Moby ID: 2765
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- Released
- 1999 on Windows
- Credits
- 127 people
- Releases by Date (by platform)
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- 1999 (Windows)
- 1999 (Nintendo 64)
- Publishers
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- Ubi Soft Entertainment Software
- Acer TWP Corp
- Developers
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- Ubi Soft Entertainment Software
- Moby Score
-
7.0
#14,229 of 25.8K - Critics
- 70% (30)
- Players
- (17)
- Review Ranking
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- #184 on Nintendo 64
- #5,374 on Windows
- Collected By
- 51 players
- Genre
- Action
- Perspective
- Behind view
- Gameplay
- Platform
Windows Specs
- ESRB Rating
- Everyone
- Business Model
- Commercial
- Media Type
- CD-ROM
- Input Devices Supported/Optional
- Keyboard, Other Input Devices [ view all 13 specs ]
Buy on Nintendo 64
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Included in
- GAME4U 27 - Tonic Trouble / Ztracený ostrov (2003)
See Also
- Tonic Trouble (2000 on Game Boy Color)
Description official descriptions
In the tradition of Rayman (a platform jumper) comes another whacky adventure from Ubisoft!
Ed, the friendly alien space janitor, accidentally dropped a can of "tonic" on Earth, causing a great ecological disaster. Everything started mutating! Ed is ordered to clean up the place and retrieve the tonic, but someone got hold of it first... And he declared himself Master of Earth! Can Ed survive attack of the killer vegetables, find the six items he needs to fix Earth, and retrieve the Tonic can from Grogh the Hellish, and finally get out from Tonic Trouble?
Groups +
- Console Generation Exclusives: Nintendo 64
Screenshots
Promos
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Credits (Windows version)
127 People (117 developers, 10 thanks) · View all
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[ full credits ] |
Reviews
Critics
Average score: 70% (based on 30 ratings)
Players
Average score: 3.4 out of 5 (based on 17 ratings with 2 reviews)
Ed, Tonic, Hands, Feet, Body, Head.
The Good
The game is loony like, and wacky with a Rayman style added. Another fun fact was that the game saves by itself (as long as you have a controller pack) whenever you go through a portal or section. Character design is pretty good, the characters look funny too, like for example, Ed! Sound is also cartoony, which adds the immersion in a goofed-up world. story adds greatly through the game, I like the levels too, medium-long and filled with puzzles and enemies to lay waste to. Overall the game is well over average resulting with Tonic fun.
The Bad
sometimes it gets hard, like in glacier Cocktail, it can take hours to get out of an area, another hard puzzle is well, a puzzle literally, something you really need to work at. Enemies can be tough, especially for the newbies. And for the people who can't read, this game is not suggested, because the characters use those sentence boxes that some games use. P.S You are not reading this review if you can't read.
The Bottom Line
Highly suggested for those big time Rayman fans, but wackier, you'll have fun smashing enemies, gaining new abilities and just havin' a wild ride, now buy it, it's only about $20 new and only $5 used! Have fun.
Nintendo 64 · by Chase Bowen (35) · 2004
Not as great as Rayman 2, but still good.
The Good
The game starts with a funny cinematic, marking the beginning of a crazy story. Ed, a friendly alien, accidentally drops a can of Tonic on the Earth, where it begins to mutate everything: rivers run full of sangria, vegetables turn into monsters....You guide Ed on his journey all over the Earth to retrieve the can. You encounter some pretty bizarre creatures, and travel to crazy worlds. Like in the Rayman games, you gradually gain powers in the game, like a bow-tie used to fly and a pogo-stick.
The Bad
This game is from the creators of Rayman 2, and most people expect it to be as good. However, it's slightly worse. The graphics are not as good, and Ed moves with a weird slowness. It's also a bit of a rip-off; like Rayman, all characters are limbless.
The Bottom Line
Don't let Rayman 2 cloud your judgment, Tonic Trouble is an enjoyable game!
Windows · by Qlberts (58) · 2003
Trivia
Some development history and other trivia from the official homepage:
Q: Who created Tonic Trouble? How many people were on the team?
Tonic Trouble was co-conceived by Michel Ancel, the primary creator behind Ubi Soft'sblockbuster Rayman action-adventure game, which recently was named one of Sony PlayStation's Greatest Hits. Now 27, Ancel joined Ubi Soft when he was 17, designingearly games such as Pick'n'pile and Jeu des Bêtes. He originally handled both programmingand game design himself. By the time he developed Rayman, he headed up a 16-person creative team. For Tonic Trouble, which required the development of a new 3D integrationtool, the staff ultimately comprised 120 people
Q: How long has the game been in development?
Pre-production began in July 1996.
Q: What innovations did Ubi Soft's new 3D integration tool bring to Tonic Trouble?
Says Grégoire Gobbi, World Wide Project Manager for Tonic Trouble, "The game was builtwith a proprietary 3D integration tool and modular, scaleable engine developed by 50 UbiSoft developers over an 18-month period at a cost of $4 million. We have since named this tool 'Architecture Commune Programmation (ACP)' which puts creative control in the hands of the game designers rather than the programming team." The result produces more complex characters, graphical environments and problem-solving challenges. Characters change behavior and expressions; game settings are richer; gameplay becomes more interactive.
Q: What were the game's designers trying to achieve?
Says game designer Pierre Olivier Clément, "Games like Duke and Quake are my favoritegames at the moment, but even in these games, the main goal is only to kill the enemy. As a gamer, I want to be able to think, to rationalize my every move. I want characterswho are more intelligent than any other game. I want to engage in puzzles that requiretrial and error and deep thought in order to solve. With Tonic Trouble, the game designteam was able to do whatever we wanted to reach these goals."
Q: How were the graphical worlds created?
All graphical environments are texture mapped. The graphists first made roughs on paper, then they scan them into computer format and used software such as Painter and PhotoShopto define the colors. The team then used two 200MHz PCs with 3D Studio Max to modelize the maps. The textures were created on PhotoShop. The last step was to settle the light in each scene. Says team member Geoffroy DeCrecy, "Our inspiration came essentially fromthe cartoons of the 60s. We wanted the simplicity, energy and efficiency you can find inthis kind of graphic universe."
Q: What advances does Tonic Trouble offer in the arena of game music?
Typically, games have several tracks which repeat over and over. Typically, the musicchanges based only on the player's place in the game. Tonic Trouble offers 10 long tracks,and the music changes to reflect the character's responses to the action. During fightingscenes, the music is intense and nerve-wracking; when the player is frightened and alone,the music is slow and melancholy. The Tonic Trouble music is the product of one musician, five in-house sound editors, and six months of work. In addition to these features, the PCversion of Tonic Trouble utilizes Dolby sound to further the game's "total immersion" process.
Q: What is different about the game's introduction?
Tonic Trouble begins with a six-minute introduction that looks like an animated film for the PC version. For the N64 version, the introduction is approximately 2 minutes, and oneof the only N64 titles to boast such a sequence.
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- Tonic Trouble
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Contributors to this Entry
Game added by Kasey Chang.
Nintendo 64 added by Kartanym.
Additional contributors: Accatone.
Game added December 8, 2000. Last modified October 25, 2024.