Read the manual here:
Full
disclosure - apart from the original Godzilla, which is often noted for
its grim tone uncharacteristic of the genre to come, I've never seen a
kaiju picture. Pop cultural osmosis has lent me the impression,
accurately or not, of endless series of giant monsters breathing
fire, knocking down buildings, fighting each other, and not much else.
I've seen a few of the inspiring Hollywood monster movies -
Them!, The Blob, Tarantula, and of course King Kong, and while all of
those elements are there, the scenes of destruction serve more as money
shots than as the substance of the films, and the intended tone is more
horrific than cathartic.
Crush,
Crumble, and Chomp! is, of course, all about wrecking buildings, vaporizing armies, and eating people as your
favorite movie monster surrogate. No plot, no characters, no subtlety. It's akin
to jumping straight into the climactic scene where the monster is
finally loose in the big city, and just like in the movies, the deck is
stacked enormously against you. The national guard will gradually
punch you full of holes until you expire, and all you can do about it
is cause untold miles of devastation as you thrash around.
Being
based on the Starquest: Star Warrior engine, itself derived from Dunjonquest, you've got to read the 46-page manual to
understand how to play. This is no Rampage-like arcade game, but a
turn-based tactical strategy game. The manual could, frankly, stand some
improvement. Explanations on how to move, eat, and destroy don't happen
until over 30 pages in, well after listing details that are meaningless
without the context of gameplay. The manual
does not even acknowledge the existence of action points, which is a
crucial concept to understand or else you'll just get frustrated
wondering why sometimes the humans get to move before you do, leaving
your slowpoke beast grasping the air where a delicious meal used to be. It's also laced throughout with a
slightly apathetic/misanthropic sense of humor, meant to be lighthearted
but that I just found overwritten and tedious, something I also observed
in the manual of
Invasion Orion but not in any of the Dunjonquest titles.
Like
all of the games with the BASIC Dunjonquest engine, CC&C was built
for the TRS-80 and ported to other platforms from there. This time (as
in Star Warrior) there are actual graphics and sounds, but it just looks
like chaos on the screen. This screenshot shows a city block of Tokyo
where the Arakawa River flows into the bay. "Goshilla," depicted near
the middle of the screen and looking more like a kangaroo than a
dinosaur, has been let loose for the better part of an hour and left
most of the west side of the screen covered in radioactive rubble. The
white blocks represent water, which Goshilla can swim through unimpeded,
and the checkerboard patterned blocks represent bridges. Within the
rubble there's a police car which is trapped, and a helicopter flying
over it. To the east across the bridge is a tank, and in the northeast
are two skyscrapers and a mess of pixels representing a panicked crowd,
which differ in appearance ever so slightly from the mess of pixels
representing the rubble.
The
action points are a nearly invisible mechanic, but understanding this
is critical. In Dunjonquest, turning is a free action, but most actions
including moving, attacking, drinking potions, and firing arrows uses
your turn, after which your enemies on screen have a chance to attack.
In CC&C, most monsters have six action points, and with scarce exceptions everything
you can do costs one or more point. Even rotating as Goshilla spends two points per
90 degree turn. After all points are exhausted, anything alive on the
screen gets to move. Should you attempt an action that requires more
points than you have remaining, the humans will move before your action
completes. You will then perform immediately on the next turn, and the
point deficit is thusly resolved. E.g. - you had one point remaining and
tried to grab, a two point action, so the humans moved out of the way,
then you grabbed the space where they were, and begin the next turn with five points instead of six.
The manual suggests four scenarios, and I gave all of them a try.
The
first scenario involves the giant war robot Mechismo in Washington D.C,
with a gameplay mode that awards points for destroying military units.
Mechismo is well suited to beginners, as it alone does not need to eat.
Other monsters must constantly put themselves in harm's way to obtain
snacks, but Mechismo may simply sit back and blow everything up from far
away with its blaster cannons. When things get up close, it may burn
them with its flamethrower or stomp on them. However, Mechismo has two
huge weaknesses - it does not ever heal damage, and is very slow. You
only get four action points, and it takes two just to rotate 90 degrees.
Mechismo also lacks any means of engaging targets behind him, and since
it takes a full turn just to turn about face, getting swarmed is bad
news.
Mechismo's actions and their corresponding action point costs:
- Rotate: 2
- Rotate head: 1
- Move: 2
- Move on building: All, min 2
- Crumble: 2
- Stomp: 2
- Atomize: 1
- Zap: 1
- Burn: 2
Moving
onto a building has a special movement cost which may in fact be a bug.
It uses all of the remaining points in your turn, but only requires you
have at least two movement points remaining. So if you have four points
remaining, it uses all of them. If you have two points remaining, it
uses both. If you have one point remaining, then a turn elapses before
you get to move, then you move, and then another turn elapses because
the movement exhausted all of your action points.
Atomize
and zap are your long range laser beams, used against ground targets
and air targets respectively. Burn is 100% lethal but only works at
close range. All of these weapons are fired from the head, which can be
aimed independently of the body in 30 degree increments.
My
best attempt scored 1987 points and declared me a "major menace," in
which I camped out in the corner of a city block as pictured and let
military units come to me as I blasted them with my laser cannons. The
building positions formed ideal lines of fire for me to shoot at my
oncomers head-on. This is no foolproof strategy, as your weapons can
miss repeatedly, powerful units such as artillery can spawn in spots
where you can't hit them forcing you to come out and expose yourself,
and even reaching this position can be dicey depending on how much
opposition you encounter on the way.
The second scenario recommends playing the Kraken in the San Francisco Bay Area, with a goal of destruction.
Kraken has six action points, is confined to the water and the following actions:
- Rotate: 2
- Rotate head: 2
- Move on water: 1, min 3
- Move on bridge: All, min 3
- Dive: All, begin next turn with 4
- Grab: 2
- Eat: 3
- Crumble: 4
- Obliterate: 3
- Tentacle: 1
- Paralyze: 2
- Atomize: 2
Moving on water costs 1 action point, but requires that you have 3 remaining
points, and this seems like a bug. Supposing you have 2 action points
remaining and try to move through water, what will happen is that a turn
will elapse, then you will move a space, and then you'll have seven points to use on your next turn.
Moving
onto a bridge, like moving onto a building, uses all of your remaining
action points and requires at least three, and will waste a turn if you
try to do it when you have fewer than three remaining.
Diving
uses whatever amount of action points you have remaining, even if it's
only one, but the next turn starts you off with four action points
instead of six. This is actually a rather broken ability, as diving lets
you move five spaces in any direction without having to worry about
turning, so you can just use your last action point in a turn to move
five spaces at the effective cost of three action points.
Staying
fed wasn't as big a problem as I initially thought it might be, as edible
military units can be lured to the shore and grabbed. Turning, however,
is prohibitively expensive, and it's almost not even worth using head
rotation. Diving is incredibly useful, allowing you to move up to
five spaces underwater without any action point costs associated with
turning, and come out facing whatever direction you last moved. I used
this almost constantly; to hone in on prey, get away from dangerous
units, squeeze some extra movement spaces out of my turn, and even just
as a faster way to re-orient myself sometimes.
The
Kraken's greatest weakness is helicopters, as it lacks any aerial
weapons. Grabbing them is your only proactive defense, and it hardly ever works. Apart from that you can flee or tough them out. During my first attempt, I got
hit by the Mad Scientist's airborne anti-monster weapon, which is more
or less a death sentence for any monster.
During
my second attempt as the Kraken, I never encountered the Mad Scientist, didn't face
too many helicopters, and demolished more than half of the Bay Area by
crumbling bridges and shoreside buildings, and blasting the rest with my
atomizer from afar, lining multiple up in a row whenever I could. You
do have to sometimes know when to keep moving and let some buildings
stand; it's not worth taking a severe pounding just to level a few more
buildings that aren't easily reached. Regeneration kept me going longer
than I could as Mechismo, and when I finally perished, I was scored 3063
points and rated a "major disaster."
The
third suggested scenario is the giant spider Arachnis, evidently the
same spider who bit Peter Parker, who terrorizes New York and is awarded
points for killing people.
Arachnis gets six points and has these actions:
- Rotate: 1
- Rotate head: 1
- Move: 2
- Jump: All, min 4
- Dig: All, min 2, begin next turn with 4
- Grab: 2
- Eat: 6
- Crumble: 3
- Web: 6
- Paralyze: 2
- Zap: 2
- Burn: 3
The
web ability creates an impassible barrier. This is something I found
kind of useless given how long it takes. Dig is the land equivalent of
diving, and is quite handy, as you can even go under buildings this
way.
Paralyze
makes nearby units lose their next turn, which is your best ability.
Haven't quite got enough action points to deal with a target? Paralyze
it, and deal with it the next turn. Surrounded? Paralyze them, and pick
them off one by one, re-paralyzing as needed. Helicopter keep evading
your grasp? Paralyze it instead of making that one last grab attempt,
and try again the next turn.
Despite
my best efforts, I couldn't achieve a greater ranking than "major
nuisance" here. Arachnis hasn't got very many viable killing options.
Your crumble power is poor. Eating takes the whole turn, making it a
losing game to try to paralyze, grab, and eat multiple prey. Burning is
lethal, but there's only enough time in the turn to paralyze enemies,
rotate your body or head, and burn one of them. Once tanks start showing
up, who can fire outside your paralyzing range, Arachnis is finished.
Finally, there's the classic Goshilla in Tokyo scenario. Goshilla has six action points and his moves are:
- Rotate: 2
- Rotate head: 1
- Move on land: 3
- Move on water: 1, min 3
- Move on building: All, min 3
- Jump: All, min 5
- Dive: All, min 3, begin next turn with 4
- Grab: 2
- Eat: 4
- Crumble: 3
- Stomp: 2
- Tail: 2
- Atomize: 2
- Zap: 2
Goshilla
has a few unique properties, in addition to his wide array of
abilities. He is amphibious, and although slow on land, he leaves behind
a trail of impassible contaminated waste with each step. But Goshilla
gets hungry so fast that you can barely afford to use most of his moves.
I
basically spent my entire session pursuing food, each meal barely
recovering the energy expended while chasing it. The most infuriating
thing is when an enemy repeatedly evades your grab, wasting a whole turn
with seemingly nothing you can do about it. Goshilla doesn't regenerate
health especially quickly either, so the wounds inflicted by enemies I
was too distracted to fight built up quickly. Toward the end, Goshilla
spent most of the rest of the session in a berserk state, uncontrollably
pursuing enemies with singleminded intent to grab them and eat them,
which is about what I'd be doing anyway, but eventually succumbed to the
tanks, artillery, and helicopters, leaving me with a mediocre score
despite having flattened about four blocks worth of buildings and
leaving the Tokyo Bay area uninhabitable for centuries.
Another
monster is The Glob, a slow but very strong amorph who can rotate for
free and leaves a flaming trail everywhere it goes, and plays a lot like
Arachnis but slower and more destructive.
Glob has four action points and its moves are:
- Rotate:0
- Move: 2
- Dig: All, min 4, begin next turn with 2
- Grab: 2
- Eat: 2
- Crumble: 2
- Paralyze: 1
- Obliterate: 2
- Immolate: All, min 4
Limited action points proved a big problem, and Glob gets hungry quickly,
making grab & eat the ideal way to dispose of your enemies, which
will take at least two turns each. Paralyze, grab, and eat will end your
turn, allow enemies outside your paralysis range to move and/or attack,
and begin your next turn with only one action point, just enough to
re-administer your paralysis so you can resume the cycle, and all this
is ruined if you miss a grab, which happens often, or if you need to
move. I never achieved a great score as Glob.
The final stock monster is Mantra, who flies and has an extensive set of powers.
Mantra has seven action points and these actions:
- Rotate: 2
- Rotate head: 0
- Move: 3
- Fly: 3
- Grab: 2
- Eat: 4
- Crumble: 4
- Stomp: 2
- Tail: 2
- Ultrasonic scream: 3
- Burn: 2
- Immolate: All, min 7
The
fly command toggles between flying and walking modes, and also ends
your turn, but curiously, does not exhaust your action points. Use it
right away when you have 7 action points, and you'll spend 3, take off,
wait for the humans to move, and then gain another 7 action points,
letting you begin the next turn with 11 action points.
While
in flight mode, you cannot move manually, but will automatically move
forward three times per turn, when you have 6, 4, and 2 action points
remaining.
I
had a fun time with this one. A good strategy for mass destruction is
to fly in a straight line parallel to a line of buildings, on whichever
side is opposite the bulk of your enemies, and then burning them with
your head tilted in their direction. Your physical strength is poor, but
the ultrasonic scream attack can destroy multiple targets at once.
Staying fed is a bit difficult; on one hand your mobility makes it
easier to nab the softest (and tastiest) munchies, but you also can't
turn in place while flying, so grabbing a target takes some planning, a
bit of luck, and failed grabs are as frustrating as ever. Starving is
especially dangerous as the airborne Mantra is especially uncontrollable
when going berserk from hunger. My high score in balanced score mode
wasn't mindblowing, but got me a "minor menace," and I'm certain it
would have been higher in destruction score mode.
Lastly,
CC&C has a "grow your own monster" mode, where you may select any
combination of abilities and attributes.
There are eight base forms, six
based on the stock monsters, plus a brontosaur and serpent. After
selecting a base form, which comes with a few innate abilities and
traits, you are given an allowance of "crunch credits" to spend on
add-ons, which include powers (not all powers are available to all
forms), strength, toughness, regeneration rate, swimming, and
radioactive or flaming trails.
The serpent crashed the game,
but the brontosaur can have any of the abilities available to the rest of
the monsters except jump, obliterate, and weave webs. Only stomping,
tail-lashing, grabbing, and eating come naturally, and the rest of the
abilities cost credits.
The brontosaur has six action points and these possible moves:
- Rotate: 3
- Rotate head: 2
- Move on land:
- Move on water: 1, min 3
- Move on bridge: 3
- Dig/Dive: All, min 6, begin next turn with 4
- Fly: 5
- Grab: 3
- Eat: 5
- Crumble: 4
- Stomp: 2
- Tail: 2
- Ultrasonic scream: 3
- Paralyze: 3
- Atomize: 2
- Zap: 2
- Burn: 3
- Immolate: All, min 6
I made a flying, firebreathing brontosaur, with an atomizer, respectable regeneration, and so-so hide.
Things
didn't go as well as they did for Mantra. With the sluggish gait of a
flying brontosaur, I could only move two spaces per turn instead of
three, and that combined with the increased turning cost made hunting
prey all that more difficult. Hunger and damage were unavoidable, and
the atomizer wasn't quite as good at demolishing buildings as I
expected. Before long, I got fatally helicoptered.
GAB rating: Average.
There's a lot of charm to CC&C, even if the difficulty balance is
all over the place and the luck factor is way too large for what is
essentially a strategy game. Surviving for any decent period depends
quite a bit on the RNG working into your favor - that enough units spawn
to keep you fed, but not so many that you get mobbed too soon, that
your attacks are successful, that food doesn't run into places you can't
get away from, that units don't spawn in places where they hit you but
you can't hit them, and on top of that there's still that slightly
convoluted and possibly buggy action point system whose nature is kept
invisible and yet can't be overlooked if you hope to survive under the
best of circumstances. Nevertheless, when things go well, the
destruction is good, chaotic fun. And when things go badly, the
destruction (mostly of you) is nearly as much fun.
The
biggest problem, though, is the speed. Reaction to your inputs is far
from instantaneous, and when there are many humans on the screen,
waiting for all of them to move after exhausting your moves can easily
take upwards of 30 seconds.
Around
1981, development at Automated Simulations was starting to shift to
Atari focus. Temple of Apshai, Morloc's Tower, and Datestones of Ryn had
already been ported to Atari computers, where some of the shortcomings
of the TRS-80 originals had been improved on. The StarQuests would
receive even more significant visual and audio overhauts on the system.
Crush, Crumble, and Chomp, although developed primarily for the TRS-80,
was released concurrently with its Atari port, which looks and plays a
good sight better with its tile graphics support and accelerated
gameplay speed.
Most famous of all, though, is the 1983 Commodore 64 port, one of Epyx's first releases on the platform.
With
colorful graphics, sound effects, and a frantic SID-enhanced rendition
of Night on Bald Mountain which plays as you near death, it's no
surprise that most gamers familiar with CC&C associate it with the
C64. Or that Epyx would soon focus their development on it over the
Atari, choosing it as the lead platform for their Games series, but I get ahead of myself.
Jon
Freeman was uninvolved in this port, and sharply criticized it for the
oversized monster sprites, which have a misleading effect on gameplay.
Goshilla here appears to be standing on the bottom "row" of
tiles, but does in fact occupy the space aligned with the trail of
radioactive rubble (which frankly looks to me more like steaming violet shit)
behind him. Goshilla's sprite is much bigger than he his, and the space
where he stands is not where his feet are, but where his arms are.
Misreading this can lead to extreme frustration as you repeatedly fail
to grab, burn, or stomp on targets which look like they ought to be
within reach but aren't. That said, the TRS-80 version's visual topography was no
picnic to parse either, and I'm sure one could get used to the C64
version's sprite issues with practice.
Crush,
Crumble, & Chomp was one of the final games that Jon Freeman designed
for Epyx before leaving to found Free Fall Associates, leaving
co-founder Jim Connelley with the reins. And their next big hit would be
the first step in a radical new direction, a polar opposite of the
TRS-80 BASIC RPGs and strategy games that Freeman had so desperately
wanted to move on from.
The action point system doesn't sound like a bug, it sounds like something a board game would use. CC&C seems to play like a hex and counter wargame, but with a sci-fi theme and with squares instead of hexes.
ReplyDeleteIn fact, it sounds like someone made a riff on Steve Jackson's Ogre wargame. One powerful unit with a mission of causing as much death and destruction as possible, versus a conventional army.
I don't mean that the action point system itself is a bug. I mean that it seems to have bugs in it. Case in point, moving through water as Goshilla costs 1 point, so if you have 2 points remaining, you would expect to be able to move two times. But if you try to move, your turn will end. It's like the game is checking to see if you have 3 points remaining, which is what it costs to move on land.
DeleteI failed to mention this in the post, but CC&C seems to be derived from a board game called The Creature That Ate Sheboygan. The Atari graphics even look similar to its tokens.
Yeah, boardgames will do stuff like that. But since everything is done manually, it will say so in the rules. With computer games, you just get whatever they decided to document, which frequently doesn't tell you the rules. One reason I prefer boardgames to computer games.
DeleteThis reminds me of a C64 game called Mail Order Monster, which I guess was a remake or plagiary?
ReplyDeleteInterestingly, Paul Reiche III, who worked with Freeman at Free Fall, is credited as its designer!
Delete@Ahab: the mechanism of needing a minimum amount of action points, but ending your turn regardless, to do something is used until today in boardgames/tabletop wargaming. I know it primarily in a slightly modern version, where something like entering a building or specific terrain types immediately ends your unit’s turn.
ReplyDeleteIt’s a fairly elegant way of differentiatig terrain types on a board with minimal bookkeeping.
Back to your entry: fabulous! I hadn’t known about your blog and immediately regretted that I never played this little gem during my time as a gamer. Then I was glad to read your coverage. Thanks!
You're welcome, glad you enjoyed it!
DeleteI suppose it's possible that this mechanic was on purpose, but I can't see what the point would be. Why would [swim, swim, zap, zap] be a valid move sequence, but [zap, zap, swim, swim] give control to the humans before the first swim?
It's easy for me to imagine a coding error that results in this behavior. Let's say the "move" code looks something like this:
IF ACTIONPOINTS < MOVECOST THEN GOSUB HUMANTURN
ACTIONPOINTS = ACTIONPOINTS - MOVECOST
{...moving code}
The "swim" code is duplicated and changed to:
IF ACTIONPOINTS < MOVECOST THEN GOSUB HUMANTURN
ACTIONPOINTS = ACTIONPOINTS - SWIMCOST
{...swimming code}
...but the first line is accidentally left unchanged, comparing ACTIONPOINTS to MOVECOST instead of SWIMCOST.
From a coding perspective this sounds plausible and I am willing to give credit that boardgames usually just end your turn, but don’t allow you to take any remaining actions in the next turn.
DeleteHowever, I think that after reading through your entire text again you could also argue that it was done intentionally. Why? To simulate the different momentum of various types of movement. While a swimming monster isn’t necessarily slower per se, it reacts slower and gives humans the ability to shoot before it cinematically leaps out of the water.
The second part about the cinematic effects doesn’t really persuade me, but the first part is why boardgame designers often choose it. It’s one way in wargaming to make certain types of terrain (buildings, fortifications etc.) different from terrain that reduces your movement or affects your combat abilities.