this game, that I found REALLY annoying and frustrating to play. You got stuck 20 times per minute.
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Personal favorite. Reason to buy an Amiga!
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Wow...not the same old platform game...I regret that i didn't give it the time that it deserved...but never say never
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A nicely original platform game which makes excellent use of its central gimmick while boasting inventive and satisfying puzzles. The Dr. Seuss-style graphics and funky music make it even better.
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An absolute hit game!
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Crazy cartoon graphics, funky music, goofy characters and interesting levels with puzzles and loads to explore, all topped off with tons of humour.
I think one of the things that really stands out in this game is the range of sound effects. Bubba's voice over is hilarious and fits him perfectly. There are other characters with cool voices too, and loads of really crazy sound effects. Unfortunately, you can only play the game with either music or sounds (both isn't an option) so there's a dilemma! There are level passwords, which are nice because some of the levels can take a long time to complete. Also, the passwords record your lives, health, continues and even your score.
The whole concept of Bubba being able to use Stix as a prop is pretty darn fantastic. A fun platformer with interesting and amusing puzzles. Very challenging, I can't believe I actually managed to complete this one... And it only took me 15 years!
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Spectacular game! Awesome and funny graphics, fantastic music and sound effects. Platform at its best!
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Ok, to be honest I only played the demo but I must admit I played the demo for days when I got it. Sad I missed the whole game.
8/10
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Good platformer. Very like Premiere by Core Design. Loved the cartoony graphics and was a pain in the arse at times to time Stix correctly but that was half the fun.
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This game was very funny, for example the two arguing aliens where u have to throw 'stix' towards them. Than you can see how one of them hits the other one and this one gets a bump on the head. I remember you had to jump on his bumb to reach a platform.... Just crazy
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This game was good as I had it as well as on the CD32 and it had nice GFX and sound. One of Core's good platform games and they never disappointed in that field
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One of those classic games that made me chuckle.
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Nice looking game, interesting gameplay. Was never able to get past level two or three for some reason.
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Core always had the most beautiful graphics, with a nice cartoonish feeling to it. And their games were fantastic; Chuch Rock, Premiere, Heimdall and on and on.
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Original and odd platformer with funky soundtrack, kinda like BC's Quest for Tires meets Pacland with a stick.
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