CLOCKWISER ECS, AGA & MS-DOS

Clockwiser is a great puzzle game which was created by Team Hoi, previously responsible for several top scene demos and the brilliant platformer Hoi (which you can download here, if you missed it earlier). Well designed puzzles, tight time limits and a good control system ensure that this is a puzzler worth more than a quick glance - it's very playable, and as most good puzzlers, it's frustrating and rewarding in equal measures. The presentation is good too, with very nice graphics and a great soundtrack.

The goal of each level is to arrange a set of blocks in one area of the screen so that they match the set of blocks in the other area of the screen. You arrange the blocks by marking a square and sliding the blocks around it's edges (either clockwise or anti-clockwise). Blocks inside or outside the square are not affected directly by this, but gravity comes into play and if you, for instance, remove the block another one stands on, it'll fall down. The blocks which you drag around are also affected by gravity, so if you try to pull one up into the air without supporting it, it'll fall down again. This description makes the process sound a bit more complicated than it really is. What you need to do to learn the game is to enter the game and select the DEMO option, as everything is explained and shown from there.

There are two archives for you to download here, one for the Amiga (which contains the AGA and ECS version of the full game, plus the coverdisk demo found on various magazines) and one for the PC (which contain the MS-Dos version of the full game). None of the versions have been cracked, but included in the archives you will find the codesheet which was on the back of the manual. System requirements vary. The Amiga version is UAE compatible. Copyright notice: This game is not PD. You may not distribute it unless you get the permission from the authors.
 
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Amiga Versions
   MS-DOS Version

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Interview with Reinier Van Vliet (Coder and Co-designer of Clockwiser)
Visit his site at: http://www.klaar.com

> What made you decide to make another commercial game after being let down by the publishers of Hoi?

We have never not liked creating things. And I think we where really optimistic that we had learned our lesson and this time would come better prepared. I think I'll always keep on programming things, just like Metin keeps on drawing. It's in our blood and no stupid ass publisher can take that away.

> How did you get the inspiration for Clockwiser?

I think it was my father who initially had the idea to have a game where you had to rotate things on screen in order to finish the puzzle. After a lengthy brainstorm session the concept was born.

> What aspects of Clockwiser are you particularily satisfied with?

What I liked most is that with a game of a few blocks and rules one can have really difficult puzzles. Out of simplicity comes complexity, just like nature.

> And what do you think you could have done different (better)?

The whole presentation was a bit meagre. A few static screens and dialogs. A few animations and movements could have done a lot.

> How was Clockwiser received by the press? Were you satisfied with the reviews?

I haven't seen that many reviews and I can't actually remember the overal ratings. You'll have to ask Metin about this one.

(editors note: found out that Clockwiser was quite well received by all the large magazines except Amiga Power, scores ranged from 76% to 82%)

> What happened between Team Hoi and Rasputin? Did you ever consider taking legal actions against them?

Well we considered it, but one doesn't start a legal procedure that easy. Even if it is pretty clear that we got ripped off, it is something else to prove it in court. We just didn't have the cash and the will to pursue legal actions.

> What other projects have you been involved in after Clockwiser?

The same team who made Hoi! also made 'Moon Child' which is in many respects a kind of turbo Hoi. Me myself have worked on a PC version of Mugician (a music program which I made on the Amiga) called Jaytrax. (You can donwload it for free at my site: http://www.klaar.com) This program has also been converted to the PocketPC by me. Furthermore have I worked on an instant messenger, various small promotional games, 2 gameboy advance games called 'invader' and 'black belt challenge', a few tv games and many more odds and ends. At the moment I am working for a mobile games company in Amsterdam.

> I hear there's an upcoming PocketPC version of Clockwiser, is there anything you can tell us about that?

ah well... I was pretty far actually. Untill a harddisk crash put me back to square one. (yes yes I should make backups). So my initial drive in making it is gone for the moment. Maybe this will revive after some time and then I'll port it.

> What else are you doing today? Any interesting future plans (Metin mentioned Hoi 3d, hint, hint! :-)?

hahaha  My knowledge of 3D is really poor. I know I should start with it sometime but I feel that my strength is more in the realm of 2d. Maybe thats why I made games for the Gameboy advance and now for mobile equipment: it doesn't involve 3d...yet.

> Do you follow the current developments on the Amiga and are you interested in using the new Amiga Anywhere technology for upcoming projects?

I hear stories about the Amiga being reborn every 6 months and I've yet to see the day that I can actually install it. The Amiga lives on in my heart, and I hope that maybe someday we'll all have one again, but I seriously doubt it.

> What's your favourite Amiga game(s) and why?

I think the games I remember most are the ones which you could play together. Games like Firepower, Lotus Turbo Challenge and of course Bubble Bobble!

> Current favourite game?

Mario 64... after all this time it is still unbeaten. Maybe Mario sunshine can set the bar even higher!

> Any final comments about Clockwiser, Hoi or anything else?

We had a great time creating it, and still have a great time thinking about the good old times. So in a nutshell: if you don't know what to do with your life, make a game. You can't loose.
 


Joachim Froholt, 14/10-02