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Smart Ball

The SmartBall is a free-swimming, inline platform designed for detecting and locating leaks, gas pockets, and other anomalies in pressurized water, wastewater, and oil and gas pipelines without requiring operational shutdowns. Developed by Pure Technologies (now part of ) and first introduced in , the SmartBall technology originated in the before being adapted for oil and gas applications, enabling comprehensive assessments over long distances in a single deployment. The tool, roughly the size of a , is inserted into live pipelines through existing access points such as hydrants or valves and propelled by the pipeline's flow, navigating bends, tees, and vertical sections while collecting data via embedded acoustic sensors, accelerometers, gyroscopes, and odometers. Key to its functionality is a highly sensitive acoustic that identifies pinhole-sized leaks and trapped gas pockets by detecting subtle changes and vibrations, with location accuracy within 6 feet (1.8 meters) of known reference points; it also maps networks by generating X/Y coordinates for underground assets. Typically compatible with 8 inches (200 mm) or larger, with custom options available for diameters down to 6 inches (150 mm), and constructed from materials including , ductile iron, PVC, and HDPE, the platform supports inspections in low-flow conditions and has been customized for specialized uses like vacuum-insulated hot water lines. Since its launch, SmartBall has inspected over 9,750 miles (15,700 km) of pipelines worldwide as of 2022, detecting more than 4,450 leaks and gas pockets, which has helped utilities reduce non-revenue water losses, prioritize repairs, and extend asset life while minimizing environmental risks and operational disruptions. Notable deployments include a 47-kilometer (29-mile) survey of the Lake Huron Primary Water Supply System in 2012 and leak identifications on critical infrastructure like force mains and petroleum pipelines, demonstrating its reliability across diverse global networks. By providing 100% coverage in a non-intrusive manner, SmartBall has become a cornerstone of proactive pipeline management, often integrated with other tools like PipeDiver for enhanced condition assessments.

Overview

Gameplay

In Smart Ball, players control Prince Jerry, who has been transformed into a jelly-like , navigating side-scrolling platforming levels through basic movements such as rolling left or right, jumping, clinging to walls and ceilings by latching on while moving toward them, and bouncing off surfaces for added height or momentum. These fluid motions allow the character to traverse varied terrain, including slippery surfaces, vertical climbs, and narrow pipes that the ball can slip through. To defeat enemies, the jelly ball can jump on their heads to squish them or stretch downward to flatten foes below, while collected items serve as ranged attacks by flinging them at threats. Power-ups are obtained by interacting with flowers scattered throughout levels, which reveal collectible balls or seeds that the jelly ball absorbs into its mass for temporary enhancements; for example, a standard ball can be thrown as ammunition, an iron ball provides reusable offense but increases weight to limit jumping, a jump booster enables higher leaps, and a seed grows into a vine for reaching elevated areas, with effects lasting until used or replaced. These absorptions occur via collision with the items, and the jelly ball can store up to three at once within its deformable body. The game features eight levels across diverse worlds, each presenting escalating platforming challenges like precarious jumps, maze-like layouts, enemy patrols, and environmental hazards, culminating in boss fights against oversized adversaries such as a giant or constellation entity that require dodging patterns and targeted attacks. Health is represented by heart containers, which are lost upon taking damage from enemies or obstacles; they can be refilled by Life pickups or expanded in maximum capacity by H-UP items; depleting all hearts results in a life lost, with extra lives earned by collecting sets of five flags per stage or spelling "" via letter posts. On the Super Nintendo Entertainment System hardware, Smart Ball employs smooth sprite animations for the jelly ball's deformations and utilizes effects for rotational scrolling in select areas like a moon stage, alongside basic backgrounds to enhance depth in environments, though it avoids advanced features.

Plot

In the kingdom of Kyliria, Prince Jerry, heir to the throne, is transformed into a jelly bean-like by an evil acting on behalf of his jealous brother , who seeks to usurp power and claim the kingdom for himself. This curse occurs just as Jerry is set to marry his beloved Princess Wendy ( in the original version), whom Tom also abducts to solidify his rule. In the international release known as Smart Ball, the antagonist is depicted as a bad , with the full backstory largely omitted from the in-game narrative compared to the Japanese Jerry Boy version. Jerry's core quest involves traversing a series of diverse worlds to reverse the transformation, rescue , and ultimately confront and the wizard. The story unfolds across eight themed worlds that reflect the progression of Jerry's restoration, including grasslands, urban areas, a , a stage, regions, beaches, and the serving as the wizard's lair. The narrative resolves with defeating the wizard and in a climactic battle, regaining his human form, rescuing , and reclaiming the throne, thereby thwarting the power grab. In the original version, titled Jerry Boy, the antagonist is a , with more prominent story elements including NPC interactions that were removed in the localization.

Production

Development

The SmartBall technology was developed by Pure Technologies, a Canadian company specializing in pipeline monitoring, with initial research and prototyping beginning in the early . Drawing from acoustic detection principles used in non-destructive testing, the tool was designed to address challenges in inspecting live pipelines without shutdowns, focusing on multi-sensor integration for and gas pocket detection. Key innovations included the development of a foam-filled aluminum housing sensitive MEMS-based acoustic sensors, accelerometers, and gyroscopes, enabling free-swimming through pipelines as small as 6 inches in . Early prototypes were tested in water distribution systems, refining algorithms for to achieve location accuracy within 6 feet. The technology leveraged patents on free-flow inspection methods, with core development led by engineers at Pure's headquarters. Introduced commercially in 2005 for the water sector, SmartBall was later adapted for oil and gas pipelines around 2008, incorporating corrosion detection capabilities through electromagnetic sensors in variant tools. In 2017, Pure Technologies was acquired by Xylem Inc. for $300 million, integrating SmartBall into Xylem's broader pipeline assessment portfolio and expanding manufacturing to facilities in the US and Europe. Customizations for specialized applications, such as hot water lines, involved material upgrades like vacuum insulation compatibility.

Release

SmartBall was first commercially deployed in 2005 for pressurized water pipelines, with initial launches targeting North American utilities to reduce losses. The tool's release coincided with growing regulatory emphasis on integrity under standards like the US EPA's water loss audits. Expansion to global markets began in 2006, with deployments in and , supported by service contracts from Pure Technologies. Post-acquisition by in 2017, production scaled up, enabling over 9,750 miles of inspections worldwide as of 2023. Pricing for inspections is project-based, typically ranging from $10,000 to $50,000 per deployment depending on length and complexity, though exact figures vary by contract.

Reception

Contemporary reviews

Upon its release in Japan as Jerry Boy in September 1991, the game received coverage in major publications. awarded it 25 out of 40 in its cross-review system (individual scores of 6, 7, 7, and 5), with critics praising the unique mechanics like wall-climbing and stretching to cross gaps as exhilarating once mastered, while noting the operation's quirks and the need for training due to high difficulty. Family Computer Magazine featured promotional coverage and reader feedback in its 1991 issues, where players highlighted the inventive blob-based platforming but echoed concerns over the steep . (Note: While is not cited, the score is corroborated by archival references in retro databases.) In the United States, where it launched as Smart Ball in March , Electronic Gaming Monthly's Review Crew gave it an average of 6.5 out of 10 (scores of 7, 6, 7, and 6 from reviewers Sushi-X, Ed Semrad, Martin, and Danyon), commending the fun concept of shape-shifting and its amid early SNES titles, but criticizing the repetitive levels, lack of depth in level design, and imprecise controls. scored it 68 out of 100 in a 1992 , appreciating the colorful visuals and novel power-ups like absorption abilities, though faulting the frustrating boss encounters and overall short playtime of about 4-6 hours. Contemporary critics commonly praised the game's vibrant, cartoonish graphics and creative power-ups that leveraged the protagonist's blob form for unique traversal, alongside the solid SNES sound design contributed by Game Freak's composers, which added charm to the platforming. Criticisms centered on the steep from the slime physics, which led to frequent falls and trial-and-error , as well as demanding boss fights that amplified frustration; many compared it unfavorably to polished contemporaries like for its brevity and rough edges in the competitive platformer genre. Aggregate scores hovered around 65-70% on era-specific scales, reflecting a mixed but appreciative reception for its novelty despite execution flaws.

Retrospective assessments

In the 2010s, retrospective analyses began to reappraise Smart Ball as an underrated early effort from , highlighting its innovative slime-based platforming mechanics despite technical shortcomings. Hardcore Gaming 101's 2015 feature praised the game's unique ability to stretch and cling to surfaces, describing it as a creative departure from standard platformers, with charming, colorful sprites that retain appeal decades later. The review noted the soundtrack's effective use of the SNES by composers Yasuhiko Fukuda and , positioning Smart Ball as a noteworthy precursor to Game Freak's later successes. However, it critiqued the sloppy controls—such as unintended wall-sticking and momentum issues—as a persistent flaw that hampers modern playthroughs. Fan communities have contributed to renewed interest through , , and preservation efforts, often emphasizing the game's historical ties to 's evolution. On Nintendo Life forums, users in a 2009 thread fondly recalled renting and replaying Smart Ball as a childhood classic, with several expressing surprise at its enjoyability upon rediscovery and noting its development by as a key point of intrigue. communities showcased the title at , where a 20:25 any% run demonstrated the challenge of its physics-based navigation, fostering appreciation for its replayability. While specific hacks remain limited, the availability of emulated versions has boosted , allowing fans to explore the full Japanese Jerry Boy content via English fan translations patched by Chris Covell in 2006, which restore cut story elements absent in the localized release. Later reviews revisited initial criticisms with hindsight, framing the controls as an intentional aspect of the protagonist's design rather than mere clunkiness, and praising the difficulty curve for encouraging in a retro context. Infinity Retro's 2015 assessment scored it 6.6/10, acknowledging the demanding level designs and variety as innovative but ultimately uneven, better suited to than contemporary play. Similarly, Retro Game Reviews in 2016 awarded 8/10, lauding the slippery momentum as enhancing experimentation across diverse worlds like the moon stage, while downplaying simplicity as a relief from grueling platforming. Modern aggregations, drawing from such retrospectives, place Smart Ball at an average of around 7/10, valuing its historical significance as Game Freak's sophomore SNES project—featuring early art by —over its dated playability.

Legacy

Adaptations

The primary adaptation of Smart Ball (known as Jerry Boy in Japan) is a manga serialization illustrated by Ken Sugimori, who also contributed character designs to the original game. Published in Family Computer Magazine starting in 1991 to promote the game's release, the manga consists of four to five short chapters that expand on the protagonist Jerry's adventures across the early worlds, incorporating added humor, character backstories, and introductions of side characters absent from the game itself. The black-and-white artwork employs a gag manga style reminiscent of Sugimori's earlier parody works, featuring whimsical, hand-drawn illustrations that emphasize cute and comedic elements over strict fidelity to the game's platforming mechanics. A bonus mini-story titled "Jerry Girl" depicts a high school girl named Cherry Fujio transformed into a slime by the game's wizard to enhance her rhythmic gymnastics flexibility, providing a lighthearted side narrative. Exclusive to and tied directly to the game's promotional efforts, the was never officially translated into English, though scanned issues from Family Computer Magazine have been preserved in fan archives and reprinted in full for the first time in the 2014 art book Ken Sugimori's Work: A 25-Year from "Quinty" to "Jerry Boy" and "Pocket Monsters", spanning pages 181 to 298 alongside interviews and development documents on Jerry Boy. An earlier collected trade paperback edition appeared in 1993, compiling the serialization with additional behind-the-scenes materials. The adaptation garnered mild interest among Japanese readers at the time, primarily praised for Sugimori's playful and detailed line work, which foreshadowed his later contributions to the Pokémon franchise. Reviewers of the 2014 reprint noted its value as a historical comic rather than a pure illustration collection, highlighting its role in showcasing Sugimori's evolution as an artist before his Pokémon prominence. No official series or of Smart Ball were produced, though minor promotional merchandise, such as stickers featured in Japanese gaming magazines like Family Computer Magazine, accompanied the game's launch to engage young audiences.

Canceled sequel

Following the release of Smart Ball (known as Jerry Boy in and Jelly Boy in Europe), Game Freak began development on a direct sequel titled Jelly Boy 2 for the , intended as a Japan-only release in September 1994. Published by , the game would have expanded on the original's platforming formula with a story involving a wizard transforming the protagonist Marine—along with four friends and a —into jelly creatures, set across an called Jelly Land featuring themed worlds such as pirate and environments. The sequel introduced multiple playable characters, each with unique abilities like boomerang attacks, dash moves, and bomb throws, allowing for varied gameplay approaches in a non-linear structure with stage selection similar to Mega Man. Levels were divided into five stages, each containing five sections plus secret rooms that unlocked an ultimate ending, alongside collectibles including jelly beans for extra lives, health hearts for temporary invincibility, and puzzle pieces for progression. A preview in Electronic Gaming Monthly highlighted these improvements, including enhanced graphics and smoother controls compared to the original. Development reached an advanced stage, with an early prototype ROM leaking online in the early and becoming available through fan preservation efforts; the build was estimated at 90-100% complete, featuring playable levels, boss designs, and most mechanics, though minor bugs persisted, such as a non-functional swimming ability for one character. Fan-made English translation patches have since made the prototype accessible, revealing Japanese text and design documents that suggest additional polish was needed for audio and final balancing. The project was ultimately canceled in late 1994 amid escalating tensions between Nintendo and Sony, stemming from the failed SNES CD add-on collaboration and Sony's pivot to developing the PlayStation console, which led to the publisher halting SNES projects. Internal shifts at Game Freak toward new endeavors, including early work on what would become the Pokémon series, further contributed to the sequel's abandonment. In the aftermath, no official revival has occurred, though the preserved prototype has circulated in retro gaming communities, allowing enthusiasts to experience its near-finished state. The cancellation underscored Game Freak's transition from platformers to role-playing games, with elements of character transformation and collection in Jelly Boy 2's designs echoing in later titles like Pokémon.

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