
It is a game that wants to be a platformer, with lots of jumping, climbing, and fighting, but unfortunately those are the worst parts. I loved parts of it and hated others, but all in all, I can't wait to play it some more. Without him, you couldn't even get through the first part of the first level of this game.īubba 'n' Stix is a game where you(Bubba) and your stick (Stix) are sent off on a grand adventure across 6 tough levels. Stix is your only weapon and your only ally. The deeper you go into this game, the more uses you'll find for your little friend. While maneuvering Bubba throughout the strange planet, you can throw Stix at aliens, maneuver him like a pry bar to lift rocks and barrels and things, use him like a snorkel to breathe under water, and stick him into trees and buildings and such for use as a platform. You control Bubba, a long necked redneck, equipped with his weapon-like pal Stix, a small fella who acts like a cross between a billy club and a boomerang when held in Bubba's hands. When the aliens' ship crashes, Bubba and Stix escape the clutches of their captors and must try to find a way home while avoiding the new planet's strange creatures.
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GamePro likewise praised the game's originality and "thought-provoking challenges", and commented that "The seemingly unlimited possibilities for Stix and the easy controls that send him winging into action give this brain-twisting game an enchanting dimension other puzzlers lack. The four reviewers of Electronic Gaming Monthly gave the Genesis version a 6.75 out of 10, particularly praising the originality of the gameplay concept and the highly challenging puzzles. The game's protagonist started out as a green long-necked alien and went through several iterations until the developers settled on Bubba.

After reviewing the drawings, Core subsequently gave the go-ahead to develop the game. As a result, Phipps, along with collaborator Billy Allison, sketched out a large number of mostly outlandish uses for the game's central tool. It became apparent to him that a realistic approach to the design was not feasible. According to designer Simon Phipps, originally Core Design had wanted a "moody, dark and atmospheric" game featuring an adventurer wielding a multipurpose stick.
