HARMONY Accolade's importation of Assembly Line's E-MOTION is one of the smartest moves they've made; HARMONY is a truly innovative design that focuses heavily on excellence of gameplay, without sacrificing good quality in the design of the graphics or sound. If you'd like to try your hand at a game that has the excitement and challenge of a combination of pinball and pool, you won't be disappointed with this one. I think HARMONY is destined to initiate a whole new genre in arcade puzzle games, as addictive in their own way as TETRIS and ARKANOID. (This review is based on the Amiga version; IBM-PC version notes follow.) The manual introduces the game with a little explanation for the name: "...We just got weary of coming home to software 'entertainment' that drives us nuts with tension.... How about a challenge that demands total relaxation for optimal performance?" Ha! In the Normal mode, this is one of the most tense, most dynamic arcade-style games I've ever tackled! The time limits are fair, yet short. One of the first things you notice as indicative of excellent design in HARMONY is that the challenge is tough but _just_ right; a little more time, and each of the 50 different levels would prove too simple to solve; a little less, and the game would be too infuriatingly difficult to play. In fact, it seems quite infuriating when you start off, until you begin to understand the different kinds of tactics you can use to handle each new situation. Once understood, a particular level can be finished in a number of different ways, all of them taking just a little bit of time and careful maneuvering of your Seeker (described aptly as "a hovering sphericule with a pointer inside"). Gameplay always begins wherever you want within the sequence of 50 levels, once you've managed to save your position. You can save at any place in the game, and restore the saved game in any level; there are no restrictions or artificial "goals" you have to reach before being able to save or restore. Upon startup, there are a number of options you can use to configure the game. Gameplay can be controlled from either the keyboard or a joystick (I can't imagine playing from a keyboard!), and there are two distinct movement modes to choose from. In Normal movement mode, you use the fire button to initiate movement of The Seeker, and the stick to rotate right or left, or flip 180 degrees. In Alternative mode (which I find much more difficult), the fire button flips The Seeker 180 degrees, and the stick controls both right and left rotation, movement forward, and braking. (There's no braking in Normal mode, but The Seeker slows down pretty rapidly on its own, and stops if you flip it.) By giving you these two modes, the designers make it possible for you to configure the game for what you're comfortable with, and let you replay it with different control for a new kind of challenge. Along with the movement modes, you have the option of choosing Game Modes. Mantra Mode is the "peaceful" mode suggested in the opening game-name explanation, and is free of time pressure. In this mode, you have all the time in the world to herd spheres around the screen until they touch each other and dissipate. Using this mode, you can move easily through all 50 levels without ever losing a Seeker. If that's not enough, you can steel yourself for Normal Mode. Here's where all the fun really starts: The time limits are imposed, the spheres begin to pulse rapidly and explode if they're not merged (thus wiping out your Seeker's energy), and when different-colored spheres touch each other they have babies, which can be collected for extra power. The small spheres quickly mature and become pulsing threats themselves, if you leave them alone. The game is quite simple: In Normal Mode, you have from ten to 30 seconds (depending on the level) to use your Seeker to push spheres into other like-colored spheres so you can dissipate them. If you touch all the like-colored spheres together before they explode, you move on unharmed to the next level. If you touch different-colored spheres together, they reproduce, sometimes producing a sphere in a completely new color. There are different kinds of pinball-style bumpers present in each level, and you have to figure out how to use these to make your shots. Some levels' bumpers divide like-colored spheres onto different sides of the screen, thus producing yet another kind of challenge. One important thing to recognize is that the screen is entirely wrap-around, both vertically and horizontally; it's frequently better to head off the edge of the screen nearest The Seeker than into it, and there are all sorts of great strategies you can develop, once you understand where your Seeker is going to go when it glides off an edge. Spheres often come attached to each other, and to your Seeker, by the equivalent of a rubber band. Stretching and snapping this band has interesting and productive effects on the motion of the spheres, although sometimes the combination of rubber bands and bumpers makes the puzzle a real test of your vectoral imagination. Finally, there are periodic bonus levels, where you can only gain points by gobbling up small spheres PAC-MAN-style in a particular order. Small spheres sometimes appear randomly on normal levels, as well; gobbling them will give you the ability to dissipate any sphere you touch. The game starts with four Seekers at your disposal, and an energy bar begins at full on the top of the screen. When you gobble the smaller spheres, the energy level of your Seeker increases; when spheres explode, it decreases. This leads to some interesting possibilities. I've played levels where my goal has been not to eliminate spheres but to produce as many "babies" as possible, thus generating plenty of fodder to keep up The Seeker's energy level, despite periodic explosions. Graphics and sound on the Amiga version are quite wonderful; the spheres and bumpers have a real ray-traced look, and the backgrounds are beautifully shaded and blended in colors that put the skies in both F-15 STRIKE EAGLE II and DRAKKHEN to shame. Whenever a sphere or Seeker bumps into anything else, a musical note is emitted, and each type of bump emits a differently-pitched tone. Imagine how it all looks and sounds when you manage to fill the screen with spheres! HARMONY also has a two-player mode, which is cooperative rather than competitive. In two-player mode, there are two Seekers on-screen, each one controlled independently by either joystick or keyboard/keypad commands. The game comes on one copyable disk, and the manual includes simple and complete instructions for installation on a hard drive. A floppy disk is needed for game saves and high scores even on a hard-disk system, which I think is an excellent idea (less danger of corrupting the HD with a problem write). Before starting the game, there is one purple-brown paper lookup procedure. For once, this isn't the royal pain it usually is; there are 24 numbered monochromatic screenshots, one of which must be matched with what appears on the copy-protection screen. The pictures on the purple-brown paper are relatively legible, but don't try scanning them in a darkened room unless you want a migraine. HARMONY will play in 512K of RAM (more is needed if you have a hard drive, of course) on A1000s, A500s, and A2000s, and there's even a function-key command to center the game on your monitor. The game requires either joysticks or the keyboard for play (the number of joysticks being dependent on whether you're in one- or two-player mode). Since ARKANOID, I haven't seen an action/puzzle game as original, as user-friendly, and as enticing as HARMONY. If there's any justice in the world, this will be just as big a hit! IBM-PC VERSION NOTES While HARMONY itself rewards you for "staying calm," unless your plan is to always boot this game from the supplied 5-1/4" diskette, some elements of Accolade's packaging might have the opposite effect. For example, if you need a 3-1/2" diskette, you'll have to pay a premium by mailing in the 5-1/4" diskette, along with an enclosed coupon and $5.00. But that's minor compared to the copy protection scheme used here -- which is, to put it mildly, a pain in the rear. HARMONY is easily installed on your hard drive, using a batch file found on the floppy. When you boot the game, you must match the first screen with one found on the "copy protection sheet," and type in the corresponding code number. The problem is, each one of the 24 possible screens has the same layout of spheres (the "seeker" appears in a different place in each), and the paper of the booklet is brown, with gray printing. It's difficult to read even in bright light, so some people may find that the three attempts allowed aren't enough. By the way, if you should lose this sheet, Accolade will charge you $15.00 for a replacement. Graphics modes supported include VGA, MCGA, EGA, CGA and Tandy 16-color. VGA graphics (as pictured on the rear of the box) are nice: warm pastel shades very much in keeping with the theme of the game, and figures with a nice 3-D look. Support is offered for Roland, CMS, and AdLib sound boards, as well as any device with a MIDI interface. Accolade recommends PCs with a clock speed of at least 8MHz. Playing on a 386-20, animation was flawless. You can use either the keyboard or a joystick as a controller; a joystick is definitely recommended. HARMONY is published and distributed by Accolade. *****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253