Add a seriously cute fluffy
to a computer game and you'll
be laughing all the way to the
Building Society, or at least
thats what seems to be true of
the charts these days. Thing is a
seriously cute fluffy, and
Thing,
the game, is also seriously
playable. Partly due to the fluffy,
but mostly due to the brilliance
of Players programmer, Colin
Swinbourne.
To be honest this is nothing
that hasn't been seen before -
the Magic Knight games come
to mind - but the effortless and
extremely pleasing way it fits
together makes
Thing a pretty
nifty slice of software.
Thing's mission in life is to
deliver a metallic ball with
squishy innards to the
Dingalinger Overlord in an
attempt to avoid all-out nuclear
war. Heavy huh? But before
Thing can pass on this spherical
postcard, the Overlord has
demanded the completion of
ten rather tricky tasks. The
situation is further hindered by
the roamings of a bunch of yobo
Dingalingers who don't seem to
appreciate the fluffy cuteness of
Thing. Never fear, your ball
converts into a high power
servocannon when needed.
Very useful when your Thing's in
a tight spot (fnar, fnar).
Completion of the ten tasks is
achieved by collecting objects
(now where have I heard that
before), and matching them with
other objects where there is a
common link. 26 levels must be
searched, although there is
assistance in the form of
teleport phone booths. Very
handy, but this must be the point
where
Thing loses its grip on
realism. When have you found a
phone booth that works?
The top and bottom sections
of the screen are occupied by
inventory and selection cards,
leaving only a tiny strip for
actual game play. Is this
enough? - but of course, the
programming excellence of
Colin Swinbourne never fails to
amaze me. Using only
monochromes, stunning
scenery and Colin's scrolling
sprite movement signature,
Thing goes to the top of the
class.
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