Bone Cruncher
| Industry | Video game publishing |
|---|---|
| Headquarters | United Kingdom |
| Products | Video games |
Bone Cruncher is a puzzle video game created by Andreas Kemnitz and released by Superior Software in 1987 for the Acorn Electron, BBC Micro, and Commodore 64 platforms. An Amiga edition was introduced the following year in 1988. Its gameplay draws inspiration from Boulder Dash mechanics.
Gameplay
Players assume the role of Bono, a dragon who operates a soap-making enterprise. Within his castle, Bono gathers bones to craft soap in a cauldron, which he then delivers to sea-monsters stationed at the castle’s exits.
The game mechanics are influenced by Boulder Dash and Superior's Repton series, involving earth excavation and moving boulders that drop if unsupported. Unlike traditional gravity-based objects, the 'boulders' here are living entities named Glooks that actively move toward sea-monsters, dynamically reshaping the maze environment. This requires players to carefully plan the sequence of soap deliveries. While generally harmless, Glooks can crush Bono if he is caught beneath them.
Additional threats include monsters and spiders. Monsters can be immobilized by Glooks and transformed into skeletons, which Bono collects to produce soap; alternatively, monsters may be lost through trapdoors. Spiders pose a lethal danger and consume skeletons.
Bono’s assistant, Fozzy, can obstruct monsters or spiders but risks becoming trapped himself. Levels incorporate keys, doors, and concealed volcanoes that release Glooks when activated.
Each stage demands collecting five skeletons to create a bar of soap and delivering five bars to sea-monsters. The castle comprises 22 distinct chambers.
Development and release
German developer Andreas Kemnitz originally programmed Bone Cruncher for the Commodore 64 and submitted it to Superior Software, known for successful titles such as Repton 3. Superior arranged ports for the BBC Micro and Acorn Electron—where they maintained market dominance—as well as for the Amiga. All versions remained largely consistent, with only minor adjustments made for the 16-bit Amiga edition. The game was advertised with all four versions ahead of Christmas 1987; however, the Amiga release was postponed until Spring 1988.
Reception
Critical response was generally favorable but varied. ACE awarded scores of 943/1000 for the C64 version and 948 for the Amiga edition. Electron User rated it 9/10, commending its humor and "beautifully animated" sprites.
The Games Machine praised character animations in the BBC Micro and C64 versions, giving a 70% rating. They described it as an "old-style game" that remains cleverly designed with adequate challenge and appeal. Conversely, their review of the Amiga version was less enthusiastic at 61%, criticizing its lack of enhancements despite the platform’s advanced capabilities.
Zzap!64 scored it 56%, describing it as a "polished, but merely average addition to an already jaded format." Meanwhile, Computer and Video Games offered a harsher assessment of the C64 version, calling it "antiquated" with playability rated at 5/10 and sound, graphics, and overall value receiving 4/10.
Legacy
The BBC Micro and Electron editions were included in the 1989 compilation Play It Again Sam 7 and later re-released within the Superior/Blue Ribbon budget range in 1990.