Bone Cruncher

Last updated
Bone Cruncher
Bonecruncher.jpg
Developer(s) Andreas Kemnitz
Publisher(s) Superior Software
Designer(s) Andreas Kemnitz
Platform(s) Acorn Electron, BBC Micro, Commodore 64, Amiga
Release1987: BBC, Electron, C64
1988: Amiga
Genre(s) Puzzle
Mode(s) Single-player

Bone Cruncher is a puzzle video game for the Acorn Electron, BBC Micro, and Commodore 64 first published by Superior Software in 1987. It uses the "rocks and diamonds" mechanics of Boulder Dash . An Amiga version was released in 1988.

Contents

Gameplay

BBC Micro screenshot showing Fozzy (red), Bono (green), a skeleton, and a Glook (white) Bonecruncher in-game screen (BBC).png
BBC Micro screenshot showing Fozzy (red), Bono (green), a skeleton, and a Glook (white)

The player controls a dragon called Bono, who operates a soap business. He collects bones from around the chambers of his castle and uses them to make soap in a cauldron. He then delivers the soap to sea-monsters, situated at various exits from the castle.

The game uses the gameplay mechanics popularised in Boulder Dash and Superior's own Repton series. The player can dig through earth and push boulders but where boulders will fall from above if area below them is cleared. The main difference in this game is that, although the characters are depicted in side profile, the camera is meant to be overhead so objects are not subject to gravity in the same way. The 'boulders' are living creatures known as Glooks and rather than just heading down the screen, they will head in the direction of a bathing sea-monster. As such, they change direction during play which changes the layout of the maze. This means the player must decide the order that the soap is delivered. Glooks are generally harmless but can crush the player when they move.

There are two other deadly creatures in the castle: monsters and spiders. Monsters can be trapped by pushing Glooks onto them. If they can't move, they turn to skeletons which Bono can collect to make soap. They can also be lured into trapdoors but then their bones are lost. Spiders, as well as being deadly to Bono, eat skeletons.

Another character in the game is Bono's assistant Fozzy who can be used to hold back monsters or spiders but can become trapped. There are also keys and doors and on each level a hidden 'volcano' that will spew out Glooks if walked over.

It takes five skeletons to make a bar of soap and five bars of soap must be created, and delivered to the sea-monsters, in each chamber. There are 22 chambers in the castle. [1]

Development and release

The game was designed by German programmer Andreas Kemnitz, originally for the Commodore 64. He submitted the game to Superior Software, who had recently published the similar Repton 3 on the C64. Superior commissioned conversions to the BBC Micro and Acorn Electron, machines on which they were market leaders, and also Amiga. All versions of the game are almost identical, with no real changes for the 16-bit Amiga version. The game was launched before Christmas 1987 with all four versions being advertised but the Amiga version was delayed, [2] finally getting released in Spring 1988.

Reception

The game received mostly positive reviews but there was a mixed response. ACE gave the C64 version a score of 943 (out of 1000) [3] and the Amiga version 948. [4] Electron User gave an overall score of 9/10, particularly praising the humour of the game and the "beautifully animated" sprites. [5]

The Games Machine also picked out the character animation for praise in their review of the BBC Micro and C64 versions and while generally positive, awarding a score of 70%. The review questions the relevance of this type of game: "Bone Cruncher is an old-style game and its general aim is a little tired by today's standards. However, it is cleverly designed, presents sufficient challenge for worthy gameplay and the creatures' representation adds considerable charm". [2] When reviewing the Amiga version, they gave a lower score of 61% as while conceding it "plays just as well as the 8-bit game", the fact that "it lacks any attempt at improvement" on a much more capable machine was considered a mistake. [6]

Zzap!64 were less impressed, giving a score of 56% and concluding that the game is a "polished, but merely average addition to an already jaded format". [7] Computer and Video Games , reviewing the C64 version, went further, saying the game is "antiquated" and "a load of dross", awarding only 5/10 for playability and 4/10 for sound, graphics and value. [8]

Legacy

The BBC and Electron versions were included on the Play It Again Sam 7 compilation in 1989 and reissued as part of the Superior/Blue Ribbon budget series in 1990.

Related Research Articles

<i>Rick Dangerous</i> 1989 video game

Rick Dangerous is a platform game developed by Core Design for the Acorn Archimedes, Amiga, Atari ST, Amstrad CPC, ZX Spectrum, Commodore 64, and MS-DOS. The game was released in 1989 and published by MicroProse on the Firebird Software label in the UK, and on the MicroPlay label in America. It was also published in Spain by Erbe Software. Later, it was released with two other games, Stunt Car Racer and MicroProse Soccer, on the Commodore 64 Powerplay 64 cartridge. The game was followed by a sequel, Rick Dangerous 2, in 1990. Loosely based on the Indiana Jones film franchise, the game received mixed reviews from critics.

<i>Boulder Dash</i> (video game) 1984 video game

Boulder Dash is a 2D maze-puzzle video game released in 1984 by First Star Software for Atari 8-bit computers. It was created by Canadian developers Peter Liepa and Chris Gray. The player controls Rockford, who collects treasures while evading hazards.

<i>Paradroid</i> 1985 video game

Paradroid is a Commodore 64 computer game written by Andrew Braybrook and published by Hewson Consultants in 1985. It is a shoot 'em up with puzzle elements and was critically praised at release. The objective is to clear a fleet of spaceships of hostile robots by destroying them or taking them over via a mini-game. It was later remade as Paradroid 90 for the Commodore Amiga and Atari ST home computers and as Paradroid 2000 for the Acorn Archimedes. There exist several fan-made remakes for modern PCs. In 2004 the Commodore 64 version was re-released as a built-in game on the C64 Direct-to-TV, and in 2008 for the Wii Virtual Console in Europe.

<i>Zzap!64</i> Computer games magazine

Zzap!64 was a computer games magazine covering games on the Commodore International series of computers, especially the Commodore 64 (C64). It was published in the UK by Newsfield Publications Ltd and later by Europress Impact.

<i>Exile</i> (1988 video game) Single-player action-adventure video game first published in 1988

Exile is a single-player action-adventure video game originally published for the BBC Micro and Acorn Electron in 1988 by Superior Software and later ported to the Commodore 64, Amiga, CD32 and Atari ST, all published by Audiogenic. The game was designed and programmed by Peter Irvin and Jeremy Smith. It is often cited as one of the earliest examples of a Metroidvania game and featured "realistic gravity, inertia and object mass years before players understood the concept of a physics engine... an astounding level of AI, stealth-based gameplay, a logical ecosystem governing the world's creatures and a teleportation mechanic that feels startlingly like a predecessor to Portal".

<i>Repton</i> (video game) Video game series

Repton is a video game originally developed by 16-year-old Briton Tim Tyler for the BBC Micro and Acorn Electron and released by Superior Software in 1985. The game spawned a series of follow up games which were released throughout the 1980s. The series sold around 125,000 copies between 1985 and 1990 with Repton 2 selling 35,000 itself. The games have since been remade for several modern systems, including iRepton for the iPhone / iPod Touch in 2010, and Android Repton 1, Android Repton 2 and Android Repton 3 from 2016 to 2018.

<span class="mw-page-title-main">Superior Software</span>

Superior Software Ltd is a video game publisher. It was one of the main publishers for the BBC Micro and Acorn Electron computers in the 1980s and early 1990s, and occasionally published software to the Commodore 64, Amiga, ZX Spectrum and Amstrad CPC. It currently releases games for Microsoft Windows, iOS and Android, mostly updates of its original games.

<i>The Sentinel</i> (video game) 1986 video game

The Sentinel, released in the United States as The Sentry, is a puzzle video game created by Geoff Crammond, published by Firebird in 1986 for the BBC Micro and converted to the Commodore 64, Amstrad CPC, ZX Spectrum, Atari ST, Amiga and IBM PC compatibles. The Sentinel was among the first games to use solid-filled 3D graphics on home computers. It won numerous awards upon release and has since appeared on several "best video games of all time" lists.

<span class="mw-page-title-main">Tynesoft</span> Former software developer and publisher

Tynesoft Computer Software was a software developer and publisher in the 1980s and early 1990s.

<i>Rick Dangerous 2</i> 1990 video game

Rick Dangerous 2 is a platform game developed by Core Design for the Amiga, Atari ST, Amstrad CPC, ZX Spectrum, Commodore 64, and MS-DOS. It was released in 1990 and published by Micro Style as a sequel to Rick Dangerous.

Interceptor Micros, also known as Interceptor Software and later as Interceptor Group, was a British developer/publisher of video games for various 8-bit and 16-bit computer systems popular in Western Europe during the eighties and early nineties.

<i>Beach Head</i> (video game) 1983 video game

Beach-Head is a video game developed and published in 1983 by Access Software for the Atari 8-bit family and Commodore 64 home computers in the US. Versions for the ZX Spectrum, BBC Micro, and Acorn Electron were published in Europe by U.S. Gold in 1984, followed by versions for the Amstrad CPC, Commodore 16 and Plus/4 in 1985.

Alligata Software Ltd. was a computer games developer and publisher based in Sheffield in the UK in the 1980s.

<i>Survivors</i> (video game) 1986 video game

Survivors is a game published by Atlantis Software in 1986 for the ZX Spectrum. It was ported to the MSX, Atari 8-bit family, Commodore 64, Commodore 16, Acorn Electron, and BBC Micro and the Amstrad CPC (1988). It is a puzzle game based on the "rocks and diamonds" mechanics of Boulder Dash.

<i>Superman: The Man of Steel</i> (1989 video game) 1989 video game

Superman: The Man of Steel is a 1989 video game featuring the DC Comics character Superman. It was developed and published by UK software company Tynesoft under license from First Star Software.

<i>By Fair Means or Foul</i> 1988 video game

By Fair Means or Foul is a boxing video game first published for a range of 8-bit home computers in 1988 by Superior Software. It was later reissued with the new title by Codemasters who also published conversions for 16-bit computers. The game offers a variety of boxing moves including fouls. The game received mixed reviews.

<i>Ballistix</i> 1989 video game

Ballistix is a video game created by Martin Edmondson for the Amiga and Atari ST and published by Psyclapse in 1989. It was also converted to a number of other home computers in the same year and the PC Engine/TurboGrafx-16 console in 1991. It is a fictional futuristic sport involving directing a puck to a goal by shooting small balls at it.

<i>The Real Ghostbusters</i> (1987 video game) 1987 video game

The Real Ghostbusters is a 1987 shoot 'em up arcade game developed and published by Data East. It is loosely based on Ghostbusters. In Japan, Data East released it as a non-Ghostbusters arcade game under the title Meikyuu Hunter G. In 1989, Activision published The Real Ghostbusters for Amiga, Amstrad CPC, Atari ST, Commodore 64, and ZX Spectrum.

<i>Mickey Mouse: The Computer Game</i> 1988 video game

Mickey Mouse: The Computer Game, also known as just Mickey Mouse, is an action game developed and published by Gremlin Graphics in 1988 for the Amiga, Amstrad CPC, Atari ST, Commodore 64, and ZX Spectrum.

References

  1. Original instructions, Superior Software
  2. 1 2 "It Just Won't Wash", The Games Machine, Issue 3, February 1988
  3. Bone Cruncher review, Advanced Computer Entertainment, Issue 6, March 1988
  4. Bone Cruncher review, Advanced Computer Entertainment, Issue 8, May 1988
  5. "Good Clean Fun", Electron User #5.04, January 1988
  6. "Soap operandum", The Games Machine, Issue 6, May 1988
  7. Bone Cruncher review, Zzap!64, Issue 34, February 1988
  8. Bone Cruncher review, Computer and Video Games, Issue 76, February 1988