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Monster Max

Monster Max is a 1994 action-adventure puzzle video game developed by Rare and published by Titus France in Europe for the Game Boy. The player is the titular aspiring rock star, who, in an attempt to fight King Krond who bans all music, traverses nine floors of the Mega Hero Academy. Floors consist of diversely-designed rooms of puzzles to solve, the player having to figure out the order of actions to take.

Gameplay
game's training level Play Pen Monster Max is an isometric action-adventure puzzle video game that can be played in one of five language choices and two directional pad setups. The player is the titular aspiring rock star, who traverses nine floors of the Mega Hero Academy to overthrow the tyrannical King Krond, who resides on the tenth floor and bans all music performance in his land. Tasks include eliminating enemies and collecting objects like journals, safes, crowns, and torches. There are also weapons for Max to collect, including a sword, mines that eliminate enemies and blocks, a Super Spell that shoots a ball, and stars and energy fields that temporarily protect Max from enemy damage. == Development ==
Development
Background and origins Monster Max was designed and programmed by Jon Ritman with graphics by Bernie Drummond, both having established themselves in the video games industry by developing isometric 8-bit video games for Ocean Software, including Batman (1986) and Head over Heels (1987). Following Match Day II (1987), Ritman and Drummond moved to Rare, owned by the founders of Ultimate Play the Game, the developer and publisher of what launched the isometric game trend, Knight Lore (1984). His reasoning was how short the development process would be for a complete game on a hand-held device. When Ritman called Drummond about a potential Game Boy project, the artist's latest drawing was a half-reptilian/half-skeleton guitarist that became the titular playable character. The chip did not have the ease of conversion to other consoles the actual Z80 had, making the project Game Boy-exclusive. Aspects of the Game Boy's memory complicated the coding and design, such as low resolution, constant memory paging and the differences in character encoding between the bottom third and top two thirds of the screen. The hardware limitations also meant keeping the detail of isometric graphics while the screen scrolled was impossible. The development kit was on the Nintendo Entertainment System, which the controller's directional pad was more prone to accidental direction switches than the same of the Game Boy. Thus, an alternative control option for the NES controller was added for testing. The lack of other play testers was another reason Monster Maxs development differed from that of Ritman's other isometric games. Ritman conceived the structure of most rooms spontaneously and during programming. In rare instances, such as rooms with multiple cases, the levels were planned and pencil-drawn on paper. Drummond had a similar process, drawing "whatever looked good" for Ritman to create a narrative out of. For communication purposes, the two categorized the size of blocks under terms like "blocks" and "sweets." Although there are three levels within a floor, Ritman chose to only require the player to complete two. This was inspired by the players he noticed not advancing very far into Batman, and the desire to give the player more choice: "it's good to say there's an alternative." This and a password system came out of Ritman's thought process of designing a game for a mobile device. The final cartridge packs twice the memory of Head Over Heels: two megabytes, one for the 630 rooms, and another for menus, text data for five languages, and an advert for an unreleased Titus game, Blues Brothers Pinball. Commodore 64 and Amstrad CPC versions of Ritman and Drummond's previous work were referenced, and some concepts were borrowed, easing the development process. For example, the concept of pockets to hold objects was taken from Batman. The Game Boy's increased memory allowed Ritman to improve upon the genre, with larger rooms and floors with different themes and room designs. In a departure from Ritman's previous titles, Monster Max limited its collectible abilities to two at a time, to match the number of buttons on the Game Boy. This design decision also pressured him to focus on the order of rooms to avoid situations where the player accidentally drops an item in an area he can not return to. The "working sprite" for Monster Max was "Prehistoric Jon", which was Ritman wearing a loin-cloth. For the Nintendo Seal of Approval, Ritman recorded a six-hour gameplay session, played on a NES. In a situation rare in his career due to his attention to detail to problems, he was required to fix a bug that occurred in the seventh level, where an icon flashed on screen for around three seconds. The name for the "Deadly Spell" was changed to "Magic Spell". Another six-hour playthrough had to be filmed with the problems fixed. According to Ritman, an unspecified Titus France staff member wanted to "change every single exploding block" following completion, but "considering there are over a thousand blocks, it was out of the question." == Release ==
Release
Titus France published Monster Max in the UK in August 1994, and in France in September 1994. Although never released in North America, American publications still reviewed it with release dates including June 1994 and April 1995; a June 1995 Game Players review claimed the game was in market "now." == Reception ==
Reception
Upon release, Monster Max was frequently considered one of the best all-time Game Boy titles by critics. Nintendo Accións Javier Abad and Superjuegoss J.C. Mayerick called it the number-one best of all-time upon release; the latter critic still thought it was in the top-three in his 1997 re-review. Sam of Consoles + called it one of the best action-adventure entries in the Game Boy library. Damian appreciated touches in the presentation to make the product appealing to a wide audience, such as a blipvert that pops up every time an object is collected. == Legacy ==
Legacy
Monster Max was Ritman's last game he coded by himself, before working for companies like Domark and Argonaut Games. It is one of three Game Boy games listed in the book 1001 Video Games You Must Play Before You Die (2010), where editor Tony Mott called it a "mini-masterpiece" with the best puzzles ever in isometric games. He highlighted how much diversity came out of the game's simple concepts, and how much personality was in low-resolution Game Boy graphics. == Notes ==
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