Jelly Pops is a PSP/PS3
mini, which can be played on either system once you purchase it once.
It was made by the same three person team at Pom Pom which made AZD.
Gameplay consists of guiding a snake up and down on the left side of
the screen as the level flows past you from left to right. It's a
strange effect, as the snake is supposed to be moving from left to
right (and you do get that impression), but it never really leaves
the left side of the screen.
On the left side of the
screen is a life force meter that depletes over time. If it runs out,
you die. To refill it, you must collect life force gems as they fly
by. To increase your score, there are different kinds of gems you can
collect. And then there are a few types of “negative energy” that
you can't touch or you'll die. The only controls are to use the nub
or left analog stick to guide the snake, and pressing x to “boost”
or move faster (an ability you earn on each individual stage after
surviving a certain amount of time and earning a stage medal). There
is also a multiplier system similar to AZD's. The score multiplier
meter slowly fills up over time, and when it gets totally full, it
resets but puts you at a new multiplier level. So once it fills up
once, each scoring gem you collect gives you double points. Once it
fills up twice, you earn triple points, and so on. The meter fills up
more quickly the faster you go. If you weave up and down the screen,
it moves slower, and if you boost straight ahead by pressing x, it
fills up faster (although it is harder to control snake when you
boost). The level ends when you die.
The game uses a medal
system very similar to AZD's. Each stage has 7 medals you can earn.
They all have 2 stage medals, which you earn for getting through a
certain number of stages or sections within the level. They all also
have 2 score medals, which you earn for reaching certain scores.
Earning the first stage medal in a level grants you the ability to
use the boost function for that level from then on (starting with
your next run-through, I believe). Collecting the first score medal
unlocks spirit gems for that level. Starting in your next run-through
of that level, mobile spirit gems will appear. Collecting them earns
you additional points.
Besides those 4 medals,
each stage has 3 more that you earn for doing various things, such as
collecting a certain number of a certain type of gem, collecting
spirit gems, and collecting certain colors of gems in a chain without
touching anything else.
Each of the 8 levels has a
gimmick that you need to exploit in order to earn the medals. I won't
spoil them all, but some task you with powering up life force gems
before you collect them by first touching same-colored gems. Some
include rollers that you can push around to knock hazards out of the
way, and others have gems you need to collect that move around and
shoot at you as you try and get them. The variety is nice and each
level feels unique.
Each level also has it's
own visual style in the form of an animated background. These are
really great looking. Along with the look of some of the obstacles
and gems, they really give you the feeling that you are in some form
of wet, microscopic environment. Highlights include a red level with
giant red-blood cells floating by, and a brown level with what look
like grains of salt seen through a microscope floating through it.
The game basically has two
music tracks, and they are both excellent. There is the title-screen
music, which is really good. Then there is the level music, which
plays during each level. The level music is a basic track, and your
actions provide the rest of the sound. Collecting gems creates sounds
that add to the music, and because each level has different gem set
ups, each level sounds different despite having the same basic
background track. The level music is really great, and will stay with
you. I remembered and thought about it often during the months
between the first time I played this game and when I just recently
picked it up to finish it. It is a slow, melancholy song that is
strikingly similar in my mind to some of the band oOoOO's music. In
fact, when I think about Jelly Pop's music, I often end up listening
to a mash up of the level music and some oOoOO song in my head, and
they are a perfect duet. Great music.
Unfortunately, Jelly Pops
also has a small glitch (just like AZD!). I completed the game 100%,
and then when I loaded up my save file later, it still read 100%, but
none of the medals for the last two stages were unlocked. It's weird,
because my high scores were saved, and even though they were higher
than what was needed for the score medals, they were not unlocked.
This is annoying. I had my PSP on sleep mode the whole time I played,
so I unlocked all of those medals without having to re-load, but I
can imagine it would be frustrating to lose medals if you had to
re-load your save while still trying to get those last few medals
only to find some of them missing. Not a huge deal over all though.
I had fun with Jelly Pops,
but it was a little too short and easy, especially compared to AZD,
which offered a longer play time, greater challenge, and more
engaging play. I think it might ultimately be forgettable (except the
music), but it was fun while it lasted. Kind of what I would normally
expect from a mini, except that my first mini was AZD, which went so
far above the call of duty. Jelly Pops is a Tier 1 Mediocre Game.


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