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Pandemonium! (video game)

Pandemonium![b] is a 1996 platform video game developed by Toys for Bob and published by Crystal Dynamics for the PlayStation, Sega Saturn, Microsoft Windows, N-Gage,[5] mobile and iOS.[4] Pandemonium! features Fargus, a joker, and Nikki, a sorceress, who unwittingly casts a spell that destroys the town. The goal of the game is to reach the Wishing Engine, where they can wish the town back to normal. For each level, the player can choose which character to be. Each has a special move – Fargus can deliver a special spinning attack, and Nikki can double jump. The game consists of a great variety of unique gameplay objects, such as watermelons, clouds, spider webs and logs. A sequel, Pandemonium 2 (Miracle Jumpers in Japan), was released in 1997 for PlayStation and Microsoft Windows.

Pandemonium!
European PS1 box art
Developer(s)Toys for Bob[a]
Publisher(s)Crystal Dynamics
Eidos Interactive (NGE)
Electronic Arts (iOS)[4]
Producer(s)Mark Lawrence
Designer(s)Paul Reiche III
Programmer(s)Ken Ford
Fred Ford
Artist(s)Steve Kongsle
Writer(s)Paul Jenkins
Ken Daly
Ed Crasnick
Paul Reiche III
Composer(s)Burke Trieschmann
Platform(s)PlayStation, Sega Saturn, Microsoft Windows, N-Gage,[5] Mobile, iOS[4]
Release
November 5, 1996
  • PlayStation
    • NA: November 5, 1996[2]
    • EU: December 6, 1996[1]
    • JP: February 28, 1997
    Sega Saturn
    • NA: April 24, 1997
    • JP: April 25, 1997
    • EU: June 12, 1997
    Microsoft Windows
    • EU: 1997
    • NA: June 30, 1997
    N-Gage
    • NA: October 6, 2003
    • EU: October 7, 2003
    Mobile
    • NA: September 12, 2007[3]
    iOS
    • WW: April 24, 2009
Genre(s)Platform
Mode(s)Single-player

Gameplay edit

Pandemonium! employs 2.5D gameplay; while the game renders polygons in a typical 3D fashion, gameplay is 2D.[6] The area of gameplay is as a two-dimensional surface twisting and bending in a three-dimensional world. Occasionally, this surface will overlap itself. There are segments where the path branches, allowing the player to choose their course.[6]

Enemies are generally defeated through the usual platform jumping method of bouncing on the enemy's head.[7] There are power-ups located in each level, with varying effects. One is a freeze ray which turns enemies into ice, while another is a shrink ray which reduces the size of enemies to the point where the player character can step on them.[7]

Plot edit

In the land of Lyr, an unpopular carnival jester called Fargus, and his stick-puppet Sid, are seeking a new career. Meanwhile, a talented acrobat named Nikki, bored of carnival life, runs away to pursue her dream of being a wizard. Fargus, Sid, and Nikki meet at a "Wizards in Training" seminar at Lancelot Castle. The seminar turns out to be rather boring, so during a break Nikki and Fargus steal the speaker's spellbook and take it to the high balcony overlooking the village.[8]

When Nikki begins practicing with the magical book, Fargus and Sid urge her to perform a 10th level spell. With a few magical words, a green monster called Yungo appears and consumes the entire village. They search the book for how to get rid of the monster. The book reveals that they'll have to obtain a wish from the Wishing Engine. With a map from the book to help them, they set off on their journey.

When they find the Wishing Engine, it tells them to speak three wishes. Fargus wastes the first wish on a chicken (he claims it was just to see if it works) and Nikki then wishes that the village was returned to as it was before the spell was cast. Nikki and Fargus are then teleported back to the top of Lancelot Castle. Yungo spits out the village and is pulled back into his own dimension. Nikki ponders what happened to their third wish, and Fargus guiltily admits that out of desire to share his joy with the world, he wished that everyone back home could be just like him, inadvertently turning everyone in the village into Fargus clones. Nikki and Fargus resign themselves to another trip to the Wishing Engine.

Development and release edit

Work on Pandemonium! began in December 1994, starting with two months spent on learning the dynamics of 3D games.[9] The team concentrated on building a prototype level to demonstrate at Electronic Entertainment Expo 1995.[9] Once this was done, set designers and artists were brought on to help create the bulk of the game, bringing the development team up to 30 people.[9] Early in development it was planned to record hundreds of one-liners for the player characters, similar to the earlier Crystal Dynamics game Gex.[10]

According to lead designer Paul Reiche III, at the beginning of June 1996 the team decided they wanted the game to be released before Thanksgiving Day of that year and shifted into "high gear mode".[9] The last 2–3 months of development were devoted to fine-tuning, balancing, and bug-fixing, in particular adjusting the level of detail on levels so as to maintain a consistent frame rate of 30 frames per second.[9]

Having decided to step down as a publisher and focus on development, Crystal Dynamics sold the publication rights for Pandemonium! to Electronic Arts once the game was finished.[11] As usual for Crystal Dynamics games, the European publishing rights were given to BMG Interactive. However, BMG decided against publishing the Saturn version, so Sega of Europe purchased the rights from BMG and published that version.[6] The Saturn EU release date was originally slated for May 1997, but was pushed back to June so that a bug could be fixed.[12]

The Saturn, PlayStation and PC versions have 18 levels, while the N-Gage version has 11. In the PlayStation and Saturn versions, progress is saved using a password system. The Japanese version of the game, called Magical Hoppers, has considerable changes to the story, characters and cutscenes and is distributed by Bandai.

The PlayStation version was released to the PlayStation Store on October 8, 2009.[13][14]

Reception edit

The PlayStation version of Pandemonium received mixed to positive reviews. Critics generally said that while the gameplay is essentially 2D, the open, airy graphic designs and the exceptional camerawork make it easy for players to be caught in an illusion of 3D.[20][24][27][33] Most found that the gameplay was lacking in innovation, though the diverse and surprising level designs made it enjoyable and relatively fresh.[20][27][33] Some critics complained that the "boing" sound which accompanies each jump is annoying.[24][33] GamePro concluded the game to be a mixed bag, and advised gamers to rent it to determine if it fits their interests.[33] Dan Hsu of Electronic Gaming Monthly felt it had little to offer besides the graphics, but the other three members of the review team were much more enthusiastic, saying they particularly enjoyed searching out the levels' secrets.[20] GameSpot gave it a largely negative review, arguing that the level design is flawed and the two playable characters are not differentiated enough. They criticized Burke Tresichmann's music for having tracks which are too juvenile and/or similar to his scores for The Horde and Captain Quazar.[24] However, GamePro and Sushi-X of Electronic Gaming Monthly opined that the music was both well-done and consistently suited the tone.[20][33] Next Generation summarized that "while Pandemonium keeps the player on rails, it's still an enjoyable and extremely colorful ride."[27]

The Saturn version was also well-received, as critics agreed that despite the half a year that had passed since the game's release on PlayStation, it still held up well.[21][31][32][34] Sega Saturn Magazine and Saturn Power both deemed it the first truly outstanding platform game for the Saturn.[31][32] GamePro said that "It breaks little new ground beyond the cool perspectives, but the gameplay's meaty enough to hold your interest."[34] Sushi-X of Electronic Gaming Monthly said it "is a step above its PlayStation sibling", citing tighter controls.[21] However, his co-reviewer Shawn Smith and GamePro both felt the PlayStation version was better, due to the port's slight decrease in graphical quality,[21][34] though critics unanimously agreed that Crystal Dynamics had done an overall exemplary job of optimizing the game for the Saturn.[21][31][32][34]

Notes edit

  1. ^ Ported to Saturn by Jumpin Jack Software;
    Ported to N-Gage and Mobile by Ideaworks3D;
    Ported to iOS by Eidos Interactive.
  2. ^ Known in Japan as Magical Hoppers (マジカルホッパーズ)

References edit

  1. ^ "Disks + Discs New In Store". Staffordshire Newsletter (Uttoxeter ed.). December 6, 1996. p. 48. Retrieved December 14, 2023. Red Alert (CD ROM)//War Hammer (Play)//Command/Conquer (Play)//Broken Sword (Play)//Pandemonium (Play)//
  2. ^ . PlayStation Galleria. Archived from the original on June 11, 1998. Retrieved December 13, 2023.
  3. ^ Contributor, GamesIndustry International (2007-09-12). "Eidos to unleash Pandemonium". GamesIndustry.biz. Retrieved 2023-12-13. {{cite web}}: |last= has generic name (help)
  4. ^ a b c . Electronic Arts Inc. Archived from the original on 2011-07-10. Retrieved 2009-11-21.
  5. ^ a b . Electronic Arts Inc. Archived from the original on 2011-07-10. Retrieved 2008-10-30.
  6. ^ a b c Leadbetter, Rich (May 1997). "Pandemonium!". Sega Saturn Magazine. No. 19. Emap International Limited. pp. 22–25.
  7. ^ a b Nutter, Lee (June 1997). "So Fargus, So Good". Sega Saturn Magazine. No. 20. Emap International Limited. pp. 42–47.
  8. ^ "How it all Began...", Pandemonium! instruction manual. Pages 6-7.
  9. ^ a b c d e "Pandemonium!" (PDF). Electronic Gaming Monthly. No. 88. Ziff Davis. November 1996. pp. 148–9.
  10. ^ "Pandemonium". GamePro. No. 93. IDG. June 1996. p. 32.
  11. ^ Svenson, Christian (December 1996). "Pandemonium at EA". Next Generation. No. 24. Imagine Media. p. 28.
  12. ^ "Pandemonium Apologies". Sega Saturn Magazine. No. 21. Emap International Limited. July 1997. p. 8.
  13. ^ Chen, Grace (October 8, 2009). . PlayStation.Blog. Archived from the original on 7 September 2015. Retrieved 21 September 2015.
  14. ^ Spender (November 30, 2011). "Pandemonium And Its Sequel Hopping Onto PsOne Classics". Siliconera.
  15. ^ . GameRankings. Archived from the original on December 9, 2019. Retrieved September 7, 2017.
  16. ^ . GameRankings. Archived from the original on December 9, 2019. Retrieved September 7, 2017.
  17. ^ Hutala, Alex (January 1997). "Pandemonium!". Computer and Video Games. No. 182. pp. 70–71. Retrieved June 1, 2021.
  18. ^ Hey, Steve (July 1997). "Pandemonium!". Computer and Video Games. No. 188. pp. 66–67. Retrieved June 1, 2021.
  19. ^ "Pandemonium". Edge. No. 40. Christmas 1996. p. 84.
  20. ^ a b c d e "Review Crew: Pandemonium" (PDF). Electronic Gaming Monthly. No. 89. Ziff Davis. December 1996. p. 96.
  21. ^ a b c d e "Review Crew: Pandemonium!". Electronic Gaming Monthly. No. 96. Ziff Davis. July 1997. p. 51.
  22. ^ Gerstmann, Jeff (October 9, 2003). . GameSpot. Archived from the original on March 26, 2004. Retrieved June 1, 2021.
  23. ^ Schwarzenbach, Blake (August 8, 1997). . GameSpot. Archived from the original on June 26, 2003. Retrieved June 1, 2021.
  24. ^ a b c d "Pandemonium! Review". GameSpot. December 1, 1996. Retrieved 5 January 2018.
  25. ^ Chambers, Chadd (October 7, 2003). . IGN. Archived from the original on October 20, 2003. Retrieved June 1, 2021.
  26. ^ . IGN. December 13, 1996. Archived from the original on October 18, 2002. Retrieved June 1, 2021.
  27. ^ a b c d "Pandemonium". Next Generation. No. 25. Imagine Media. January 1997. p. 174.
  28. ^ "Pandemonium". Official Playstation Magazine. No. 14. January 1997. pp. 72–74. Retrieved June 1, 2021.
  29. ^ Stangl, Florian (June 1997). "Sprung in der Schüssel". PC Games (in German). pp. 152–153. Retrieved June 1, 2021.
  30. ^ Presley, Paul (August 1997). "Pandemonium". PC Zone. No. 53. p. 90. Retrieved June 1, 2021.
  31. ^ a b c d Mortlock, Dean (June 1997). "Review: Pandemonium". Saturn Power. No. 1. Future plc. pp. 60–63.
  32. ^ a b c d Nutter, Lee (June 1997). "Review: Pandemonium". Sega Saturn Magazine. No. 20. Emap International Limited. pp. 64–65.
  33. ^ a b c d e Air Hendrix (January 1997). "PlayStation ProReview: Pandemonium!". GamePro. No. 100. IDG. p. 90.
  34. ^ a b c d Art Angel (August 1997). "Saturn ProReview: Pandemonium". GamePro. No. 107. IDG. p. 74.

External links edit

pandemonium, video, game, pandemonium, 1996, platform, video, game, developed, toys, published, crystal, dynamics, playstation, sega, saturn, microsoft, windows, gage, mobile, pandemonium, features, fargus, joker, nikki, sorceress, unwittingly, casts, spell, t. Pandemonium b is a 1996 platform video game developed by Toys for Bob and published by Crystal Dynamics for the PlayStation Sega Saturn Microsoft Windows N Gage 5 mobile and iOS 4 Pandemonium features Fargus a joker and Nikki a sorceress who unwittingly casts a spell that destroys the town The goal of the game is to reach the Wishing Engine where they can wish the town back to normal For each level the player can choose which character to be Each has a special move Fargus can deliver a special spinning attack and Nikki can double jump The game consists of a great variety of unique gameplay objects such as watermelons clouds spider webs and logs A sequel Pandemonium 2 Miracle Jumpers in Japan was released in 1997 for PlayStation and Microsoft Windows Pandemonium European PS1 box artDeveloper s Toys for Bob a Publisher s Crystal DynamicsEU BMG Interactive PS PC JP Bandai PS SS Eidos Interactive NGE Electronic Arts iOS 4 Producer s Mark LawrenceDesigner s Paul Reiche IIIProgrammer s Ken FordFred FordArtist s Steve KongsleWriter s Paul JenkinsKen DalyEd CrasnickPaul Reiche IIIComposer s Burke TrieschmannPlatform s PlayStation Sega Saturn Microsoft Windows N Gage 5 Mobile iOS 4 ReleaseNovember 5 1996 PlayStationNA November 5 1996 2 EU December 6 1996 1 JP February 28 1997Sega SaturnNA April 24 1997JP April 25 1997EU June 12 1997Microsoft WindowsEU 1997NA June 30 1997N GageNA October 6 2003EU October 7 2003MobileNA September 12 2007 3 iOSWW April 24 2009Genre s PlatformMode s Single playerContents 1 Gameplay 2 Plot 3 Development and release 4 Reception 5 Notes 6 References 7 External linksGameplay editPandemonium employs 2 5D gameplay while the game renders polygons in a typical 3D fashion gameplay is 2D 6 The area of gameplay is as a two dimensional surface twisting and bending in a three dimensional world Occasionally this surface will overlap itself There are segments where the path branches allowing the player to choose their course 6 Enemies are generally defeated through the usual platform jumping method of bouncing on the enemy s head 7 There are power ups located in each level with varying effects One is a freeze ray which turns enemies into ice while another is a shrink ray which reduces the size of enemies to the point where the player character can step on them 7 Plot editIn the land of Lyr an unpopular carnival jester called Fargus and his stick puppet Sid are seeking a new career Meanwhile a talented acrobat named Nikki bored of carnival life runs away to pursue her dream of being a wizard Fargus Sid and Nikki meet at a Wizards in Training seminar at Lancelot Castle The seminar turns out to be rather boring so during a break Nikki and Fargus steal the speaker s spellbook and take it to the high balcony overlooking the village 8 When Nikki begins practicing with the magical book Fargus and Sid urge her to perform a 10th level spell With a few magical words a green monster called Yungo appears and consumes the entire village They search the book for how to get rid of the monster The book reveals that they ll have to obtain a wish from the Wishing Engine With a map from the book to help them they set off on their journey When they find the Wishing Engine it tells them to speak three wishes Fargus wastes the first wish on a chicken he claims it was just to see if it works and Nikki then wishes that the village was returned to as it was before the spell was cast Nikki and Fargus are then teleported back to the top of Lancelot Castle Yungo spits out the village and is pulled back into his own dimension Nikki ponders what happened to their third wish and Fargus guiltily admits that out of desire to share his joy with the world he wished that everyone back home could be just like him inadvertently turning everyone in the village into Fargus clones Nikki and Fargus resign themselves to another trip to the Wishing Engine Development and release editWork on Pandemonium began in December 1994 starting with two months spent on learning the dynamics of 3D games 9 The team concentrated on building a prototype level to demonstrate at Electronic Entertainment Expo 1995 9 Once this was done set designers and artists were brought on to help create the bulk of the game bringing the development team up to 30 people 9 Early in development it was planned to record hundreds of one liners for the player characters similar to the earlier Crystal Dynamics game Gex 10 According to lead designer Paul Reiche III at the beginning of June 1996 the team decided they wanted the game to be released before Thanksgiving Day of that year and shifted into high gear mode 9 The last 2 3 months of development were devoted to fine tuning balancing and bug fixing in particular adjusting the level of detail on levels so as to maintain a consistent frame rate of 30 frames per second 9 Having decided to step down as a publisher and focus on development Crystal Dynamics sold the publication rights for Pandemonium to Electronic Arts once the game was finished 11 As usual for Crystal Dynamics games the European publishing rights were given to BMG Interactive However BMG decided against publishing the Saturn version so Sega of Europe purchased the rights from BMG and published that version 6 The Saturn EU release date was originally slated for May 1997 but was pushed back to June so that a bug could be fixed 12 The Saturn PlayStation and PC versions have 18 levels while the N Gage version has 11 In the PlayStation and Saturn versions progress is saved using a password system The Japanese version of the game called Magical Hoppers has considerable changes to the story characters and cutscenes and is distributed by Bandai The PlayStation version was released to the PlayStation Store on October 8 2009 13 14 Reception editReceptionAggregate scoreAggregatorScoreGameRankings71 PS 15 59 N G 16 Review scoresPublicationScoreComputer and Video Games nbsp nbsp nbsp nbsp nbsp PS 17 nbsp nbsp nbsp nbsp nbsp SAT 18 Edge7 10 PS 19 Electronic Gaming Monthly8 375 10 PS 20 8 25 10 SAT 21 GameSpot4 4 10 N G 22 7 6 10 PC 23 5 4 10 PS 24 IGN6 6 10 N G 25 6 10 PS 26 Next Generation nbsp nbsp nbsp nbsp nbsp PS 27 PlayStation Official Magazine UK9 10 PS 28 PC Games DE 91 PC 29 PC Zone80 100 PC 30 Saturn Power88 100 SAT 31 Sega Saturn Magazine90 SAT 32 The PlayStation version of Pandemonium received mixed to positive reviews Critics generally said that while the gameplay is essentially 2D the open airy graphic designs and the exceptional camerawork make it easy for players to be caught in an illusion of 3D 20 24 27 33 Most found that the gameplay was lacking in innovation though the diverse and surprising level designs made it enjoyable and relatively fresh 20 27 33 Some critics complained that the boing sound which accompanies each jump is annoying 24 33 GamePro concluded the game to be a mixed bag and advised gamers to rent it to determine if it fits their interests 33 Dan Hsu of Electronic Gaming Monthly felt it had little to offer besides the graphics but the other three members of the review team were much more enthusiastic saying they particularly enjoyed searching out the levels secrets 20 GameSpot gave it a largely negative review arguing that the level design is flawed and the two playable characters are not differentiated enough They criticized Burke Tresichmann s music for having tracks which are too juvenile and or similar to his scores for The Horde and Captain Quazar 24 However GamePro and Sushi X of Electronic Gaming Monthly opined that the music was both well done and consistently suited the tone 20 33 Next Generation summarized that while Pandemonium keeps the player on rails it s still an enjoyable and extremely colorful ride 27 The Saturn version was also well received as critics agreed that despite the half a year that had passed since the game s release on PlayStation it still held up well 21 31 32 34 Sega Saturn Magazine and Saturn Power both deemed it the first truly outstanding platform game for the Saturn 31 32 GamePro said that It breaks little new ground beyond the cool perspectives but the gameplay s meaty enough to hold your interest 34 Sushi X of Electronic Gaming Monthly said it is a step above its PlayStation sibling citing tighter controls 21 However his co reviewer Shawn Smith and GamePro both felt the PlayStation version was better due to the port s slight decrease in graphical quality 21 34 though critics unanimously agreed that Crystal Dynamics had done an overall exemplary job of optimizing the game for the Saturn 21 31 32 34 Notes edit Ported to Saturn by Jumpin Jack Software Ported to N Gage and Mobile by Ideaworks3D Ported to iOS by Eidos Interactive Known in Japan as Magical Hoppers マジカルホッパーズ References edit Disks Discs New In Store Staffordshire Newsletter Uttoxeter ed December 6 1996 p 48 Retrieved December 14 2023 Red Alert CD ROM War Hammer Play Command Conquer Play Broken Sword Play Pandemonium Play Sony PlayStation Available Software sorted by Release Date www vidgames com PlayStation Galleria Archived from the original on June 11 1998 Retrieved December 13 2023 Contributor GamesIndustry International 2007 09 12 Eidos to unleash Pandemonium GamesIndustry biz Retrieved 2023 12 13 a href Template Cite web html title Template Cite web cite web a last has generic name help a b c EA Mobile Unleashes Six New Games on Apple App Store Electronic Arts Inc Archived from the original on 2011 07 10 Retrieved 2009 11 21 a b EA Mobile Strengthens Commitment to Nokia N Gage With New Global Games Line up Electronic Arts Inc Archived from the original on 2011 07 10 Retrieved 2008 10 30 a b c Leadbetter Rich May 1997 Pandemonium Sega Saturn Magazine No 19 Emap International Limited pp 22 25 a b Nutter Lee June 1997 So Fargus So Good Sega Saturn Magazine No 20 Emap International Limited pp 42 47 How it all Began Pandemonium instruction manual Pages 6 7 a b c d e Pandemonium PDF Electronic Gaming Monthly No 88 Ziff Davis November 1996 pp 148 9 Pandemonium GamePro No 93 IDG June 1996 p 32 Svenson Christian December 1996 Pandemonium at EA Next Generation No 24 Imagine Media p 28 Pandemonium Apologies Sega Saturn Magazine No 21 Emap International Limited July 1997 p 8 Chen Grace October 8 2009 PlayStation Store Update PlayStation Blog Archived from the original on 7 September 2015 Retrieved 21 September 2015 Spender November 30 2011 Pandemonium And Its Sequel Hopping Onto PsOne Classics Siliconera Pandemonium for PlayStation GameRankings Archived from the original on December 9 2019 Retrieved September 7 2017 Pandemonium for N Gage GameRankings Archived from the original on December 9 2019 Retrieved September 7 2017 Hutala Alex January 1997 Pandemonium Computer and Video Games No 182 pp 70 71 Retrieved June 1 2021 Hey Steve July 1997 Pandemonium Computer and Video Games No 188 pp 66 67 Retrieved June 1 2021 Pandemonium Edge No 40 Christmas 1996 p 84 a b c d e Review Crew Pandemonium PDF Electronic Gaming Monthly No 89 Ziff Davis December 1996 p 96 a b c d e Review Crew Pandemonium Electronic Gaming Monthly No 96 Ziff Davis July 1997 p 51 Gerstmann Jeff October 9 2003 Pandemonium Review for N Gage GameSpot Archived from the original on March 26 2004 Retrieved June 1 2021 Schwarzenbach Blake August 8 1997 Pandemonium Review for PC GameSpot Archived from the original on June 26 2003 Retrieved June 1 2021 a b c d Pandemonium Review GameSpot December 1 1996 Retrieved 5 January 2018 Chambers Chadd October 7 2003 Pandemonium Review IGN Archived from the original on October 20 2003 Retrieved June 1 2021 Pandemonium IGN December 13 1996 Archived from the original on October 18 2002 Retrieved June 1 2021 a b c d Pandemonium Next Generation No 25 Imagine Media January 1997 p 174 Pandemonium Official Playstation Magazine No 14 January 1997 pp 72 74 Retrieved June 1 2021 Stangl Florian June 1997 Sprung in der Schussel PC Games in German pp 152 153 Retrieved June 1 2021 Presley Paul August 1997 Pandemonium PC Zone No 53 p 90 Retrieved June 1 2021 a b c d Mortlock Dean June 1997 Review Pandemonium Saturn Power No 1 Future plc pp 60 63 a b c d Nutter Lee June 1997 Review Pandemonium Sega Saturn Magazine No 20 Emap International Limited pp 64 65 a b c d e Air Hendrix January 1997 PlayStation ProReview Pandemonium GamePro No 100 IDG p 90 a b c d Art Angel August 1997 Saturn ProReview Pandemonium GamePro No 107 IDG p 74 External links editPandemonium at IMDb nbsp Pandemonium at MobyGames Pandemonium at GameSpot Portals nbsp Video games nbsp 1990s Retrieved from https en wikipedia org w index php title Pandemonium video game amp oldid 1209179314, wikipedia, wiki, book, books, library,

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