Congo
Cube is a great little arcade puzzle game
for the PC and several other platforms. This was Monkeystone's
second large project and it immediately followed the development
of Hyperspace Delivery Boy.
In the timeline of Monkeystone game development (a lot was
always going on at once), we finished the Pocket PC version
of HDB in December of 2001. Then we did the PC version of
HDB, started the GameBoy Advance game Cartoon
Network Block Party, then Congo Cube PC development
started officially on July 24, 2002. |
What's
It All About?
In Congo Cube, you play as Bongo the simian
archaeologist. You're on a mission to find the Sceptre of
Bongohotep, your ancient ancestor, hidden somewhere in the
Congo. You search through 10 different sites, digging with
your shovel and finding different idols worth money (to further
fund your expedition) among the leaves, coconuts, oranges
and bananas. |
Expedition 1, Site 1 - The
Beginning |
Digging is rough work and there are many
hazards in the Congo. If you're not careful, a heavy cement
Baboon Block could fall and crush the precious idols you're
collecting. And further through the Congo you'll find infestations
of Fruit Flies and Pesky Parrots to hinder your progress.
Before each level (site), you get a short
piece of the story of Bongo and his progress. There are 10
sites in each expedition and there are 10 expeditions total,
so you'll get to read a lot of text.....written by the hilarious
Tom Hall! |
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We didn't rush the development of Congo
Cube because we wanted to make a game that had a lot of time
put into it in terms of gameplay testing and revision - we
really wanted this game to rock.
The reason why we decided to make this
game is because we saw the Casual Gaming market
becoming a huge chunk of the gaming industry that 90% of the
gaming industry was ignoring. |
Just try finding a game developer that
knows anything about the Casual Games segment and they'll
say something like, "Uh, you mean, like, Bejeweled-type
games? Right. I make REAL games." Little do they know,
Casual Gaming is a massive market because it services everyone
except the hardcore gamers, like your mom
and grandmother.
So, we wanted to explore this segment ourselves
so we did a little research on the type of game we needed
to make, but with a Monkeystone twist on it! |
The
Game Idea
The "Match 3" style games really
needed freshening up. We thought that if we combined the manic
pace of Tetris Attack
(SNES) with some rule changes and a Monkeystone-style theme,
we could have a winner. So Tom Hall spent some time getting
a design together and we were off writing code and drawing
graphics! The effort would take one year before we shipped
the game but the majority of the work was done in 7 months
during the last half of 2002. |

The game can get
really crazy! |
There's a lot of crazy fun in this game
contributed mostly by myself and Tom...lots of hidden little
stuff too. You'll have to look for it. We even got the Dopefish
in there as is customary for my games. |
Congo
Ports
Just after developing the bulk of development
of the PC version, I started working on Red
Faction heavily while Tom Hall starting doing
the BREW port himself (yes, Tom is also a
coder among many other things!)
He did a great job getting Congo ported
to over 30 different cell phones! Just after this effort,
we handed off the PC code to our J2ME expert
Charlie Wallace to handle the port to Java-based
phones - this port was really the toughest because all the
graphics and code had to fit in 64K (insane in today's world).
But Charlie did it and Congo eventually made it onto 50 different
cell phones configurations.
I knew that out of all the possible platforms
that Congo could play on ...the PocketPC would really be the
one that made this game shine because of the direct stylus
input paradigm of the PocketPC. So I worked on the PocketPC
version and when it was done it turned out to be the best
PocketPC game I've seen. And as of this writing it has not
been released! (I'm working on it.)
During development, we showed several of
the biggest Casual Gaming portals our new game and they went
nuts over it. A rep from Pogo.com flew out and gave us some
great feedback. PopCap was very interested and gave us a ton
more excellent feedback while Real.com went totally freaknuts
and offered us a lot of money to grab up the rights and put
it on their site. We decided to go with Real.com and diligently
worked on completing the game after the cascade of feedback
we had gotten.
Congo Cube was released to the world on
June 12, 2003. Within a few months it had disappeared from
the popular pages on RealArcade.com and sales dropped like
a rock. Hello, welcome to the saturated world of casual gaming.
There are just too many games released of very high quality
nowadays to keep your game on top unless you're constantly
pumping out casual games at a breakneck pace. We learned our
lesson, but hey, it was a blast.
|

The 240x320 Pocket PC
screen in action

Do great and get a high
score!

The 128x144 BREW version
|

We're still not done porting
Congo Cube to other platforms. We have a Mac version ready
to begin development and it won't take long to get done because
the person doing the port is none other than Becky
Heineman, coder extraordinaire!
There's even a product
page about the OS-X port! |
Reviews
Overall, the reviews for Congo Cube have
been excellent - lots of people really liked the game. Out
of all the versions of the game the J2ME version really is
the worst because of the limitations of the platform - oh
well. At least it got 70%.
On RealArcade, if you're running the standalone
client, you can read a bunch of feedback from players - they
love it.
All in all, creating this game was such
a great experience and tons of fun. I loved working on it
with Eric Seiler, the main artist. |
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Development
Details
I wrote Congo Cube in C++ using Microsoft
Visual Studio .NET. The game was written using the current
incarnation of my Keystone Tech which is
Monkeystone's Cross-Platform code that handles the graphics,
sound, input, file system and other stuff on several platforms.
During Congo Cube, I upgraded some of the code in Keystone.
I like my games' file counts to be as small
as possible and in this case there's basically 2 main files:
the game code CONGOCUBE.EXE and the data
file CONGO.MPC. All the game's graphics,
sound, text, etc. are contained in the one file. At the start
of the game I open the MPC file and leave it open while I
grab data out of it as I need it. When the game starts, though,
I load the majority of everything I'll be needing for gameplay. |
Some of Congo's Win32 main
loop code |
The sound system in Congo Cube is called
FMOD and it's simply an awesome sound library.
It's cross-platform so it works on the Pocket PC, Mac, etc.
with almost no code changes. The only thing I changed for
the Pocket PC version was to make the music MP2s instead of
MP3s because MP3s require floating point calculations (which
the Pocket PC's ARM chip doesn't have) and the MP2 format
is integer-based.
I wrote Congo's input system to handle
multiple types of input: keyboard, joystick/thumbpad, stylus,
mouse, etc. There's almost no extra code written specifically
for any particular input type! One of the innovations in Congo
Cube is the ability to DRAG your blocks around on the screen
- no other casual game had done this before Congo Cube. It
was one of the major hooks of the game, the ease with which
you can play. And the speed.
We wrote up a PS2 proposal but no one was
interested enough to offer a contract. Smackdown 2003 for
us! |
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Congo Tunes
The wonderful music in Congo Cube was created
by the enigmatic Otto A. Totland, a resident of Norway. Otto
did all the music in Congo at his home over the duration of
the game, revising and tweaking until we got what you hear
now.
|
Originally, Lucas Davis wrote several
songs in XM and MIDI format because we were aiming for a very
small download size. We decided to go for higher quality music
when we saw that the game was turning out to be such quality
that XM or MIDI music would have seemed out of place. It was
during that magic time that Otto got in touch with me and
the rest is history!
Otto wrote some higher definition and longer
versions of the music that you hear in the PC release - I
have always been planning on releasing that music as a free
download and anyone who bought the game would find that Congo
Cube would recognize and play the new music automagically.
Here's some old songs or versions of songs
that we didn't use: |
Archives
Did you know that Congo Cube
was originally titled Bongo Blocks? Yeah, that's right. Only
I thought that the word BLOCKS sounded cheesy in the name. |
Ye Olde Logoe |
So we sat around and thought
about it for a while, threw around several funny names, and
during the brainstorm I posted on the forums that we were
looking for a new name for the game and asked our community
to come up with a good one.
Well, a while later we came
up with the name Congo Cube - only to find out that one of
the first suggestions in the forum was for "Congo Cubes"! |

Bongo Blocks
First Draft

Bongo Blocks
2nd Draft

Congo Cube Final
(WARNING: SPOILERS!!)
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Design
Documents
Here's a chance for you to
see the evolution of a design doc. Tom started formulating
the ideas for Congo Cube back in March 2002
while I was busy porting Hyperspace Delivery Boy to
the PC from the Pocket PC.
His next step was to fill
out the design a lot more and get better graphics in there
as well as a real logo. Successive revisions added more polish
and information - if you know Congo Cube fairly well you'll
see some things we didn't have time to put in the game. That's
for Congo Cube 2!

Oh, don't worry - I'll be
in there!
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