

For all its technical deficiency, though, it looks good and has a good deal of personality. Cartoonish dragons shoot columnlike fire streams, and most of the people you meet don't move at all. While Hall and Romero's former place of business, id Software, is working on one of the most graphically intensive games ever, they've designed a game that gets by with two-frame animations and bright primary colors. Hyperspace Delivery Boy looks like an old game. The puzzle mode is slightly more fun, though it's also less difficult since it removes all of the combat and many of the other dangers as well. At times, this makes the action the most frustrating part of the game. You can fire only in the direction you are facing, and you can change your facing only by moving. Hyperspace Delivery Boy has only one significant problem, which is that aiming the weapons is a bit too difficult. Action mode gives you both the puzzles and the enemies, and there are a few different weapons that will help you immobilize and kill the monsters you'll encounter. Puzzle mode gives you just the puzzles and fewer environmental hazards to deal with.

Hyperspace Delivery Boy has two modes: puzzle and action. The challenge is part of the enjoyment, though. This can be something of a problem with the puzzles that take place over a large area-you can see only a relatively small area onscreen at one time, so planning where to put what can be occasionally more difficult than necessary. Some of the later puzzles are fairly challenging, and most have a very specific solution that leaves very little room for mistakes.
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Figuring out how to use the various devices in combination is most of the fun, and the difficulty ramps up quickly. While this may sound like a simple, boring task, Hyperspace Delivery Boy has some of the most ingenious crate-pushing puzzles ever. Usually, it involves moving crates and barrels around and finding keycards to open locked doors. Getting to the recipient of your deliveries is the challenge. Your job is simply to visit other worlds and deliver the generic goods. You play as Guy Carrington, fledging courier for the Hyperspace Delivery Service and crew member of the HDS Colby Jack.
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When you play through the game, you may feel as though you're playing a lost classic on an emulator, rather than playing a brand-new game from two influential PC game designers. Hyperspace Delivery Boy was originally developed for the Pocket PC, but it may as well have been developed for the SNES. Most of your interactions are funny and surreal.
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It may by surprising that it was built by industry veterans Tom Hall and John Romero, but it's clear that the back-to-basics approach of Hyperspace Delivery Boy is a direct reaction to the overblown budgets and egos of their previous ventures at id Software and Ion Storm. It isn't as complex as either of those games, and it almost seems to revel in its dumbed-down nature: Even the title is a humorous reference to the fact that your only goal is to bring stuff to people.

Hyperspace Delivery Boy is a simple game, inspired in equal parts by the 8-bit Nintendo Entertainment System game The Legend of Zelda and the 16-bit Super Nintendo game Chrono Trigger.
