Chico’s Rebound

An image of the game Chico's Rebound in one of the games later worlds. Several blocks are ghost blocks, demonstrating that worlds mechanic.

I’m just kinda sitting here, staring at my screen and trying to figure out how to introduce Chico’s Rebound. Given that sentence, you can probably tell that it’s not going great, and that I’ve been forced into some sort of meta-narration, because otherwise I am going to sit here until the flesh rots off my bones and the sun burns out.

An image of the header screen from the Steam Page for Chico's Rebound

Chico’s Rebound is a sort of follow up to Chico and the Magic Orchards, a game I wrote about a few years ago. It’s also not really a follow up, because while the characters are the same, the core gameplay really isn’t. Magic Orchards was a sort of light puzzle game with some exploration elements.

An image of the player in Chico's Rebound. The screen is one of the early levels, with the player setting up to bounce the nut around, and tutorial text on the right.

Rebound instead takes it’s inspiration from that clasic iPod1 game breakout. If you’ve played Breakout, you know the basic deal. If you haven’t… well. It’s pretty simple. You have a ball, and at the bottom of the screen, you have a paddle of some sort. You bounce the ball off the paddle, and when it hits bricks, they disapears. Get rid of all the bricks to clear the level. Pretty much just PvE pong.

I really hope we all know what Pong is?

Anyway, that’s what Chico is cribbing off of, a souped up version of Breakout with more mechanics. It also has some other mechanics, including overworld exploration, and some puzzles, but the less said about these, the better. They’re not particularly fun, and I found myself struggling a fair bit with them when it felt like I shouldn’t be2.

Instead, the main thing here is the variants of Pong. There are a lot of fun ideas here. One world has fire and water powerups that interact with growing and burning down plants. Another ghost themed level lets the ball swap between corporeal and phantom states, ignoring platforms in the other modes. Another world has a set of mushrooms that swap colors when hit, and can only be destroyed by hitting a matching colored switch.

An image of the game Chico's Rebound in one of the games later worlds. Several blocks are ghost blocks, demonstrating that worlds mechanic.

These are good, and pretty fun. Unfortunately, this is where most of my praise ends, because Chico’s Rebound is doing some really weird stuff with how it controls, and to explain why, we need to talk a bit more about Breakout and how progression in Chico’s Rebound works.

Most of the time in Breakout, any connection of the paddle to the ball launches the ball back up, with the ball reseting only if it’s dropped and goes off the screen. In Chico’s Rebound however, you can regrab the ball by just touching it. Instead, if you want to keep the ball bouncing, it’s necessary to do an input to have Chico do a tailspin. If you fail to do that input, Chico just grabs the ball, and then you can relaunch it.

This would trivialize the game, making it very easy to just clear all the blocks with no risk, except Chico’s Rebound has a scoring system, and to cut to the chase: unlocking more levels ultimately requires beating previous levels at certain score thresholds. Getting higher scores requires high combos, and losing the ball offscreen OR catching the ball both drop the combo.

An image of Chico's Rebound scoring screen, showing how a certain score is necessary to get the games seeds.

The end result is that you need to be doing this tailspin input constantly, and if you mess up at all, even if you were in the right part of the screen…. you probably have to restart that specific level.

It doesn’t help that this generally felt a bit inconsistent at times, and I found myself dropping hits I’d thought I’d done an input for, and I found this frustration with the controls overwhelming most of the enjoyment I got out of the games unique level mechanics.

The game also has bosses. I generally liked them, but some almost require you to patiently regrab the ball and wait. Those are a bit less enjoyable.

Chico’s Rebound was $8 and 4 hours long. I don’t really regret it, but I wish I could recommend it more strongly.

  1. Apparently iPods are retro now. If this makes you feel old, you are welcome to join me in this shallow grave I will be digging for myself shortly. ↩︎
  2. There’s nothing intrinsically wrong with Chico’s Rebound’s overworld, but it’s so disconnected from the games main mechanics. Imagine each time you wanted to play a level of Mario, you had to solve a crossword first. That’s the energy here. ↩︎

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