{"id":1102,"date":"2010-11-17T18:51:33","date_gmt":"2010-11-17T23:51:33","guid":{"rendered":"http:\/\/www.wurb.com\/stack\/?p=1102"},"modified":"2016-11-27T13:25:17","modified_gmt":"2016-11-27T21:25:17","slug":"obulis-finished","status":"publish","type":"post","link":"https:\/\/www.wurb.com\/stack\/archives\/1102","title":{"rendered":"Obulis: Finished"},"content":{"rendered":"<p>It turns out that <em>Obulis<\/em> makes it completely clear when it thinks you&#8217;ve won, announcing it explicitly in a pop-up and then playing a credits sequence. This is a bit of a relief, because I wasn&#8217;t entirely clear on which levels were necessary for winning and which were optional bonus levels.<\/p>\n<p><a href=\"http:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2010\/11\/obulis-map.png\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2010\/11\/obulis-map-300x225.png\" alt=\"Just one puzzle left, and it's an Ultra\" title=\"Just one puzzle left, and it's an Ultra\" width=\"300\" height=\"225\" class=\"alignright size-medium wp-image-1105\" srcset=\"https:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2010\/11\/obulis-map-300x225.png 300w, https:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2010\/11\/obulis-map.png 1024w\" sizes=\"auto, (max-width: 300px) 100vw, 300px\" \/><\/a>The game is organized into three chapters, each of which contains multiple &#8220;paths&#8221;, or sequences of themed levels with their own graphical style, background music, and, in some cases, path-specific gameplay elements: Clock Tower levels have steadily-rotating gears that can carry marbles in their teeth, Pond levels are built out of flowering plants that are a little springy and never completely straight, etc. The maps show the individual levels as squares in a sort of board-game layout that visually differentiates between the levels you haven&#8217;t reached yet, the levels you&#8217;ve completed (which are still available for replay), and, most importantly, the levels you have access to but haven&#8217;t completed, which have a jagged nimbus so they really stand out. Paths sometimes branch a little, so that completing one path can open up access to two others. It&#8217;s all pretty typical of the superstructure in modern puzzle-games, particularly puzzle games that imagine themselves to be <em>casual<\/em>. (I personally have doubts whether a puzzle game with designed solutions can ever really fit the &#8220;casual&#8221; mold, but that takes us to the question of &#8220;What is a casual game?&#8221;, and that&#8217;s not what I want to talk about today.)<\/p>\n<p>And occasionally the paths branch into optional bonus levels. Some of these levels are harder variations on levels in the path proper. These are easily identifiable by name: every level has a name consisting of its path name and a roman numeral, like &#8220;Dungeon III&#8221; or &#8220;Windmill VI&#8221;, and the harder variants just append the word &#8220;Ultra&#8221; to the end of that. Ultra levels have the same architecture as the levels they&#8217;re based on, and usually have a similar layout of balls, but are altered enough to require completely different solutions. I kind of assumed that these were optional, because they just seemed like extra content for people who want more challenges. (<em>DROD<\/em>, to name one precedent, has a few rooms that are harder variations on other rooms, and they&#8217;re invariably optional.) <a href=\"http:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2010\/11\/obulis-sanctum.png\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2010\/11\/obulis-sanctum-300x225.png\" alt=\"Looks kind of outdoorsy for an inner sanctum, if you ask me.\" title=\"Looks kind of outdoorsy for an inner sanctum, if you ask me.\" width=\"300\" height=\"225\" class=\"alignleft size-medium wp-image-1103\" srcset=\"https:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2010\/11\/obulis-sanctum-300x225.png 300w, https:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2010\/11\/obulis-sanctum.png 1024w\" sizes=\"auto, (max-width: 300px) 100vw, 300px\" \/><\/a>But there was another sort that I wasn&#8217;t at all sure about: the Inner Sanctum levels. This is a &#8220;path&#8221; consisting entirely of single levels reachable from other paths. The unique presentation for these levels is inky silhouettes; the gameplay gimmick is that the silhouettes have paths through them that you can&#8217;t see, and have to find by experimentation; the background music, rather incongruously, consists of traffic noises. And each Inner Sanctum level you complete gives you a piece of a special artifact for that map. Each artifact, when completed, unlocks some of the Ultra levels &#8212; or were the Ultra levels unlocked by collecting the medallions at the end of the normal paths? I&#8217;ve forgotten already. This stuff isn&#8217;t where your attention falls while playing.<\/p>\n<p>At any rate, because I didn&#8217;t look at the manual until after winning the game, I wasn&#8217;t sure if the Inner Sanctum levels were optional or not. It turns out that they are. I went back and completed them all after winning anyway, and in the process discovered that the game is rather insistent about playing the credits sequence, which isn&#8217;t interruptible, every time you complete a level after winning. Ah well. I probably won&#8217;t finish all the Ultras: they tend to be challenges of the &#8220;get things to collide in midair in just the right way&#8221; sort, rather than the &#8220;figure out the clever tick that makes it easy&#8221; sort. If I even make the attempt, it&#8217;ll be for the Achievements. Every single Ultra level has a Steam achievement associated with it.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>It turns out that Obulis makes it completely clear when it thinks you&#8217;ve won, announcing it explicitly in a pop-up and then playing a credits sequence. This is a bit of a relief, because I wasn&#8217;t entirely clear on which levels were necessary for winning and which were optional bonus levels. The game is organized [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[14],"tags":[414],"class_list":["post-1102","post","type-post","status-publish","format-standard","hentry","category-puzzle","tag-obulis"],"_links":{"self":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/1102","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/comments?post=1102"}],"version-history":[{"count":8,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/1102\/revisions"}],"predecessor-version":[{"id":4685,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/1102\/revisions\/4685"}],"wp:attachment":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/media?parent=1102"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/categories?post=1102"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/tags?post=1102"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}