

One of which is the coloured doors which must match the colour of the mercury for you to use. Before you can get there you will have to pass through a variety of obstacles and hazards. If you haven’t come across the series before, on its PSP or PS2 outings, you control a maze by tipping and tilting to guide a malleable blob of mercury from the start to the finish. It all comes out of the quality and accuracy of the inherent physics around which the game is built. And all this is delivered without a quirky name, or hair-do, in fact without a body or head at all. It literally oozes identity as it slips over surfaces, flows down walls and pours off drops. This is possibly one of the strongest video game characters I have come across in a long time. MacLean is obviously proud of the little fellow.

He, let’s call it a he, is there in the opening credits, he is dancing in the selection menu and at just about every other turn.

Let’s get this straight, the blob of mercury you tilt and tip around the maze is thoroughly the star of the game. How to best let people play with his new technological toy? However things don’t always turn out how you would have planned them and this is the challenge that may well have faced Archer MacLean with his Mercury project when it was conceived. It’s much easier to seed a game from an intriguing idea that then demands some technical ingenuity. The problem faced by inventing some new technological gloop is that you then have to invent some contrived scenario in which to put it, to deliver fun to the paying public.
