Glover (video game)
European PlayStation box art
|Release date(s)||Microsoft Windows
Glover is a 1998 platforming video game developed by Interactive Studios and published by Hasbro Interactive for Microsoft Windows and the Nintendo 64 in 1998 and for the PlayStation in 1999. The game features a magical, four-fingered glove named Glover.
Crystals are rescued by guiding Glover and his ball around six worlds, each containing three levels, a boss and bonus stage. The ball can also be transformed into one of four (five with the Power Ball cheat) forms. These are the rubber ball, a metallic marble, bowling ball, the ball's original crystal form and the Power Ball. The rubber form gives the greatest amount of abilities for the ball. It can easily be bounced, slapped, and thrown. The bowling ball form allows the ball to not break easily, sink in deep water, and kill enemies by slapping it. The metal form gives precise control over the ball, and can be used to throw and slap the ball more carefully. The crystal form is very fragile, but gives Glover exponentially increasing points for Garibs. This causes Glover to place great value on this form of the crystal. His apocalyptic wail is accompanied by dramatic zoom effect whenever the crystal is shattered by a thoughtless or malicious adversary. The Power Ball is a special cheat code that lets you use an indestructible and extremely bouncy ball.There are also plenty of magic potions to help Glover with his quest by giving him power-ups.
Glover's ball can be rolled, bounced, thrown, slapped, or walked on top of. While walking on the ball, the controls are reversed (except on easy difficulty). Walking on the ball is automatic while moving the ball across water. Glover can also collect cards (known as "Garibs") which allow him to access the bonus stages if he collects all of the Garibs in a given world.
Glover travels through each of the six worlds linked via the game's hub world, each of which has a crystal.
Each world has 3 levels, a boss battle, and a bonus stage. When the boss of each world has been defeated, the player can return the crystal from that world to the cave. The bonus round is opened by collecting all the Garibs in each world on the N64 version ( but only on the normal difficulty setting, playing on easy mode closes the bonus rounds completely ), or defeating the boss of that world in the PS1 version ( collecting all the Garibs in the PS1 version would award the player an extra heart, up to 9 maximum, where in the N64 version, the player would only have 3 hearts the entire game ). It should be noted that completing the N64 game on normal with all the bonus rounds completed would cause all the games cheats to appear back-to-back during the games end credits.
- Crystal Kingdom: This is the large area outside of the castle, where all the magical realms are linked. When the game begins, it is a barren desert, populated by bats and creeping things. After completing each realm, Glover returns here to bring that area's crystal to the castle fountain, where the stone wizard rests. There is also a "practice" well for first-time players. As Glover restores the crystals from each realm, the world slowly transforms into a lush landscape, until peace and beauty are restored in the end. All throughout the game, a giant pink or blue ( the color depends on how many worlds have been cleared ) chicken can be seen swinging in a tree close to the entrance to the carnival world. Walking up to this chicken and interacting with it by pressing the "B" button will both restore Glover's health hearts to full, as well as provide the player a cheat in the form of an 8-sound long series of farts, burps, clucks, and hiccups. The player can then enter these cheats in the pause menu to activate their effects ( for example, pressing the bottom C button 8 times in a row will turn off any cheats in effect ).
- Atlantis: This is the first realm of the game. Its portal is in a temple-like building. It has ancient flair, with columns and reflecting pools as well as a purple and green hue. The enemies are largely aquatic, including a shark-based mechanism and spiked fish. The boss of the area is a triple threat: a mammoth whale, a snapping crab, and a bubble-blasting flying fish. The bonus level of this world is a Frogger-style platforming mini-game in the N64 version, where Cross-Stitch turns Glover into a frog, and the player hops across lilly pads, logs and boxes, collecting Garibs, and a simple Get-To-The-Goal level in the PS1 version, in which the player must race to the end of the level collecting Garibs within a set amount of time.
- Carnival: This is the second realm of the game. Its doorway is in a circus tent. This land is bright, cheery, and colorful. There are amusement park rides, games of chance, and nasty enemies. The boss is a villainous clown that Cross-Stitch zaps to gigantic proportions. The bonus round has Glover riding a cannon on horseback from a stationary position, shooting at cardboard cards of various enemy's and the wizard. The goal is to shoot all of the cards with enemy's on them, using the rubber ball as ammunition, as well as the Garibs, while being careful to not shoot the cards with the wizard on them ( this will cause some of the other cards to reappear ). Although there is a counter at the bottom of the screen counting how many balls you fired, you have unlimited ammunition ( much like the final boss ).
- Pirates: This is the third realm of the game. Its gateway is in a treasure chest. Sandy shores, pirate ships, and meddlesome monkeys make Glover's trip here far from a day at the beach. The realm's guardian is an orangutan that swings from the trees to attack the hero. The bonus round involves walking on top of the ball, while ground-pounding barrals to raise the water level to the top of the silo-like room this level takes place in, collecting Garibs all the way. Although the fish in the middle of the room can get in the way, most players find it a good idea to kill this enemy with a fist-slam right as the level begins.
- Prehistoric: This is the fourth realm of the game. Glover accesses it through a volcano. The hero moves from a land where dinosaurs roam to a frigid ice age with the crystal. Cross-Stitch reanimates a fire-breathing beast to fight Glover at the world's end. In this world's bonus round, the player takes control of the ball and rolls to a pond at the end of the level, avoiding lava pits, running from a tidal wave of lava, and collecting Garibs. Touching the wave of lava will result in an instant failure. Many players consider this the easiest of the 6 bonus rounds.
- Fortress of Fear: This is the fifth realm of the game. Its passage is housed in a tower-like structure. Glover must face his fears as he moves through this realm of monsters, evil spells, and electric traps. In the boss level, he fights a reanimated Frankenstein-esque creature. In this worlds bonud stage, the player once again takes control of the ball and rolls through a Pac-Man-esque maze-like stage, dodging the green ghost/witch enemys's and collecting Garibs. In the PS1 version, the ghosts can turn the ball into any of its other forms, or damage it. In the N64 version, they can damage the ball. If the ball is damaged to many times, the stage is failed.
- Out of This World: This is the last realm of the game. It is reached by moving through a meteor. Here, gravity no longer applies as Glover explores an alien planet and flies in a spaceship. He also faces his final battle with Cross-Stitch, and both pilot giant robots in a showdown over the last crystal. The bonus round involves Glover using the helicopter potion to fly around the level, collecting Garibs. A common tactic used by players is to leave the ball by the exit and collect the Garibs with just Glover, as the weight of the ball slows him down. On the flip side, keeping the ball on hand cancel's out any fall damage should the helicopter potion run out.
In a peaceful, idyllic kingdom, a kindly wizard rules over various lands from his large castle. The beauty and harmony of the kingdom are protected by seven magical crystals, which sit on the spires of the castle. The wizard is aided in his magic by a pair of magic, four-fingered gloves, which are sentient. One day, though, the wizard accidentally mixes together a bad batch of potions, which create a massive explosion. The mishap turns the wizard into a statue, and sends his magic gloves in two directions—the right one flies out the window, while the left one lands in a cauldron. The explosion also shakes the crystals from the spires, and they hurtle to the ground. The glove that landed outside—Glover—quickly casts a spell to transform the crystals into rubber balls to prevent them from shattering on the ground. They bounce away in all directions, entering the magical realms around the kingdom. Without the crystals, though, the world transforms into a foggy, desolate wasteland. To make matters worse, the other glove, known as Cross-Stitch, arises from the cauldron, corrupted by its potion.
Glover realizes that he must find the seven crystals and restore them to the fountain underneath the castle. He traverses from realm to realm, and must protect the rubber balls at all costs. As he does, Cross-Stitch attempts to thwart him by setting traps and creating monsters, but Glover's magical skill defeats the beasts. As the crystals are returned, the world is gradually restored to its former state. In the end, Glover fights Cross-Stitch in an outer space–themed realm, and recovers the last crystal. The wizard is brought back to life, and uses his magic with Glover's aid to purify Cross-Stitch. All ends happily, and the world is once again at peace.
Development and release
|This section requires expansion. (July 2014)|
Hasbro Interactive had planned to release a sequel to Glover which had a boxing glove character and was to be released in 2000 named Glover 2 but the idea was scrapped, though gameplay videos and pictures about the game surfaced on nesworld.com, which discovered a work-in-progress version of the game.
Reviews were mixed, mostly pointing out the interesting game mechanics and variety, but also noting the bland storyline and confusing controls.
The Nintendo 64 version was praised by IGN, specifically on its gameplay and sound. Comically, they wrote "In addition to your standard bouncing balls, Glover – being a magician of sorts, also possesses the ability to transform his balls!". They praised the sound saying "Cute and cuddly, but it works. Music fits each level perfectly. High-tension, moody tunes fill the "Fear" levels, whereas earlier levels are considerably more cheery and colorful." GameSpot added "If you have a lot of patience and like challenge in your games, you may get a lot of gameplay out of this title."
Despite positive reviews for the Nintendo 64 version, the PlayStation version was heavily panned by critics. IGN, which gave the Nintendo 64 version an "impressive" 8.3, gave the PlayStation version a "Terrible" 2.6. Criticizing the graphics, they said "The game may possibly have survived despite mechanical blemishes, but, unfortunately, the overall sour look of the game drags the experience down even more. Simply put, the game looks bad – Not just compared to its Nintendo 64 brother, but to other PlayStation games, as well." GameSpot also criticizes this version, stating that "Glover, despite its interesting play mechanics, seems to have lost its soul in the port from the N64."
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- "Glover Release Information for Nintendo 64". GameFAQs. Retrieved 2009-10-31.
- "Glover Release Information for PlayStation". GameFAQs. Retrieved 2009-10-31.
- "IGN: Glover 2". IGN. Retrieved 2009-08-28.
- "Gamespot: Glover for Nintendo 64". Gamespot. Retrieved 2009-08-28.
- "Glover Search on GameRankings". GameRankings. Retrieved 2009-08-28.
- "Gamespot: Glover Review for Nintendo 64". Gamespot. Retrieved 2009-08-28.
- "IGN: Glover Review". IGN.
- "Gamespot: Glover for PS". Gamespot. Retrieved 2009-08-28.