Sokomania
David Sherwin
plays the Lynx version of an old classic
Most modern Lynx
development has occurred in Europe, where a
small group of hardcore Lynx fans began to code
software titles for Atari's hand-held gaming
system after commercial software development
collapsed in the mid-'90s. While initial efforts
largely resulted in interesting demonstration
titles that had little commercial appeal, many
of these coders' subsequent efforts have been
very good indeed. Sokomania, released in 1999,
was one of the first of these "second generation"
European efforts, and it was given a small cartridge
run later that year. It was, somewhat unaccountably,
then forgotten by most gamers in the Lynx community,
and it is now almost impossibly difficult to
find both in personal collections and from retailers.
Sokomania hasn't
turned up on many "Best of" lists
for the Lynx, but that doesn't mean that it
doesn't possess its own considerable charms.
An interesting Sokoban clone, Sokomania features
dozens of high-quality puzzles with a degree
of difficulty that marks this as the most challenging
of all of the titles in the Lynx's impressive
puzzle catalogue. Sokomania may not suit all
tastes, and may prove to be redundant for those
gamers who already have a Soko' clone on half
a dozen other platforms, but, in its quiet manner,
it does prove to be a worthy addition to the
Lynx's stellar line of puzzlers.
Gameplay Sokomania
will be familiar to anyone who's ever seen,
played, heard, or read about Sokoban, that ubiquitous
Japanese box-moving game that's somehow morphed
from simple time-killer to international phenomenon
(Lynx owners have long enjoyed Chip's Challenge,
Atari's own unique Sokoban spin).
The game's concept,
for the uninitiated, is deceptively simple:
players must move a number of boxes across and
around a number of obstacles to a corresponding
"target field". Each box can only
be pushed in the basic NESW ordinals, and can't
be retrieved once pushed against an immovable
barrier (level walls).
Levels 1-5 of
Sokomania are fairly simple and are useful as
a general orientation to the game and controls:
each of these can be solved in about 20 minutes
- with a little foresight, patience, and luck.
The game quickly escalates in difficulty after
this point and players should expect to spend
at least an hour solving some of the trickier
levels, and especially if they've never played
Sokoban, as many of the levels in that game
are replicated here.
Each level higher
than, say, level 5 typically has only one solution
and mistakes are easily made. Sokomania is,
like all Sokoban clones, unforgiving of errors,
and many attempts must be made before the correct
solution to a particular level can be found.
If an error is made, players must reset each
level (accomplished here by [Option 1] and [Pause])
to try again. Sokomania is not an easy game
and none but the most expert puzzler will be
able to master the highest levels of play; it
has, as a result, received much criticism from
gaming fans who claimed, perhaps unfairly, that
the levels are too difficult and/or unsolvable.
Sokomania does
demand a great deal of patience and concentration
from players, but there's nothing quite like
the rush that you'll receive when you finally
think through a problem and complete a level.
For the record, level 6 (BIKINI) was my particular
nemesis, and I spent two sweaty hours on that
one before I was able to rise up to HELIUM (level
7).
Sokomania, like
many Lynx puzzlers, offers a handy password
feature ([Pause]) that enables gamers to complete the
game in stages. Unlike most Lynx games, however,
it demands a six-letter password, and I found
it to be the most awkward scheme this side of
Soccer Kid for the Jaguar. Let's hope that,
in the future, coders will stick to three or
four letter codes.
Graphics Sokomania
needs neither visual tricks nor flash to enhance
gameplay on its static screen levels, and the
game's graphic display doesn't offer anything
that you haven't seen in a dozen other Soko'
clones.
Flashy displays
aren't particularly conducive to problem solving,
and Markus Wühl should be commended, rather
than condemned, for sticking to displays that
are simple, clean, and easy on the eyes.
Sprites are small,
but clear, and the game's palette, while limited
to a few unappealing shades of green and brown,
is fairly unobtrusive.
Sokomania's graphic
display is ultimately competent and utilitarian,
but I did end up missing the graphic ingenuity
of Chip's Challenge - which was part of the
reason it was such fun to play - and hope that
Wühl will find time to add a little extra spice
to his next Lynx effort.
Sound and
music Sokomania features a very nice
title screen tune that appears to be an original
effort. Gamers may want to linger here before
proceeding to the actual game; this is the best
music to be encountered in the game.
In-game music
consists of four repeating tunes (a poorly warbled
version of Scott Joplin's "The Entertainer"
and three classical pieces that I could not
identify) that are of a somewhat inferior quality,
and best turned off after a round or two of
play. Fortunately, this is accomplished easily
with the [Option 2] button.
Gaming sounds
are sparse and, true to the genre, generally
irrelevant to gameplay. [Option 1] enables players
to select from one of two rather irritating
sound effects for player movement, but these
sounds can't be turned off. The Lynx's volume
wheel does, however, solve this problem very
nicely.
Summary Sokomania
is most likely to appeal to those gamers who
breezed through Chip's Challenge and Crystal
Mines II and have been waiting to test their
wits on something truly difficult.
While it's true
that Sokoban clones are a dime a dozen, and
have been coded for everything from the Game
Boy to cell phones, it's nice to see that our
favourite hand-held hasn't been left out of
this particular craze. Björn Spruck promises
to up the ante with his graphically and musically
amped Sokoban port, "Push Around the World"
later this year, but until then Sokomania will
provide more than a pleasant distraction to
the Lynx's many puzzle fanatics - and there
are many of us - itching for something a little
different.
Verdict
|
Name:
|
Sokomania
|
Author:
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Markus
Wühl
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Pros:
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-
Easy
to learn
- Challenging
- Fun
to play
|
Cons:
|
-
In-game
music is off-putting
- Most
players already
have a Sokoban clone
on one of their
systems
|
Rating:
|
|
|
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