Software:Nuts & Milk

From HandWiki
Nuts & Milk
MSX box art (EU)
Developer(s)Hudson Soft
KG Telecom
Publisher(s)
  • JP: KG Telecom
  • NA: Living Mobile
Platform(s)MSX, Family Computer, FM-7, Game Boy Advance, Mobile phone, NEC PC-6001, NEC PC-8801, X1, Virtual Console
Release
Genre(s)Puzzle-platform
Mode(s)Single-player, two players


Gameplay

Both versions of Nuts & Milk involve the player moving through various levels while collecting an assortment of fruit scattered throughout each of them. By gathering all the fruit on a particular screen, the player will gain access to a previously unopened house door containing Milk's fiancée, Yogurt. When the player makes contact with the female blob, they are advanced to the next level to start the process anew. Movement through these levels is accomplished by using the directional pad or keyboard to move Milk across the stage while avoiding pitfalls and other obstacles, most notably the character's rival, Nuts. If contact is made at any time during game play with Nuts or other harmful objects such as miniature blimps, the player will lose a life and have to restart the current level, with all fruit reset back to their initial positions. Once all three of Milk's lives are lost in this fashion, the game ends.

In the Famicom version, Milk can jump a short distance vertically or horizontally, allowing him to traverse pits or quickly gain access to an adjacent platform. If the player falls from too great a distance, Milk will become momentarily dazed and unable to move until the player joggles him awake with the jump button. Rope bridges are suspended in mid-air on most levels, and by using the directional pad, the player can climb them up or down as well as walk across them once they reach the top. In all, 50 individual levels exist on the Famicom version, and each one can be skipped freely by pressing the select button. Once a player has cycled through all fifty of them, he will return to the first level and restart the sequence until all of Milk's lives are lost.

The Famicom and MSX version also contain a level editor mode where the player can freely edit the first stage of the game by placing objects or enemies on the screen for Milk to interact with. This stage then takes the place of the first level in normal game play until the console is reset.

Plot

Set in a fantasy world, Nuts & Milk follows the story of a pink male blob named Milk, who must find his fiancée, Yogurt, a similar pink blob with a red hair bow, and rescue her from Nuts, a teal blob who also vies for her affection. The journey will take Milk through several levels where the process of finding and saving his love will repeat itself several times as Nuts mounts an ever-present resistance against his quest for romance.[1]

Development

Originally developed by Japanese software company Hudson Soft for several home computers in Japan, Nuts & Milk became the company's first Famicom video game. The game itself borrows elements from Lode Runner, an earlier Hudson project, and other arcade-styled platformers such as Donkey Kong, and even emulates the title screen of Nintendo's early 1980s releases. While the game retains stylistic similarities to other games published at the time, it is unique in being an arcade-styled game that was never released on an actual arcade system.[citation needed]

Two different versions of the game were created: one for home computers, and one for the Famicom.

Version differences

The MSX (top) and Famicom versions

Nuts & Milk was released for the home computers and Nintendo's Famicom at roughly the same time, and although both versions are very similar, there are a few differences in presentation. The Famicom version is played from a sideways angle typical of 2D sidescrollers with the player walking and jumping from one area to another horizontally. Conversely, the computer version is presented in a top-down fashion with all platforming elements removed, with the player instead moving in four directions. This version also contains a slight degradation in both sound and graphics, due to the comparatively less powerful personal computers at the time. Though the Famicom version makes use of its standard 2-button controller, the computer releases instead rely on a keyboard.

Music

The music for both versions of Nuts & Milk was composed internally by Hudson Soft and is made up entirely of synth-based chiptunes, a common audio medium for early video games. Though an exclusive soundtrack for either game was never released, the music from both versions can be found on the 1987 compilation album Hudson Game Music (catalog number 28XA-87) released in Japan by Alfa and GMO Records.[2]

Ports

Hudson Soft ported the Famicom version to the Commodore 64. It was released in the United Kingdom in 1984 as Hot Pop and was later re-released by Melbourne House.[3][4]

Legacy

In 1997, a ROM hack of the Famicom version of Nuts & Milk named Kirby's Nuts was released and reuses sprites from Kirby's Adventure.

A version of Nuts & Milk resembling the Famicom release has since been ported to mobile phones as a download service beginning September 1, 2003 in Japan by KG Telecom as part of their "GameMaster" compilation, which contains other Hudson Soft games from the 8-bit era.[5] The service was later extended to other parts of the world in January 2004 by TF1 i-games.[6]

On December 22, 2005, Hudson included Nuts & Milk in Hudson Collection Vol. 4: Nazotoki Collection for the Game Boy Advance, released exclusively in Japan.

References

  1. Nuts & Milk NES Instruction Manual 1984.
  2. "Hudson Game Music" Game Music Revolution. URL Accessed on November 21, 2006.
  3. "Hot Pop". https://retrocollector.org/index.php?page=1&system=1&publisher=857&release=9757. Retrieved 16 May 2021. 
  4. "Hot Pop". http://www.gamebase64.com/game.php?id=3599&d=36&h=0. Retrieved 18 April 2016. 
  5. "Hudson GameMaster" Hudson.co.jp. URL Accessed on November 21, 2006.
  6. "Nuts & Milk Mobile" Jeux Video. URL Accessed on November 21, 2006.

Features

Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]

Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

History

Logo used until March 2014

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]

In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]

On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]

In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]

See also

  • IGDB – game database used by Twitch for its search and discovery functions

References

  1. 1.0 1.1 Sheehan, Gavin (2023-02-22). "Atari Relaunches The Fully Rebuilt & Optimized MobyGames Website". https://bleedingcool.com/games/atari-relaunches-the-fully-rebuilt-optimized-mobygames-website/. 
  2. Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/. 
  3. "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1. 
  4. "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards. 
  5. 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel. 
  6. "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/. 
  7. 7.0 7.1 7.2 Plunkett, Luke (2022-03-10). "Atari Buys MobyGames For $1.5 Million". https://kotaku.com/mobygames-retro-credits-database-imdb-atari-freyholtz-b-1848638521. 
  8. "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media. 
  9. Corriea, Alexa Ray (December 31, 2013). "MobyGames purchased from GameFly, improvements planned". http://www.polygon.com/2013/12/31/5261414/mobygames-purchased-from-gamefly-improvements-planned. 
  10. Wawro, Alex (31 December 2013). "Game dev database MobyGames getting some TLC under new owner". Gamasutra. https://www.gamedeveloper.com/business/game-dev-database-mobygames-getting-some-tlc-under-new-owner. 
  11. "Atari invests in Anstream, may buy MobyGames". November 24, 2021. https://www.gamesindustry.biz/articles/2021-11-24-atari-invests-in-anstream-may-buy-mobygames. 
  12. Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games. 
  13. "Atari Completes MobyGames Acquisition, Details Plans for the Site's Continued Support". March 8, 2022. https://www.atari.com/atari-completes-mobygames-acquisition-details-plans-for-the-sites-continued-support/. 
  14. "Atari has acquired game database MobyGames for $1.5 million" (in en-GB). 2022-03-09. https://www.videogameschronicle.com/news/atari-has-acquired-game-database-mobygames-for-1-5-million/. 
  15. Stanton, Rich (2022-03-10). "Atari buys videogame database MobyGames for $1.5 million". https://www.pcgamer.com/atari-buys-videogame-database-mobygames-for-dollar15-million/. 
  16. Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/. 
  17. "MobyGames on Patreon". http://www.patreon.com/mobygames. 
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