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Alfred Chicken
Alfred Chicken
from Wikipedia
Alfred Chicken
European Amiga cover art
Developer
Twilight
Publishers
DesignersJason McGann and Peter Tattersall
Programmers
Jason McGann and Peter Tattersall
  • Andrew Swann (Amiga versions)
  • James Smart (NES)
  • Stuart A. Cook (SNES)
  • Matthew Shepcar
  • Charles Waddington
  • Graeme Love (GBC)
  • Finlay Munro (PS)
Artists
Peter Tattersall & Wayne Billingham
  • Doug Holmes
  • David Bland (GBC)
  • Ian J. Bowden (PS)
Composers
Platforms
Release
1993
  • Game Boy
  • Amiga
  • Amiga CD32
  • NES
    • EU: 1993
    • NA: February 1994
  • SNES
    • NA: February 1994
    • EU: 1994
  • GBC
    • EU: September 2000
  • PS
GenrePlatform
ModeSingle-player

Alfred Chicken is a platform video game developed by Twilight and published by Mindscape for the Game Boy. It was later ported to the Amiga, Amiga CD32, NES, and Super NES in 1993 and February 1994, in Europe and North America, respectively. A Europe-exclusive remake of the game, entitled Alfred's Adventure, was developed by Möbius Entertainment and released by SCi for Game Boy Color in June 2000.[3] Another remake, named Alfred Chicken, was also developed by King Monkey, a division of Möbius Entertainment, and released by Sony Computer Entertainment for PlayStation in 2002. Rockstar Games does not own the title's rights, despite buying Möbius later on, as Jason McGann personally held the rights.

Gameplay

[edit]

The player takes the role of a chicken named Alfred who must find his way through bizarre levels full of balloons, telephones, cheese, and other strange elements. While he is on the ground, Alfred can walk, jump, and peck balloons and ground switches. While he is in the air he can dive bomb enemies or springs. Dive bombing enemies will destroy them. Dive bombing springs will bounce Alfred much higher so he can reach platforms well above his normal jumping ability. If he does not hit an enemy or a spring, Alfred will get stuck in the ground for a short time.

To complete a level, Alfred must find and peck all the balloons. The last balloon will take him to a boss fight. If Alfred dies, he starts as an egg located at the last balloon pecked. In the Super NES version, finding the big balloon results in a Stage Clear.

Alfred can receive a few power-ups during the game. For one power-up, he must answer a telephone in secret areas to make Mr. Pekles (a giant flower) give him a pot of jam. The jam gives Alfred the ability to shoot a bomb (about the size of Alfred himself) which bounces around the screen collecting items and hurting enemies. Another power-up is a worm that spins around Alfred destroying enemies that it touches. The player must find a can of worms to get this power-up.

Release

[edit]

The Game Boy game was the original version. Two revisions exist: the monochrome original, and a Super Game Boy version with a level select feature. The latter was developed by Hookstone and released by Sunsoft in Japan. It was later re-released for Game Boy Color as Alfred's Adventure in 2000.

The Amiga version is the same as the Game Boy game and is identical except for its color graphics and increased screen resolution. The NES edition of the game is essentially a watered-down port of the Game Boy version. It features only five levels, which were originally in the Game Boy game.

The SNES game, Super Alfred Chicken, uses the same mechanics as the prior versions, but has entirely different level layouts and functions as a sequel. It suffered from mediocre reviews.

The game for the original PlayStation was released only in the PAL region. It features 2.5D action and is a brand-new game rather than a port. It was developed by Möbius Entertainment and released by Sony Computer Entertainment Europe in 2002.

An unannounced version for the Sega Genesis was obtained by Piko Interactive in 2016, getting their hands on an unfinished binary from the original developer and intending to finish it up for a tentative 2017 release.[4] However, conflicting rights with the ownership of the Alfred Chicken character have ultimately prevented this to happen as of the present date.[5]

Marketing

[edit]

Karl Fitzhugh, the Product Manager of the Amiga version of the Alfred Chicken video game, ran as the Alfred Chicken Party candidate in the 1993 Christchurch, Dorset by-election. The exercise was done to promote the original game's release. Fitzhugh finished second last with 18 votes, two votes ahead of the Rainbow Party candidate.[6]

The marketing attempt was partially successful. The Alfred Chicken Party was cited, along with other "frivolous or 'commercial' candidates", as a reason to increase the number of signatures required for an individual to be nominated as a political candidate at an election.[7]

There was also a toll-free number set up after the US release, which could be called to hear Alfred himself give a promotional speech about the game.

Reception

[edit]

Electronic Gaming Monthly gave the Super NES version a 6.6 out of 10, calling it "a slow-moving game requiring more strategy than being able to run, jump and grab items! It takes a while to get into the swing of it, though."[28] They gave the NES version a 5 out of 10, explaining that it retains the large levels and good controls of the Super NES version, but that the drastically lower quality graphics and sounds make the game less enjoyable.[17] Reviewing the NES version, GamePro praised the challenging gameplay, the "cartoony" graphics, the "bouncy, loopy audio", and the "crisp controls", and determined the game to be a must-have for NES fans in light of how few games were being released for the system at that point.[19] On release, Famicom Tsūshin scored the Game Boy version of the game a 22 out of 40.[18] In Nintendo Power, the NES version was scored a three out of five. While they did like the big sizes of each level and occasionally comical graphics, they ultimately found it to be just another typical platformer.[22]

References

[edit]
[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
is a platform developed by Twilight and published by Mindscape, first released in 1993 for the and , with subsequent ports to the NES and Amiga CD32. In the , players control Alfred, a chicken equipped with a bionic , who navigates surreal levels populated by balloons, telephones, cheese wheels, and mechanical enemies to rescue his egg-napped friends and girlfriend Floella from the antagonistic Meka-Chickens. Core mechanics revolve around walking, jumping, and pecking objects—such as inflating balloons to reach higher platforms or activating ground switches—while collecting coins and avoiding hazards like spikes and foes, in a structure emphasizing precise platforming without passwords or continues upon losing all lives. The title gained minor notoriety through a British campaign in which Alfred "ran for " as a to promote the version, reflecting the era's unconventional for European platformers.

Development

Conception and Initial Design

Development of Alfred Chicken commenced in late 1992 by Twilight, a small British based in , . The team, lacking official licensing, acquired an unofficial development kit to target the Game Boy as the primary platform, leveraging its portability to suit a puzzle-platformer emphasizing precise navigation and environmental interaction over high-speed action. The game's initial concept, devised by programmer Jason McGann, drew from the vertically scrolling mechanics of Rainbow Islands, featuring protagonist Alfred ascending via balloons while popping them to progress and avoid hazards. This evolved into a side-scrolling format influenced by , adapting to Game Boy hardware constraints such as limited color palette and processing power, which necessitated simplified enemy AI and level geometry focused on puzzle-solving over complex physics. Alfred, an anthropomorphic chicken, was selected as the hero to distinguish the title from prevailing protagonists in platformers, with his bionic serving as the central ability for pecking enemies and interactive objects, enabling core progression mechanics like door unlocking and threat neutralization. A was first showcased publicly at the European Computer Trade Show (ECTS) in spring 1993, demonstrating early levels centered on balloon manipulation for elevation and enemy evasion, highlighting the game's emphasis on rhythmic timing and within constrained screen space.

Technical Implementation and Challenges

Alfred Chicken's implementation was handled by a small team at Twilight, with Jason McGann responsible for core programming and level map design, drawing on his prior experience coding for the —a platform whose Z80 processor architecture closely resembled the Game Boy's modified Z80 derivative. This low-level approach, typical of early handheld development, optimized the game's performance within the system's constraints of 8 KB RAM and a 4.19 MHz clock speed, enabling tight jumping mechanics and responsive enemy AI through direct hardware register manipulation. However, sprite handling proved challenging due to the Game Boy's object attribute memory (OAM) limitations, which restricted on-screen sprites to 40 and required efficient DMA transfers to avoid flickering during level transitions and enemy interactions. The development process involved rapid iteration driven by the team's compact size—McGann on code, Peter Tattersall on graphics, and Steve Crow on —allowing for quick refinements to puzzle mechanics such as key-activated switches and collapsing platforms, without documented major delays after Mindscape acquired publishing rights six months into production. Balancing boss encounters posed additional hurdles, as the lack of save states demanded precise difficulty calibration to prevent player attrition on the unforgiving hardware, achieved through playtesting focused on pattern predictability rather than random elements. Subsequent ports, such as the Amiga version coded by Andrew Swann, introduced challenges in expanding the original monochrome sprites to leverage the platform's 32-color palette and higher resolution, necessitating re-rendering of Tattersall's assets while preserving the fluid physics ported from the Game Boy core engine. This adaptation maintained backward compatibility in gameplay logic but required optimizations for the Amiga's 7.16 MHz processor to handle larger levels without frame drops, highlighting the iterative trade-offs between hardware fidelity and cross-platform consistency.

Gameplay

Core Mechanics

Alfred Chicken employs basic platforming controls, enabling the player to maneuver the titular character left and right across 2D side-scrolling environments, execute jumps for elevation, and perform a action by pressing down while grounded to interact with objects such as switches or balloons. The mechanic activates environmental elements, including directional switches that alter platform paths or barriers, and releases balloons, which serve as level progression markers—completing a stage requires pecking all balloons to trigger the boss encounter. Unlike many contemporaries, Alfred lacks a stomp attack; instead, players must dive-bomb enemies mid-air by directing downward during a fall, which destroys foes, shatters certain blocks, or propels him higher via springs, emphasizing precise timing and avoidance over direct confrontation. Contact with enemies, projectiles, or hazards results in instant death, depleting one of Alfred's limited lives (typically starting with three), after which he respawns as an egg at the position of the last pecked balloon or a checkpoint, promoting cautious navigation and environmental reliance for survival. Scoring accumulates through collected diamonds (valued at 10 points each), with bonuses for gathering all items in a level granting extra lives via mechanisms like watering cans or complete collections. Power-ups enhance capabilities temporarily: a pot of jam allows projectile shooting from afar, a can of worms provides a defensive shield that destroys nearby threats, and invincibility items offer brief protection, while eggs directly add lives; these encourage exploration but do not fundamentally alter the core avoidance-focused interaction. Boss encounters demand rather than repetitive force, as adversaries like mechanized chickens deploy predictable attacks—such as ramming charges or fireball volleys—requiring dives to vulnerable points while evading hazards. The physics model adheres to momentum conservation in jumps and dives, where aerial dives accelerate descent for impactful landings or bounces, and floating abilities (via wing pumps in some implementations) mitigate fall damage, facilitating puzzle-solving through timed ascents and traversals over deflation-sensitive balloons or moving platforms. This causal structure underscores navigation timing, as failed dives risk embedding Alfred temporarily in the ground, heightening the precision required for platforming and switch-based puzzles.

Level Structure and Progression

Alfred Chicken's levels are organized into five worlds in the original release, encompassing 11 stages with thematic variety including wooden household environments and concluding sci-fi settings. Each world builds toward boss confrontations with Meka-Chickens, accessed after pecking the final balloon in designated stages. Ports such as the NES version condense this to five stages, retaining core progression while simplifying some themes like underwater sections and skull-block platforms. Primary objectives center on exploring levels to locate and peck all balloons, which pop to reveal progress; omitting any prevents exit, enforcing thorough navigation amid platforms, enemies, and hazards like telephones and cheese obstacles. Secondary goals involve activating switches—such as , , or icons—to toggle blocks forming paths or platforms, alongside collecting items like pots of jam for bomb power-ups or watering cans (four total) required for the optimal ending. While the main path remains linear, hidden routes via precise jumps and switch puzzles introduce minor non-linearity, rewarding exploration with extra lives or points during post-level bonus flights to Mr. Pekles' space lab. Progression advances sequentially through worlds, with each level's completion triggering the next or a boss fight where Alfred pilots a Meka-Buster ship to fire bullets at vulnerable points on the Meka-Chicken. Difficulty intensifies empirically via escalating enemy placements—such as flying foes or spiked guardians—denser obstacle fields, and demands for pixel-precise platforming and timing, particularly in later stages with multi-phase bosses and chained switch sequences. The original lacks continues, restarting players as an egg at the last pecked upon death, which compounds challenge through life management across the full campaign.

Release History

Original Platforms and Dates

Alfred Chicken was first released in in 1993 for the , distributed by Mindscape on , with the variant following the same year. The Game Boy cartridge version launched concurrently in that year, while North American distribution occurred in February 1994, and the Japanese release followed on July 28, 1995. The port appeared in in 1993 and in February 1994, both under Mindscape publishing, with cartridge format enabling faster loading compared to the Amiga's disk-based media. No verified Japanese NES release occurred during this period. versions were issued in 1994, titled Super Alfred Chicken in (February) and Alfred Chicken in , maintaining the cartridge format. These initial releases targeted standard pricing for the era, approximately £20-£30 in the UK for Amiga copies, reflecting regional retail norms for mid-1990s platformers.

Ports, Sequels, and Variants

The port of Alfred Chicken, released in 1993 by Mindscape, adapted the original version for 16-bit architecture, featuring expanded sprite details, backgrounds, and modular sound effects tailored to the platform's capabilities. The console variant, also launched in 1993, retained these enhancements while incorporating the system's drive for potential intros or looped audio tracks, though core gameplay fidelity remained consistent with the floppy-based release. The (NES) adaptation, published in 1993 for and , closely mirrored the original but suffered from compressed graphics and simplified audio due to hardware constraints, resulting in a more pixelated presentation and reduced enemy variety. Super Alfred Chicken, the Super Nintendo Entertainment System (SNES) sequel released in February 1994, expanded the formula with 21 sprawling levels across transdimensional themes, introducing new adversaries such as Byron Snail, Mag-Mite, Grim Blocker, and Terrasawus, alongside power-ups like egg-throwing attacks for puzzle-solving. Developed by Twilight, it improved graphical resolution with scaling effects and richer color palettes compared to prior ports, yet preserved the original's precise jumping mechanics and hidden collectible challenges, maintaining high difficulty through unforgiving platform sequences and secret-dependent progression. No additional official sequels followed, and variants were limited to these hardware-specific adaptations without major mechanical overhauls like new movement modes. No authorized port beyond Amiga platforms was developed, leaving Windows or DOS users reliant on unofficial emulations of the Amiga version, facilitated by the game's status and availability through retro archiving sites since the late 1990s. Unreleased prototypes, such as a build from 1994, surfaced in collector circles but lacked sound implementation and commercial viability, underscoring the series' confinement to 8- and 16-bit consoles.

Marketing and Promotion

Promotional Strategies

Mindscape International promoted Alfred Chicken primarily through print advertisements in European computer gaming magazines targeted at users, showcasing the platformer's unusual chicken protagonist and whimsical level elements like balloons and telephones. These ads appeared around the 1993 release, positioning the game as a lighthearted alternative to more conventional platformers. The title received early exposure via demonstrations at the European Computer Trade Show (ECTS) in 1993, where prototypes allowed industry attendees and press to experience core mechanics ahead of launch. Game packaging utilized vibrant artwork featuring Alfred in bold red hues against surreal backdrops, designed to leverage the mascot's novelty for shelf appeal in European retail outlets. As a mid-tier publisher, Mindscape allocated modest budgets to these efforts, concentrating on Amiga-stronghold markets in the UK and continental Europe rather than extensive North American outreach.

Political Campaign Stunt

In July 1993, amid the in Dorset, , triggered by the death of Conservative MP Adley, video game publisher launched a publicity stunt to promote the Amiga port of Alfred Chicken. The company formed the "Alfred Chicken Party" and nominated Karl Fitzhugh as its independent candidate, with an actor in an appearing at campaign events to draw attention. The platform humorously addressed issues like "eggflation"—rising egg prices—and advocated for more video gaming time, aligning with the game's theme of a chicken protagonist navigating platforming challenges. Timed precisely with the on July 29, the effort sought through its novelty, capitalizing on the era's tabloid interest in quirky candidacies during a period of political flux following Conservative Party scandals. Mindscape invested minimally, around £500 in deposits and materials, leveraging the absurdity for low-cost visibility in a nascent market expanding via platforms like the . Coverage appeared in gaming periodicals such as Amiga Action, which later praised it as a standout tactic, though mainstream press focused on the stunt's eccentricity rather than policy substance. Fitzhugh received 18 votes, placing second-to-last among candidates and avoiding the last position typically reserved for fringe entries, thus recouping no deposit but achieving short-term buzz. The stunt incurred no legal challenges under electoral rules allowing novelty parties, exemplifying aggressive, gimmick-driven promotion in the early 1990s game industry, where publishers competed for attention without digital marketing dominance. While ineffective for votes, it underscored causal reliance on media amplification for brand recall in a pre-internet landscape.

Reception

Contemporary Critical Reviews

Upon its 1993 release on the , Alfred Chicken received generally positive reviews from European magazines, with scores ranging from 70% to 87%. CU Amiga awarded it 70% in December 1993, praising the puzzle elements and unique pecking mechanic for defeating enemies but criticizing imprecise controls and high frustration levels in later stages. Amiga Force gave it 87% in its Christmas 1993 issue, highlighting the colorful graphics and smooth platforming, though noting repetitive enemy patterns. Amiga Action scored it 74% that same month, commending the originality of balloon-based progression but faulting the lack of variety in level design. Aggregated Amiga scores averaged approximately 80-86%, reflecting appreciation for its quirky British humor and non-violent combat style amid a saturated platformer market. The Game Boy port, originating as the 1993 base version, fared slightly worse, averaging around 74% in contemporary assessments, hampered by monochrome visuals that diminished the Amiga's vibrant aesthetic. Famicom Tsūshin rated it 22 out of 40, critiquing the simplified graphics and controls ill-suited to the handheld's limitations. Reviewers noted the core pecking and jumping mechanics retained charm but suffered from reduced puzzle clarity and increased difficulty due to screen size constraints. Console ports elicited mixed responses. The NES version scored an average of 82% in outlets like Ultimate Nintendo, with praise for whimsical environments but criticism for "stupid-sounding" music and tedious progression. Electronic Gaming Monthly derided it as failing to "do Chicken right," emphasizing subpar polish and uninspiring bosses compared to contemporaries like Super Mario Bros.. The SNES iteration, Super Alfred Chicken (1993), averaged 69%, with Super Play acknowledging colorful visuals in its January 1994 review but lamenting average platforming and high difficulty spikes that alienated casual players. Overall, critics consistently lauded the game's inventive enemy-dispatching via beak pecks and puzzle-solving but decried frustrating precision demands, lack of checkpoints, and uneven difficulty, positioning it as a solid but unremarkable entry without major awards.

Long-Term Player Assessments and Cult Status

In 2013, the comedy duo critiqued Alfred Chicken during a playthrough, deriding it as exceptionally poor due to frequent player deaths from instant-kill obstacles and perceived unfair design, with host exclaiming it as one of the worst games encountered. Subsequent player discussions on forums have countered this by emphasizing the game's deliberate "git gud" mechanics, where precise platforming and pattern recognition reward skilled play rather than random failure, as evidenced in 2020s longplays that complete levels without exploits by mastering jump timing and enemy avoidance. The title retains a niche primarily within European Amiga enthusiast communities, driven by nostalgia for its quirky bird protagonist and psychedelic visuals tied to the platform's heyday, though this appeal remains confined to retro scene events and emulation rather than broader revival. ROM distributions on preservation sites sustain accessibility, yet long-term players frequently criticize the absence of save states or passwords in original versions, exacerbating frustration in later levels spanning multiple stages without checkpoints. A 2023 YouTube retrospective marking the game's 30th anniversary frames as a historical emblematic of mid-1990s British experimentation, valuing its obscurity and port proliferation across systems like , NES, and over claims of mechanical excellence or enduring innovation. This assessment aligns with forum sentiments portraying it as an obscure footnote rather than a hidden gem, lacking the widespread emulation updates or remasters indicative of true resurgence.

Legacy

Remakes and Modern Availability

A PlayStation remake of Alfred Chicken was developed by Möbius Entertainment's King Monkey division and published by Computer Entertainment Europe on April 12, 2002, exclusively in PAL regions. This version incorporated graphics with three-dimensional environmental elements and updated platforming, while retaining core mechanics like egg-shooting and level navigation through surreal worlds. Released late in the PlayStation's lifecycle, it saw extremely limited physical distribution, contributing to its obscurity and high rarity among collectors today. No official digital re-releases or ports exist on contemporary platforms such as , , or , owing to unresolved rights held by defunct publishers including Mindscape and subsequent licensees. Modern access relies on emulation of original 1993-1994 versions for , , NES, or the 2002 PlayStation edition, with ROM images downloadable from archives. Such emulation operates in a legal gray area, as it bypasses active licensing without endorsement from holders, though no enforcement actions have been reported. Physical copies of originals remain available via secondary markets like , often at premium prices due to . Fan-developed patches, including those for support or enhancements, are undocumented and scarce for Alfred Chicken, limiting technical upgrades beyond standard configurations.

Cultural and Historical Impact

Alfred Chicken exemplifies the niche of early European mascot platformers, featuring anthropomorphic protagonists in puzzle-oriented adventures amid a wave of similar titles on systems like the , though it introduced no mechanics or design elements that notably shaped the genre's evolution. Developed by the small British studio Twilight and published by Mindscape, the game demonstrated the viability of independent European production in a console-dominated market, achieving regional popularity without broader international breakthrough. A distinctive promotional effort tied the title to historical novelty through a 1993 publicity stunt during the Christchurch by-election in Dorset, , where Mindscape fielded a costumed candidate representing the "Alfred Chicken Party." The entrant, an employee named Karl Fitzhugh, received 18 votes, finishing second-to-last among 12 candidates and drawing media coverage for blending marketing with electoral theater. This approach prefigured modern viral stunts by leveraging absurdity for visibility, though it prompted regulatory scrutiny, contributing to 1994 amendments requiring minor parties to demonstrate organizational substance beyond gimmicks. The title's place in ecosystem preservation underscores its role in sustaining interest in the platform's library of over 10,000 titles, many from small developers facing obsolescence risks without emulation initiatives. Enthusiast communities have maintained accessibility via legal re-releases and archives, framing Alfred Chicken as a of pre-mainstream European gaming experimentation rather than a pivotal influence.

References

  1. https://strategywiki.org/wiki/Alfred_Chicken
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