Connections Notes
29 May 1996
Copyright © 1996 Balmoral Software
(http://www.balmoralsoftware.com). Portions copyright © 1995
Discovery Communications, Inc. All rights reserved. Republication,
redistribution or conversion is expressly prohibited without the prior written
consent of Balmoral Software. Contents subject to change! For the
latest information, see http://www.balmoralsoftware.com.
The hint system of this game is its own virtual walkthrough, so these pages
provide only a few additional notes and solutions to two unsolved puzzles.
All other challenges in this game are fully and completely explained in the
hints section, with shortcuts provided for negotiating even a simple maze.
Although not explicitly stated, there are 5 levels in the game.
Stage Lift Hydraulics
Gold Mine
Bell Tower Gears
Church Organ
Converting the initial starting position
Starting Position
into the final position
Final Position
consists of reversing the order of the blocks in the entire square.
Using the positional notation
Positional Notation
a solution in 30 moves is:
4 16 13 1 4 16 13 1 4 16 13 1 4 16 13 1 4 16 13 1 4 8 6 10 11 7 6 10 12 16
Starting from the initial table arrangement
Starting Position
the desired solution
Final Position
can be obtained in the shortest number of moves using the sequence
L L R L L R L R
of left (L) and right (R) lever-pulls.
- Connections is yet another Director-based adventure game. As is typical of
games using this interface, no save-game overwrite warning is provided. A few
of the FMV sequences had rather mismatched backgrounds. Implementation of this
particular game was not very original.
- If you skipped reading the help text for the game, you might miss an
important feature of the interface in which video clips can be played for each
chain item found. Once all the chain items have been found on a level, the
video clips can be played in sequence. Playing a full sequence of clips
usually makes a lot more sense since often one clip refers to an earlier one
even though chain items typically are not found in the same order as the video
clips. If you play the video clips as you find items, the material will often
seem quite disconnected. However, even in sequence one gets the feeling that
the "connections" between inventions are rather over-simplified for
the sake of tying everything together in a relatively short amount of time.
- The game climax is a ripoff of the Ghostbusters movie.
- The music seemed a bit better than average.
- The game designers' efforts to group chains of inventions together into
single game scenarios seem forced in many instances. It would have been
more interesting (and educational) if the game scenarios involved the actual
historical contexts in which the inventions were created.
- The puzzles certainly could have been better integrated into the main
sequence of ideas that is described on each level. At least one puzzle (inside
the Sphinx) was identical to another game
(Jewels of the
Oracle).
- Starting the game always requires CD-ROM #1 to be loaded, even if a game to
be resumed uses CD-ROM #2.
- The "not yet..." audio clip associated with an inventory item was
useful in determining when an item wasn't needed.
- The gender distinction when starting a new game seemed arbitrary and
unnecessary.
- The game credits were excessively numerous.
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Copyright © 1996 Balmoral Software
(http://www.balmoralsoftware.com). Portions copyright © 1995
Discovery Communications, Inc. All rights reserved. Republication,
redistribution or conversion is expressly prohibited without the prior written
consent of Balmoral Software. Contents subject to change! For the
latest information, see http://www.balmoralsoftware.com.