Pandora's Box I've always had a soft spot for a good puzzle game. The first one that I saw and enjoyed was Cliff Johnson's Fool's Errand on the Atari ST back in the early 90s. Its varied puzzles (jigsaws, visual puzzles, codes, word searches etc) were built around an exotic storyline and culminated in a final 'map' puzzle which incorporated all the previous puzzles in its design. Cliff turned out to be a keen programmer of this type of game because he also brought out Puzzle Gallery: At The Carnival. Meant to be the first in a series which never developed, it had less colourful graphics but, like Fool's Errand, used different puzzle types to give variety. I don't know if it had a final 'boss' puzzle because I didn't manage to finish it. Some of the puzzles were so obscure to me (find 20 American car models in a word search) that I couldn't complete it. I may go back to it one day, though. Next came Are We There Yet? which was visually impressive but even more oriented towards America because its storyline involved a car trip from state to state. It didn't live up to Fool's Errand but I persisted with it because there wasn't anything better about. Since then, nothing similar has come out - until last year when Alexey Pajitnov, the creator of Tetris, brought out Pandora's Box. The basic storyline is slightly different from the traditional one - in Alexey's version, when Pandora opened the box, she released seven spirits of chaos and mischief - the Tricksters whose ranks include Puck and Ananzi the Spider. The player must capture each of them and pop them back in the box by solving a batch of puzzles. There are ten different styles over seven levels - image hole, find and fill, focus point, interlock, Jesse's strips, lens bender, outer layer, overlap, rotascope and slices. Some of these puzzle types are introduced some way into the game - for instance, you'll find Jesse's strips on Level 2, lens bender doesn't turn up until level 4 or interlock until level 6. To catch each trickster, ten puzzles must be solved in each of five cities, followed by a final 'boss' puzzle where the trickster is finally captured. The final puzzle is a toughie and may have several sections eg overlap followed by focus point. There is a story connected with each character and, in each city, one symbolic piece of that entity's story - and thus his/her section of the box - is found. For instance, for Maui, these symbols were a boat, gull, fish hook and fish. Each of these is effectively hidden 'behind' a puzzle. All the puzzles are timed and some offer a bonus - solve them within a certain time and you'll be told which puzzle the symbol is behind. This means that if you want, you can play only those puzzles necessary to find the symbol. But why would you want to miss any out? Once you finish a city's puzzles, you go back to the main screen and pick another city to which to travel. Incidentally, once you capture a trickster, any puzzles that you haven't solved in his section are closed to you, so if you want to play ALL of them (as I did), don't complete the boss puzzle until you've done the 50 basic ones connected to that character. Fortunately there is a save game option if you want to go back a bit, but the game autosaves when you quit and this is normally all you'll need (unless, of course, you accidentally 'close off' a city) The puzzles are very entertaining and there's enough variety that you won't get bored. They all start fairly simply but get more complex as the game progresses. All the puzzles should be solved in less 15 minutes; I've almost finished it and only two have taken longer. Rotascope Puzzles for example, where you rotate the pieces of a tiled picture around concentric circles, start with just three rings but build up to five rings by level 6. Two more make quite a difference! The Find and Fill puzzles, where you fill the outlines of hidden objects, contain more complex items and rotate rather than being static. Image Hole, where you match moving holes to parts of a picture underneath, become very complex as their underlying pictures become more detailed and the holes smaller. At the side of the screen is your inventory - a misnomer for icons showing the number of puzzles solved and the number of bonuses you have scored. You can use these to get a hint or to solve a puzzle if you get completely stuck. On their own, these puzzles would be good fun, but linked into a story, which gives them some meaning, they are even more entertaining. I've been looking for a game like this for a long time and while it isn't as inventive as Fool's Errand, it comes closer than any other game I've seen. It's also available at a very good price - I think PC World now have it for under œ15. Highly recommended. Sue - o -