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