Cacoma Knight in Bizyland
Encyclopedia
Cacoma Knight in Bizyland, known in Japan
Japan
Japan is an island nation in East Asia. Located in the Pacific Ocean, it lies to the east of the Sea of Japan, China, North Korea, South Korea and Russia, stretching from the Sea of Okhotsk in the north to the East China Sea and Taiwan in the south...

 as is a Super NES
Super Nintendo Entertainment System
The Super Nintendo Entertainment System is a 16-bit video game console that was released by Nintendo in North America, Europe, Australasia , and South America between 1990 and 1993. In Japan and Southeast Asia, the system is called the , or SFC for short...

 video game created by Datam Polystar
Datam Polystar
is a Japanese media company headquartered in Chiyoda, Tokyo.-Super Famicom:* Cacoma Knight * Makeruna Makendou * Makeruna Makendou 2...

. Seta USA created the English
English language
English is a West Germanic language that arose in the Anglo-Saxon kingdoms of England and spread into what was to become south-east Scotland under the influence of the Anglian medieval kingdom of Northumbria...

 version of the game. The Japanese version is copyrighted in 1992, and the English version is copyrighted in 1993.
The player may control one of three characters, Jack ( in the Japanese version), Jean , or RB93 , in a puzzle game. the queen of a country called Lasyland, has cast a spell and trapped the Princess Ophelia, trapping her in a mirror and causing the Kingdom of Bizyland to become gray and dismal. King Cacoma calls on the player(s) to save the princess and the kingdom.

Gameplay

Cacoma Knight is a hybrid of action and puzzle elements. Each level is a single screen. The first image that the player sees is a landscape, for example, a forest
Forest
A forest, also referred to as a wood or the woods, is an area with a high density of trees. As with cities, depending where you are in the world, what is considered a forest may vary significantly in size and have various classification according to how and what of the forest is composed...

 or a town
Town
A town is a human settlement larger than a village but smaller than a city. The size a settlement must be in order to be called a "town" varies considerably in different parts of the world, so that, for example, many American "small towns" seem to British people to be no more than villages, while...

. The image will then fade into a "corrupt" version of the landscape, for example, the trees become rotten and buildings become ruined. Each screen has a "Qualify" target that shows how much of the screen must be cleared before the game continues to the next level. The player can then use the Magical Chalk to section off an area of the landscape, using either the borders of existing cleared sections or the borders of the screen. When a full shape is completed with no holes in its borders, the smaller of the two sections created is "purified" and returned to the original state shown at the beginning of the level. In the cleared section, there may be power-up
Power-up
In computer and video games, power-ups are objects that instantly benefit or add extra abilities to the game character as a game mechanic. This is in contrast to an item, which may or may not have a benefit and can be used at a time chosen by the player...

s or items that increase the point score of the player. Therefore, a greater "% Cleared" score means more points and power-ups will be rewarded, so it is beneficial to the player to attempt to clear as much of the screen as possible before exceeding the Qualify target.
Enemies can impede progress of the player and come in various shapes, sizes and speeds. Some enemies can only move along the borders of the screen and the chalk lines that the player creates, others have free rein of the screen within given borders. Enemies can be destroyed by trapping them within an area of chalk, however, they will repopulate quickly thereafter. The player must avoid getting hit by enemies. If the player allows the character to get hit by the enemies too many times (based on the difficulty), they will be brought to a continue screen. Continuing costs one Credit, of which the player has a predetermined amount based on the difficulty that they are playing on. If the player runs out of the Credits, the game ends.

A visual measure of progress is implemented between rounds in the game (a round includes several landscapes that the player must complete). When a player completes a round, an incomplete image is shown which is slowly filled in as the player completes more and more rounds.
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