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Plok!
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=== 1990β1993: From Zippo to Software Creations === [[File:SNES-Mod1-Console-Set.jpg|thumb|left|''Plok!'' developer [[Software Creations]] was the first non-Japanese company to have a development kit for the [[Super Nintendo Entertainment System]].]] After leaving Zippo, John contacted Richard Hay, the head of [[Software Creations]], the first company outside of Japan to possess a [[Game development kit|development kit]] for the [[Super Nintendo Entertainment System]] (SNES).{{sfn|Bevan|2013|p=78}} Hay hired the Pickfords immediately to use the kit to design and program ''[[Equinox (1993 video game)|Equinox]]'' (1993), a sequel to the [[Nintendo Entertainment System|NES]] title ''[[Solstice (1990 video game)|Solstice]]'' (1990).{{sfn|Bevan|2013|p=78}} The Pickfords were eventually promoted to higher positions, with Ste becoming an art director and John a producer.{{sfn|''GamesTM''|2014|p=8}} Meanwhile, the Pickfords continued working on ''Fleapit'', developing new characters and locations, and creating additional pitch illustrations.<ref name="Vinylalbumnotes"/> Near the completion of ''Equinox'', the Pickfords presented ''Fleapit'' to Hay,{{sfn|Bevan|2013|p=78}} pitching it under a new name: ''Plok!''{{sfn|''GamesTM''|2014|p=8}} Although the brothers and Hay considered several consoles, including the NES, Super NES, and Game Boy, only a Super NES version of the game came to fruition.{{sfn|''GamesTM''|2014|p=8}} Development once again required self-funding, but this time it was provided by Software Creations rather than just the Pickfords.{{sfn|Bevan|2013|p=78}} The ''Plok!'' team included the two brothers as producers, art directors, and designers; John Buckley as programmer; Lyndon Brooke as graphic artist; Tim and Geoff Follin as music and sound developers;{{sfn|''GamesTM''|2014|p=6}} Kevin Edwards and Stephen Ruddy as compressors; Dan Whitworth, who created additional graphics;{{sfn|Tradewest|1993|p=28}} and 18-year-old Chun Wah Kong, who joined in spring 1993 as a tester.{{sfn|Szczepaniak|2020|p=55}} Software Creations hired animators recently laid off from a Manchester studio for some of their games, including Whitworth. He animated the title screen (where Plok plays a harmonica to the theme song) while Ste was on a two-week holiday, and Whitworth's work was enthusiastically received by the staff.<ref name="Vinylalbumnotes"/> ''Plok!'' was the Pickford brothers' first experience as project managers, as well as the first time they collaborated with other developers to turn their ideas into a finished product.{{Sfn|''GamesTM''|2014|pp=9β10}} Buckley later admitted that ''Plok!'' was his most "proud" work.<ref>{{cite web|url=https://www.c64.com/interviews/buckley.html|title=John Buckley|website=C64.com|accessdate=21 February 2021}}</ref> Kong also admitted that his experience as the game's tester prepared him for his role as lead designer on [[Team Soho]]'s [[PlayStation 2]] title ''[[The Getaway (video game)|The Getaway]]'' (2002): "QA is great grounding for designers. It makes you think critically about how players approach your level; how to reward curiosity if the player wanders off the beaten track; how different approaches could break the game."{{sfn|Szczepaniak|2020|p=57}} Although the Pickfords allowed Buckley and Brooke to contribute many ideas,{{sfn|Szczepaniak|2020|p=55}} development was not without conflict. The biggest argument occurred late in development over the game's difficulty. While Buckley and Brooks felt the difficulty was appropriate, the Pickfords found it too overbearing.{{Sfn|''GamesTM''|2014|p=10}} To settle the dispute, the first eight stages, originally meant for Cotton Island, were moved to the later Grandpappy Plok dream stages, and eight new, easier Cotton Island stages were created.{{Sfn|''GamesTM''|2014|p=10}}{{sfn|Szczepaniak|2020|p=57}} According to Buckley, the dream levels were conceived to vary the pacing, particularly with the Amulet.{{sfn|Szczepaniak|2020|p=57}} Kong also reported that one of the publishers wanted the difficulty of the first level decreased, so the staff reduced the bouncing sprouts' hit points from two to one. However, in the tutorial segment of the final game, the sprouts take two hits as Plok fires an extra arm.{{sfn|Szczepaniak|2020|p=57}} While Software Creations did include collectible continues (called "Plokontinues") for ''Plok!'', it did not include a save battery due to the cost, and passwords were scrapped out of fear that gaming magazines would spread them.{{sfn|Szczepaniak|2020|p=57}} Kong recalled that most of the game was completed near the end of ''Equinox''{{'}}s testing.{{sfn|Szczepaniak|2020|p=55}}
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