Hodj 'n' Podj Boffo Games / Virgin Interactive Entertainment PC CD-ROM - $25.00 Reviewed by Neil Shipman Steve Meretzky is one of the icons of the computer gaming industry with a pedigree stretching way back into the early 1980s when Infocom ruled the adventure world with consistently top quality text adventures. With titles like Sorcerer, Planetfall, Leather Goddesses of Phobos and Zork Zero to his credit, Meretzky moved on to Legend Entertainment when Infocom was in its death throes and wrote the highly amusing Spellcasting trilogy for them before setting up his own software company, Boffo Games. Hodj 'n' Podj is their first production and it is quite a departure from your usual adventure fare. According to my dictionary, a 'hodge podge' is a 'jumbled mixture' and this is a pretty good definition of the great variety of games which make up this complete computerised board game. There are 19 mini-games which can be played either on a stand alone basis for a few minutes at a time or as part of the larger game in which you, as Hodj or Podj, take on the task of rescuing Mish and Mosh, the king's daughters. On viewing the fairy tale at the start, you learn that the beneficent King Medlee (I'm pretty sure his first name isn't Alan, but his wife - the king's that is, not Sue - always refers to him as her royal 'luvvy-poo', so I can't be sure!) is upset because he has no male heir. In his declining years and with no more children on the way thanks to some tampering with the royal diet by the nefarious Prime Minister Salmigundee, King Medlee has the brilliant wheeze of issuing a proclamation revoking the rule of primogeniture so that one of his daughters might succeed to the throne of the Kingdom of Po-Porree. Salmigundee, who had planned to become ruler in the event of there being no male heir, suddenly finds himself outflanked by this bold break with tradition. What can he do but kidnap Mish and Mosh and hide them at a secret location somewhere in the kingdom? King Medlee and Queen Melange are understandably distraught until there arrive two princes, Hodj and Podj, from a distant land. These two youths tell the king how they had learned that his daughters were missing and that they have found out that Salmigundee is to blame. Medlee immediately enjoins them to search for Mish and Mosh saying that whoever finds them may wed the princess of his choice and will become the next king of Po-Porree. At the start of the game you are given the choice of playing as Hodj or Podj and you can either play against a human opponent or the computer. You can select Easy, Medium or Hard as your level of difficulty and can customise the game to be either Short, Medium or Long. A short game usually takes about 30 minutes (although the first couple of times you play it may take a bit longer until you become familiar with the board layout), a medium length game is about an hour and a long game in the region of two hours. The goal of the game is, of course, to rescue Mish and Mosh from wherever Salmigundee is hiding them and take them back to the castle in Po-Porree city. To accomplish this you must play a number of the mini-games which are dotted around the kingdom. Success in these will enable you to collect the information, items or money you need to find the princesses. Short games require 1 object and 2 pieces of information, medium games 2 objects and 5 pieces of information and in a long game you will need 3 objects and 8 pieces of information. There are 35 locations spread throughout the countryside and linked by a roadway marked off into squares. At the beginning of your turn the computer rolls the electronic counter for you and indicates the number of spaces (furlongs) you can move (usually between 9 and 19). You move around the landscape by clicking on a square you want to move to then sit back and watch your prince make his way there. Sometimes, on an otherwise unremarkable stretch of road, you may be lucky enough to stumble upon some treasure or good fortune which allows you an extra turn or, conversely, learn from the running commentary that some minor mishap occurs to delay you, making you miss a turn. You are not always restricted to the roadway and you'll have the opportunity of taking a boat down the Ribald River or riding the skycar between Pasteesh and Mistle-Laney Park. There are also a couple of short cuts, a tunnel under the mountains and a secret passage to add the variety of ways of moving around the board. Before you really get to know the lie of the land it can be difficult to remember just which mini-game is located where. To help with this you can browse beyond the edges of the current display by right-clicking near the borders. In addition, there is a bird's eye view of the whole kingdom available by clicking on a tiny magnifying glass at the top of the main playing screen. Thoughtfully, this map has also been provided in full colour at the end of the detailed instruction booklet which comes with the game. To play any of the 19 mini-games which make up the complete board game you simply enter their locations. If you are unfamiliar with the type of game the rules and methodology are available by clicking on a scroll at the top of the game display screen. You can also alter your audio setup at any time from this scroll which can be particularly helpful in some of the games in which sound and music play a crucial part. If you are playing the games in a stand alone fashion rather than as part of the board game you also have an Options button to enable you to customise the game to suit your standard of play. So what are all these mini-games? Well, here's the complete list with a very brief description of each one: Archeroids: A sideways, medieval version of space invaders. Art Parts: Rearrange the 16 rectangles in this electronic jigsaw against the clock. Barbershop Quintet: A card game similar to solitaire. Battlefish: Electronic battleships with fish instead of ships. Beacon: Turn multi-coloured fog to one colour as the lighthouse beam rotates. Cryptograms: Letter substitution game featuring famous quotations. Dam Furry Animals: Whack the beavers as they pop out of their holes. Fuge: Knock the blocks out of a circular wall with a ball bouncing off an arc-shaped paddle. Garfunkel: Remember who plays in which order in this 'Simon' type game. TH GESNG GME: Guess the title, place or object before the computer fills in all the missing letters. Life: Place your villages strategically and watch them thrive or otherwise as the years roll on. Mankala: Sort shells into pits following a complex set of rules so that you end up with more than your opponent. Maze o' Doom: Make your way through the onscreen maze with invisible traps to catch you out. No Vacancy: Roll the dice and close all the doors from combinations of the scores. Pack Rat: A traditional pac-man maze game with killer turtles pursuing you. Peggleboz: Traditional solitaire with pegs in a board. Poker: Gamble your crowns in this card game. Riddles: Solve riddles like: 'I have two sides, one edge and no corners. What am I?'. Word Search: Find words in a letter grid with categories like instruments, vegetables, sports teams, cheeses, etc. Success in six of these games will see you rewarded with some information. In order to keep this secret from your opponent you are given a code (eg 6 butterflies or 3 snails) which you then have to look up in your player's cluebook. The information might be that you need a certain object, or that you need to speak to a particular person or that Mish and Mosh are being held in a specific location. Six more games yield items as diverse as a 'radio controlled flying anvil', the 'beret of invisibility', a 'killer cotton swab', the 'chisel of ennui' and the 'enchanted kumquat'. Usually the items you win (or find on your travels) are not the ones you need to enable you to enter the location where the princesses are being held. However, there is a General Store and a Black Market where you can buy other items as well as a Pawn Shop where you can sell the ones you don't need. You can see what you have accumulated on your travels by clicking on the inventory icon at the top of the main screen. This also reveals how many crowns you have to your name and shows a log of the information you have gathered. Once you have found all the items and information you need and have rescued Mish and Mosh you still have to get back to the castle. This gives your opponent a last chance to stop you which he can do by landing on the same square as yourself and challenging you to a game of your choice. It pays to practise playing the various games on a stand alone basis if you are to succeed in a difficult version of the board game but you need hardly any experience to return victorious in an easy version. One further option at the start is the 'Grand Tour'. This allows you to play 18 of the mini-games (poker is the one excluded) in order, totalling your score as you go and entering high scores in a Top Ten Hall of Fame. The fairy tale introduction, each individual mini-game and the complete game board which spreads over some 30 odd full screens, are all displayed in exquisitely detailed cartoon-style graphics. As you make your way around the Kingdom of Po-Porree through the Swamp of Satire, past the Lake of Levity to Cape Chuckle via the Mountains of Mirth, subtle animation catches your eye. Flags flutter atop the castle walls, waves break on the shore, a mermaid splashes her tail in the water and the lighthouse beacon flashes. Add to this two hours of digital audio comprising Jeremy Behrens' archly mellifluous tones as the narrator and commentator on your progress through the game, the voices of numerous other actors in the mini-games, and a varied but always appropriate musical score and you have a very playable, electronic, multimedia board game to amuse you from anywhere between 5 minutes and a couple of hours. Hodj 'n' Podj is more than a computerised games compendium as all the mini-games play an integral part in the complete board game. The hand-drawn, digitally inked artwork has to be seen to be appreciated and the overall implementation of the game design which was carried out by Ledge Multimedia is faultless. This unusual first offering from Steve Meretzky's Boffo Games demonstrates that this maestro is still using his undoubted talent for making kids of all ages chuckle in front of their computers. Installation: Hodj 'n' Podj comes on one CD-ROM and installs and runs under Windows 3.1 or Windows 95. Installation was simplicity itself with options for 'healthy' (12Mb of hard disk space), 'thin' (7Mb) or gaunt (a miserly 1Mb). Video for Windows is required but if you don't already have this on your system you can install it from the CD-ROM. Detailed, easy to follow instructions are given on video set up and sound and music, changing virtual memory if necessary, and so on. Minimum System Requirements: 386/33 MHz processor 4 MB RAM plus a 4 MB swap file (or 8MB RAM) 640 x 480 Super VGA monitor and graphics card with 256 colours CD-ROM drive with minimum of 150KB/sec transfer rate (single speed) 8-bit Windows compatible sound card Windows compatible mouse and mouse driver MS-DOS 5.0 or higher, Windows 3.1 or higher 7 MB available hard disk space (recommended) Windows compatible joystick and driver (optional) Availability: I found it impossible to buy Hodj 'n' Podj in this country. However, surfing around on the internet I ended up at Chips & Bits in America. They had the game on offer at the bargain basement price of $25 plus $6 worldwide airmail and $2 handling charge. It took about two weeks to arrive and, at the exchange rates then prevailing, the total cost of $33 converted to œ21.84 on my Visa card. This software company is well worth checking out if you're having trouble finding a particular title as their range of items in stock is enormous and there are many games at knockdown prices. They can be contacted at: Chips & Bits Inc, P.O. Box 234, Dept 10742, Rochester, VT 05767, U.S.A. Tel: 802-767-3033 Fax: 802-767-3382 E-mail: (Orders/Questions:) cbisales@sover.net E-mail: (Customer Service:) cbiserv@sover.net Internet: http://www.cdmag.com/chips.html And finally - Trivia: Steve Meretzky's middle name is Eric. Bet you didn't now that! Stu Galley, the author of Witness, Moonmist and Seastalker and a colleague of Meretzky at Infocom, was one of the playtesters for Hodj 'n' Podj. - o -