192 lines
9.8 KiB
Plaintext
192 lines
9.8 KiB
Plaintext
|
||
|
||
|
||
CHAMBER OF THE SCI-MUTANT PRIESTESS
|
||
|
||
Originally released in Europe as KULT and now more than slightly
|
||
repackaged and re-released in the U.S. under the above name, this
|
||
game (touted as an adventure) is one of the best graphics puzzle
|
||
games I've encountered in a while. In size and extent of the
|
||
adventure, CHAMBER OF THE SCI-MUTANT PRIESTESS (CSP) won't stand up
|
||
to the much larger and longer Sierra-style adventure games. But in
|
||
terms of graphics, sound, animation, and originality of puzzles,
|
||
I've seen nothing in this genre that even begins to compare. (This
|
||
review is based on the Amiga version; IBM-PC version notes follow.)
|
||
|
||
The story itself is amusing, slightly cyberpunk, and
|
||
well-integrated into the design of the game. The gist is that you're
|
||
the Tuner Raven living among dull Normals. Tuners possess ESP
|
||
powers, and have hooked into an ESP network that communicates via
|
||
Hitachi-Gauss Amplifiers, otherwise known as Foetuses (kept in glass
|
||
jars, of course). This makes secret communication possible while
|
||
living among the Normals.
|
||
|
||
Tuners quietly control (and are feared by) Normals. Your
|
||
girlfriend, Sci-Fi, has been captured by a mutant religious cult of
|
||
Protozorqs who worship the god Zorq (get it?). The former refer to
|
||
the Tuners as "Offa," which gives you some sense of how they feel.
|
||
Your goal is to undergo a series of ordeals, assigned by none other
|
||
than the Master of Ordeals himself. If you survive the five
|
||
ordeals, you emerge as Divo, Holder of the Egg and Messenger of the
|
||
New Order, and can then proceed into the inner sanctums in an effort
|
||
to find and rescue Sci-Fi.
|
||
|
||
Makes a great story, with the details filled in...but how's the
|
||
game? Fortunately, it's even more original and unique than the
|
||
storyline. There's no text input, but upon entering any room, you
|
||
can move the mouse cursor around to see if there's anything
|
||
interesting to interact with. The cursor changes shape and color
|
||
depending on what you find; clicking on found objects brings up The
|
||
Brain, which offers several Thoughts (represented by little bubbles
|
||
on its surface) to try out by clicking on them. (In a mouse-oriented
|
||
Lucasfilm-style adventure game, the Thoughts would be choices in a
|
||
text menu.) Because Thoughts vary from situation to situation and
|
||
object to object, different numbers of bubbles appear. You can click
|
||
on The Brain itself, and move it around the screen if it's
|
||
obstructing access to something in the room. While a good
|
||
parser-based adventure game might provide slightly more complex
|
||
interaction, this interface _is_ time-saving, and at least it
|
||
doesn't provoke any guess-the-right-word frustration. Also, the
|
||
dynamic quality of the Thought bubbles helps to avoid repititious
|
||
actions to a great extent.
|
||
|
||
Along with The Brain, you have a host of other onscreen controls
|
||
available. The Foetus is always perched in the upper left-hand
|
||
corner, ready to read your subsconscious thoughts and offer
|
||
suggestions on how to proceed. Because the Foetus spells things out
|
||
in a rather cryptic fashion, part of the fun is figuring out what
|
||
it's trying to say.
|
||
|
||
To the right of the main screen is a vertical bar of icons that
|
||
gives you access to a range of possibilities. For instance, using
|
||
your sci (psi) abilities, you can scan rooms to find hidden
|
||
objects, read other characters' minds, or turn on "Solar Eyes" to
|
||
see in the dark. Your sci powers are limited, however; overuse can
|
||
lead to their complete loss (quite detrimental to your chances of
|
||
success in the game).
|
||
|
||
Each of the five Ordeals is a separate room (or series of rooms)
|
||
full of interesting visual puzzles. Anyone who's played a Sierra or
|
||
Lucasfilm adventure game will be familiar with the puzzle-solving
|
||
process. In some ordeals, it's just you and the inanimate objects in
|
||
the room; you have to manipulate them in the right sequence in order
|
||
to open doors, lower hooks, reveal clues, etc. In other rooms, you
|
||
must defeat wily creatures, or pretend to worship local gods.
|
||
Further on, you even run into some other Tuners who are hiding out
|
||
in the hope they won't be found! The final goal in each Ordeal is to
|
||
discover and collect one of five skulls, which are then returned to
|
||
a Protozorq guarding the Trader. After the return of each skull, you
|
||
may try to trade one of your items for a different item by
|
||
interacting with the Trader. After recovering all five skulls, you
|
||
become the Divo.
|
||
|
||
All the creatures that litter CSP's landscape are nicely done, and
|
||
organized into a series of different classes. Most predominant, of
|
||
course, are the Protozorqs. They're mean folks who would sooner have
|
||
you out of their Temple altogether: One false move and they're all
|
||
over you with their Zapsticks. (They're not undefeatable, though,
|
||
and under the right circumstances, may offer advice and
|
||
assistance.) These are, in effect, the Brain Police.
|
||
|
||
Then there are the other Aspirants, Tuners like you who are
|
||
competing for the position of Divo. They may be either treacherous
|
||
or helpful, depending on circumstances.
|
||
|
||
The Protozorqs' servants are known as the Vorts, weedy little
|
||
creatures who seem to serve a primarily janitorial function. If an
|
||
Aspirant fails, or a Protozorq is killed, Vorts are likely to show
|
||
up to carry the carcass out to a room named The Return, where they
|
||
dump it in the water.
|
||
|
||
The best thing about these creatures is that they all talk with you
|
||
-- not only in text bubbles, but in digitized voices. Their voices
|
||
are at least 70% of what's fun about them: The Protozorqs are gruff
|
||
and rumbly; the Vorts pipe up like ants begging for mercy; the
|
||
Holo-Holo has a grating basso profundo; the Spider Creature sounds
|
||
like an irritating busybody aunt. Turn the sound up and you might be
|
||
able to convince the neighbors that you're controlling your very own
|
||
demonic cult; the language these creatures speak is exactly what
|
||
you'd expect from monsters of the world of Evil! I think I'll play
|
||
this one again on Hallowe'en....
|
||
|
||
Failing an ordeal and dying isn't the boringly prolonged,
|
||
repetitious process of the average graphics adventure: You don't
|
||
have to do anything to start up again; you're simply deposited back
|
||
with the Master of Ordeals and he sends you out on your next job. So
|
||
when you're first learning to play, you can keep cycling through
|
||
ordeals without interruptions for disk access and screen reloading.
|
||
Once you're more confident, you can start saving the game to build
|
||
upon your successes (only one gamesave is allowed per disk).
|
||
|
||
The program files are supplied on one diskette that apparently must
|
||
remain write-enabled in order to play the game (copy-protection is
|
||
disk-based). You can work around this minor annoyance by accessing
|
||
the disk's files via the CLI, and copying them onto a normal
|
||
AmigaDos-formatted disk. Although you can't use your copy as a play
|
||
disk, if you leave it write-enabled and insert it after the
|
||
copy-protection has been verified on the distribution disk (about 30
|
||
seconds into the initial load), it'll work just fine. This way, the
|
||
original serves primarily as a key disk. The program requires 512K
|
||
of RAM and runs on A1000s, A500s, and A2000s; gameplay is entirely
|
||
dependent upon the mouse.
|
||
|
||
This is a unique, amusing, and originally designed adventure game.
|
||
I hope future games flesh out the world of CSP by exploring other
|
||
aspects of the tale related in the booklet that accompanies the
|
||
manual: It's certainly a story rich with possibilities.
|
||
|
||
IBM-PC VERSION NOTES
|
||
|
||
CHAMBER OF THE SCI-MUTANT PRIESTESS is easily the quirkiest
|
||
adventure game to hit the IBM world in quite a hallucinatory blue
|
||
moon. The IBM port of CHAMBER shares all the wonderful weirdness of
|
||
its Amiga parent, though it does lose some chrome in the
|
||
translation.
|
||
|
||
The biggest disappointment in the IBM edition is the lack of VGA
|
||
graphics. These days, it seems de rigueur to use VGA 256-color mode
|
||
for ports of Amiga games. Still, the game does look sharp in EGA.
|
||
But don't expect it to match the Amiga screen shots on the box.
|
||
|
||
Another minor disappointment is that the digitized voices of the
|
||
Amiga version are nowhere to be found in the IBM game. It might have
|
||
been nice to include these, if only for SoundBlaster or DAC owners.
|
||
|
||
But don't let this deter you. The story line and mouse-driven
|
||
interface of the original are preserved here. You can play CHAMBER
|
||
without the mouse, but it really flows beautifully with it. There is
|
||
plenty of spot-animation, and the game plays quite well on machines
|
||
of all speeds. There are some animated sequences that become tedious
|
||
after a while (particularly the death animation). Unfortunately, you
|
||
cannot cut these short.
|
||
|
||
Also, though you can install CHAMBER on your hard drive, you can
|
||
still only save one game at a time. Worse, CHAMBER uses a
|
||
hidden-file on your hard disk as copy protection, to ensure that the
|
||
game is installed only once. If your hard drive fails before you do
|
||
a de-install, you won't be able to play. While I dislike hardware
|
||
copy-protection schemes, I have to admit I didn't miss the document
|
||
look-up that's usually employed in place of CHAMBER's hidden file
|
||
scheme.
|
||
|
||
CHAMBER OF THE SCI-MUTANT PRIESTESS supports VGA/EGA (320x200x16),
|
||
CGA (320x200x4), Tandy Graphics, and Hercules monochrome graphics
|
||
modes. It requires 512K RAM. Both the mouse and joystick are
|
||
supported, as well as the keyboard. There is no sound board
|
||
support. The game comes on three 5-1/4" disks; 3-1/2" disks may be
|
||
purchased for $7.00.
|
||
|
||
Despite the nits I've picked, I really enjoyed CHAMBER. It's a
|
||
refreshing off-the-wall game, with a unique background. Dark humor
|
||
abounds, and the interface is a joy. The puzzles range from easy to
|
||
almost-too-tough, but all were fun to tackle. For IBM adventurers
|
||
looking for a change of pace, I recommend a close look at the
|
||
CHAMBER.
|
||
|
||
CHAMBER OF THE SCI-MUTANT PRIESTESS is published and distributed by
|
||
Data East.
|
||
|
||
*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
|
||
|
||
|
||
|