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The following is a reader-submitted review by Captain:
Having grown up in the heyday of DOS, I know my way around a command line, but there's just something inherently satisfying about seeing what you want and clicking to interact with it directly.
So I was initially a little thrown when I first played Areas, a simple-looking but ultimately complex, addictive and atmospheric shmup by Ridiculous. There is no text to be had in the menus, only icons, which are easy enough to figure out. And you don't click on them, or anything, throughout the game. If you want to interact with something, mouse over it and be patient, and it will unfold for itself.
But if that were the only trick up this game's sleeve, I wouldn't have been justified in using all those glowing adjectives in the previous paragraph. The gameplay itself is a great blend of action and strategy (and maybe a little luck).
A kind of spiritual successor to Gimmie Friction Baby in both gameplay and atmosphere, Areas pits you (a ship) against an army of ever-expanding white circles. If you destroy a circle, it may leave behind one of the titular areas. Shoot your gun or pass your ship through one of these areas to receive a temporary bonus. In early levels, the areas do the run-of-the-mill stuff like making your shots bigger and shielding you from the inexorable, crushing encroachment of the circles. As the game progresses, though, the areas get more creative and more varied, keeping the gameplay interesting and ramping up the difficulty.
I don't want to give away too many variations, as part of the fun of the game is discovering what new areas you have to work with on the next level, but I will say two words to whet your appetite: Laser shotgun.
Analysis: The black-and-white, line-based graphics work perfectly with the gameplay. The music also greatly enhances the game's atmosphere... for about ten minutes, after which you're grateful for the ability to turn it off.
I did have a few minor criticisms. Since the controls are all based on the mouse, you move the cursor further from your ship to move, closer to your ship to shoot and directly on top of your ship to pause. But the lines between shoot, move and pause aren't clearly defined, so there's initially a lot of shooting when you want to move and pausing when you want to shoot before you get the hang of it. Aside from that and a few nigh-unwinnable levels (level 10 and I still aren't on speaking terms), this seems like a game destined to make a lot of people late for a lot of meetings. The designer has certainly mastered Zen and the art of "one more game."
And without any clicking, too. Who would have thought? Play Areas.
Areas walkthrough now available!
Comments (may contain spoilers)
Well...
I see the idea of trying to avoid any kind of verbal (or written, rather) instructions but - for me at least - it doesn't work at all. I found the "instructions" part totally incomprerhensible - i didn't have the faintest idea of what I'm supposed to do.
The non-clickable icons were another sorce of disappointment and slight annoyement - way too slow. If this review didn't mantion i had to hover over the icon and wait i would probably have never realized that.
Gameplay is easy - at least i think it is - for i don't know if what i was doing what i was supposed to do. Probably it was for i managed to proceed thru some levels before i died.
Those circular marks some of the blobs left behind after blowing up remained a toal mistery for me - what do they do and why are they there?
I see why the review mentioned Gimme Friction Baby, but for me this one fails to come even close. For me thgis one doesn't seem to have any replay potential - not to mention any hints of addiction. I played once and felt it was well enough.
Because even if i happened to like the game itself, the music would ruin it all.
Oh? Well that's surprising. I was actually waiting for this to pop up sometime on JiG. Played it a while ago and had quite a bit of fun with it.
The thing is, this is very similar to Absolute Awesome Ball Game in that there are little to no instructions and that one must experiment with everything.
Indeed, I say everything in the literal sense. Gimme Friction Baby is conceptually much simpler than Areas, which only really holds mostly artistic and very basic goal similarities. That being said, whatever appears on screen typically has a use, and each level forces you to make up strategies on the go. If you don't crack the code, then it's a white death for you.
Thankfully, there are no lives or other such counters in this. You are free to try and try again until you succeed, often by accident.
If people desire it, I could whip an explanation of how everything works up to level 50, as to which I am stuck on myself, but until the need is there I shall sit back and watch silently.
Well, I've tried level 10 about 15 times now and haven't had any luck. Come close to the end a few times but it seems like the laser circle things must get weaker over time, because they don't push back as much as when they appeared.
Well, of course we are all different and we have different likes and hates. For me it's a definite drawback if i am not given proper instructions and goals at the beginning. If i want something like that I opt for a puzzle game - there are a lot and they are better in this respect than this one.
But, as i said, we are all different :)
Like bioLarzen, I prefer my games with proper instructions and goals, but I can also enjoy a game without instructions if it is done well. Areas, in my opinion is not really done well. My biggest complain is the difficulty curve--it's not so much a curve as it is a brick wall. Levels 1-9 are so easy as to almost be tedious (I still haven't figured out what triggers the end of a level), and then level 10 comes along and just decimates you. Or at least it came along and decimated me.
(Imagine walking in the park on a sunny spring day. Suddenly the earth opens up and swallows you whole, and you die. That's kind of what level 10 felt like for me.)
I do like the idea of the areas. (@bioLarzen: the areas do different things to your bullets. To see these effects, your bullets have to pass through the areas, which means you need to either shoot through an area or (easier) just side inside one.) It is an interesting gameplay element, but I'm not sure if it's enough to redeem the game. There just wasn't enough to hold my interest.
Oh, and the music really needs to go away. Not providing a mute button (or, if there was one, making it readily apparent) is completely unforgivable. I was eventually forced to turn off my sound completely rather than continue to listen to it.
I had few problems up until level 23, where I'm stuck. Blowing up bubbles rarely gets you a "usable area" on this level, and the area you do sometimes get is mysterious in its operation.
Re the big lasers--they are hard to control, but I think if you sit in one and shoot a lot, it rotates very slowly clockwise, which can give you some help if you judiciously choose which one you want to aim.
One thing I like about this game is that there's actually a little bit of resource management to it on some of the levels--particularly the ones with the "bomb" circles (the ones that suck shots in, where pumping a lot of shot into the circle eventually causes a massive explosion); you have to choose whether you want to invest shots into those circles or shoot something else directly.
By the way, the end of a level is triggered when you've cleared enough white bubble goo. The little circular meter inside your ship indicates how far enough along you are--when it fills up, you're done.
You seem to get a bigger score if there's a lot of white bubble goo left when you fill your meter (since finishing blows up all the remaining goo, and you get points for it). So on easier levels (ones with more powerful "areas" like the shot-power-enhancer), it's good to let the bubbles expand a lot right before finishing.
OTOH, it seems like there isn't really any penalty for death other than restarting a level, so the scoring is a bit meaningless. It's more about figuring out how to survive a given level.
I liked Absolutely Awesome Ball Game. I like this game, too. If you put your mind to it, you can figure things out with the tutorial (the question mark on the first screen) and a little in-game practice. I got up to level 38 before I decided to come back here to write something before going to bed.
I think Areas has more in common with AABG than Gimme Friction Baby. There isn't much in the way of traditional instructions, but the joy of discovering the different "area powerups" and the combos you can make is more than enough fun for me to keep playing well past when I should be asleep (it's 2:30am right now, btw).
Basic gameplay:

There is no clicking needed at all. If your mouse was simply a pointer and not a clicker, you could play this game.
To move: drag the cursor far away from the ship. The ship will follow the cursor as if on an elastic string.
To shoot: there's a certain range that extends a few centimeters around the ship where your cursor has to be to make the ship fire.
At the end of each level, your progress is saved. The circular arrow icon means "replay level." The middle icon will quit to the start screen. The rightmost icon with a triangle on it means "next level." If you're returning to the game, when you mouseover the start icon, you can either start a new game, select a level and start a new game from t
Some of the powerups I've figured out (in no particular order, and with what I call them in my mind):

Spread:

Laser Shotgun:

Big Freaking Laser:

Overload Bomb:

Repeller:

Attractor:

Embers:

Radar:

Bee Hive:

Bubble:

Grenader:

Flamethrower:

Big Shield:

Little Shield:

You can combine the effects of some areas as well either by shooting from within two overlapping areas, or shooting from within one and into another.
There's also different kinds of ships. The basic one shoots a single steady stream. Others shoot multiple bullets at once, and sometimes only intermittently.
Levels 10 and 24 were the hardest for me.
AAARGG! JAY!! my spoiler tags didn't work.
[Edit: Fixed! No worries :) ~Harukio]
Nice idea, unfortunally you still have to click to start levels, it would have been really easy to make this one of this IMHO cool non-click interface all-together.
Just one more thing to add to the above explanation. I think the levels are simply on a fixed timer. Destroying the circles only helps you beat the levels and gives you points. Also I think the faster you destroy a circle from when it spawns, the more points you get. So while you do get points for all the circles at the end of the level, the more you destroy yourself the better your score.
TWO TIPS:
HOW TO PAUSE: Hover your mouse over your little shooting dude, it "shows" this in the instructions but it's terribly hard to figure out, and you can mute the sound there.
HOW TO COMPLETE A STAGE: Survive for long enough, until the little white circle timer (on your shooting dude) fills.
Did not find much tactics in this, all the levels starting from 10 are basically same: once level starts find first white circle and kill it. If you are lucky it will drop good powerup, go inside it at wait for level to end. If first one does not leave good powerup, you lose the level. Sometimes the first powerup is weak and you may kill another circle but basically it still boild down to first killed circle giving good powerup. Without powerups you cant kill the circles and without killing the circles you cant get powerups. The neverending... circle.
Not sure why does it includes points at all, you get points for all whites on stage when you finish the level anyway so only place you could use points is when you lose the level. But you can restart the level for unlimited times so it makes the points absolutely... pointless.
I did like the music btw :)
fuzzyface, you dont have to click anything. You move the mouse over button you wish to activate and wait. Clicking does not change anything.
@LSN: The one you call "Repeller", I think, causes all bubbles in the arena to head towards the size of the repeller (i.e. large will shrink, small will expand until the sizes match)
And as you fire into it, it shrinks, making it more effective in shrinking bubbles.
"Beehive" doesn't work too well for me either, except against smaller bubbles when I've fired into it A LOT.
And the "Overload Bomb" (or Black Hole as I like to call it) releases energy at a given time depending on how much energy you put into it. Field-wide (near-game-breaking :D) explosions are possible if you shoot a lot, but even if there are no shots put into it there will be some small explosion.
I like this game, it's got that "just-one-more" factor that you really shouldn't enjoy, but you just do.
I'm quite surprised about all the ambivalent comments. It was very fascinating for me to learn the no-click-controls (yes, I knew dontclick.it, and had to think of it as well :p), I liked the music, I liked the varied power-ups, and, as stated in the review, I played the just "one more game" for well over an hour, despite my well-conceived plans of going to bed.
In my mind, this game is very original, very well executed, and very much deserved a review on JIG.
Hat's off to Ridiculous.
Bleh. While I can understand the desire for the buttonless interface...it kind of sucks in implementation. I was constantly moving when I wanted to fire and vice versa, which made level 10 pretty much impossible to complete. Granted, I don't particularly like gesture-based interfaces that much anyway (case in point--I *hated* the gesture-based spells in Black & White).
I love the idea, the "area" effect is a new experience for me and the variability made it fun and interesting. However, no explanation, symbols that I never understood, vague controls, a painfully slow and unintuitive interface and music that I had to finally turn off my sound to escape all were frustrating barriers between me and gaming goodness. I'd love to see a re-release with a bit better explanation, more concrete (perhaps even click-using) controls, and please, please, an easily accessible mute button! This was a great idea, but the poor implementation kept me from enjoying it as I should have.
Ha, I'm sorry, I loved the music. Seriously, is this Danny Elfman, 'cause it reminds me of Edward Scissorhands.
where would we be without those who are willing to experiment?
i was very pleased with the game... it made me think on a new level. the unusual interface is what makes it challenging and fun. (i hadn't heard of dontclick.it ...very cool!)
for those that thought level 10 was hard... try level 70! which reminds me... anyone have any pointers on level 70??? ^_^
I've played up to level 70 and I have to agree that the game is not well tuned difficulty wise. Some levels are way too easy and some are way too hard. And the hard ones generally require you to A) Quickly find a circle to destroy and B) Get lucky on the areas/powerups that the circle drops.
Tip for level 70: Just keep trying, I got lucky on it myself. The best areas to get are the ones that make your shots bounce after hitting. I got a few of those in a row and they lasted me to the end of the level. The single use areas on this level didn't seem very useful. And I hate the area that spins your bullets around and seems to do nothing.
Finally finished it. Level 75 has infinite duration, so it's basically an endurance test. My final score was a bit over 5 mil.
@aew: For level 70, stay mobile to pick the bullet-nova powerups, and always try to head straight to the center of the white circles to destroy them as quickly as possible... I was able to finish it by staying the last seconds inside the bullet-ricochet area and waiting for the level to end. Good luck!
I don't see what's so terrifying about level 10. Sure, you fire in a burst instead of a steady stream, but it doesn't affect you much. Kill the first circles very quickly so that you can get a Big Freaking Laser area. Then, sit pretty inside the area. Any circles will grow slowly enough that you can target them and give them a huge burst of BFLs. In the unlikely event that a circle appears inside your area and consumes it, or your area finally fades out, run to the next area and keep blasting.
Level 70 was TOUGH. I only got through it with a little luck and stragety. But the levels between 70 and 75 (the last level) are uber fun. There's a lot of different areas that appear (I'd wager to say that ANY area could appear on these four levels) and if you have decent strategy, the entire field could be covered with lasers and bees and bouncy balls and mines and grenade bullets and wires and......YEAH!!
My final score was 4.6 million.
"Walkthrough" for levels 1-30. Includes a list of areas that appear in those levels.
AREAS BY LEVEL (1-30). First I list the areas that can appear in that stage, then some comments for levels where they're most needed.































==============================================
LIST OF AREAS (nicknamed by me). At the end of each area's description is the level it first appears on.














The rest of the walkthrough is in the process of being made. Someone else can do it if they want.
Great job, LSN. And indeed, levels 71-75 are really worth all the trouble to get there.
To me it seemed like this game was more like Boomshine... once you master the control of moving and shooting, the levels depend strongly on the orientation of the growing circles, how long it takes you to find them, and whether or not they drop a useful area or object. There's definitely a critical mass factor at play with most levels -- you'll either fail miserably before a quarter of your time is up, or have enough areas and helpers to completely annihilate all the circles by the time you're halfway through.
Still, like Boomshine, it is quite addictive, and I had a lot of fun seeing all of the objects you could unlock.
Beware! This game is one of cheeky websites that will try and post itself to your Facebook newsfeed (if you are logged in to FB). Nice if you want to help promote the game, but annoying if you are pretending to be working! Check your FB privacy setting to stop these websites pushing themselves on you.
Drats. I was planning on getting the full walkthrough done before the new year, but I was 10 levels short by the time midnight rolled around.
Here is a full "walkthrough (more like a strategy guide). Careful, it's HUGE!! (Lots of spoiler tags!)
BASIC GAMEPLAY

Getting Started:

The start menu has 3 options (from left to right): Play game, Tutorial, Credits. To select an option, place the cursor on the icon for that option, and don't move it for a few seconds. The cursor will expand to the size of the icon before selecting it. You don't have to click anything at all.
The 3 options that show up when you select the "Play game" icon are (from top to bottom): New Game (the fireworks icon), Level Select (the middle icon), Continue Previous Game (the floppy disk icon).
Playing the Game:

Your goal in the game is to make it through each level alive. There are expanding white circles that will try to smother you, so you must destroy them with your weapons. Each level is timed (the little white thing in your ship is the level timer) and you just have to last until the level is over. Your game is saved after every level.
To make your ship move, you'll "pull" it with the cursor. Move the cursor towards the edge of the screen and your ship will be dragged along towards it.
To make your ship shoot, move your cursor close to the ship until it starts firing.
To pause the game and open the options menu (where you can adjust music volume, restart the level, and exit to the start menu), hold the cursor directly over the ship without moving it. If your ship is being moved by expanding circles, it won't work. The right-most icon of the options menu will resume gameplay.
When the level timer runs out (or fills up, depending on how you look at it), all of the circles on the level will explode and you'll get some points for each one. Then a mostly black screen shows up with the number of the level you just played, the points you got in that level, your total points, and 3 icons (from left to right): Replay Level, Exit to Start Menu, Next Level.
If you die before the level is over, the screen that shows up will have the same information on it, but it will be mostly white instead of mostly black, and if you try to select the "Next Level" icon, the "Replay Level" icon will push it out of the way. If you ever get the white screen, you'll have to either replay the level or exit to the start menu.
With each successive level, the playing field grows a little bigger and the timer goes a little slower.
At some point in the game, the white circles start generating little black "spores" that just bounce around inside them. They can move freely between any overlapping white circles, and I'm not sure exactly what their purpose is, but it seems they play an important role in the Virus Token powerup and there may be a correlation between the number of spores in a circle you destroy and the likeliness of that circle dropping an area.
Using Areas:

Areas are the "powerups" that circles drop when they get destroyed. They are generally circular with some kind of unique design on and/or around them. They can be activated by either moving your ship into them or shooting bullets into them (which also includes shooting from within them). However, there are at least two differ








Walkthrough Guide
Here is a full "walkthrough (more like a strategy guide). Careful, it's HUGE!! (Lots of spoiler tags!)
BASIC GAMEPLAY
Getting Started:
The start menu has 3 options (from left to right): Play game, Tutorial, Credits. To select an option, place the cursor on the icon for that option, and don't move it for a few seconds. The cursor will expand to the size of the icon before selecting it. You don't have to click anything at all.
The 3 options that show up when you select the "Play game" icon are (from top to bottom): New Game (the fireworks icon), Level Select (the middle icon), Continue Previous Game (the floppy disk icon).
Playing the Game:
Your goal in the game is to make it through each level alive. There are expanding white circles that will try to smother you, so you must destroy them with your weapons. Each level is timed (the little white thing in your ship is the level timer) and you just have to last until the level is over. Your game is saved after every level.
To make your ship move, you'll "pull" it with the cursor. Move the cursor towards the edge of the screen and your ship will be dragged along towards it.
To make your ship shoot, move your cursor close to the ship until it starts firing.
To pause the game and open the options menu (where you can adjust music volume, restart the level, and exit to the start menu), hold the cursor directly over the ship without moving it. If your ship is being moved by expanding circles, it won't work. The right-most icon of the options menu will resume gameplay.
When the level timer runs out (or fills up, depending on how you look at it), all of the circles on the level will explode and you'll get some points for each one. Then a mostly black screen shows up with the number of the level you just played, the points you got in that level, your total points, and 3 icons (from left to right): Replay Level, Exit to Start Menu, Next Level.
If you die before the level is over, the screen that shows up will have the same information on it, but it will be mostly white instead of mostly black, and if you try to select the "Next Level" icon, the "Replay Level" icon will push it out of the way. If you ever get the white screen, you'll have to either replay the level or exit to the start menu.
With each successive level, the playing field grows a little bigger and the timer goes a little slower.
At some point in the game, the white circles start generating little black "spores" that just bounce around inside them. They can move freely between any overlapping white circles, and I'm not sure exactly what their purpose is, but it seems they play an important role in the Virus Token powerup and there may be a correlation between the number of spores in a circle you destroy and the likeliness of that circle dropping an area.
Using Areas:
Areas are the "powerups" that circles drop when they get destroyed. They are generally circular with some kind of unique design on and/or around them. They can be activated by either moving your ship into them or shooting bullets into them (which also includes shooting from within them). However, there are at least two different areas (Radar and Big Freaking Laser) that are automatically activated. After a certain amount of time, an area will "expire" and fade away.
There are also special kinds of areas that I call "tokens." These tokens are more in the style of the powerups from most other video games in that you just move your ship over them to collect/activate them. Your ship can attract tokens when it's relatively close to them, whereas normal areas are completely static and can not move around the field. Furthermore, one enemy circle can drop multiple tokens without being destroyed completely, you can only get at most one normal (non-token) area from a circle when you completely destroy the circle. Tokens start appearing after level 50.
Combos between areas can be made, resulting in more powerful weapons. Experiment to see what you can do (or just look at the rest of the walkthrough for some "hints").
Other Stuffs:
In the pause/options menu, you have the choice to restart the level you're on (the circular arrow icon on the left), exit to the start menu (the middle icon that has an X in it) or resume play. When you select the "exit to the start menu" icon, the game will basically say to you "Carfeul, you're about to exit this level without finishing it (the '!' icon). Do you really want to exit? (the '?' icon)." The X and check mark bubbles that pop up mean "no" and "yes" respectively.
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LEVEL BY LEVEL (with some strategies included on some levels).
lv. 1
lv. 2
lv. 3
lv. 4
lv. 5
lv. 6
lv. 7
lv. 8
lv. 9
lv. 10
lv. 11
lv. 12
lv. 13
lv. 14
lv. 15
lv. 16
lv. 17
lv. 18
lv. 19
lv. 20
lv. 21
lv. 22
lv. 23
lv. 24
lv. 25
lv. 26
lv. 27
lv. 28
lv. 29
lv. 30
lv. 31
lv. 32
lv. 33
lv. 34
lv. 35
lv. 36
lv. 37
lv. 38
lv. 39
lv. 40
lv. 41
lv. 42
lv. 43
lv. 44
lv. 45
lv. 46
lv. 47
lv. 48
lv. 49
lv. 50
lv. 51
lv. 52
lv. 53
lv. 54
lv. 55
lv. 56
lv. 57
lv. 58
lv. 59
lv. 60
lv. 61
lv. 62
lv. 63
lv. 64
lv. 65
lv. 66
lv. 67
lv. 68
lv. 69
lv. 70
lv. 71
lv. 72
lv. 73
lv. 74
lv. 75
========================================================
LIST OF AREAS (nicknamed by me). At the end of each area's description is the level it first appears on.
Whirly
Bubbler
Mega Bubbler
Spread
Shield
Peg Shield
Basic Laser
Random Laser
Big Freaking Laser (BFL for short)
Overload Bomb
Grenader
Stealth Grenader
Missile Factory
Hive
Attractor
Shrinker
Radar
Sparkler
Reinforcer
Speedster
Bomb Token
Grenade Token
Random Explosion Token
Sweep Lasers Token
Laser Sentinel Token
Laser Sniper Token
Triangulation Laser Token
Laser Parasite Token
Shrapnel Token
Bouncing Ball Token
Shrinker Token
Fire Spirit Token (?)
Helper Turret Token
Mine Field Token
Virus Token
Posted by: LSN
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January 3, 2008 1:58 AM