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Koala Lumpur: Journey to the Edge
Review by Jen
I have a gigantic heap of unplayed games in my bedroom closet,
and since I was out of newer games, I started digging through
the older ones and came across Koala Lumpur. My good game-choosing
instincts must have completely failed me that day because out
of the great heaps of classics, this is the one I picked. Hating
it almost from the get-go but ever the intrepid adventurer, I
decided to see it through to the bitter end just so I could review
it for you, dear reader.
The story starts out with Koala Lumpur (who is, you guessed it,
a koala) (but I bet you didn't guess he's a Buddhist bear in a
purple fez) seeking enlightenment. He finds a piece of a scroll,
and by reading it comes frighteningly and perilously close to
unleashing the greatest of evils (which is trapped behind a gigantic
door) on the world. The greatest good, behind a door on the other
side of the corridor, tells Koala he must find the rest of the
scroll and put it back together to prevent the evil's escape and
attain enlightenment for himself. She presents him with a familiar
to aid him in his questyou play as that familiar, a common
housefly that doubles as the cursor. In seeking the scroll pieces,
your first stop is the home of a genius Dingo (who is, you guessed
it, a dog) (but I bet you didn't guess he's an inventor who wears
an explorer outfit, complete with pith helmet). He turns out to
be trapped in the refrigerator that doubles as a safe, and your
first task is to get him out. From there, you travel to the land
of lost dogs, ruled by a green wooden puppet, Dingo's old girlfriend's
house (she is a tiger with a woman's body dressed in a white bunny
suit), and the spaceship of a six-year-old girl genius who captures
the fly, Dingo, and Koala to keep as playmates. One or more scroll
pieces are found in each of the four locations. Is any of this
making any sense? I thought not. Believe it or not, though, that's
the way the story goes, and there is never any justification for
any of the strange elements of the plotthey just come out
of the blue. The plot was just pure gobbledegook.
The interface is fairly easy because you, the player, are both
fly and cursor. You just click on whatever you want to interact
with, and with your amazing insect muscles, you can lift some
pretty gigantic items. Whatever you can't handle, Koala zaps into
submission with a sort of magic dingleberry that sits atop his
fez. Koala's fez also doubles as the inventory storage area, so
when you pick something up that you need to save for later, you
click it on the fez, and you click on the fez again to retrieve
something. The puzzles, however, are another story: they range
from ridiculously easy to incomprehensible (I was going to say
they range from the sublime to the ridiculous, but there really
weren't any sublime ones). In the dog/puppet world, the main puzzle
involves navigating a maze (my second-least favorite kind of puzzle,
sliding-tile puzzles being my least favorite). In the tiger/bunny
world, the main puzzle comprises answering questions with the
right responses to please the tiger/bunny, who is also a psychoanalyst.
And last but not least, the main puzzle in the six-year-old genius
space nut girl is to free your ship from some tractor beams, which
entails the absolute most hideous arcade sequence I've ever encountered
in any adventure gameyou must traverse not one, not two,
but three tunnels while avoiding laser beams that zap you back
to the beginning if they hit you. Discovering these so near the
end of the game was sheer misery (I truly, from the bottom of
my heart, detest arcade sequences in adventure games), and they
almost stopped me dead. I thought I could probably complete one
of them, but then to be faced with two more after that, well,
just the thought was agonizing. However, a couple of days ago,
I got a brilliant flash of insight and searched the Internet for
cheat codes (you know how in some games, you can just type a word
or number to skip a puzzle that you don't want to do?). There
were no cheat codes, but one fellow had written a walkthrough
that gave great strategies for completing each of the three stupid
tunnel puzzles, so I followed his advice. Lucky you, dear reader,
because I was then able to complete the game and thus my review,
and now you can profit from my experience and not bother with
this game.
The graphics weren't bad. They were your standard, run-of-the-mill
cartoon animations. The colors were rich, the backgrounds were
fairly well-drawn. The cut scenes, and there were a lot of them,
clashed in style with the game-playing part of the graphicsthey
sometimes looked as if they were drawn with colored pencils. Even
considering this, my only real gripe with regard to the graphics
was that, while the copyright date is 1997, you must switch your
monitor to 256 colors before Koala Lumpur will even launch.
The music was also run-of-the-mill, but the voice acting was
simply horrid. Koala Lumpur sounded like a stereotypical, no,
that's not the word I'm looking for ... a caricature of
an East Indian gentleman, what was once known as a "wog"
in the days of British Empiricism. I am a not very politically
correct, middle-aged white woman, and even I was slightly offended.
The Dingo Dog actor affected an Australian accent (dingos ...
Australia ... get it?) that was also grossly exaggerated. The
actors were all too loud, due more to bombastic attitude than
actual volume. But I saved the worst for last: you are a fly,
and what do flies do? Why, buzz, of course. Incessantly. Ad infinitum.
Ad nauseam. Why was there no fly swatter for Koala to do away
with his pesky little friend? From time to time, I thought I had
swimmer's earI must have used about 50 Q-tips over the course
of this game, to no avail, of course, and sometimes when I went
to bed, I dreamed about buzzing.
Overall, this is one game I can't in good conscience recommend
to anyone. My final verdict is the coveted double cornpoop.
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The Verdict
The Lowdown
Developer: Colossal Pictures Publisher: Broderbund Software,
Inc. Release Date: 1997
Available for: 
Four Fat Chicks Links
Player
Feedback
Screenshots
System Requirements
486
Windows 95/3.1
8 MB RAM
2X CD-ROM drive
Where to Find It

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