NEVERMIND Psygnosis is well-known by now for its exceptional games. NEVERMIND is one of its latest releases on the more budget-conscious Psyclapse label, and it's worth every penny. It's exceptionally beautiful, exceptionally well-designed...and exceptionally difficult. Let me just say up-front that if you've been frustrated by the level of difficulty in previous Psygnosis/Psyclapse releases, steer clear of this one: It requires every ounce of reflex and brain skills you can possibly summon. I sometimes wonder whether Psygnosis actually designs its games on other planets for beings whose reflexes and intelligence far exceed our own. (This review is based on the Amiga version; Atari ST version notes follow.) NEVERMIND is a puzzle game. Your objective is to use your little onscreen persona to pick up and place tiles properly so as to finish a picture. There are 250 different levels and pictures (called "rooms"), and each level consists of a different picture and a very specific kind of puzzle. (There is very little repetition in the design.) Every room includes a series of vertical and horizontal planes, set at right angles to each other. Each plane is divided into a collection of square tiles that you can pick up or drop by pressing the fire button. The picture is always on a vertical plane (you might not be able to see it otherwise, of course), but getting to it might involve traversing a series of both horizontal and vertical surfaces, depending on the puzzle. The figure you manipulate with your joystick has the equivalent of "grav-shoes," and can walk on walls and horizontal steps without any trouble. You usually move from plane to plane within a puzzle by using what are called "warp tubes," though sometimes it's possible to flip to a new angle using the stepped blocks. You never know where a warp tube is going to place you within the puzzle room, so a certain amount of repeated trial and error is involved in the solution of each puzzle. There is a time limit for each room: At the beginning, it's quite short, but it increases as you move farther into the game. The faster you finish a room, the bigger the bonus you'll receive. The time limit seems just about right, although you'll have to play each puzzle through a number of times before you can finish it within the limit. The pictures become progressively more difficult (both to visualize and to complete) as you go from room to room; sometimes they're animated, making visualization alone a challenging task. Sometimes you not only have to find the missing pieces, but rearrange pieces already within the picture to make the picture whole. This is one of the most difficult aspects of the game, as you can pick up and replace tile after tile within the picture for a good long time (during repeated attempts on the puzzle) before figuring out which lines or edges match with which other ones. Imagine playing a rapidly animated jigsaw puzzle under pressure of a time limit, and you'll have some idea of what this entails. Obstacles appear at higher levels as well. Chess pieces materialize in the room; they pick up and drop tiles randomly within it. At some levels, the room is divided into a series of islands linked by narrow rows of moving blocks that dissolve (with unpleasant consequences) as you approach the time limit. In other levels, the tiles you're walking on randomly dissolve beneath you. And finally, in some of the virtually impossible rooms, if you step on the wrong tile, you're transported into an entirely new room before you finish the puzzle! Aaargh!! There is no save feature in the game, and you're not allowed to select which room you want to play; you can only start at a higher level when you've received a password (after finishing the first bunch of games). This procedure is in keeping with Psygnosis' attitude toward game-saves, but considering the incredible challenge of even the early levels, I wish some other design choices had been made this time. There's no benefit in having to play the early puzzles over and over again each time you start up just to get to the later ones. And even with the password, you're still a long way from the re-start once you've reached the upper levels of the game. You have to play each puzzle frequently enough as it is in order to complete it; going through it again to get to the next puzzle every time is just too much. The game comes on one copy-protected disk that can be left write-protected during play. Psygnosis includes a virus warning in the manual, but any disk damaged by something other than a virus can be returned for free replacement at any time. NEVERMIND requires 512K of RAM and a joystick to play; it runs on A500, A1000, and A2000 machines and is not hard-disk installable. If you only have 512K of RAM, it's recommended that you turn off peripherals (such as external floppy drives and hard disks) before booting up. Despite the incredible difficulty levels, the absence of a save option, and the copy-protected disk, this is a must-have. NEVERMIND is a completely original puzzle-arcade game -- like nothing else you've ever played -- and it's a real visual feast. The opening soundtrack and graphics are spectacular, the puzzles are various, challenging, original, and beautiful, and in-game sound (although limited) is always crisp and realistic. ATARI ST VERSION NOTES The Atari ST version of NEVERMIND is more or less identical to the Amiga version described above. The 3-D surfaces are colorful and detailed, with a chessboard-like thickness. The animations are smooth, but their generally languid pace -- with the exception of the clock -- gives the illusion that you have things under control, which of course is not the case. If you boot the game and leave it unattended for a few moments, the demonstration mode will solve the first five puzzles, although by the time the fifth screen comes up, you're going to wish you'd been born in a galaxy populated by beings who don't invent games like this one. NEVERMIND starts out difficult, rapidly becomes more difficult, and just as rapidly becomes outrageously difficult. The ST version comes with two disks whose copy protection is far less severe than the usual Psygnosis scheme, and an instruction manual. NEVERMIND looks great on the ST, and it's easy to learn. The password feature is insignificant, and without a save option you're going to be playing the same screens over and over: This is a game that's almost too difficult. Still, since NEVERMIND _is_ unique -- in both concept and execution -- you shouldn't avoid it just because of the difficulty. But you ought to playtest it before you buy, if possible. NEVERMIND is published and distributed by Psygnosis, Ltd. *****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253