Confuzion
Puzzle Game: Problem-Solving · ZX-Spectrum 48K · 1 players · English
Incentive Software Ltd · 1985 · Pound sterling 6.95
Discussion
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Remarks
The cassette tape on which the game was supplied also contained an audio track also titled "Confuzion", which was composed by the Band Private Property (Matthew Smith Lyrics, Joanne Holt/Steve Salt Music) and performed by Joanne Holt, Matthew Smith, Steve Salt, Chris Weller and Gary Seaward. Rob Hubbard translated the original track into the games soundtrack (at least for the Commodore 64 version).
- Control Option
- Cursor, Interface 2 (right), Kempston Joystick, Redefineable keys
Releases
- 1985Incentive Software LtdPound sterling 6.95
- 1987Alternative Software Ltd
- UnknownEDOS
- UnknownRicochet
- 1988System 4
Play
- Confuzion.tzx.zipTape image English23 KB
- Confuzion.tap.zipTape image English19 KB
- Confuzion(AlternativeSoftwareLtd).tzx.zipTape image English18 KB
- Confuzion(System4).tzx.zipTape image English18 KB
Documents
- Confuzion.txtInstructions English5 KB
- Confuzion(System4).pdfInstructions Spanish85 KB
Music
- Confuzion.mp3.zipBonus soundtrack(s) in MP3 format 3,882 KB
Other files
- Confuzion (1985)(Incentive Software).pokPOK pokes file 0 KB
Files and rights
No permission is on record either way. Screens and pictures are copied here on a take-down basis: if you hold the rights and want something removed, say so and it goes.
Credits
- Brendan KellyCode
- Paul ShirleyCode
- Paul ShirleyLevel Design
- Ian AndrewLevel Design
- Peter CarterInlay/Poster Art
- Matthew TidburyInlay/Poster Art
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Awards
Scores
In the magazines
- Sinclair User #391985 · Overall4/5
- ZX Computing #201985 · Overall5/5
- Sinclair Programs #331985 · Rating54%
- Crash #161985 · Overall86%
Elsewhere on the web
- WorldOfSpectrum 22 votes8.00
In the magazines 53
ZX Computing #20Aug 1985 · p.764/55/55/5
Graphics 4/5
Addictiveness 5/5
Overall 5/5
Incentive £6.95 This is the most annoyingly addictive game we tried in this batch of programs! OK, so it doesn't have state of the art graphics, speech, prizes, or any other worthy selling point, but it deserves a place in the charts for its sheer ingenuity and compulsive playability. I dare not load it in because it means the end of any work for a few hours. The idea on which it is based is a very old one, the sliding block puzzle, the twist is the movement within the block and the all too short time in which to find a solution. You have a grid of blocks, the number and shape depends on the skill level, in which is a track along which a spark constantly travels. By moving the blocks to create new track paths you have to guide the spark to the confuzion bombs at the sides of the screen before they explode. On some of the 64 screens there is also the added hazard of water drops traveling along the tracks, contact means loss of a spark. A wide variety of options and a well balanced playing level makes it easy to start playing and difficult to stop. In print it may not sound particularly interesting, but I urge you to try it for yourself at your nearest dealer.
Your Spectrum #16Jul 1985 · p.453/5 MISS2/5 MISS2/5 HIT
Dave Nicholls 3/5 MISS
Roger Willis 2/5 MISS
Ross Holman 2/5 HIT
JOYSTICK JURY They came, they saw and they conked out - or rather the joysticks did. Dave Nicholls, Roger Willis and Ross Holman hung on just long enough to give the verdict on all the new games. CONFUZION Incentive Software £6.95 Ross: Haven't we been here before? This puzzle-type game's very similar to Zenji by Activision and will appeal to much the same people. The game's built up of fuses, bombs and sparks and the idea is simply to arrange the fuses so that they lead the sparks to the bombs. Explosive stuff, eh? Well, not quite. The fuses are split into curved sections so they can be rotated through 90 degrees and joined in a multitude of ways. To make life trickier you've only a limited time to complete each grid. The number of bombs you have to blow up and the complexity of their fuses range from the 'possible to the close your eyes and hope for the best'. The controls are a synch and you can use the joystick to highlight a large portion of the fuse-ways - the fire button then rotates that bit. The difficulties begin when you attempt to usefully direct the constantly moving spark. By luck rather than judgement, I managed to clear a few screens. Nevertheless, you will develop a feel for the game and I don't doubt that with some thought you could work out a perfect system. The graphics and sound are reasonable so if you fancy blowing cobwebs from some of those dormant brain cells check it out. But don't expect the big bang.
Sinclair Programs #33Jul 1985 · p.1954%54%
Rating 54%
Colette McDermott 54%
PRICE: £6.95 Like Locomotion, which is also reviewed in Softspot this month, Confuzion takes up the theme of the sliding puzzle in which blocks are slid into order by way of a space on the board. The aim in Confuzion is to lay a fuse from the bouncing spark to bombs placed around the board. This must be done before the fuse at the bottom of the screen burns out; and it burns faster whenever you make a mistake. The fuse patterns are complicated, and there are two pieces of fuse to each block, making it difficult to visualise how the board will look when certain blocks have been moved. The puzzle is easy on the early levels, with a long time limit and only one bomb. By the end of the game though, you will be struggling with short time limits, multiple bombs, holes in the board and moving obstacles. Confuzion does have many points in common with Locomotion and it is likely that players will prefer whichever they play first. Confuzion is more frustrating, Locomotion is cheaper. Confuzion offers a wider variety of screens but consequently appears more bitty than Locomotion. Confuzion is produced for the 48K Spectrum by Incentive Software, [redacted].
C&VG (Computer & Video Games) #45Jul 1985 · p.21C+VG Blitz Game9/108/1010/1010/10
C&VG (Computer & Video Games)C+VG Blitz Game
Graphics 9/10
Sound 8/10
Value 10/10
Playability 10/10
MACHINE: Spectrum/Amstrad/CBM 64/BBC/Electron SUPPLIER: Incentive PRICE: £6.95 The only confusing thing about Incentive's latest release is why it's not in the top ten yet! This fast moving puzzle game will have you hooked as soon as you start playing. Remember those plastic puzzle squares you used to get in Christmas crackers? The ones where you have to shuffle squares around to make a picture or word? Well Confuzion is a bit like that. Except you have shuffle squares around to make a pathway for a spark which is itching to get to an unexploded bomb spinning away at the edge of a square - which looks a bit like a circuit board. Once you've made the correct connections with your shuffling squares, the spark reaches the bomb and detonates it. Then it's on to another puzzle square - bigger with more bombs. Later squares feature added hazards to your fuse, including a drop of water which chases you around attempting to put out your fire! I played the Amstrad and Spectrum versions and both were totally addictive. So when you're next looking for a game to spend your cash on, don't be confused by the huge choice which confronts you at your local store - go for Confuzion!
Sinclair User #39Jun 1985 · p.284/54/5
Overall 4/5
Chris Bourne 4/5
Publisher: Incentive Price: £6.95 Memory: 48K Joystick: Kempston, Sinclair, Cursor Sheer mental agony is the basic consequence of an hour playing Confuzion, the latest from Incentive. Deceptively simple, it will have you grinding your teeth and foaming at the mouth in minutes. There is a tenuous plot to do with defusing bombs before they explode, but that is simply a peg on which to hang an unusual abstract maze game. You have to control a fuzzy ball which moves around a maze of interlocking lines and attempt to knock out the bombs at the edges before your time runs out. Rather than move the ball itself, you slide blocks of the maze about, creating new pathways, rather in the style of those slide puzzles where you have to make words or rearrange numbers. There are 64 mazes in all to negotiate, and although the first few are easy enough, the introduction of enemy balls, extra bombs, and holes in the maze plan soon turn the play into a frenzied nightmare. The time limit is tight, but the faster you play the less chance you have of working out a logical plan in advance. The presentation is pleasant, with thick lines for the mazes and good, solid sound effects. But the strength of the game is entirely due to the novel strategies and techniques you must develop to win. Conventional wisdom demands that games should have strong themes and plots to succeed. It would be a pity if the abstract nature of Confuzion were held against it, as it generates more thrills and addiction than plenty of well-hyped intergalactic epics. 'Fun for all the family' as they say - give it a try and bend your brain to bits.
Crash #16May 1985 · p.3489%83%85%86%84%87%86%
Use of Computer 89%
Graphics 83%
Playability 85%
Getting Started 86%
Addictive Qualities 84%
Value For Money 87%
Overall 86%
Unknown
Unknown
Unknown
Producer: Incentive Memory Required: 48K Retail Price: £6.95 Language: Machine code Author: A year and a half ago Incentive brought out one of the most original of maze games called Splat!. This new one is also pretty original in concept, although there are one or two near relations as precedents, like the arcade game with trains, Microsphere's Train Game and, less in style but more in concept, Activision's Zenji. The story behind the game is that having located the Confuzion bomb factory, your mission is to destroy every bomb in the place. These bombs lie along the edge of the 'assembly room ', and in the centre there are moveable pallets lying around covered in bits of fuze wire. The bombs are destroyed by guiding a spark along the fuze wire until it reaches a bomb. Like those old fashioned plastic hand games where you slid the squares about by using the one free space, in Confuzion you must move the pallets by sliding them into the one or two free spaces available. In doing this the route of the fuze wire is drastically altered. The trick is to move them in such a way that eventually the spark can reach all the bombs one after another. To make life more difficult on each screen you have a time limit imposed by the length of time the spark will burn. On top of that there is the fact that if you let the spark run into a dead end or to the edge of the assembly room floor, it will lose some of its energy, thus shortening the burn time. But this isn't all - the sprinkler system also releases droplets of water which will run along the bits of fuze wire and should spark and drop meet, you will just get a damp squib. The game has 64 levels - 8 sections on 8 floors, and the player is allowed access to any of the first six sections. After every eighth level there is a bonus screen and after every four levels completed you are given a bonus spark. COMMENTS Control keys: user definable, four directions needed Joystick: Keyboard play: responsive, directions may be reversed to suit player's orientation preference Use of colour: very good Graphics: although essentially simple, chunky, fast and smooth Sound: above average Skill levels: progressive difficulty Lives: 6 Screens: 64
Full-page ad19
- Your Spectrum #16Jul 1985 · p.65
- Home Computing Weekly #115Jun 1985 · p.48
- Popular Computing Weekly #23Jun 1985 · p.48
- Your Spectrum #15Jun 1985 · p.7
- C&VG (Computer & Video Games) #44Jun 1985 · p.2
- Crash #17Jun 1985 · p.131
- Your Spectrum #14May 1985 · p.35
- Personal Computer News #109May 1985 · p.35
- Your Computer #5May 1985 · p.38
- Crash #16May 1985 · p.147
- C&VG (Computer & Video Games) #43May 1985 · p.123
- Sinclair User #38May 1985 · p.19
- Popular Computing Weekly #14Apr 1985 · p.15
- Your Spectrum #13Apr 1985 · p.27
- Home Computing Weekly #110Apr 1985 · p.48
- Crash #15Apr 1985 · p.25
- C&VG (Computer & Video Games) #42Apr 1985 · p.123
- Computer Gamer #1Apr 1985 · p.123
- Your Computer #3Mar 1985 · p.43
Classified18
- ZX Computing #22Dec 1985 · p.120
- ZX Computing #21Oct 1985 · p.120
- C&VG (Computer & Video Games) #48Oct 1985 · p.93
- C&VG (Computer & Video Games) #47Sep 1985 · p.84
- ZX Computing #20Aug 1985 · p.120
- Popular Computing Weekly #25Jun 1985 · p.41
- C&VG (Computer & Video Games) #44Jun 1985 · p.121
- ZX Computing #19Jun 1985 · p.129
- C&VG (Computer & Video Games) #43May 1985 · p.51
- Computer Gamer #2May 1985 · p.98
- Popular Computing Weekly #14Apr 1985 · p.49
- Home Computing Weekly #106Apr 1985 · p.44
- C&VG (Computer & Video Games) #42Apr 1985 · p.96
- Home Computing Weekly #102Mar 1985 · p.49
- C&VG (Computer & Video Games) #41Mar 1985 · p.92
- Popular Computing Weekly #6Feb 1985 · p.49
- Popular Computing Weekly #8Feb 1985 · p.45
- Popular Computing Weekly #9Feb 1985 · p.43
Advert3
- Computer Gamer #6Sep 1985 · p.47
- Home Computing Weekly #120Jul 1985 · p.33
- Crash #15Apr 1985 · p.79
CompoResult2
- Home Computing Weekly #124Aug 1985 · p.5
- Crash #19Aug 1985 · p.111
CompoEntry2
- Home Computing Weekly #120Jul 1985 · p.42
- Crash #16May 1985 · p.112
News/Note2
- Crash #17Jun 1985 · p.77
- ZX Computing #19Jun 1985 · p.16
Review1
- Home Computing Weekly #114May 1985 · p.15
Related
- Compilations
- 4 Most Toppers, Load 'n' Run issue 57, ZX-Spectrum Vega
- Ports
- (Amstrad CPC), (BBC Micro), (Commodore 64), (Acorn)
- Tags
- Border Effects
- Elsewhere
- Speccy Screenshot MapsWikipediaSpectrum +2A/+3 IncompatibilityCentre for Computing HistoryMobyGamesThe TipshopUVL
- Same entry at
- Spectrum ComputingZXInfo
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