BEYOND THE BLACK HOLE The Software Toolworks is creating games for a very eclectic and somewhat sophisticated audience. First there was CHESSMASTER 2100, one of the top chess programs. Then there was LIFE & DEATH, a relentlessly graphic and fascinating surgical simulation. Most recently, they released CRIBBAGE KING/GIN KING, a superb combo platter of card games. Now they offer their most bizarre game to date: BEYOND THE BLACK HOLE, which is part PONG, part BREAKOUT, part IQ test, and -- believe it or not -- part 3-D comic book. (This review is based on the IBM-PC version.) The package and manual give you almost no idea of what to expect when you play BTBH. Despite the brief science-fiction plot described on the back of the box and in the documents, this is no sci-fi adventure. Rather, it's a series of puzzles (35 in all) played on a 7x7 grid. Each puzzle is unique, and ranges from elementary to fairly difficult. For example, there's a chess problem, a sliding-tile puzzle, a game of concentration, a round of scissors-paper-stone, and a little session of hangman. However, many of the puzzles are totally unfamiliar. What are you supposed to do with those seven ducks? And why in th world are those nine eyeballs staring at you? While most of the puzzles are easy, solving even the simplest of them requires patience and a keen sense of spatial relations. That's because your only implement for manipulating the pieces of the puzzle is an orb. The orb is _always_ in motion, bouncing between two paddles ("Abrams Rebound Fields") located on either side of the screen. You control the paddles, which move in sync (a la PONG), making sure the orb stays in play. Now, this is no ordinary orb. Strap on your Grenovision 3-D glasses and you'll see that the orb doesn't simply bounce back and forth; it's in orbit around the grid, getting smaller and smaller as it appears to recede behind the grid and somewhere into the depths of your monitor. It rises to the "surface" of the screen just in time to bounce off the paddle (if your timing is right), and then it continues the ellipse in front of the grid, seeming to rise off the screen and into your face. At any given moment, you hit the space bar (or mouse key, or joystick button) and the ball immediately plunges or rises. As it does, it almost invariably collides with a puzzle piece, causing that piece to move, or mutate, or spin, or do any of the dozens of weird, unexpected, kicky things these puzzle pieces do. The object, then, is not only to solve the puzzle, but to figure out what the puzzle _is_, and then to maneuver the orb so that it lands on the right pieces in the right sequence. Sound confusing? Although my description may leave you scratching your head, it all becomes clear in the first minute of play. There are complications. The orb has a limited amount of fuel. That fuel is consumed very slowly, except during dives, which require greater fuel expenditures. Also, should you let the orb wander off-screen, it's returned to you at a cost of nearly half your fuel. When your fuel becomes low, it's time to refuel...and that means a trip to Vern's. Vern's is one of my favorite sequences in the game. A refueling base floats in space, and the base has seven irises. To maneuver the ball through these irises calls for precisely-timed dives. Each time you pass through an iris, you gain back some fuel. The irises begin to close on their own, so you must act fast. When all seven are closed, you automatically head back to the black hole (the puzzle grid). Also, each bit of fuel costs you some of your points. If you don't have enough points to pay for a refueling, you can activate a credit card, but the payback terms are tough to meet. And each time you refuel, your paddles shrink. That makes scoring enough points to pay off your credit even more difficult. When performed just right, the 3-D effect of diving in and out of those seven holes is positively poetry in motion. The orb swoops and dives and looks like a zero-gravity ballet. The other hazard is a Fuel Pirate. This is a renegade puzzle piece that changes shape and chases the orb. If the orb is caught, a chunk of fuel disappears. If the orb evades the pirate, the pirate eventually turns into another orb, and you have what pinball fans call "multi-ball play." Enough about the plot. The 3-D effect worked beautifully for me, although it's a little disconcerting to have one eye darkened. This is not the anaglyphic (red/blue) 3-D of comic books and Three Stooges shorts; this is full-color Grenovision. Vaguely reminiscent of the 3-D used for the 1989 Superbowl halftime show and Coca-Cola commercial, Grenovision relies on constantly moving objects to produce the 3-D sensation. The speed of the objects and the brightness of the room also play a part in the effectiveness of the illusion. If your machine runs significantly slower with EGA graphics than it does with CGA, you might want to install the game for CGA to enhance the 3-D. Conversely, the game can be played just as easily without the glasses (a real necessity, since not everybody will experience the 3-D effect perfectly). On my 7.14 MHz XT, the game ran a bit slowly in EGA (particularly when a fuel pirate was onscreen), though the 3-D was still quite effective. Those with an 8 MHz AT (or better) should have no problem whatsoever with the more colorful EGA graphics. Speaking of graphics, BLACK HOLE's are pretty good. The puzzle pieces were cute, cleverly animated, and a delight to watch. The orb is very smoothly animated (necessary for the 3-D to work). Even the sounds are commendable. On the IBM's primitive speaker, most games emit sounds that are downright annoying. In BLACK HOLE, the audio is used judiciously and imaginatively; I was never even tempted to shut it off. There's a provision for one saved game, though the implementation is unusual. You may save when you quit the game, or you can save when you _lose_ the game by running out of fuel. Restoring the game in that case will put you back to whichever level you last attempted to complete, with half a tank of fuel. A saved game can be loaded either from the command line or during a game in progress. There are several other handy command line options, including sound and speed toggles. The manual is about as barebones as you can get. It describes the installation procedure, keystrokes, refueling constraints, and the "plot." It leaves the player to discover what's really required, which I found initially disturbing because of the difficulty of the opening puzzle. In version 1.02 and later, the first puzzle is much simpler and serves as a better introduction to the game. Also included are a pair of Grenovision glasses, a compact but fascinating guide to the history and lore of 3-D, and a pair of anaglyphic 3-D glasses to view the 16 3-D pictures and photos in the guide. The copy-protection scheme is Software Toolwork's laudable arrangement. The master disks are copy-protected, but the installed game is not. Thus, once your game is installed (onto floppies or the hard drive), you may back up your installation, move it to another floppy or subdirectory, and so on. No key disk or document check is required to boot the game. However, should you change your hardware configuration, or if you wish to change graphic modes, you'll need to create a new installation, since the installed game memorizes your system setup. General requirements for the MS-DOS version: an IBM PC, XT, AT, PS/2, Tandy or compatible; CGA or EGA/VGA (VGA cards will show EGA graphics); 512K of RAM. A mouse or joystick is optional; I found the keyboard perfectly suited (particularly since there are keystrokes that cannot be duplicated using the mouse or joystick). Both disk formats are included in the package. My complaints with the game are as follows: I think a second pair of Grenovision glasses would have been appropriate. The game is a one-player game only, but even so, most people would love to have a friend watch along. Software Toolworks will sell you another pair, but they're expensive (for cardboard glasses). A little experimentation with punching one lens out of an old pair of sunglasses might be worthwhile. Or perhaps you have a pair of Grenovision glasses left over from the Superbowl. I also wonder about the game's replay value. I was able to finish most of t game in just a few (admittedly, concentrated) evenings. Granted, I could go back and learn to do a _lot_ better at solving the puzzles efficiently, and I will. But the game relies heavily on the 3-D novelty and the variety of puzzles. Once you've seen and played them all, you may not be driven to play them again. Yet this is one of those games you'll love to hook your friends on, because it's both easily learned and impressive. I think BEYOND THE BLACK HOLE is terrific. It's an action game that doesn't insult the player's intelligence, as most action games do. It's full of endearing graphic touches and novelties. And it's like no other game you've ever played. In a world full of "me-too" computer games, BEYOND THE BLACK HOLE is a welcome, whimsical breath of fresh air. BEYOND THE BLACK HOLE is published by The Software Toolworks and distributed by Electronic Arts. *****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253