114 lines
6.8 KiB
Plaintext
114 lines
6.8 KiB
Plaintext
|
|
|
|
NEVERMIND
|
|
|
|
Psygnosis is well-known by now for its exceptional games. NEVERMIND is one of
|
|
its latest releases on the more budget-conscious Psyclapse label, and it's worth
|
|
every penny. It's exceptionally beautiful, exceptionally well-designed...and
|
|
exceptionally difficult. Let me just say up-front that if you've been frustrated
|
|
by the level of difficulty in previous Psygnosis/Psyclapse releases, steer clear
|
|
of this one: It requires every ounce of reflex and brain skills you can possibly
|
|
summon. I sometimes wonder whether Psygnosis actually designs its games on other
|
|
planets for beings whose reflexes and intelligence far exceed our own. (This
|
|
review is based on the Amiga version; Atari ST version notes follow.)
|
|
|
|
NEVERMIND is a puzzle game. Your objective is to use your little onscreen
|
|
persona to pick up and place tiles properly so as to finish a picture. There are
|
|
250 different levels and pictures (called "rooms"), and each level consists of a
|
|
different picture and a very specific kind of puzzle. (There is very little
|
|
repetition in the design.)
|
|
|
|
Every room includes a series of vertical and horizontal planes, set at right
|
|
angles to each other. Each plane is divided into a collection of square tiles
|
|
that you can pick up or drop by pressing the fire button. The picture is always
|
|
on a vertical plane (you might not be able to see it otherwise, of course), but
|
|
getting to it might involve traversing a series of both horizontal and vertical
|
|
surfaces, depending on the puzzle. The figure you manipulate with your joystick
|
|
has the equivalent of "grav-shoes," and can walk on walls and horizontal steps
|
|
without any trouble. You usually move from plane to plane within a puzzle by
|
|
using what are called "warp tubes," though sometimes it's possible to flip to a
|
|
new angle using the stepped blocks. You never know where a warp tube is going to
|
|
place you within the puzzle room, so a certain amount of repeated trial and
|
|
error is involved in the solution of each puzzle.
|
|
|
|
There is a time limit for each room: At the beginning, it's quite short, but it
|
|
increases as you move farther into the game. The faster you finish a room, the
|
|
bigger the bonus you'll receive. The time limit seems just about right, although
|
|
you'll have to play each puzzle through a number of times before you can finish
|
|
it within the limit.
|
|
|
|
The pictures become progressively more difficult (both to visualize and to
|
|
complete) as you go from room to room; sometimes they're animated, making
|
|
visualization alone a challenging task. Sometimes you not only have to find the
|
|
missing pieces, but rearrange pieces already within the picture to make the
|
|
picture whole. This is one of the most difficult aspects of the game, as you can
|
|
pick up and replace tile after tile within the picture for a good long time
|
|
(during repeated attempts on the puzzle) before figuring out which lines or
|
|
edges match with which other ones. Imagine playing a rapidly animated jigsaw
|
|
puzzle under pressure of a time limit, and you'll have some idea of what this
|
|
entails.
|
|
|
|
Obstacles appear at higher levels as well. Chess pieces materialize in the
|
|
room; they pick up and drop tiles randomly within it. At some levels, the room
|
|
is divided into a series of islands linked by narrow rows of moving blocks that
|
|
dissolve (with unpleasant consequences) as you approach the time limit. In other
|
|
levels, the tiles you're walking on randomly dissolve beneath you. And finally,
|
|
in some of the virtually impossible rooms, if you step on the wrong tile, you're
|
|
transported into an entirely new room before you finish the puzzle! Aaargh!!
|
|
|
|
There is no save feature in the game, and you're not allowed to select which
|
|
room you want to play; you can only start at a higher level when you've received
|
|
a password (after finishing the first bunch of games). This procedure is in
|
|
keeping with Psygnosis' attitude toward game-saves, but considering the
|
|
incredible challenge of even the early levels, I wish some other design choices
|
|
had been made this time. There's no benefit in having to play the early puzzles
|
|
over and over again each time you start up just to get to the later ones. And
|
|
even with the password, you're still a long way from the re-start once you've
|
|
reached the upper levels of the game. You have to play each puzzle frequently
|
|
enough as it is in order to complete it; going through it again to get to the
|
|
next puzzle every time is just too much.
|
|
|
|
The game comes on one copy-protected disk that can be left write-protected
|
|
during play. Psygnosis includes a virus warning in the manual, but any disk
|
|
damaged by something other than a virus can be returned for free replacement at
|
|
any time. NEVERMIND requires 512K of RAM and a joystick to play; it runs on
|
|
A500, A1000, and A2000 machines and is not hard-disk installable. If you only
|
|
have 512K of RAM, it's recommended that you turn off peripherals (such as
|
|
external floppy drives and hard disks) before booting up.
|
|
|
|
Despite the incredible difficulty levels, the absence of a save option, and the
|
|
copy-protected disk, this is a must-have. NEVERMIND is a completely original
|
|
puzzle-arcade game -- like nothing else you've ever played -- and it's a real
|
|
visual feast. The opening soundtrack and graphics are spectacular, the puzzles
|
|
are various, challenging, original, and beautiful, and in-game sound (although
|
|
limited) is always crisp and realistic.
|
|
|
|
ATARI ST VERSION NOTES
|
|
|
|
The Atari ST version of NEVERMIND is more or less identical to the Amiga
|
|
version described above. The 3-D surfaces are colorful and detailed, with a
|
|
chessboard-like thickness. The animations are smooth, but their generally
|
|
languid pace -- with the exception of the clock -- gives the illusion that you
|
|
have things under control, which of course is not the case.
|
|
|
|
If you boot the game and leave it unattended for a few moments, the
|
|
demonstration mode will solve the first five puzzles, although by the time the
|
|
fifth screen comes up, you're going to wish you'd been born in a galaxy
|
|
populated by beings who don't invent games like this one. NEVERMIND starts out
|
|
difficult, rapidly becomes more difficult, and just as rapidly becomes
|
|
outrageously difficult.
|
|
|
|
The ST version comes with two disks whose copy protection is far less severe
|
|
than the usual Psygnosis scheme, and an instruction manual.
|
|
|
|
NEVERMIND looks great on the ST, and it's easy to learn. The password feature
|
|
is insignificant, and without a save option you're going to be playing the same
|
|
screens over and over: This is a game that's almost too difficult. Still, since
|
|
NEVERMIND _is_ unique -- in both concept and execution -- you shouldn't avoid it
|
|
just because of the difficulty. But you ought to playtest it before you buy, if
|
|
possible.
|
|
|
|
NEVERMIND is published and distributed by Psygnosis, Ltd.
|
|
|
|
*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
|
|
|