I feel a little sorry for Emeraldia. There's potential here, but it doesn't seem like the team really thought about what they were doing. I mean, this is a 1993 Namco puzzle game that they didn't bother porting to the Super Famicom. Can you think of a more damning indictment?

Emeraldia is a fairly typical-looking block-stacking puzzle game, but holy shit is it cute. These are some of the most lovable sprites I've ever seen. Though the gameplay only involves guiding falling blocks around the screen, Adventure Mode insists you're playing as a brave little dolphin called Mint, out to rescue his sea creature friends from the devil of the ocean, Jamir. The game looks really inviting, and the screen's constantly filled with messages from friendly fish, explaining the game to passing observers in the arcade, but it really feels too technical for its own good.

Blocks come down in L-shaped sets of three colours. If you match two colours by dropping them directly on top of each other, they'll both shatter, and later, break. If they're placed in an unbroken horizontal or diagonal line, you can use them for a chain reaction. Having blocks fall down in three parts at a time means you'll need to rely on chain reactions to earn more screen space. It can be a disarmingly tricky game, as each new block with a desirable colour will force another two unwanted colours on you too, and each placement feels like something of a compromise, but I find I do best when I play it like Puyo Puyo or Puzzle Fighter - attempting to assemble groups of colours without breaking them, in the hope they'll cause a big combo later down the line.

Emeraldia is split up into Normal Mode, Adventure Mode and Head-to-Head Play Mode. Despite the names, I think Adventure Mode seems much more like the main mode of the game. In it, you play through pre-made puzzle levels and attempt to free fish, trapped within the blocks. It's the cutest mode, with the most sense of character, and little story boxes every now and then. When you save a fish, there's a little digitised voiceclip that says "Thank you!". It's undoubtedly the mode that new players will want to try when they first come across an Emeraldia cabinet, but Mint's there on the main menu, recommending you start with Normal Mode. This strips out all sense of character that the game has, and just becomes an abstract block-stacking survival puzzle. You play until you fail, and there's no reward other than the potential to place on the high score screen, but it's the most direct way to understand the fundamentals and balance of the game. Then, there's Head-to-Head, which is just a 2-player versus mode with no option to play against a CPU. Despite how relatively small a part of the game Head-to-Head is, it defines the whole of the rest of the game, as you play everything in a little window to the left-hand side of the screen, with the right reserved for Player 2, who plays as a pink dolphin. I imagine a lot of players came to try for the first time, jumped into the two-player, didn't really know what they were doing, and walked away dissatisfied, looking for something that was actually fun.

That's the shame with this. I think there's an interesting puzzle dynamic in here, but it's badly framed. I didn't really know what I was doing until several levels into Adventure Mode, and I only made it that far because I was playing an Arcade Archives release that I'd already paid for, and the continues were free. Even now, I don't feel like a particularly good Emeraldia player. I think a really cute puzzle game ought to have very easily understood rules. Yes, I think they should be something like Puzzle Bobble. Puyo Puyo is a bit borderline, but it still seems a little aged-up from this, and you can make it through a few early levels without understanding the deeper strategies. Emeraldia looks like a game for the world's sweetest babies, but feels crueller than the puzzle game they made under the totalitarian rule of the Soviet Union. I don't think they really structured the game modes very well. There likely ought to be a mode that you play against the computer, as your dolphin reacts with funny animations in the side of the screen. I think the game came together best in Adventure Mode's last level, where we're told Mint is escaping from a crumbling cave with his fellow dolphin hostages. You start with a blank screen, but dolphins descend as part of the blocks, and you need to place them carefully to free them as quickly as possible. Why is that just one level, and not a full mode? Why do I have to play the whole story mode to get to the part with the most compelling gameplay hook?

Emeraldia's aesthetic tells one story, while its gameplay tells another. I don't think they necessarily needed to make this more simple and accessible, either. I could see this gaining an audience of hardened puzzle champions if they drew very dull, dry graphics for it, but then, they probably should have put a little more thought into its modes, too. I have sympathy for the developers. 1993 was a hideously busy time for Namco, and I don't think they really gave a shit about Emeraldia while they were focused on launching Ridge Racer, Cyber Sled and Air Combat. There wasn't any time to revise what they'd already made. It was sent into arcades to die in a dusty corner while visitors lost their minds over their first experiences with 3D. I'm very sorry. I think there's something here, and I really like Mint. I just wish they made his game better.

Reviewed on Apr 21, 2024


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