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Bounty-Urgan the White: A Smart Game with One Large Flaw



Urgan the White in: THE QUEST FOR COLOR DELUXE is a Tactics RPG made by a team of developers lead by SDHawk. This game was originally released in 2007 and its latest update was 2009. This tactical game puts you in the role of a young computer junkie named Urgan. One day he spoke to a random girl on the internet named h0tchix0rzpr1nce554348 (A girl). She wants you to restore color to her world, and if you do, she will marry you. Urgan says "yes" and suddenly he is sucked into this grey fantasy world with just a color wand to aid him. (I'm not making this up.The plot is in the manual.) The story is merely a placeholder for a smart game with only 3 main features: turn by turn tactics movement, the ability to create temporary damage squares as your only way to attack, and leveling up to increase your capacity to attack effectively with damage squares. This game is very smart in it simple design, but there is a major flaw that prevents the game from being great. Let's look into Urgan the White.

The game starts you off as a level 1 hero who moves in 4 directions and attacks in any of the 4 directions. Your color wand creates colored squares ahead of you that attack enemies when they step on them. Your reach is very limited, so you are rather weak. The entire game experience is shown to you in the first map screen of the game. Start in a grey map, kill the monsters with your attack, level up, and when all monsters are dead, color will be restored to the map, a light blue square appears and can heal you upon stepping on it, and you can proceed to the next grey map waiting to be restored. The entire game is played in this fashion. You will get stronger, you will face tougher monsters and in greater numbers.



Kill monsters, level up, color the land. Simple enough.

The smartest features in the game would be the combat in the game and the level up system. When you level up, you must choose to invest 1 stat point to 1 of the 4 attributes: power-which increases the damage per damage square, vitality- which increases you life, range-which increases the reach of colors that become damage squares, and time-which increases the turns it takes for a damage square to be active. Each map has a set number of monsters. When you kill them, you gain their experience points, and the monsters will never appear again, so grinding is not an option; you must choose your monster encounters in a way that will keep you alive and level you up. Since the game wants every move to be vital, your stat upgrade choices are vital as well. Many players will have a different strategies for leveling up and there are different methods of success.

The game's artwork is a simple late 80's console graphics with tomatoes, slimes, a boy sprite with glasses, and simple land displays. Since the maps have no obstacles, each zone is just an empty block of land with terrain. With the exception of the heal zones and the exit spaces, there are no interactive land pieces in the game. The real strategy in each zone taking advantage of the monster's positions and distance from you. Initially there are no indicators for traveling from one map to the next, until you realize that tiles that stand out on the edges of the screen will transition you to the next map. From the first map, there is a north, west, south, and east map to travel to. The game and manual does not teach that, but as soon as you learn that, the game is now fully explained. The songs are 8-bit scores of typical RPG adventures this are an ode to the hero. It is catchy and is fun to listen to as you play.

The biggest downside to this game with very smart features are the bugs. Some are in your favor; some not. If you take a space when entering a new area before the screen transitions fully, you get a free space. some exit tiles allow you to escape if you are 1 tile away from the space, and some not. The worst bug in the game is this: When you use the color rod to set the damage tiles to the enemies, sometimes they will take the damage from your tiles and sometimes they will take no damage. in the higher leveled areas, this bug will kill you. In the beginning zones, it is not a problem, but in 3 or 5 maps, you will encounter this problem and this bug will happen to you. Easy mode is a throwaway mode, but normal and hard mode invites the player to challenge the game's mechanics. This game can easily invite the player to this challenging game, but if the monster takes no damage on your damage square, you will die and start from the beginning, and you lose your stats.


"Two of you were supposed to die 2 turns ago!.....I will die in 2 turns."

Urgan the White in: THE QUEST FOR COLOR DELUXE has an incredibly smart formula for an amazing play experience, but when the monsters take no damage from your properly places squares, your game experience is ruined. When Urgan the White gets fixed, this game will be a pure rewarding experience. For now I will give this game a 2.5. As soon as the hit glitch gets fixed, I will immediately award this game with a 3.5 and eliminate the bug section and replace that paragraph with the successful potential strategies this game provides. My recommendation to the reader is to contact this user because this game is terrific, and it deserves to be fixed.