Title One Step Beyond Game Type Puzzle Publisher Ocean, 1993 Players 1 Compatibility A500, all with WHDLoad Patch HD Installable Yes With Patch Submission Steve Baker Review When I was gaming regularly on my Amiga (a few years ago now, I'm afraid), I was never a great fan of licensed games. On obtaining a license, software houses seemed to believe it gave an excuse to release any old tosh and earn wads of cash. Unfortunately, on the whole they were right but I always tried to be a little more discerning. My first thoughts of "One Step Beyond" were not promising. Of all the things that could be licensed, a savoury snack (Quavers, in this case) did not immediately strike me as ideal subject matter. When combined with the fact that it was published by Ocean (whose track record of producing quality licenses was far from spectacular), my first impression seemed pretty accurate. However, when this game was released, I was in the middle of my "puzzle games period" and magazine reviews of the time, although not outstanding were certainly not tragic. A purchase was inevitable. "One Step Beyond" puts you in the shoes of Colin Curly, an animated dog who comprised the marketing campaign of Quavers at the time. In a concept "borrowed" from the movie Tron, Colin gets dragged into his computer and it is your job to guide him out. After a pleasant introductory animation, you are presented with the game proper. You enter a screen by leaping out of a bag of Quavers and landing on the attached platform and you must guide Colin to the other bag to exit the screen. Between your start and end points are a series of platforms, each of which you close by jumping from them. Completion of a screen is achieved by reaching the exit platform after closing all other platforms. You can move one or two platforms in any direction except up and it is simply a matter of working out the correct path. There are a number of special platforms included that can aid and abet you depending on what stage of the level you're at. Examples of these special cases are some that open and close at regular intervals and numbered platforms which you have to close in the correct sequence. The classic example of a particular type that can both help or hinder you are those platforms marked with an arrow. On landing on these platforms, you are immediately catapulted in the direction indicated; very helpful to get to a distant platform, but distinctly unhelpful if you've already closed it. You can lose a level in numerous ways of which falling off a platform or running out of time are two of the most common. A nice touch is that running out of time doesn't mean the level is over. You are free to continue experimenting and are only penalised once you reach the exit. This ability to effectively ignore the time limit allows you to spend more time reaching the solution. Once discovered, the solution can then be tested and in theory, should make it easier to complete at the next attempt. I guess this is something of a double-edged sword, since it reduces frustration (a common factor in a puzzle game being abandoned) but limits lasting appeal. This is an enjoyable distraction albeit for a limited time, but if you like dabbling in the odd puzzle game, you could do worse. It is quite an original concept and for an Ocean produced license, it is positively unique. While not changing the world, it is good fun and when all's said and done, that is why we play.