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