In Chuckie Egg, the player takes on the role of Chuckie Egg, a farmer who must collect all the hens' eggs, get the corn that appears on screen without being pecked to death by ducklings, and, eventually, capture the mother hen. Each screen in the game is made up of an array of platforms connected by ladders and, in some places, elevators.
As Chuckie Egg, you must collect all items on each screen to advance to the next level. Levels become progressively more complex as the game continues and the number of enemies increases as well. At the beginning of the ninth level the mother hen, much quicker and nastier than previous foes, is released. Chuckie Egg has no weapons with which to defend himself and must evade the numerous fowl to prevent death. You are given three lives with which to complete the game.
Chuckie Egg offers four players the opportunity to play in alternating turns. The game also contains in-game instructions and the chance to redefine keyboard keys to user preference. The objective is to build the highest score, which is then recorded within the game.
~ Ryan Glover, All Game Guide
Roots & Influences
In the spirit of classic platformers like Burger Time and action games like Jumpman, Chuckie Egg combines the tasks of collection and enemy avoidance. Although the game has lackluster graphics, it is very obviously influenced by side scrolling Arcade games.
~ Ryan Glover, All Game Guide
Production Credits
Original Design by: Doug Anderson; Programming: M Webb, S. Townshead
The original idea is generally attributed to the then 16 or 17 year old Nigel Alderton. After a month or two of development, Nigel took a pre-release version of his Spectrum code to the two year old software company A&F, co-founded by Mike Fitzgerald (the F in A&F) and Doug Anderson (the A in A&F). Doug took on the simultaneous development of the BBC Micro version, whilst Mike Webb, an A&F employee, completed the Dragon port. Chuckie Egg went on to sell over a million copies and remained a steady earner for A&F, who eventually went under in the latter half of the 1980s.
The versions fall broadly into two groups — those with realistic physics (e.g. the BBC Micro and Amstrad CPC versions) and those without (e.g. the ZX Spectrum version). Although there is a substantial difference in play between the two, levels remain largely the same and all the 8-bit versions have been accepted as classics.
This game is often credited alongside Manic Miner and Lode Runner with helping develop and popularise the platform game, and has gone on to be a cult classic with a number of unofficial retro remakes appearing online.
Much of the game's cult status was helped by the fact that schools used BBC Micro computers, and many schools had a copy of the game, introducing it to a wide audience of youngsters.
As Hen-House Harry, the player must collect the twelve eggs positioned in each level, before a countdown timer reaches zero. In addition there are piles of seed which may be collected to increase points and stop the countdown timer for a while, but will otherwise be eaten by hens that patrol the level. If the player touches a hen or falls through a gap in the bottom of the level, he loses a life. Each level is made of solid platforms, ladders and occasionally lift platforms that constantly move upwards but upon leaving the top of the screen will reappear at the bottom.
Eight levels are defined and are played initially under the watch of a giant caged duck. Upon completion of all eight the levels are played again without hens, but now pursued by the freed duck who is not affected by the positioning of platforms. A second completion of all eight levels yields a third play through with both hens and the duck. A fourth pass introduces additional hens. Finally, a fifth pass has the duck and additional hens moving at a greater speed. If the player completes all forty levels then they advance to 'level 41' which is in fact exactly the same as level 33. This feature was unusual as most BBC Micro games returned the user to level one.
The player starts with five lives, but an extra life is awarded every 10,000 points.
Chuckie Egg was also followed up, two years after its first release, with a sequel entitled Chuckie Egg 2. Available on a much smaller subset of platforms, this release changed genre quite radically and involved the player, as Harry again, working through a factory attempting to create easter eggs complete with toy, in a Dizzy-style graphic adventure. Whilst the first game had each level on one single screen, the new version had levels covering multiple screens. Although the sequel has gained a small number of admirers, it never received the same attention as the original.