Monthly Archives: May 2012

The Time Warp of Dr. Brain Educational categoryPuzzle category

Box art for The Time Warp of Dr. Brain

The Lost Mind of Dr. Brain pulled off what most educational games dare to dream: it engaged players by making the game’s format as compelling as its subject. Lost Mind took place in the brain and targeted all its functions. When it wanted players to think logically, it slowed down. But if the game needed to teach on-the-fly problem solving skills, it would throw out faster challenges. Such was the thematic balance that made the game a success.

Its sequel, The Time Warp of Dr. Brain, tries a similar form-as-function approach while adding an extra layer of historical context. The game has an intriguing time travel premise, in that you play as one of Dr. Brain’s many incarnations since the beginning of single-celled life.

To its credit, the game does an impressive job matching various brain exercises and activities to the different eras of life that it represents. Unfortunately, most of those periods are prehistoric, which means you’ll spend the bulk of Time Warp fighting for survival or drowning. That’s just not as compelling. » Read more about The Time Warp of Dr. Brain

Barrack Arcade categoryMacintosh category

Title screen from Barrack

Barrack seems a good of a point as any to introduce the unusual work of Ambrosia Software, a software and game company that hit its heyday developing for Macintosh in the 90s. Ambrosia specialized in weird, idiosyncratic arcade-style action games, usually remakes of classics like Centipede. Their games are an acquired taste but an important addition to the strange pantheon of 80s and 90s Mac games.

So we come to Barrack, Ambrosia’s 1996 clone of JezzBall. The premise is identical if you’re familiar with the original. You have to subdivide a field of bouncing balls into increasingly smaller sections while hitting as few of them as possible. The original JezzBall had a fatal flaw, in that the clutter of balls in the later stages made progress close-to-impossible. Barrack overcomes that problem with a neat selection of gimmicks and power-ups. This time, Ambrosia’s trademark overproduction pays off and brashly improves upon the original.  » Read more about Barrack