Harlequin (video game) explained

Harlequin
Developer:The Warp Factory
Publisher:Gremlin Graphics
Designer:Ed Campbell
Composer:Barry Leitch
Released:1992
Genre:Platform
Modes:Single-player
Platforms:Amiga, Atari ST

Harlequin is a strategy-based platform game for the Amiga and Atari ST released in 1992 by Gremlin Graphics. The game was written by Andy Finlay, with graphics by Ed Campbell. It was produced by Pete Cook. The sound is credited to Imagitec, and was composed and arranged by Barry Leitch.

A Mega Drive version was planned but never released.[1]

Gameplay

Harlequin takes place across multiple eight-way scrolling levels, each one of which is completely unique, featuring different scenery and enemies. The player character, a harlequin, has returned to his homeworld, Chimerica, to mend its broken heart. To do this, he must find the four pieces that the heart has broken into and take them to the central clock tower.

Finding the pieces of the heart involves strategy and puzzle-solving. Almost every location contains switches that, if flicked, can open up new areas of the current level or change things in different levels, creating new pathways through the game and closing others. Completing the game is thus made more difficult, because the game world evolves as the player interacts with it. The player does not have to play through the levels in any particular order to complete the game, but may often come to a dead end and find it necessary to retrace steps in order to flick a switch that was missed, thereby opening up a new route. Some levels need to be revisited several times to complete the game, and particularly important changes to the game show up on the map that appears between levels, offering clues as to where to go next.

Each level has a different setting and graphical style. Most of the designs are quite odd-looking. For instance, one of the levels is set inside a giant clock tower, another across the rooftops of a city, and another set in Egyptian or Mayan mythology (called "The Dream Mile"). Another level sees the player sucked through a maze of drinking straws (called "Suck It and See"), the mechanics of which mirror a bonus level in that it is packed with health power-ups. Each screen also has background music, and some tunes are shared between several screens.

Power-ups include a burger to replenish health, a space hopper that grants invulnerability and higher jumping, fire-works that act as a sort of partial shield that orbits Harlequin, and an umbrella that can be used as a parachute. There is also a fish power-up that allows Harlequin to turn into an angel fish when in contact with water.

Chimerica

Harlequin is set in a world named Chimerica which has several themed locations. Some locations have to be visited more than once to complete the game:

Reception

The game received a score of 900/1000 from ACE. The magazine's Gary Whitta called the game "an acquired taste to be sure - but one you'd do well to acquire".[2]

References

  1. Previews: Madness: House of Fun (Gremlin • June). Mega. 20. Future Publishing. May 1994. 84.
  2. Gary Whitta . Whitta, Gary . Harlequin . March 1992 . 54 . . 60–65.