Klax (Game Boy Color)
Today, it is the Millennium, and thanks to the power of Nintendo's Game Boy Color, you can now take Klax with you anywhere you go!
Hidden Printer Feature
The feature is accessed by selecting green alien, green alien, red circle, blue square. After skipping the found minigame page, a picture of a head attached to a body will display with an option to print. The heads can be selected with the D-Pad.
A series of hidden messages can be accessed by selecting green diamond, blue pillar, blue pillar, green alien ten times.
Select red circle, blue pillar, blue pillar, blue square ten times. At first, it will jump to the title screen, but after ten times, a screen will pop up saying that you found a minigame. After proceeding, a photo made on the Game Boy Camera of the programmer (Mike Mika) and his fiancee (Micki) will pop up, with the words
Micki, will you Marry me?
Select blue square, blue pillar, green diamond, green alien in order to access this. Once again, the screen will say that you've found a minigame. After proceeding, a very long fictional backstory about Klax will appear that says
The Story of Klax Klax, or "Klacksing," as it was originally known, began on the boardwalks of sea- side resort towns in New Jersey, and quickly spread up and down the Eastern Seaboard. Although some trace its roots back to the Colonial days, it is far more likely that it started during the heady days of the "Gilded Age," roughly 1870 - 1899. Gameplay was remarkably similar to the way the game is played today. A conveyor belt (the first models were cranked by young urchins, but these were quickly replaced by steam or electric engines) carried large wooden tiles towards a depression in the ground, called a well. The tiles were place on the conveyor behind a curtain. Because the tiles were arranged in a well, the person placing the tiles couldn't see what patterns were being chosen, and so what colors came down the conveyor was theoretically random. The gentleman (ladies were not allowed to play) who was "klacksing" then arranged the tiles, as we do today, in vertical or horizontal rows of like colors (diagonals were not introduced until the mid-1930s), under the watchful eye of the game minder, who mad sure that the players did not surreptitiously rearrange tiles. In the early days, players were limited to the tiles they could hold in their hands, and if three tiles dropped off the conveyor, the game was over. If the player achieved an objective, (getting 4 "klackses" or 3 in a row, say) that was previously agreed upon between him and the game minder, he won a small prize, like a Kewpie Doll. Better prizes were awarded for more difficult arrangements. Although Klacksing was a popular resort pastime, it really took off during the Roaring 20s, when the "shoe" was introduced. The shoe was a device that held up to five tiles--no longer were players limited to the tiles they held in their hand. The shoe was also a convenient place to stash contraband bottles of beer if the Police happened by. The word for the practice, "shoeing", quickly became slang for hiding alcohol, and Klax (as it was re-christened in Pepe Morano's famous song of the era), which was once considering a sporting game for proper Victorian gentlemen, quickly became associated with pool halls, bootlegging, and fast living. Even the Great Depression couldn't dull enthusiasm for Klax, in fact, with the diagonal, Klax became more popular, and the subject of more decency crusades aiming to eliminate it. The introduction of the diagonal Klax was made possible when fully electro- mechanical versions of the game, which used magnetized tiles and mercury switches to sense klaxes, were shipped from the arcade makers in Chicago across the country. It certainly didn't help the game's reputation to have most versions stamped with the name of the Windy City, which was then associated with Al Capone and all things criminal. Despite the decency crusader's efforts, it event- ually took a war to quell the popularity of Klax. Because the electromechanical game used so much precious metal, and because the game took so much time away from boys who were soon to be occupied by more treacherous tasks, F.D.R. banned the game in an executive order dated February 2nd, 1942. "It is the war, and there is no time for Klax," declared FDR in a public statement, April 3rd, 1942. With most players--and operators--destined for the Army, there was no public outcry about the ban, and after the war, the game was quickly forgotten in the wave of post-war technological achievements like television and Skee-Ball. A few newspaper columnists noted Klax's passing, but the public at large, which was so taken with the game just a few years ago, seemed to completely forget the game, just as many pre-war traditions were lost. The game dis- appeared so rapidly from the national consciousness that the ban on Klax wasn't even offic- ally lifted until September 8th, 1978, by Jimmy Carter--the last of the World War II executive orders to be repealed. Although a few electro - mechanical Klax games exist in collectors' hands, the game was largely forgotten until 1989 when programmers and designers at Atari Games resurrected the concept for a radical new puzzle game. The intro screen, "It is the 90's and there is time for Klax", recalled FDR's famous pronouncement. Today, it is the Millennium, and thanks to the power of Nintendo's Game Boy, you can now take Klax with you anywhere you go!
Select yellow alien, blue pillar, blue pillar, green alien. You'll see the found minigame screen, and after proceeding, the history of the arcade version is accessed, and it says
THE STORY OF KLAX by David Akers Mark Pierce came up with the idea for the game. He knew he wanted to do a puzzle game, so he started drawing pictures that "looked like" puzzle games - pictures filled with simple, colorful shapes and objects. The best pictures he printed and hung up in his office. After living with these pictures for awhile, he came up with an idea for a puzzle game where tiles tumble down a ramp, and the player catches the tiles and places them in bins to make "three in a row" combinations. Mark wanted the tiles to make a "Click-clack" sound as they moved down the ramp, so we decided to call this game "Klax". The "Klax concept approval" meeting was held on a Friday, and the project was approved, so that weekend I started playing around in Amiga Basic to try and come up with a scoring routine for the game. I created a set of bins, and randomly filled them with tiles, and then wrote the code to score any "Klaxes" (three in a row combinations) that came up. But it was hard to test different combinations with just random tiles, so I added a paddle, and had tiles appear on it so I could drop them where ever I wanted. Then, I added a ramp, and had tiles randomly appear in the different lanes of the ramp, and move down the ramp - so by the end of the weekend I had a crude version of Klax running in Amiga Basic. I showed the Amiga Basic Klax to Mark Pierce, and he made a few suggestions. Then he generated a set of graphics and went on vacation for three weeks. While he was gone, I got a version of Klax running on an old "Escape From the Planet of the Robot Monsters" arcade hardware. By the time Mark got back, people were lining up in the lab to play Klax. At first, the game would just drop tiles, and get faster and faster until the player made a mistake. But we liked the wave structure of the arcade version of Tetris, so we wanted to have waves in Klax. We weren't sure what the "goal" of a Klax wave should be - to make klaxes, or to get some number of tiles, etc. Since people were coming to the lab all day to play the game, we put in a variety of different goals, and changed the goal with every wave, and we asked players which goal they liked best. They said "we like having variety!" so we kept it that way. Originally the tiles were so large that the five bins across filled the screen. But marketing said they wanted two players to be able to play at the same time, so we had to shrink the tiles. Mark still prefers the original "large tile" version. The circuit board used in the arcade version of Klax was a simplified version of the "Escape" board. To reduce cost we had to choose between having a music (FM synthesis) chip and a digitized sample chip. We decided to go with the digitized samples. The audio department experimented with a variety of sounds to get a distinctive sound for each tile. Mark wanted a "golf crowd" effect for winning and losing the rounds, so we gathered all the Atari employees we could find and crammed them into Atari's sound room, and the resulting "Klax Choir" made the different crowd effects.
The credits can be accessed by selecting blue pillar, yellow alien, green diamond, green diamond and are
for Digital Eclipse Programmer Mike Mika Support Programmers Bob Baffy Support Programmers Joe Miguel Support Programmers Jeremy Mika Project Leader Chris Charla Artists Boyd Burggrabe Artists Kevin James Sound Bob Baffy Producer Bill Schmitt Executive Producer Andrew Ayres Special Thanks David Akers Special Thanks Dan Filner Special Thanks Jeff Frohwein Special Thanks Mark Pierce Special Thanks Jeff Vavasour for Atari Producers Robert Daly Producers Mike Kruse Executive Producer Bill Hindorff Test Manager David Ortiz Product Analysts Larry Cadelina Product Analysts Mario Guevara Product Analysts Jose Amparan Product Analysts Pablo Buitrago Lead Testers Alex Beran Lead Testers Jeffery Suarez Special Thanks Debra Heinz Special Thanks Maribel Santa Cruz THE END
Select green alien, green alien, blue square, green alien and the game will be accessed after skipping the found minigame screen. The game is a minesweeper clone.
The game can be accessed by selecting red circle, green diamond, blue square, green alien.
The Klax series
|Game Boy (Color)||Klax (monochrome, Hudson) • Klax (color)|
|Game Boy Advance||Marble Madness & Klax|