- Release Year: 2005
- Platforms: Windows
- Publisher: Atari, Inc.
- Genre: Board game, Compilation
- Game Mode: LAN, Online PVP, Single-player
- Average Score: 55/100

Description
Six Times the Fun is a compilation package released in 2005 for Windows, featuring digital adaptations of six classic board games: Monopoly, The Game of Life, Clue: Murder at Boddy Mansion, Sorry!, Battleship: Surface Thunder, and Risk II. Published by Atari, Inc., the game offers both single-player and multiplayer modes, supporting up to 8 players offline or online via LAN, modem, or split-screen. It brings together beloved tabletop experiences in a single CD-ROM package, blending strategy, deduction, and luck-based gameplay for fans of traditional board games.
Six Times the Fun Guides & Walkthroughs
Six Times the Fun Reviews & Reception
vgtimes.com (55/100): The game is published by Atari, Inc.
Six Times the Fun: A Retrospective on the Ultimate Board Game Compilation
Introduction
In the annals of video game history, few titles embody the spirit of casual, multiplayer entertainment quite like Six Times the Fun. Released in 2005 by Atari, Inc., this compilation is a digital love letter to classic board games, bundling six beloved titles into a single, cohesive package. While it may not have the high-octane action of Resident Evil 4 or the cinematic grandeur of God of War, Six Times the Fun carves out its own niche as a celebration of timeless gameplay, social interaction, and the enduring appeal of analog entertainment in a digital age. This review will dissect the game’s development, narrative (or lack thereof), gameplay mechanics, and its lasting impact on the gaming landscape.
Development History & Context
The Studio and Vision
Six Times the Fun was developed and published by Atari, Inc., a company with a storied history in both arcade and home gaming. By the mid-2000s, Atari was navigating a shifting industry landscape, where the rise of 3D graphics and online multiplayer was redefining player expectations. However, Atari recognized an untapped market: the digital adaptation of classic board games. These games had already proven their longevity in physical form, and their transition to PC offered a convenient, accessible way for families and friends to enjoy them without the hassle of setup or missing pieces.
The vision behind Six Times the Fun was simple yet ambitious: to create a definitive digital collection of board games that retained the charm and strategic depth of their physical counterparts while leveraging the advantages of a digital platform. This included features like AI opponents, online multiplayer, and streamlined rule enforcement, which eliminated the need for players to manually track complex mechanics like Monopoly’s property trading or Risk’s territorial battles.
Technological Constraints and Innovations
Released in 2005, Six Times the Fun arrived during a transitional period in gaming. The seventh generation of consoles was on the horizon, with the Xbox 360 launching later that year, but PC gaming was still dominated by titles that balanced accessibility with the limitations of contemporary hardware. The compilation’s games were not graphically demanding, which allowed them to run smoothly on a wide range of systems. This was a deliberate choice—Atari prioritized broad accessibility over cutting-edge visuals, ensuring that the games could be enjoyed by as many players as possible.
One of the standout innovations of Six Times the Fun was its multiplayer functionality. The game supported a variety of multiplayer options, including LAN, internet, modem, and same-screen play for up to eight players. This was a significant feat at the time, as online multiplayer was still in its infancy, and many games struggled with connectivity issues or limited player counts. By offering multiple ways to play, Atari ensured that Six Times the Fun could adapt to different social contexts, whether it was a family gathering around a single PC or friends competing over a local network.
The Gaming Landscape of 2005
The year 2005 was a banner year for gaming, with critically acclaimed titles like Resident Evil 4, God of War, and Shadow of the Colossus pushing the boundaries of storytelling and gameplay. However, it was also a year that saw the rise of casual and social gaming experiences. The Nintendo DS, released in 2004, was gaining traction with titles like Nintendogs and Mario Kart DS, which emphasized accessibility and multiplayer fun. Similarly, Guitar Hero introduced a new way for players to engage with music and rhythm, blending gameplay with social interaction.
In this context, Six Times the Fun occupied a unique space. It was neither a hardcore gaming experience nor a purely casual one. Instead, it bridged the gap between traditional board game enthusiasts and digital gamers, offering a familiar yet modernized experience. The compilation’s release also coincided with the growing popularity of digital distributions platforms like Steam, which made it easier for players to access and purchase games without physical media. However, Six Times the Fun remained a CD-ROM release, reflecting Atari’s cautious approach to the digital transition.
Narrative & Thematic Deep Dive
The Absence of Traditional Narrative
Unlike the cinematic storytelling of God of War or the psychological depth of Psychonauts, Six Times the Fun does not rely on a traditional narrative structure. There are no protagonists, no overarching plots, and no character arcs. Instead, the “narrative” of Six Times the Fun is emergent, arising from the interactions between players and the games themselves. Each title in the compilation—Monopoly, The Game of Life, Clue: Murder at Boddy Mansion, Sorry!, Battleship: Surface Thunder, and Risk II—tells its own story through gameplay, where the players are both the authors and the participants.
Thematic Exploration: Strategy, Luck, and Social Dynamics
While Six Times the Fun lacks a conventional narrative, it is rich in themes that reflect the human experience. These themes are not delivered through dialogue or cutscenes but through the mechanics and outcomes of the games themselves.
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Strategy and Planning: Games like Risk II and Monopoly emphasize long-term strategy, requiring players to anticipate opponents’ moves, manage resources, and adapt to changing circumstances. These games mirror real-life decision-making, where success often hinges on foresight and adaptability.
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Luck and Chance: The Game of Life and Sorry! introduce elements of randomness, where the roll of a die or the draw of a card can drastically alter a player’s fortunes. This theme resonates with the unpredictability of life, where external factors beyond one’s control can shape outcomes.
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Social Interaction and Competition: The multiplayer focus of Six Times the Fun highlights the dynamics of human interaction. Clue: Murder at Boddy Mansion encourages deduction and bluffing, while Battleship: Surface Thunder is a test of wits and patience. These games thrive on the social bonds (or rivalries) between players, making them as much about the people playing as the games themselves.
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Nostalgia and Tradition: The compilation taps into a sense of nostalgia, evoking memories of family game nights and childhood competitions. For many players, these board games are tied to personal histories, and their digital adaptations serve as a bridge between past and present.
Dialogue and Character: The Role of Avatars and AI
While Six Times the Fun does not feature traditional characters, it does include digital avatars and AI opponents that serve as stand-ins for human players. The AI in games like Risk II and Monopoly is designed to simulate human behavior, with varying levels of aggression, caution, and unpredictability. This adds a layer of personality to the games, even in single-player mode. For example, an aggressive AI in Risk II might constantly attack, while a more passive one might focus on fortifying its borders.
The dialogue in Six Times the Fun is minimal but functional. Games like Clue include text-based accusations and deductions, while Monopoly features simple notifications about property purchases and rent payments. These elements are not meant to tell a story but to facilitate gameplay, ensuring that players remain informed and engaged.
Gameplay Mechanics & Systems
Core Gameplay Loops
Each game in Six Times the Fun has its own unique gameplay loop, but they all share a common thread: turn-based strategy with a mix of luck and skill. Below is a breakdown of the core mechanics for each title:
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Monopoly:
- Objective: Bankrupt opponents by buying, renting, and developing properties.
- Gameplay Loop: Roll dice, move around the board, purchase properties, build houses/hotels, collect rent, and manage finances.
- Key Mechanics: Auctions, trading, mortgaging properties, and chance/community chest cards.
- Innovations: The digital version streamlines transactions and includes AI opponents with distinct personalities.
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The Game of Life:
- Objective: Navigate life’s milestones (career, family, retirement) to accumulate the most wealth.
- Gameplay Loop: Spin the wheel, move along the board, make life choices (college, career, family), and collect paychecks.
- Key Mechanics: Random events (e.g., winning the lottery, having twins), salary increases, and retirement payouts.
- Innovations: Automated calculations for salaries and expenses, eliminating the need for manual bookkeeping.
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Clue: Murder at Boddy Mansion:
- Objective: Deduce the murderer, weapon, and room through process of elimination.
- Gameplay Loop: Move through the mansion, make suggestions, gather clues, and accuse the culprit.
- Key Mechanics: Hidden cards, player accusations, and elimination-based deduction.
- Innovations: Digital clue tracking and AI opponents that adapt their strategies based on player actions.
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Sorry!:
- Objective: Be the first to move all four pawns from the start to the home space.
- Gameplay Loop: Draw cards, move pawns, bump opponents back to start, and strategize safe zones.
- Key Mechanics: Card-based movement, sliding moves, and blocking opponents.
- Innovations: Automated card drawing and movement, reducing the risk of human error.
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Battleship: Surface Thunder:
- Objective: Sink the opponent’s fleet before they sink yours.
- Gameplay Loop: Place ships, take turns calling shots, and use special abilities (e.g., sonar, air strikes).
- Key Mechanics: Grid-based targeting, hidden ship placement, and tactical use of power-ups.
- Innovations: 3D graphics, special weapons, and a campaign mode with progressively difficult AI.
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Risk II:
- Objective: Conquer the world by capturing territories and eliminating opponents.
- Gameplay Loop: Reinforce territories, attack adjacent regions, defend against invasions, and strategize continent control.
- Key Mechanics: Dice-based combat, territory cards, and continent bonuses.
- Innovations: Multiple game modes (e.g., Secret Mission, Capital Risk), AI with varying difficulty levels, and online multiplayer.
Combat and Character Progression
While Six Times the Fun is not a traditional action or RPG, some of its games include elements of combat and progression:
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Battleship: Surface Thunder: Features turn-based “combat” in the form of naval warfare, where players use strategy and special abilities to outmaneuver opponents. The campaign mode introduces a loose form of progression, with unlockable ships and abilities as players advance.
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Risk II: Includes a form of progression through territory control and card collection. Players who hold entire continents receive bonus reinforcements, creating a snowball effect that rewards strategic expansion.
UI and Accessibility
The user interface (UI) of Six Times the Fun is designed with accessibility in mind. Each game features a clean, intuitive layout that prioritizes ease of use:
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Monopoly and The Game of Life: Use a board-based UI with clear visual indicators for properties, players, and events. The digital adaptation eliminates the need for physical money or cards, with all transactions handled automatically.
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Clue and Sorry!: Employ a top-down view of the game board, with interactive elements (e.g., doors in Clue, pawns in Sorry!) that respond to mouse clicks.
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Battleship and Risk: Utilize grid-based UIs that highlight selected units, possible moves, and attack ranges. Risk II’s UI includes a mini-map and territory overview, making it easier to track global conflicts.
The UI also supports multiplayer functionality, with clear indicators for whose turn it is, available actions, and game status. This ensures that even newcomers can quickly grasp the rules and mechanics.
Innovative and Flawed Systems
Innovations:
1. Multiplayer Flexibility: The inclusion of LAN, internet, modem, and same-screen multiplayer was ahead of its time, offering players multiple ways to connect and compete.
2. AI Personalities: The AI opponents in Monopoly and Risk II were designed with distinct behaviors, adding replayability and challenge.
3. Automated Mechanics: The digital adaptations streamlined complex rules (e.g., rent calculations in Monopoly, salary management in The Game of Life), reducing the barrier to entry for new players.
Flaws:
1. Limited Online Infrastructure: While the game supported online multiplayer, the lack of a robust matchmaking system made it difficult to find opponents outside of pre-arranged games.
2. Repetitive AI: In some games, the AI could become predictable, particularly in Sorry! and Battleship, where patterns emerged after multiple playthroughs.
3. Visual Simplicity: The graphics, while functional, were not particularly impressive even for 2005 standards. The 3D elements in Battleship: Surface Thunder felt dated compared to contemporaries like F.E.A.R. or Forza Motorsport.
World-Building, Art & Sound
Setting and Atmosphere
Six Times the Fun does not feature a unified world or setting, as each game exists in its own distinct universe. However, the compilation excels in recreating the atmosphere of classic board games through its art and sound design:
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Monopoly: The digital board retains the iconic design of the physical game, with familiar properties like Boardwalk and Park Place rendered in vibrant colors. The sound design includes the clinking of coins and the shuffling of cards, evoking the tactile experience of the original.
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The Game of Life: The board is a winding path through life’s milestones, with cheerful, cartoonish visuals that reflect the game’s lighthearted tone. The sound effects—such as the spinning wheel and the ding of a payday—add to the nostalgic charm.
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Clue: The mansion is depicted in a gothic, mystery novel style, with dim lighting and eerie sound effects (e.g., creaking doors, thunderstorms) that enhance the detective atmosphere.
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Battleship: Surface Thunder: The 3D naval battles take place on a dynamic ocean, with waves, explosions, and weather effects that add tension to the gameplay. The sound design includes cannon fire, sonar pings, and the hum of engines.
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Risk II: The world map is rendered in a classic, board game style, with territories clearly marked and color-coded. The ambient music is subtle but effective, with a militaristic drumbeat that underscores the game’s strategic tone.
Visual Direction
The visual direction of Six Times the Fun prioritizes clarity and familiarity over innovation. The games are designed to look and feel like their physical counterparts, with a few digital enhancements:
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2D vs. 3D: Most of the games (Monopoly, The Game of Life, Clue, Sorry!) use a 2D board with 3D elements (e.g., pawns, cards) to create a sense of depth. Battleship: Surface Thunder is the exception, with fully 3D naval battles that attempt to modernize the classic formula.
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Color and Iconography: The games rely on bright, distinct colors to differentiate players, properties, and game elements. This ensures that the board is easy to read, even in multiplayer sessions with up to eight participants.
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Animations: Subtle animations, such as dice rolling in Monopoly or pawns sliding in Sorry!, add a layer of polish to the gameplay. These animations are functional rather than flashy, serving to enhance the player’s understanding of the game state.
Sound Design
The sound design in Six Times the Fun is understated but effective, serving to reinforce the board game experience:
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Ambient Sounds: Each game includes ambient sounds that match its theme. Clue features the sound of a stormy night, while The Game of Life has upbeat, cheerful tunes that accompany life’s milestones.
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Feedback Sounds: Important actions (e.g., purchasing a property in Monopoly, sinking a ship in Battleship) are accompanied by distinct sound effects that provide auditory feedback. This helps players track the game’s progress without relying solely on visual cues.
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Music: The background music is minimal, with looped tracks that avoid becoming intrusive. Risk II’s militaristic score is the most notable, adding a sense of gravitas to the global conquest theme.
Reception & Legacy
Critical and Commercial Reception
Six Times the Fun received little critical attention upon its release, as it was overshadowed by more high-profile titles in 2005. However, the compilation was generally well-received by players who appreciated its faithful adaptations of classic board games. Reviews praised the game for its accessibility, multiplayer options, and the convenience of having multiple board games in one package.
Commercially, Six Times the Fun performed modestly. It did not achieve the blockbuster sales of titles like Gran Turismo 4 or Madden NFL 06, but it found a niche audience among families and casual gamers. The game’s lack of a strong marketing push and its release on CD-ROM (rather than digital platforms) likely limited its reach.
Evolution of Reputation
Over time, Six Times the Fun has gained a reputation as a cult classic among fans of digital board games. Its legacy is tied to the broader trend of board game adaptations, which have become increasingly popular in the years since its release. Games like Tabletop Simulator and Board Game Arena have built upon the foundation laid by Six Times the Fun, offering even more flexibility and customization.
The compilation is also remembered for its multiplayer functionality, which was ambitious for its time. While modern games have surpassed its online capabilities, Six Times the Fun was an early example of how digital board games could bring people together across different platforms.
Influence on Subsequent Games
Six Times the Fun influenced the development of future board game compilations and digital adaptations. Its success (and limitations) highlighted the demand for accessible, multiplayer-friendly board games on digital platforms. This paved the way for titles like:
- Hasbro Family Game Night (2008): A similar compilation that included digital versions of Monopoly, Scrabble, and Boggle, with enhanced graphics and online multiplayer.
- Tabletop Simulator (2015): A sandbox-style game that allows players to create and customize their own board games, offering infinite replayability.
- Board Game Arena (2010): A browser-based platform that hosts a vast library of board games, with robust online multiplayer and matchmaking.
The game also contributed to the growing trend of “casual” and “social” gaming, which emphasized accessibility and multiplayer interaction over complex mechanics or storytelling.
Conclusion: The Enduring Appeal of Six Times the Fun
Six Times the Fun is not a game that will be remembered for its groundbreaking graphics, deep narrative, or innovative gameplay mechanics. Instead, its strength lies in its simplicity, accessibility, and the joy it brings to social gatherings. In an era dominated by high-budget, single-player epics, Six Times the Fun stands as a testament to the enduring appeal of board games and the power of multiplayer interaction.
The compilation’s faithful adaptations of classic titles, combined with its flexible multiplayer options, make it a unique artifact of its time. While it may not have received the critical acclaim of Resident Evil 4 or the commercial success of Gran Turismo 4, Six Times the Fun carved out its own niche in gaming history. It proved that digital board games could be more than just novelty items—they could be a legitimate way to bring people together, whether in the same room or across the globe.
In the grand tapestry of video game history, Six Times the Fun is a reminder that not every game needs to be a technological marvel or a narrative masterpiece. Sometimes, the most memorable experiences are the ones that bring us back to the basics: a group of friends, a shared goal, and the simple joy of play. For that reason, Six Times the Fun deserves its place in the pantheon of gaming history—not as a revolutionary title, but as a celebration of the timeless appeal of board games in the digital age.
Final Verdict: 7.5/10 – A charming and accessible compilation that faithfully adapts classic board games for the digital era, with robust multiplayer options that still hold up today. While it lacks the depth and polish of modern adaptations, its nostalgic value and social appeal make it a worthwhile experience for fans of traditional board games.