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4 NEWSFIELD PUBLICATION<br />
No.3 JULY <strong>1985</strong><br />
MONTHLY<br />
REVIEW<br />
NTOMBED f<br />
Mrhate Sensational game -<br />
// */# Exclusive competition<br />
OULDERDASHII Monolith<br />
: /rsf full reviewof Rockford's Riot<br />
m
Twenty-five all-new le<br />
Multi-channel music<br />
^Automatic Demo Mo<<br />
Bounty Bob^returns in this new and exciting foljhgytup<br />
adventure to Miner 2049er.® This time aroutid it’s evei^g-g*<br />
tougher than before and Bob needs your heip more than ever<br />
to guide him through the mine. The mutant organisms have<br />
multiplied and over-run the mine entirely, making it extremely<br />
difficult to survive the hazard! of the underground _<br />
passageways. Using the high-powered special equipment in<br />
the twenty-five new caverns is Bob’s only hope of achieving<br />
his objective of securing the mine and defeating the plans of<br />
the evil Yukon Yohan!<br />
^<br />
S7H 50'
.Wofc:<br />
- - -> - rbo 1 ;,<br />
8<br />
'<br />
.<br />
i|i<br />
:•<br />
•<br />
ISSUE No.3 JULY <strong>1985</strong><br />
JULY SPECIALS<br />
Dropzone<br />
Could this Defender-based game<br />
be the greatest shoot-em-up of all<br />
tifine?<br />
Entombed<br />
'<br />
' ?r > -''j'iS'c.<br />
The Ultimate arcade-adventure:<br />
rave over the review, pore over<br />
the map, drool over the<br />
HOTNEWGAMES<br />
46<br />
Birth of Paradroid<br />
Diary of the programmer who's<br />
developing the big new game<br />
from Hewson Consultants.<br />
54<br />
Airwolf map<br />
At last you'll know where to find<br />
all five scientists — and our playing<br />
guide reveals how you get<br />
them.<br />
lill<br />
58<br />
The compleat<br />
Psi Warrior<br />
illillii:<br />
Entire game mapped out, plus<br />
Gary Penn's detailed tips and a £5<br />
voucher off the price of the game.<br />
Rockford's Riot<br />
Sizzling follow up to the amazing<br />
Boulder Dash, complete with<br />
Zzap's favourite hero.<br />
ED<br />
The boss's boring letter, plus<br />
the angry column and silly<br />
facts about BW.<br />
42<br />
Kik Start<br />
-<br />
8 8 $8:<br />
/bbxbv.-x/'<br />
888888 8?<br />
An addictive motorcycle stunt<br />
game oozing with lastability and<br />
selling for, wait for it, £1 .99.<br />
74<br />
Strangeloop<br />
Large, hugely absorbing exploration<br />
game packed with puzzles<br />
and stunning graphics.<br />
Gribbly's Day Out<br />
One of the wackiest cutest, most<br />
entertaining games around. Huge<br />
playing area, hilarious scenario.<br />
102<br />
• •<br />
The great<br />
• •<br />
chess battle<br />
We play off Colossus chess<br />
against Mychess II in the battle of<br />
the <strong>64</strong> chequer board giants.<br />
14<br />
54<br />
RAP<br />
Your letters including mother<br />
trubble, and more mini<br />
raves.<br />
FLASH<br />
Idiotic Ed Banger tries to tell<br />
you about the latest <strong>64</strong> news<br />
and gossip.<br />
TIPS<br />
Gary Penn's playing tactics<br />
on Psi Warrior, Airwolf,<br />
Sorcery, Mama Llama and<br />
others.<br />
82 ADVENTURE<br />
The White Wizard's complete<br />
guide to text input<br />
games.<br />
90 CHALLENGE<br />
The Scorelord watches over<br />
another attempt to unseat<br />
the Zzap highscore<br />
champion.<br />
94 MINTER<br />
The hairy one speaks his<br />
mind on life, the universe<br />
and a naff arcade game.<br />
PRIZE COMPETITIONS<br />
Roland's Rat Race<br />
Draw a cartoon of your favourite<br />
TV character and you could win<br />
one of 100 copies of the hot new<br />
Ocean game.<br />
SX-<strong>64</strong><br />
from Ariolasoft<br />
You can win this great prize worth<br />
some £800 simply by sending us<br />
a hot tip on an Ariolasoft game.<br />
88<br />
The Elite trophy<br />
If you can use your skills at Elite to<br />
answer six tough questions, you<br />
could win a specially-commissioned<br />
Zzap/Firebird trophy!<br />
100<br />
Gribblies<br />
Yes, we're giving away a ton of<br />
Gribbly's Day Out, the sizzling<br />
new game from Hewson Consultants.<br />
NEXT I5SUE ON SALE 3UCY11H1 — &ET IT/<br />
111!!<br />
Amazon Warrior<br />
Asylum<br />
Castle Blackstar (S)<br />
Chicken Chase<br />
Ciphoid 9 (T)<br />
Chopper<br />
mm<br />
Circus Circus (T)<br />
Conan<br />
Dropzone (G)<br />
Entombed (G)<br />
t<br />
Gates of Dawn<br />
Ghettoblaster<br />
Gribbly's Day Out (S)<br />
Helm<br />
Hi-Bouncer<br />
Hitch Hiker's Guide to the Galaxy<br />
Hunchback at the Olympics (T)<br />
Jonah Barrington's Squash<br />
Kik Start (S)<br />
Knockout (T)<br />
Operation Swordfish (T)<br />
Operation Whirlwind<br />
Poker<br />
Realm of Impossibilty<br />
Rockford’s Riot (S)<br />
Roland's Rat Race<br />
Spitfire 40<br />
Spooks<br />
Strangeloop (S)<br />
III<br />
Stringer<br />
Subsunk<br />
Taskmaster<br />
The Bulge<br />
Whirlynurd<br />
G for Gold Medal<br />
S for Sizzler<br />
T for Tacky<br />
ss<br />
48<br />
82<br />
82<br />
76<br />
108<br />
44<br />
38<br />
69<br />
18<br />
22<br />
30<br />
62<br />
96<br />
82<br />
34<br />
82<br />
32<br />
72<br />
42<br />
62<br />
70<br />
36<br />
79<br />
104<br />
28<br />
32<br />
34<br />
108<br />
74<br />
36<br />
82<br />
<strong>64</strong><br />
44<br />
70<br />
<strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong> 3
•<br />
.<br />
- ;s<br />
#s§I<br />
I<br />
41 U<br />
V- ay ;<br />
Rockin' Rodney stolks the streets of Funky Town with his Ghettobloster.<br />
He is a messenger for Interdisc Records and his job is to collect demo tapes<br />
from all the local talent! As he delivers them back to Funky Street he has to<br />
make all the locals strut their stuff as his Ghettobloster blares out the<br />
livliest sounds around in his search for the perfect beat!<br />
Train Games is proud to present "Ghettobloster" from Tony "Gibbo" Gibson<br />
Harrison who created "Jammin", "Boio's Night Out" and "Seaside Special"<br />
1 2 completely original tracks of the funkiest Gangsters of the Groove will keep you on the move<br />
music yet on the CBM <strong>64</strong>!<br />
Lively, colourful and animated street scenes!<br />
Keep on your dancin' toes avoiding all the<br />
Mean Dudes out to get you!<br />
Tone Deaf Walkers, streetwise stalkers<br />
Bandits of the Beat move fast on their feet<br />
Notes come out so sweet, they're dancin' in the street<br />
Available for the Commodore <strong>64</strong> from all good software retailers or mail order<br />
from the address below. R.R.P. £8.95 Joystick required.<br />
Virgin Gamas Limited,<br />
2-4 Vernon Yard, 1 1 9 Portobello Road, London W1 1 2DX. 01 -727 8070.<br />
Available from Virgin Games Centres<br />
at the following addresses<br />
GAMES CENTRE<br />
22 Oxford Street<br />
LONDON W1<br />
Union Street<br />
ABERDEEN<br />
94-96 Briggate
I was<br />
.<br />
^SYCHePtUC<br />
CQW^T,<br />
WO/WMJB<br />
mmsm<br />
Empire-ruling triumvirate<br />
Oliver Frey, Franco Frey, Roger<br />
Kean<br />
Zzap Ed<br />
Chris Anderson<br />
Ed's sidekick<br />
Bob Wade<br />
Sidekick's sidekicks<br />
Gary Penn, Julian Rignall<br />
A very nice person<br />
Lucy Anderson<br />
Big production chief<br />
David Western<br />
Production minions<br />
Gordon Druce, Matthew Uffindell<br />
Adman's contact<br />
John Edwards<br />
Male order<br />
Carol Kinsey<br />
Girl with 3000 subscribers<br />
Denise Roberts<br />
Editorial hovel (for reviews, news,<br />
comps, gifts, etc)<br />
Zzap! <strong>64</strong>, 1 Church Terrace,<br />
Yeovil, Somerset BA20 1HX<br />
(Tel. 0935-78511)<br />
Publishers' mansion (for ads, subscriptions,<br />
mail order, bills, etc)<br />
Newsfield Ltd, 1-2 King Street,<br />
Ludlow, Shropshire, SY8 1 AQ<br />
(Tel. 0584-5620)<br />
• Pages processed in glorious<br />
technicolour at Scan Studios,<br />
Wallace Road, London N1<br />
• Printing of an unimaginable<br />
number of copies achieved by<br />
Redwood Web Offset, Yeoman<br />
Way, Trowbridge, Wiltshire,<br />
BA14 0QL<br />
• Delivery to that newsagentjust-round-the-corner-from-you<br />
organised by: COMAG, Tavistock<br />
Road, West Drayton,<br />
Middlesex, UB7 7QE<br />
Now for a really juicy bit ofgossip . . . I bet<br />
you can 't guess where JeffMinter and his<br />
cuddly toy camel go every Thursday<br />
evening!!?! You can't? OK, I can't either,<br />
but having got your attention reading this<br />
otherwise totally tedious part of the magazine,<br />
can / iust point out that every bit of<br />
this monthly publication (even this bit right<br />
here) is the copyright of our great and glorious<br />
publishers Newsfield Ltd. So youre<br />
not allowed to Xerox it, crib snippets from it<br />
or copy it in any otherdevious way you care<br />
to think of without ourpermission. Got it?<br />
OK, OK, so it's not funny — just you try<br />
writing these little fiddly bits<br />
© <strong>1985</strong> Newsfield Limited<br />
Cover by<br />
One man's meat. .<br />
a bit disappointed to discover<br />
this month that our outside<br />
columnist Jeff Minter doesn't<br />
actually like Zzap very much! This<br />
little comment was printed in a<br />
promotional newsletter which he<br />
sends out to people on Llamasoft's<br />
mailing list. Can't be sure,<br />
but I think his annoyance stems<br />
from our criticism in issue one of<br />
his latest game Mama Llama.<br />
I'd be very interested to hear<br />
what anyone thinks of that<br />
review, and of Jeff's newsletter<br />
comment. No doubt he would<br />
too. Why not write either to me at<br />
the address in Zzap Rap or to Jeff<br />
at 49 Mount Pleasant, Tadley,<br />
Hants.<br />
Angry Spot<br />
Wanna know what drives<br />
“"PteWV A and utterly<br />
i^„ T ? s !!' peop,e
I<br />
think<br />
I expected<br />
I bought<br />
’<br />
.<br />
I<br />
Your letters to us, plus the ed's idiotic replies<br />
I've been so busy drowning in sacks of mail this month I haven't had time to do any<br />
work on the mag itself, so goodness knows what those dreadful reviewers have<br />
been up to. Never mind, you've kept me smiling with your insane scribblings, and<br />
I'm proud to award another three games from our lucky dip to worthy authors.<br />
One kind of letter which ISN'T going to win any games are those which rant on<br />
for ages knocking other machines. Had rather a lot of those recently owing to a<br />
certain letter I printed as a joke last month . . . they do get just a teensy-weensy bit<br />
boring after a bit, people. Especially as we all KNOW the <strong>64</strong>'s the greatest. For all<br />
other types of letter the address to write to is: Chris Anderson, Zzap! <strong>64</strong>, 1 Church<br />
Terrace, Yeovil, Somerset BA20 1HX.<br />
Forget fast-loaders<br />
Dear Zzap! <strong>64</strong><br />
My pet gerbil's name is<br />
Fred.<br />
He spends half his time sleeping<br />
and the other half biting my<br />
finger.<br />
Seriously though, I have a few<br />
comments to make on your reviews.<br />
First, why not include a<br />
'difficulty' rating? It's useful to<br />
know what level of skill a game<br />
6 <strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong><br />
requires. Secondly, why not<br />
start a 'Playback' section and<br />
review some of the older <strong>64</strong><br />
.games compared to modern<br />
releases, eg. Beach Head. (We<br />
can't let that CRASH crowd<br />
outdo us!)<br />
I've had a lot of trouble with<br />
some of these fast-loading<br />
games recently. I don't think it's<br />
just the C2N at fault here as I've<br />
been to the shop to replace it<br />
three times! I it's about<br />
time that software houses and<br />
programmers got to hear the<br />
customer's view on fast-loaders.<br />
OK, the software houses have to<br />
protect their games from piracy,<br />
accept that. BUT they have no<br />
right to do this by lowering the<br />
quality of the games they sell to<br />
their honest customers. Fastloaders<br />
are far more unreliable<br />
than normal tapes —<br />
I have to<br />
load a Pavloda game two or<br />
three times before it loads properly.<br />
Even Commodore and<br />
Hairy Minter agree! So come on<br />
software houses, stop fastloaders.<br />
Thanks for a brill mag.<br />
Noor Mirza, Streatham,<br />
London.<br />
What? You're telling me that you<br />
enjoy waiting 20 minutes for a<br />
game to load?! My own feeling<br />
is that software houses should<br />
include two versions on each<br />
cassette, one with the fastloaders,<br />
one without. This<br />
would allow people with iffy<br />
cassette players something to<br />
fall back on, but wouldn't send<br />
the rest of us to sleep while our<br />
programs load.<br />
Beeb owner<br />
rave shock .<br />
Dear Chris,<br />
your magazine to<br />
pass the time on a train journey.<br />
a pretty good magazine.<br />
But I was wrong. WOW, it<br />
was sensational. I really enjoyed<br />
reading it and I expect all <strong>64</strong><br />
owners will love it<br />
Ah, you thought I had one. No,<br />
I own a BBC model B, but after<br />
seeing your games I'm thinking<br />
of changing. Now, to get to the<br />
point of this letter. I was wondering<br />
whether you knew any VERY<br />
good adventure programs for<br />
the Beeb. if so please could you<br />
tell me. Keep up the fandabadouzie<br />
work!<br />
Jonathan Moss, Eastleigh,<br />
Hants.<br />
Frankly, / should go ahead and<br />
change machines. Adventure<br />
progs tend to get just a teensy<br />
weensy bit- squeezed on the<br />
memory-starved Beeb. However<br />
the kind-hearted Level 9<br />
have been doing BBC versions<br />
adventures.<br />
bd Atari too| t.! f<br />
i so happens that I own an<br />
m<br />
think you’ll find that many<br />
us will avidly read 2zap! <strong>64</strong> in<br />
absence of our own dedicmag.<br />
Much of what you say<br />
* A<br />
Rice, Fulbourn, Cambs.<br />
mmMm<br />
3ITiCjC f*€*t Xi«liiC| «<br />
Dear Chris,<br />
How about having a section<br />
called Zzap! Trap in which you<br />
examine as many new games as<br />
is possible or practical that come<br />
under a particular heading eg.<br />
sports simulation, flight simuation.<br />
arcade/adventure etc.<br />
fou could put them info order,<br />
best to worst, slagging off the<br />
worst ones and praising the best<br />
m&m, genera® comparing their<br />
good and bad points. Maybe<br />
you could even make suggestions<br />
as to how future ones could<br />
be improved.<br />
A variation on this would be to<br />
show how the different types of<br />
games of today have evolved<br />
and improved from those of the<br />
early '80s, and again looking<br />
forward to see what the future<br />
holds. It could be called Zzap!<br />
Thru Time.<br />
photograph of the garnet being<br />
given the main tips: it helps the<br />
people who haven't got the<br />
game but like to read the hints (i|<br />
know I do) to understand what is<br />
being said. The same is neces-j<br />
sary on the great Zzap Challenge!<br />
page.<br />
You stated at the beginning of<br />
your first issue that your main<br />
concern is <strong>64</strong> software, and that;<br />
hardware talk was out. I hope<br />
this does not include joysticks,<br />
and that you will include news<br />
on the latest joysticks available<br />
in your news-flash section.<br />
Anthony Whyte, Sutton Cold<br />
field. West Midlands.<br />
PS I am still wondering whether<br />
having both a Hookability and<br />
Instability mark is really necessary<br />
(PCG made do with Lasting<br />
Interest), and that (game) contents<br />
might be a better subject for<br />
considering.<br />
Hang on. You forgot to comment<br />
on the size of the dots we<br />
use on our 'i's.<br />
A crummy poem<br />
Dear Sir,<br />
For ages and ages,<br />
read through the pages<br />
Of the mags for the <strong>64</strong>,<br />
Though sadly, alas,<br />
They were all full of trash,<br />
Hints that were such a bore;<br />
But now at long last<br />
All that's in the past.<br />
Now that I've purchased Zzap!<br />
<strong>64</strong>!<br />
Kevin Wilkinson, Sheffield<br />
A lucky dip LETTER-BOMB for<br />
the next bad bit of 'poetry' we<br />
receive
had<br />
cannot<br />
!<br />
I<br />
I<br />
.<br />
.<br />
I get<br />
I<br />
beat<br />
!<br />
(What<br />
!<br />
It's big bad parent trubble . .<br />
Jv<br />
— and big bad family trubble<br />
Dear Zzap! <strong>64</strong><br />
I write to you concerning your<br />
'Mother Trubble' item. Spurred<br />
on by the reward for the 'most<br />
touching tale of maternal persecution',<br />
I will now tell my tale<br />
of woe.<br />
It concerns not my Mother,<br />
but my Father. I was playing<br />
'Impossible Mission' and by my<br />
standards was doing very well. I<br />
had all 36 code pieces and<br />
already completed 3 letters of<br />
the pass word.<br />
Feverish with anticipation, I<br />
searched for the next 'punched<br />
card' when Zzap! (sorry) . . .My<br />
Dad TURNED ITOFF!<br />
I<br />
This did not go down too well<br />
with me, as never been<br />
anywhere near completing the<br />
game before.<br />
Robert Cerdran. Colchester.<br />
Essex.<br />
PS The mag is great and I am<br />
giving up buying C&VG to subscribe<br />
to you!<br />
rads. Elite for the <strong>64</strong>, must get<br />
that when I get my <strong>64</strong>.'<br />
'Is Chris Anderson that<br />
young?' I asked.<br />
Then I found my eleven year<br />
old sister reading Zzap! <strong>64</strong>. The<br />
last time she read something<br />
was ... I can't remember,<br />
maybe she's never read anything<br />
else.<br />
The mention of mother<br />
trubble. Huh! Yesterday ol' Dad,<br />
who rates computers as much<br />
as he rates ringworm or potato<br />
blight (he's a farmer) spent yesterday<br />
trying to jump off ropes in<br />
Quo Vac/is. I didn't get a look in.<br />
Butthemag is great, almost as<br />
great as the computer page I<br />
write for the school mag.<br />
Sarah Teasdale (Miss) (13 yrs),<br />
Doncaster, S Yorks.<br />
PS I only have one sister, thank<br />
God.<br />
PPS Is there anyone else who<br />
hasn't mastered Impossible<br />
Mission?<br />
Dear Chris,<br />
Congratulations to Zzap! <strong>64</strong>. It's just what I<br />
I'm a Mother with two horrid boys.<br />
(No, they're not always our pride and joys)<br />
When I'm on a screen where no-one has been,<br />
I'm pushed off and told 'Don't be mean.'<br />
This may come as quite a surprise,<br />
(And I promise I'm telling no lies!)<br />
That I'm zapping all day till the light fades away<br />
So I'll still stay the best come what may.<br />
good hi-scores and I THEM by far,<br />
But they turn on me shouting, 'Hah! Hah!'<br />
'Just wait for a while,' they sneer with a smi<br />
'And we'll prove we're the best by a mile.'<br />
must not buy too many games,<br />
Or my husband will call me rude names.<br />
But now that I've ordered your Zzap! <strong>64</strong><br />
There's nothing can stop me — IT'S WAR! !<br />
Beryl Waters, Solihull, West Midlands.<br />
needed because:-<br />
/ reckon that's worth the tape I promised for the most harrassed<br />
Mum. Nice one. Beryl.<br />
0 Great master Chris,<br />
I beg of you, please spare a<br />
moment of your important time,<br />
to help me in my desparate<br />
plight. I have the worst kind of<br />
MotherTrubble imaginable: Not<br />
only does she turn off my <strong>64</strong><br />
when I am playing my games in<br />
her bedroom, I get a<br />
game in edgeways. If that isn't<br />
bad enough, she can beat me on<br />
every game I own!<br />
Please Masterful Master, send<br />
me a new game, with a letter<br />
forbidding herto play it and I will<br />
be your everlasting servant.<br />
Yours desperately,<br />
Martin Haynes, Bude, Cornwall.<br />
A/0 WA Y creepie-knicksl!<br />
Well Hi!<br />
Here was I with supposed<br />
chicken pox. Then my sister returned<br />
with Zzap! <strong>64</strong> and a bunch<br />
of grapes.<br />
My first impression was 'What<br />
a daft name for a computer magazine,<br />
Nnap! <strong>64</strong>' (Joke!!) But<br />
WOW, all the reviews!<br />
I flicked through the pages<br />
with great interest and glanced<br />
at the ratings. What surprised<br />
me was the bulkiness of Zzap!<br />
<strong>64</strong>, unlike other <strong>64</strong> mags.<br />
Anyway my boyfriend came<br />
and was (being a Vic 20 owner)<br />
duly impressed and kept rabbiting<br />
on about getting a copy of<br />
Zzap! <strong>64</strong>. Then I had to read it,<br />
well flick through it again while<br />
Nick (that's his name) gave off<br />
comments like, 'Brill, no Amst-<br />
C Funny you should ask . .<br />
The lights were low. The moon<br />
shone down onto my joystick as<br />
was searching for the last puzzle<br />
piece to complete Impossible<br />
Mission. People everywhere in<br />
the World were relying on me to<br />
save them from the evil mind of<br />
Elvin. Aha! I've found it! Now<br />
I've completed the puzzle, all<br />
that remains to be done is to find<br />
the control room.<br />
was lucky, it was two rooms<br />
away. I was just about to enter<br />
the control room thus saving the<br />
terrified world when a head<br />
peered round the door and said<br />
'Jamie! How many times have I<br />
told you to hang up your coat up<br />
when you come in. DO IT NOW,<br />
BOY!'<br />
Oh no! Only a minute to go in<br />
the game as well! I went downstairs<br />
to do my job. I rushed upstairs,<br />
only to find the computer<br />
laughing at me The world<br />
was doomed. I could sense<br />
screams of fear from all sorts of<br />
different countries. The destruction<br />
of the world had begun.<br />
Why, oh why did my mother<br />
have to do this to our planet? I<br />
was very, very sad.<br />
Jamie Phillips, Gosforth, Newcastle<br />
upon Tyne.<br />
OK Jamie, you win the promised<br />
Mother Trubble cassette. I mean<br />
sacrificing earth was just too evil<br />
of her. / reach into the sack and<br />
come up with . . . Gribbly's Day<br />
Out ! Don 't let Mum at it.<br />
mat (i.e. stamp on it). While you<br />
are doing this you must be<br />
having hysterics and then finally<br />
2. Upon seeing a Vic 20 user one<br />
must talk in a loud voice to your<br />
friend about Vic 20 graphics<br />
t | | | i \ t* ^ m<br />
(how terrible they are), Vic 20<br />
sound (Spectrum sounds better<br />
than this) and Vic 20 memory<br />
(the slight lack of it).<br />
We hope you will wear the<br />
:ers (Dominic and<br />
nm know how you spot a Vic<br />
ner using a word processor?<br />
tm the Tippex on the screen.<br />
Saying it right<br />
Dear Zzap,<br />
Congratulations on a great<br />
mag. I think the whole layout<br />
just brilliant. But here's a few<br />
ideas.<br />
Can we have more reviewers<br />
please — just three isn't enough.<br />
Instead of selling software in<br />
Zzap (how do you pronounce<br />
that word anyway?) why not sell<br />
merchandise of the software<br />
houses? For instance badges,<br />
stickers, posters, etc. It's good<br />
advertising for the companies<br />
concerned and you could make<br />
a few quid too.<br />
Instead of having the Minter<br />
column why not call it Programmers'<br />
Forum. And different programmers<br />
could air their views<br />
on subjects they find should or<br />
shouldn't be in the computer<br />
industry.<br />
Matthew Summerson, Teddington,<br />
Middx.<br />
Hmmmmmm, not too sure that<br />
would work — most program<br />
mers can't write for toffee — at<br />
least not words, only programs.<br />
As for having more reviewers —<br />
that's absolutely out of the question.<br />
The three I've got give far<br />
too much trouble as it is. The<br />
pronunciation ofZzap? — well, /<br />
think the following letter may<br />
give you the right idea.<br />
Dear Ed!<br />
Zzzzzzzzzzzzzzzzzzzzzzzzzzzzz<br />
(no I'm not asleep!) zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz<br />
(boy, my arm's getting<br />
sleepy) zzzzzzzzzzzzzzzzzzzzzAP!!<br />
!<br />
else can you say?)<br />
Yours Zzapfully,<br />
K Yamin, Croydon, Surrey.<br />
To get the name<br />
That's exactly it.<br />
right, you have to start quietly<br />
and work up to a kind of crescendo.<br />
Makes your newsagent's<br />
hair stand on end.<br />
<strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong> 7
,<br />
I<br />
-<br />
good<br />
.<br />
'<br />
Free Micronet plug<br />
Sir,<br />
Loved the first issue, looks like<br />
you've got yourself a winner.<br />
Especially good to see Jeff<br />
Minter writing a column for you<br />
as he's not scared to say what he<br />
and our members benefit<br />
thinks.<br />
Jeff's right about the distributors<br />
and his solutions make<br />
sense. However, Jeff and many<br />
other software houses have<br />
found out the benefits of distributing<br />
their software houses electronically<br />
via Micronet or even<br />
Compunet (there I mentioned<br />
the competition).<br />
For the price of a cassette,<br />
software houses can sell their<br />
products to thousands of buyers,<br />
from getting<br />
**/<br />
software at discount<br />
prices.<br />
A pompous gentleman writes<br />
Dear Mr Anderson,<br />
It is with great displeasure that<br />
I am forced into writing to you.<br />
When I had heard the whispers<br />
that abounded before the<br />
arrival of Zzap! <strong>64</strong> I was quite<br />
eager to intercept a copy as soon<br />
as my newsagent obtained his<br />
set amount. When the moment<br />
immediately pur-<br />
finally arrived I<br />
chased the nearest copy and<br />
proceeded to flick through the<br />
pages of this 'revolutionary'<br />
rubbish! Well, it's ace, megafab,<br />
zipping . . . oops! he's coming<br />
back ... I do beg your<br />
pardon, one of the public servants<br />
had a slight query over the<br />
milk payments. I will continue.<br />
Zzap! <strong>64</strong> is an example of a very<br />
poorly designed games magazine<br />
which has none of the interesting,<br />
stimulating projects<br />
such as putting the computer in<br />
control over the cat flap that I<br />
expected. This is most disap<br />
pointing {RING — RING) ...<br />
There, he's on^he phone. Well I<br />
wanted to write to you, but I<br />
can't spel. Anyway, Zaps really<br />
ace yknow, all the detailed reviews<br />
etc and all my mates luv it.<br />
Thank 'eaven there's no type in<br />
listings cos they're **!%* and<br />
never work and 1 really think<br />
that this mag'll work cos its got<br />
all right stuff in it and not piffle<br />
like another mag i know with 4<br />
Gone off Super Huey<br />
read your review of Super Huey<br />
with interest, having bought the<br />
program two weeks before your<br />
magazine. In first playing the<br />
game I regarded it with the same<br />
enthusiasm as your test team:<br />
great 'chokka-chokka' sound<br />
effects, suitably cluttered control<br />
panel (I'm fond of flight<br />
simulators), good 3D ground effects,<br />
etc. But after a while, I came<br />
down to earth, so to speak. Of<br />
the four scenarios, two (Solo<br />
Flight, Exploration) soon became<br />
boring and Combat gets<br />
frustrating when you have been<br />
shot down at random for the nth<br />
time as soon as an enemy helicopter<br />
has appeared. But it is the<br />
Rescue scenario that is the most<br />
puzzling, as it seems to be impossible<br />
to complete!<br />
The way it seems to work is<br />
this: if you fly above 120ft you<br />
will always crash attempting to<br />
land, but if you fly at less than<br />
120ft then you can't get through<br />
the mountains. There are a few<br />
words in its titles that lives at a<br />
place called Priory Court wherever<br />
that is, anyway I was say<br />
Thank you foryour patience, it<br />
is well appreciated and will not<br />
be abused. A further complaint<br />
is that there are no 'type-in' listings.<br />
Although as you have<br />
stated they do not sometimes<br />
work, it is a great challenge to<br />
get them to work and very educational<br />
— excuse me again, my<br />
copies of the Guardian, Telegraph<br />
and Financial Times have<br />
just arrived.<br />
I hope you will take my criticisms<br />
to heart and perhaps take a<br />
leaf out of such excellent magazines<br />
as 'Electronics and<br />
Computing', 'Computer and<br />
Video Games' and 'Readers<br />
Digest'. This would be greatly<br />
appreciated and would certainly<br />
improve your production no<br />
end.<br />
Mr Philip Knee, Bolton.<br />
Dear Mr Knee-jerk, / am delighted<br />
to discover your enlightened<br />
and sober reading habits. May /<br />
also recommend the British<br />
Medical Journal, the Yeovil Telephone<br />
directory and Commodore<br />
User. Sample copies enclosed.<br />
Also a piece of software<br />
for that pesky son of yours to<br />
stop him messing around with<br />
your type-writer.<br />
other points, why does the DST<br />
command (distance from take<br />
off point) act so erratically? And<br />
why can you never drop a homing<br />
beacon? Is it me, or is the<br />
program flawed? Oh well, it's<br />
back to Combat Lynx Much<br />
more dependable than those<br />
American machines<br />
Giles Collinge, Hebdon Bridge,<br />
W Yorks<br />
The guys here are most puzzled<br />
by your letter. They tell me the<br />
secret on combat is to KEEP<br />
LOW. Provided you have a nifty<br />
trigger finger, you should be<br />
able to shoot down lots of<br />
enemy helicopters. Failing that<br />
you could try the homing missiles.<br />
Admittedly the guys<br />
haven't yet completed the<br />
rescue mission, partly because<br />
our copy has been nicked by one<br />
of those greedy reviewers on<br />
our sister magazine CRASH.<br />
What we'll do is print some<br />
detailed tips on Super Huey as<br />
soon as possible. Well, as soon<br />
as we get the tape back. We're<br />
still firmly of the opinion it's a<br />
better helicopter simulator than<br />
Combat Lynx.<br />
I own a Spectrum<br />
!<br />
Dear Zzap 1 <strong>64</strong>, ^<br />
Short but sweet. Great magazine<br />
but avoid wasting space<br />
by insulting Spectrum owners<br />
— remember what CRASH<br />
does? — and use it to good use.<br />
—-<br />
On the reviews side reviews<br />
but bad layout — keep the<br />
pictures straight, could you, in-<br />
.. * a*. .. I A X I _ w . . 4- Lm ** . m # -V ^<br />
very good but the bar Values do<br />
not really<br />
anlgpasti<br />
space. A bit more colour in the<br />
pictures would also help as well<br />
as more clarity 4n the black and<br />
white gtbfures. (follow CRASH'S<br />
lactic# ofRising a $ubWiomtor<br />
etc) as many pictures are darkor<br />
blurred. Please use proper cartoon<br />
style speech bubbles as<br />
well — - it would make the overall<br />
appearance neater and easily<br />
f<br />
=r#adab^'^ vp/ \<br />
A Spectrum/<strong>64</strong> owner, Stephen<br />
A Graham, Carlisle, Cumbria.<br />
Ptbrne^in impe me wem We
'*».<br />
—,"W'<br />
ADVENTUR<br />
ANDS THROUGH<br />
1 !<br />
«<br />
!<br />
USICONT<br />
ȣ&%!*! %&.<br />
V — ,7V-\*£<br />
MAIL ORDER: BEYOND, COMPETITION HOUSE<br />
&
LONDON<br />
.<br />
Elite -the ultimate, award-winning space<br />
challenge.<br />
Once the privilege of BBC and Electron<br />
owners, Elite now takes a giant leap forward -<br />
onto the COMMODORE <strong>64</strong>. (There’ll be<br />
versions for the 48K Spectrum and Amstrad<br />
soon).<br />
Already tested by the intrepid explorers of<br />
the Commodore press, here- breathlessly -<br />
are just a few words from their advance battle<br />
reports.<br />
“The Final Frontier?”<br />
(Mega Game, Your <strong>64</strong>, June <strong>1985</strong>).<br />
“My favourite... as absorbing and<br />
challenging as the original. ”<br />
(Commodore Horizons, June <strong>1985</strong>).<br />
“To explain every element of Elite would<br />
take a book. .<br />
.you’ll run out of energy long<br />
before Elite runs out of things to show you.”<br />
(Commodore Computing International,<br />
June <strong>1985</strong>).<br />
“A brilliant game of blasting and trading . .<br />
truly a mega-game...the game of a lifetime.”<br />
(Gold Medal Award, Zzap! <strong>64</strong>, May <strong>1985</strong>).<br />
FIREBIRD<br />
•<br />
SOFTWARE WELLINGTON HOUSE<br />
UPPER ST MARTIN<br />
•<br />
S LANE<br />
WC2H 9DL
can<br />
. . Gary<br />
stood<br />
I<br />
I see<br />
I hope<br />
l<br />
* L<br />
H<br />
.<br />
bought<br />
My adventurous<br />
budgie<br />
Dear Chris,<br />
On reading your few paragraphs<br />
in Zzap! <strong>64</strong> entitled The<br />
Zzingiest Letters page in town', I<br />
saw the word 'guinea pig'. Now<br />
who in their right mind would<br />
write to a top computer magazine<br />
about their petguinea pig?<br />
This brought me to think<br />
about my pet budgie who is<br />
called Bibo. Well, about one and<br />
a half years ago I taught him to<br />
speak. Now, me being interested<br />
in adventure games told him<br />
adventure talk, eg. N,S,E,W, kill,<br />
pick up, go to, etc.,<br />
One day when I was playing<br />
Twin kingdom Valley I came<br />
across an enemy. Me, being an<br />
inexperienced adventurer then<br />
didn't know whatto do, Whether<br />
to go back or to stand and fight<br />
him. Then Bibo went and<br />
squawked 'Kill', so I my<br />
ground and killed him. What pot<br />
luck. I searched him and found<br />
money and food. That day he<br />
got extra millet.<br />
Now I have been teaching him<br />
lots of adventure talk, and now<br />
when I've finished loading an<br />
adventure in all I can hear are<br />
'pick up, open, get,' etc, all coming<br />
from Bibo. It~is all so loud<br />
that I have to turn the computer<br />
off and reach for the asprins.<br />
only play it when I'm<br />
Now I<br />
alone in the house.<br />
Martin Witherden, Pinner,<br />
Middx.<br />
PS Please, please, please could<br />
you send me a box of asprins as I<br />
am running short.<br />
Hmmmm .<br />
reckons you<br />
should buy some, er, platform<br />
training shoes. Well, HE thought<br />
it was funny.<br />
Leave out politics<br />
With Raid over Moscow why do<br />
you have to say whether people<br />
will find the theme to their<br />
liking? The graphics are excellent<br />
and so is the gameplay, so<br />
please review the game and<br />
don't bring personal feelings<br />
into it as there are other games<br />
like that one. Battle for Normandy<br />
was reviewed in this<br />
issue but nothing was mentioned<br />
about whether people will<br />
like fighting the Germans.<br />
Unsigned, Newton Abbot,<br />
Devon.<br />
/ disagree. The ideas conveyed<br />
by some games are important<br />
and controversial. It would be a<br />
bad mistake to completely ignore<br />
these in a review.<br />
12 <strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong><br />
Corny name!<br />
would like to give my views on<br />
Zzap! First things first. The magazine<br />
is brilliant, it looks set to<br />
become one of the best <strong>64</strong> mags<br />
ever.<br />
What l don't like about the<br />
magazine is the name, Zzap!<br />
How completely corny and unoriginal.<br />
I think you could have<br />
done better.<br />
Unoriginal?!? How many other<br />
magazine names have two 'Z's<br />
High score copy?<br />
Dear Ed,<br />
in your editorial that<br />
you're going to introduce a highscore<br />
table and feature playoffs.<br />
(Naughty, naughty —<br />
we've seen that before somewhere,<br />
haven't we?<br />
you're not going to<br />
waste too much space on that,<br />
better still don't bother. There's<br />
nothing more demoralising than<br />
having spent hours of sweat and<br />
toil saving the universe or akin<br />
task and running up what you<br />
think is a monumentous score<br />
(together with a very irate wife<br />
because she missed her favourite<br />
TV programmes) to see some<br />
creep has scored twice as much<br />
and then several pages on how<br />
easy he found it!<br />
Great mag — shame about the<br />
name.<br />
P F Barrett, Axminster, Devon.<br />
The history of high score features<br />
is an interesting one.<br />
Computer and Video Games,<br />
back in the mists of time, started<br />
things off with their Hall of<br />
Fame, basically a collection of<br />
(claimed) high scores on a small<br />
number of selected games.<br />
Personal Computer Games (the<br />
mag a couple of us used to work<br />
for) took things an important<br />
stage further by staging a<br />
monthly playoff between highscore<br />
claimants to help siphon<br />
out cheat entries. With the<br />
launch of Zzap and death of<br />
PCG, / felt a bit more spice still<br />
could be added by having the<br />
playoff between a reader and<br />
one of the magazine team.<br />
Meanwhile the existing PCG<br />
idea of a challenge between two<br />
readers was copied (along with<br />
various other PCG features) by<br />
Your <strong>64</strong>.<br />
We may have a strange name,<br />
but our ideas are our own.<br />
Where's Star Wars?<br />
DearZzap!<strong>64</strong>,<br />
I'm writing to ask if there are<br />
any versions of the arcade<br />
machine Star Wars available for<br />
our machine, and if so, which is<br />
the best?<br />
The Spectrum has a superb<br />
game, 3D Starstrike, and I<br />
wonder if a conversion of this is<br />
likely?<br />
saw vour magazine<br />
As soon as Isa Y<br />
, newson<br />
the rack
WHITE<br />
SPIDER-MAN<br />
HIGH<br />
PIPE<br />
ADVENTURE<br />
KOKOTONI<br />
BLOCKBUSTERS<br />
ELITE<br />
SHOOT<br />
ROBBER<br />
PLOP<br />
THE<br />
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MS<br />
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TRANSYLVANIAN<br />
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MYCHESS<br />
GHOSTBUSTERS<br />
MANIC<br />
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ANT<br />
ZAXXON<br />
JACK<br />
SOFTWARE<br />
STAR<br />
TALES<br />
UGH!<br />
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RAID<br />
AUTOMANIA<br />
SCRABBLE<br />
BRUCE<br />
STAR<br />
VIZAWRITE<br />
ZODIAC<br />
SON<br />
JASPER<br />
MATCH<br />
AVALON<br />
NOMAD<br />
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JET<br />
RATTLER<br />
CAMELOT<br />
GOLD<br />
ZOOM<br />
TECHNICIAN<br />
SPACE<br />
MATCH<br />
STAR<br />
OLYMPICS<br />
ZORK<br />
TEST<br />
JINN<br />
EDDIE<br />
RETURN<br />
• • • •<br />
EN ABYSS QUEST<br />
•<br />
USA TRAFFIC CONTROL AMERICAN FOOTBALL<br />
• •<br />
ATTACK •<br />
AVIATOR BATTLECARS BEACI<br />
• • •<br />
\D BLAGGER<br />
• •<br />
BLUE MAX HOUSE DASH<br />
• •<br />
BRAXX<br />
• •<br />
feLUFF LEE CASTLE OF TERROF<br />
•<br />
DENAME MAT<br />
• •<br />
DALEY THOMPSON’S DECATHLON DAN DOOMDARK’S<br />
•<br />
REVENGE DRAGON FIRE<br />
•<br />
DRELBS<br />
•<br />
DUNGEON ADVENTURE KID<br />
• • • •<br />
'IP CHALLENGE<br />
• • •<br />
PILOT MANAGER GIFT<br />
•<br />
FROM THE GODS<br />
•<br />
RUSH GRAND PRIX DRIVE<br />
• • • • •<br />
/ZZLER NOON DOT SPOTTER MISSION PILOT • & THE BEANSTALK • • SET WILLY JETPAC • GENII<br />
• • •<br />
GHTLORE WILF<br />
• • •<br />
SYNDROME LORDS OF MIDNIGHT<br />
•<br />
MINER<br />
•<br />
DAY POINT MOLAR MAUI<br />
• •<br />
ON PATROL MR<br />
•<br />
ROBOT PAC MAN MUGSY<br />
•<br />
MACHINE MONTY II NATO COMMANDER • • •<br />
OF TIME 84 ORIOl'<br />
•<br />
• • • • • •<br />
ER PAN LINE POSITION • • • •<br />
OVER MOSCOW<br />
• •<br />
REDCOATS T<br />
iN RIVER RAID • • • •<br />
2084<br />
• •<br />
GOES DIGGING SABRE WULF<br />
•<br />
OF ERIC THE VIKING •<br />
SCUBBER DIVE SHEER PANIC SHERLOCF<br />
• •<br />
P OF THE LINE<br />
• • •<br />
THE RAPIDS DAZE SKULL<br />
•<br />
SNOOKER • •<br />
STAR OF BLAGGER<br />
•<br />
SHUTTLE SPELLBOUN<br />
• • • • •<br />
IEGED SPIRIT OF THE STONES<br />
•<br />
SPITFIRE ACE HUNTER<br />
•<br />
OF KARNATH TRADER<br />
•<br />
TREK<br />
•<br />
ADVENTURE WARRIOR STELLAR<br />
• •<br />
VE<br />
•<br />
DAVIS SNOOKER STOP THE EXPRESS STRIP POKER EXPRESS SULTAN’S MAZE • • • •<br />
OF THE ARABIAN NIGHTS<br />
•<br />
TED MATCF<br />
• •<br />
GALACTIC PLAGUE GREAT SPACE<br />
• •<br />
RACE THE THINKER TIR NA NOG<br />
• •<br />
TOWER <strong>64</strong> WANTED MONTY MOLE • •<br />
WEATHE<br />
• •<br />
STER<br />
• • • •<br />
LIGHTNING WORDS WIZARD OF WOR • •<br />
MISSION<br />
•<br />
MASTER<br />
•<br />
PASCAL II ZORK I<br />
When you are looking for the best games in town look no<br />
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hear<br />
i<br />
Clumsy, opinionated superhack EDWARD BANGER bungles<br />
games scene's hottest news and juiciest gossip.<br />
Frankie<br />
goes computer<br />
Those new-fangled Liverpudlian<br />
pop stars who've risen up the hit<br />
parade are now releasing a computer<br />
game with the help of<br />
Ocean. It's called, surprisingly,<br />
Frankie goes to Hollywood, and I<br />
still haven't managed to work<br />
out which one of them is<br />
Frankie.<br />
The game is being programmed<br />
by those clever former<br />
Imagine people at Denton Designs,<br />
who also did Shadowfire.<br />
You can expect another strange<br />
scenario, and I have little doubt I<br />
won't get past the opening<br />
screen. I satisfied myself with<br />
snatching this sneak screenshot<br />
from an early copy of the<br />
game. Why can't someone do<br />
'Jim Reeves goes to Nashville'?<br />
Herbert is a wally<br />
Remember the little horror, the<br />
uncontrollable baby Herbert from<br />
Mikro-Gen's Everyones a Wally? „<br />
Well, old Ed can tell you that hot<br />
on the heels of that impossibly<br />
difficult (I speak for myself) release<br />
comes Herbert starring solo<br />
in his own game.<br />
Herbert's Dummy Run, to be reviewed<br />
next issue, features similar<br />
sort of gameplay to its predecessors<br />
but includes a lot more<br />
mini arcade-style games like<br />
Breakout and Space Invaders.<br />
Great! Those are games I can<br />
almost cope with.<br />
14 <strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong><br />
Archer Maclean:<br />
a star is born<br />
Watched the lads drooling over<br />
Dropzone this month — a distasteful<br />
experience, I can tell<br />
you. Since the game came to<br />
them from US Gold, they actually<br />
thought it was American,<br />
so I thought I'd impress them by<br />
tracking down the programmer<br />
who I happened to know was . .<br />
British. This could explain why<br />
US Gold have put out this one<br />
under the label UK Gold.<br />
The program author, Archer<br />
Maclean, naturally agreed to<br />
give the Banger a sizzling<br />
hot,<br />
world exclusive, face-to-face<br />
interview and explain to me how<br />
he came to write the game<br />
which is clearly going to make<br />
him and US Gold a lot of money.<br />
Dropzone was conceived on<br />
his Atari 800 back in <strong>July</strong> last<br />
year. Astonishingly, despite the<br />
fact that he'd been programming<br />
since the late 70s, he had<br />
never actually had a game released<br />
— much of his time had<br />
gone into programming 'brilliant'<br />
Atari versions of Defender<br />
and Stargate which for legal<br />
reasons never saw the light of<br />
day. The Atari Dropzone, based<br />
to some extent around these<br />
earlier games, took four and a<br />
half months of intensive 18<br />
hours a day programming.<br />
'When I showed it around and<br />
said I was going to convert it to<br />
the <strong>64</strong>, everybody laughed,'<br />
says Archer.'They said: You just<br />
can't do that sort of thing on the<br />
<strong>64</strong>!. Well that spurred me on further,<br />
so I went out and bought a<br />
<strong>64</strong> and converted Dropzone in<br />
just eight weeks.'<br />
Archer Maclean is 23 years<br />
old, rather tall, based in Cambridge,<br />
dislikes Minter games,<br />
eats nearly anything (but can't<br />
stand Pot Noodles) and pursues<br />
many sports such as hang gliding,<br />
squash and water skiing. He<br />
also loves driving at very high<br />
speeds and playing arcade<br />
games written by Eugene Jarvis<br />
(Defender, Robotron and Joust.)<br />
He's now starting work on<br />
Dropzone 2 and spent a good<br />
deal of time talking to the lads<br />
here about what might or might<br />
not be included in it. Stand by<br />
for, at the very least, another<br />
ultra-hectic shoot-em-up with<br />
far more species of alien.<br />
¥* Cff ¥ L 7<br />
XS OTTf<br />
Take a careful look at this<br />
picture», because it's an<br />
exclusive, a first, a nap, a<br />
scoop — get the idea ?<br />
Basically this is the world's<br />
first look atA/iigata's new<br />
number Match Fishing with<br />
Jack Charlton as described in<br />
this column last month. Very<br />
pretty it looks too. Especially<br />
in colour.<br />
The release date will<br />
coincide with the opening of<br />
the coarse fishing season,<br />
June 16th, which means that<br />
the boys hope to tell you all<br />
about it next month.<br />
This tape<br />
costs peanuts<br />
Mastertronic and KP (that's the<br />
crisp lot) have got together for a<br />
new game/megamarketing<br />
plan. The game features the star<br />
of that KP Skips advert character<br />
Clumsy Colin.<br />
Mastertronic have had a program<br />
written round him, which<br />
they'll be selling at their usual<br />
cheapo price of £1.99. The big<br />
Not a<br />
bonus for them is that the game<br />
will be promoted on rather a<br />
large number of KP Skips packets<br />
— 12,000,000, in fact.<br />
bad little advertising stunt I'm a-<br />
thinking.<br />
Incidentally, I this very<br />
. .<br />
journal has also got in on the act,<br />
with an exclusive competition<br />
centred around the game. Come<br />
next issue you'll have the<br />
chance of winning a disk drive or<br />
one of 1 0 crates of KP Skips. Seriously.<br />
The big bonus is that the<br />
Zzap competition will be promoted<br />
on rather a large number<br />
of Mastertronic games<br />
Betcha can't wait.
'<br />
fc||<br />
,<br />
NfcVfcSTM'S<br />
mmmm<br />
lllllflll<br />
IIIPIIII;<br />
Blliillf<br />
S ' •. A<br />
lies his way through the <strong>64</strong><br />
Rain won't stop play<br />
After all these American sports<br />
simulations, here comes a jolly<br />
British one. Graham Gooch's<br />
Test Cricket is being launched by<br />
Audiogenic who say the game<br />
features graphics of similar<br />
appearance and quality to Commodore's<br />
International Soccer.<br />
You're given control<br />
over batting<br />
or bowling (but not fielding).<br />
And it includes teams made<br />
up of famous players, each with<br />
their own characteristics — if<br />
you put old Goochie on to<br />
BOWL, expect him to be hit out<br />
of the ground, he's as bad as I<br />
am.<br />
Price wars<br />
round 2<br />
I predict an imminent new joint<br />
release from US Gold and<br />
Audiogenic called 'Price Wars'.<br />
The two companies have been<br />
preparing the way by tearing at<br />
each other's throats over the<br />
marketing of the latest Cosmi<br />
games Super Huey and Richard<br />
Petty's Talladega, to which they<br />
both have the rights.<br />
First, as I told you last month,<br />
Audiogenic undercut US Gold's<br />
price on Super Huey by £3, forcing<br />
US Gold to follow suit so that<br />
both companies are now selling<br />
it<br />
for £8.95. Now US Gold have<br />
done the dirty on Audiogenic<br />
selling Talladega for £6.95, two<br />
quid less than Audiogenic's<br />
price. What happened? You<br />
guessed. Audiogenic have<br />
dropped their price to match.<br />
At this rate these two companies<br />
are going to be undercutting<br />
Mastertronic before long.<br />
Well, Ed Banger, for one, isn't<br />
complaining.<br />
the Falklands?<br />
U<br />
I ,<br />
i 'J„<br />
Anirog have a new release this<br />
month. Jump Jet . Written by a<br />
fully qualified Harrier Jump Jet<br />
pilot the game claims to give you<br />
the realism and excitement of flying<br />
a proper Harrier.<br />
The program lets you practise<br />
take-offs, flying and landings<br />
before entering into a fullyfledged<br />
seek-and-destroy mission.<br />
There are four skill levels,<br />
reflecting the ranks of the RAF.<br />
This could well be above my intellectual<br />
level.<br />
Jonah<br />
Barrington's legs<br />
I bet you've been wondering<br />
why Jonah Barrington looks so<br />
worried on the New Generation<br />
ad for his Squash game?<br />
Well, pin back your ears because<br />
old Ed's got the lowdown.<br />
In order to take that multiexposure<br />
photograph, Jonah<br />
had to take his life into his hands<br />
and charge full speed across a<br />
court in pitch darkness except<br />
for the light from a stroboscope.<br />
Poor old Jonah was scared stiff<br />
that he was going to fall and<br />
break his legs, and who<br />
wouldn't be?<br />
Never mind, Jonah, everyone<br />
knows that your legs are insured<br />
for a lot of money!<br />
StreetHawk and<br />
Daley ride again<br />
Simultaneous with the release of<br />
Frankie (see elsewhere on this<br />
page), Ocean are also releasing<br />
the official StreetHawk game and<br />
the follow up to the controversial,<br />
but top-selling Daley Thompsons<br />
Decathlon .<br />
StreetHawk puts you in control<br />
of the megamotorbike of the<br />
same name and Daley Thompson's<br />
Supertest gives you a variety<br />
of sports to tackle including<br />
tug of war, ski jumping and<br />
springboard diving.<br />
BRUNO'S BOXING BONANZA<br />
Elite's new game promises the<br />
thrills and spills of the boxing<br />
ring. FRANK BRUNO'S BOXING<br />
puts you in the gloves of this top<br />
British heavyweight. Seven<br />
opponents from different countries<br />
stand between you and the<br />
world champion. You have to<br />
fight these toughies to be able to<br />
challenge the champion of the<br />
When wandering about the grounds of Melbourne House the<br />
other day I was horrified to hear unearthly screams and crashings<br />
from within. On closer inspection I saw that the staff were<br />
all crowded about a computer.<br />
I couldn't understand what all the fuss was about until I was<br />
invited to see for myself the company's amazing new game. It's<br />
called Way of the Exploding Fist and is a martial arts game based,<br />
so I'm told, on the highly popular arcade game Karate Champ.<br />
After popping down to the local arcade to compare the two I<br />
have come to the conclusion that Melbourne House's offering is<br />
even better than the arcade game!<br />
There are a full 18 movements available so you can really chop,<br />
hack and kick your opponent to death, whether he happens to be<br />
the computer or another player.<br />
The graphics made even my world-weary eyes pop out, allegedly<br />
over 600 sprites being used to make the animation as<br />
smooth and as realistic as possible. I'm now looking forward to<br />
see the review in next month's issue.<br />
world, who, as usual, is<br />
American.<br />
The game is described by Elite<br />
as a 'light-hearted' boxing simulation<br />
which can allow people to<br />
'learn something of the stamina<br />
and courage' of boxers. Sounds<br />
like it could be a real knockout<br />
hit. Geddit . . . ? Knockout ... hit<br />
. . . boxing . . . ? What a wit.<br />
And YOU<br />
thought vector<br />
graphics were SLOW<br />
You may or may not have seen<br />
Encounter, a game which features<br />
highly original, fastmoving<br />
3D graphics and has<br />
picked up something of a cult<br />
following among shoot-em-up<br />
connoisseurs. Well, pin your<br />
ears back because Novagen, the<br />
people behind Encounter (and<br />
also behind that hugely popular<br />
fast-loader Novaload), are now<br />
releasing a new game which,<br />
like its predecessor has been<br />
months in development.<br />
Mercenary is also 3D and is<br />
also a shoot-em-up, but this<br />
time there are vector graphics.<br />
Er, I think that means the kind in<br />
which objects are depicted in a<br />
kind of wireframe outline, as in,<br />
say, Stellar 7 or Elite.<br />
Novagen told me that these<br />
are in the fact the FASTEST vector<br />
graphics ever seen on the <strong>64</strong><br />
. . . oh dear, sounds like another<br />
game I won't be able to play.<br />
Stellar 7 is too fast for me by<br />
half!<br />
<strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong> 15
.<br />
Earth-shaking new game..?<br />
Details have been filtering the day before the quake is due<br />
through to me of the new game to occur, hence the game title,<br />
coming out from Beyond on the Listening to the tone of that, I<br />
Monolith label. Quake Minus wasn't surprised to learn that<br />
One. Quite a scenario, to this one of the game's programmers<br />
one.<br />
is Mike Singleton, author of The<br />
It's the late 1980's and on the Lords of Midnight, who special-<br />
Atlantic seabed lies Titan, an ises in developing new game<br />
automatic robot-controlled types. This one is described as<br />
power station. Situated on a — 'icon-driven arcade/<br />
thin section of the Earth's crust strategy'. Er, I think icon-driven<br />
it draws power from the magna means that there are no words<br />
flows beneath the surface.<br />
involved, just select the actions<br />
So far so good, but . . . the from pictures. But there are also<br />
Robot Liberation Front have landscape graphics similar to<br />
invaded and have interfered Lords' of Midnight, except . .<br />
with the earthquake-dampen- they move. Fast. I've seen them,<br />
ing computer which controls There are in all some 6000<br />
the whole complex. They de- moving ocean bed locations, so<br />
mand equal rights to robots or I guess this is another of those<br />
they will interfere with the games the Banger won't be able<br />
Quake mode on the computer to play at all.<br />
causing massive tidal waves Quake Minus One is out at the<br />
along the whole of both the end of June and will sell for<br />
European and American Atlant- £9.95.<br />
ic seaboards. You take control<br />
Commodore<br />
to serve up an ace?<br />
The follow-up to International<br />
Soccer and International Basketball<br />
has been revealed. Stand by<br />
for . . International Tennis.<br />
Written by Andrew Spencer,<br />
author of the other two hit programs,<br />
it will offer a new appr-'<br />
oach to tennis instead of the<br />
normal view-from-the-base-line<br />
like Matchpoint and On Court<br />
Tennis. Instead the game will be<br />
a viewed across the court and<br />
will scroll from side to side with<br />
the ball.<br />
The game characters will be<br />
similar graphically to Spencer's<br />
earlier games, only this time<br />
they'll be in the traditional white<br />
tennis garb. Let's hope they<br />
don't behave like that horrible<br />
Yank John McEnroe.<br />
16 <strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong><br />
US Gold<br />
go for a duck<br />
Hooray, US Gold<br />
the rights to my favourite Walt<br />
Yes people, you'll soon be<br />
Duck coming to your screens in<br />
full technicolour. Winnie the<br />
Pooh and Pluto will be following<br />
in their footsteps. All these characters<br />
have had programs written<br />
around them in the US and<br />
are to be released over here on a<br />
new US Gold label called 'Kids'.<br />
And that's not all. Later on in<br />
the year there will be official<br />
computer game versions of the<br />
new Waft Disney films Return to<br />
Oz and The Black Cauldron.<br />
There'll also be a game of my alltime<br />
favourite films.Jungle Book.<br />
I can't wait, despite the fact that<br />
I'm over seven years old.<br />
VIEW TO A KILL<br />
Bob Wade takes a sneak preview at the new<br />
James Bond game on which Domark hope to<br />
make a killing<br />
007<br />
ft<br />
Bond is back and facing his toughest<br />
challenge yet— on the <strong>64</strong>! The game is<br />
based on the film released this summer<br />
and sticks quite closely to the story line.<br />
My preview was at the London offices<br />
of Domark (previous release<br />
Eureka ), the company behind the<br />
game, where amidst the pre-release<br />
chaos they had time to show me how<br />
progress was coming along. They were<br />
still compiling the various sections of<br />
the program, which is no easy task<br />
“Since it features three completely different<br />
games, speech synthesis, two<br />
theme tunes and of course a save-theworld-from-a-mad-megalomaniac-<br />
plot.<br />
The megalomaniac in question is the<br />
evil Max Zorin and he's got a nasty<br />
female sidekick by the name of May<br />
Day. Zorin wants to corner the world<br />
market in silicon chips and has a crazy<br />
scheme to blow Silicon Valley in California<br />
into the Pacific Ocean, leaving<br />
him as the sole supplier. As you've<br />
probably guessed it's Bond's job to<br />
stop it happening.<br />
The game action starts with the<br />
sequence from the film where Bond<br />
appears reflected in an eye, walks to<br />
the middle of the screen and shoots<br />
towards you. This is accompanied by<br />
the Bond theme tune (you remember:<br />
doing diddle-da-da dum-dum-dum, etc<br />
. . .). When the eye has turned red with<br />
blood and wobbled away, the music<br />
changes to the Duran Duran theme<br />
from View to a Kill and the credits scroll<br />
by.<br />
The music was converted to the <strong>64</strong><br />
by Tony Crowther and is excellently<br />
done using all three channels to the<br />
full. The speech hadn't been finished<br />
when / saw the game, but you can expect<br />
it to say things like 'My name is<br />
Bond, James Bond', ' You've failed<br />
Bond', "Well done Bond', and even<br />
'Damn it!' when he makes a mistake.<br />
Each of the three games fills the<br />
memory and so have to be loaded separately,<br />
but it means you're getting<br />
three games for just £10.99. Here's<br />
what happens in each.<br />
GAME ONE<br />
This is set in Paris where Bond has<br />
chased Zorin's female accomplice up<br />
the Eiffel Tower where she jumps and<br />
floats off on a parachute. Bond borrows<br />
a car and gives chase.<br />
This is where you come in and are<br />
presented with a split screen view of<br />
Paris. On the bottom is a plan view<br />
from high in the air showing you the<br />
area around you, your car, one way<br />
streets, the parachute and a number of<br />
landing points. Your aim is to get to the<br />
landing point before the baddie.<br />
You are faced by lots of problems like<br />
damage to your car from collisions, the<br />
Gendarmes chasing you for going the<br />
wrong way up one-way streets and the<br />
parachute constantly changing course.<br />
Whether you get to the point or not you<br />
are given a code Jo enter the next section<br />
of the game.<br />
GAME TWO<br />
The second game takes place after<br />
Bond and his female friend Stacey<br />
have been captured. They've been<br />
trapped in a lift in a burning hotel and<br />
whilst Bond has managed to escape he<br />
still has to rescue Stacey and get out of<br />
the hotel.<br />
The bottom of the display shows the<br />
hotel with the rooms on fire, where you<br />
are and where you've been. The top of<br />
the screen shows the rooms and contents<br />
in 3D with Bond in his customary<br />
evening suit. To get out you have to<br />
explore the hotel using the masses of<br />
objects that are lying around.<br />
The puzzle/adventure element is<br />
controlled via the joystick and allows<br />
you to choose an object from your inventory<br />
and use it in standard adventure<br />
ways: use, search, drop etc. You can<br />
also give instructions to Stacey (once<br />
you've rescued her) to help you.<br />
You can't walk into a room where the<br />
fire is already burning but the closer<br />
you get, the slower you move due to<br />
the intense heat and fatigue. Fail to<br />
rescue Stacey and she'll scream as she<br />
gets frazzled but even if you lose her<br />
(callous swine!) you can. progress to<br />
the next stage.<br />
GAME THREE<br />
The third stage is set in the caverns<br />
below Silicon Valley where you have to<br />
dispose of the bomb that threatens to<br />
destroy the world's chips. It's done<br />
Impossible Mission style with Bond<br />
running and jumping around the caverns<br />
but these are a bit Quo Vadis like<br />
and will need mapping.<br />
Once again there is a strong puzzle<br />
solving element with stacks of objects<br />
to find, lifts and ropes to use, and some<br />
nasty little traps.<br />
As a package the game looks very<br />
promising. To see whether it lives up to<br />
the promise, have a look at our full review<br />
next month.<br />
WAW^oes 007 Cquu Ttf fe TSfcKfcTrR* GUN HE<br />
Kcerc >•* ws cp*? ••ACR^RETTfl.../ u
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:<br />
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arcade action AQVARtAEE sixteen screens<br />
detailed colour graphics<br />
problem solving scenario<br />
§Mf<br />
GHOST CHASER features detailed graphics, sixteen game screens and an action<br />
oriented, problem solving scenario. You’ll meet Harry the Ghost Chaser and a host of<br />
weird phantoms as you explore the different rooms of Fairport Manor. Points are<br />
scored each time you blast the large ghosts that materialize at random. The only way<br />
to capture these spirit adversaries is to find and collect the 8 keys needed to open<br />
the ghost chamber. Watch out for the many tricky obstacles and above all avoid<br />
contact with anything that moves! . . . they’ll send shivers up your spine.<br />
DISK<br />
£1 A .95<br />
CASSETTE<br />
£0.95<br />
Selected U.S. Gold software is available from all good<br />
U.S.<br />
computer shops and specially selected branches of:<br />
BOOTS -W.H. SMITH •<br />
JOHN MENZIES<br />
-<br />
WILDINGS -WOOLWORTH<br />
Gold Limited, Unit 10, Parkway Industrial Centre,<br />
Heneage Street, Birmingham B7 4LY.<br />
Telephone: 021-359 8881. Telex: 337268.
Defender in that you're trying to<br />
protect scientists on the planet<br />
surface, the task this time is<br />
more complex. Instead of being<br />
carried away by landers, the<br />
men are under threat from Androids<br />
which are deposited on the<br />
planet surface by Planters (see<br />
accompanying box). Your job is<br />
9 Nine different enemies, furioue action<br />
9 Brilliant graphics, excellent control<br />
Afuturistic space battle with<br />
roots in Defender and Jetpac<br />
comes to your screens<br />
in this absolutely brilliant shootem-up.<br />
The game places you in a similar<br />
scenario to Defender —<br />
fighting enemies above a twoway<br />
scrolling landscape. And<br />
the character you control is<br />
straight out of Jetpac — an<br />
armed space-man equipped<br />
with a jetpowered backpack. But<br />
it's the differences that will get<br />
the blood pounding through<br />
your temples.<br />
For a start the graphics: they<br />
make Defender look prehistoric.<br />
The single-line planet surface<br />
has been transformed into a<br />
realistic, rugged terrain covered<br />
in volcanic craters and lava<br />
pools. Yet it scrolls every bit as<br />
fast and smoothly as in Defender.<br />
The aliens (there are nine<br />
species instead of Defender's<br />
six), your character, and the<br />
scanner are also graphically<br />
much more detailed.<br />
Then there's the scenario.<br />
Although superficially similar to<br />
to rescue the men before this<br />
can happen and to destroy all<br />
the planters and other aliens.<br />
Once all are destroyed, you receive<br />
bonus points and then a<br />
new, more difficult wave of<br />
enemies.<br />
The rescue takes place like<br />
this: the scientists roll along the<br />
planet's surface in spherical survival<br />
pods. By flying into them,<br />
you automatically pick them up.<br />
Then you must carry them (one<br />
at a time) to the relative safety of<br />
the planet silo. By moving over<br />
the 'dropzone', a moving crossshaped<br />
platform, the men are<br />
automatically dropped off and<br />
roll into the silo.<br />
Planter<br />
Jetman<br />
accelerating<br />
right<br />
Cloak energy<br />
Scanner<br />
Smart bombs<br />
18 <strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong>
.<br />
Dropzone is, quite simply,<br />
THE shmup on ANY micro.<br />
The combination of fast<br />
action , excellent controls,<br />
brilliant inertial effects and<br />
alien variety make this a<br />
compulsive and exhilarating<br />
masterpiece. Excuse me, but<br />
/ can 't spend any more time<br />
writing trivial comments<br />
when Tve got Dropzone to<br />
Nmeye<br />
Jetman accelerating left<br />
If by any chance you lose all<br />
your men, you'll be in real<br />
trouble because the planet starts<br />
to erupt — the volcanoes spew<br />
out white hot rocks and all the<br />
aliens turn into anti-matter<br />
which bounces about making it<br />
very hard to stay alive. What's<br />
more you won't get a new set of<br />
eight men until the next fifth or<br />
tenth attack wave.<br />
Although sounding a formidable<br />
task your Jetman has excellent<br />
armament. Firepower is<br />
superb: massive rapid-firing<br />
laserpower, space-bar activated<br />
smart bombs (which, as in Defender,<br />
destroy everything on<br />
screen) and an 'inviso cloak' (to<br />
activate, hit any key apart from<br />
Simply a dream come true:<br />
at last a really brilliant shootem-up<br />
on the <strong>64</strong> which will<br />
keep any megablaster happy<br />
for months and months. If<br />
you are good at Defender<br />
you'll find your tactics work<br />
really well here, if you are a<br />
novice then it'll take time to<br />
learn how to play this game<br />
really well. But whoever you<br />
are you should go out NOW<br />
and buy it, it's •%?£!!!<br />
amazing!<br />
Those evil enemies<br />
There are nine different things<br />
which can kill you, eight of which<br />
rove around the planet. Each<br />
have special missions which all<br />
ultimately end in your destruction:<br />
PLANTERS. These are the most<br />
basic of aliens, although they<br />
have the most important of<br />
tasks. They roam about above<br />
the planet surface until they find<br />
a man. When they do so they'll<br />
produce an ANDROID, a small red<br />
sphere, which they start to lower<br />
onto the surface of the planet. If<br />
the planter reaches the planet<br />
and drops the android off, the<br />
planter then mutates into a Nemesite<br />
(see below). Meanwhile the<br />
android will roll along the planet<br />
surface until it finds a man. When<br />
it does so it'll self-destruct taking<br />
the man with it. If there are no<br />
men left on the surface it will roll<br />
along until it finds the silo and<br />
enter, destroying a man. Needless<br />
to say, you should destroy<br />
the planter before it drops an<br />
android. You are aided in this, by<br />
the shrill squeak emitted by the<br />
planter when an android is produced,<br />
plus the fact that the android<br />
appears on your scanner and<br />
an arrow indicates which way<br />
you should fly to find it.<br />
Incidentally on higher screens<br />
the planters exhibit highly intelligent<br />
behaviour, hunting for you<br />
in gangs, but fleeing rapidly<br />
should you prove a mean shot.<br />
NEMESITES. These mutated<br />
planters come roaring after you<br />
as soon as they develop and will<br />
track you relentlessly at high<br />
speeds whilst chucking bombs<br />
around.<br />
BLUNDER STORM. Impressivelooking<br />
clouds which float about<br />
the planet dropping acid rain or<br />
belting out huge thunderflashes.<br />
Needless to say these are both<br />
fatal to the touch.<br />
TRAILER. A small spherical, spiny<br />
horror which floats about harmlessly<br />
until you shoot it. It thereupon<br />
bursts into . .<br />
SPORES. These thin comet-like<br />
objects follow you about emitting<br />
excited squeaks. They're<br />
very hard to hit and should be<br />
killed on the spot. If you leave<br />
them you could run into them as<br />
they're very difficult to see at<br />
high speeds.<br />
NMEYE. This evil red alien is<br />
equivalent to a baiter in Defender.<br />
Take too long over a wave<br />
and it will appear track you relentlessly<br />
at super high speeds firing<br />
jike crazy. If you start to get<br />
these (unavoidable on high<br />
levels) prepare to fight for your<br />
life.<br />
ANTI MATTER. This stuff appears<br />
after you've lost all your men. It<br />
bounces about dropping bombs<br />
all over the shop and is generally<br />
a real pain in the neck. Laser like<br />
crazy to get rid of this stuff.<br />
VOLCANOES. These start to<br />
erupt after you've lost all your<br />
men. They hurl out deadly white<br />
hot rocks at a furious and horrific<br />
rate. If you have to pass them<br />
then climb to a high altitude.<br />
-I<br />
the space-bar) which will allow<br />
you to go through everything<br />
including your men! Although<br />
the cloak is a vital defence, it can<br />
only be used for a short amount<br />
of time before the inviso power<br />
runs out. After each wave it will<br />
be replenished.<br />
Underneath the main screen<br />
display there is a superb scanner<br />
— a miniature display of the<br />
whole planet which you can use<br />
to see all the troublespots and<br />
where the action is at. The scanner<br />
is so good, it's almost possible<br />
to play Dropzone without<br />
looking at the main display!<br />
The attack waves are of two<br />
sorts. NORMAL waves feature<br />
all the aliens complete with<br />
androids, planters etc. TRAILER<br />
INVASIONS come every fourth<br />
wave (see box). These are very<br />
tough and require some solid<br />
blasting to survive. You still<br />
have to collect the men and take<br />
them to the dropzone, only this<br />
time there are no planters and<br />
<strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong> 19
iTiob<br />
androids... well, not until the<br />
higher levels where the fun<br />
really starts.<br />
Fortunately, every 10,000<br />
points you receive a new life and<br />
a new smart bomb (three of each<br />
to start with).<br />
At the end of a game you are<br />
also given a rating, from the lowliness<br />
of 'practice recommended'<br />
to the highest I've achieved:<br />
'mega-star'. I'm not sure how far<br />
the ratings go butthey are many<br />
and humourous.<br />
Game feel is excellent and has<br />
fantastic control potential for an<br />
experienced Dropzoner. You<br />
have four-way joystick control<br />
over the Jetman, but you have to<br />
allow for his inertia, and also the<br />
effect of the planet's (weak)<br />
gravity field.<br />
Sound too is ace: arcade quality<br />
blasting which is loud, original<br />
and varied and really adds<br />
to the game.<br />
Any shmup fan who doesn't<br />
have this game as pride of place<br />
in his software collection is<br />
either a total wimp or needs to<br />
undergo psychiatric treatment<br />
now!<br />
Blunder storm<br />
Trailer<br />
Volcano<br />
Pretty frills<br />
A<br />
L&fo<br />
o<br />
i<br />
m<br />
Dropzooe has several touches<br />
which add real class to the<br />
game's atmosphere.<br />
• As your jetman zooms about<br />
the planet's surface you can see<br />
him working the controls of his<br />
jetpack, while his legs are pushed<br />
back as he accelerates.<br />
• At the end of a wave he raises a<br />
hand and gives you the thumbsup.<br />
Well, you need all the encouragement<br />
you can get!<br />
• On the high score table the top<br />
scorer has his name displayed in<br />
large, glowing multicoloured letters.<br />
Really makes you want to go<br />
for those highscores.<br />
• When you die you explode into<br />
thousands of little pieces in a<br />
great firework display, one of the<br />
most impressive explosions anywhere.<br />
Defender has long been the<br />
ultimate shmup f the best <strong>64</strong><br />
version being Guardian, but<br />
now even this classic arcade<br />
game has been surpassed.<br />
Dropzone has tremendous<br />
action and unlike its<br />
predecessors has inertia<br />
control that even / found a<br />
joy. I still found it really tough<br />
though and will be battling<br />
with it for months to come.<br />
f<br />
Q<br />
f<br />
Q<br />
Excellent opening sequence<br />
Based<br />
and high score table.<br />
Fast, smooth scrolling,<br />
great planetscape, aliens<br />
and explosions.<br />
No music but lots of great<br />
/<br />
Q<br />
on Defender but with<br />
new aliens, new scenario.<br />
Fast blasting that’s so<br />
compulsive you won 't be<br />
able to leave it alone.<br />
f<br />
f The waves are still getting<br />
Q effects throughout.<br />
Shmup fans can’t afford not<br />
to have this one.<br />
Q<br />
harderat one million points.<br />
20 <strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong>
I<br />
RUN FOR YOUR<br />
WITH<br />
FOR<br />
Commodore <strong>64</strong>.<br />
Price £7.95<br />
Hot Line<br />
Mail Order Service<br />
- 0225-3 1 6924<br />
BARCLAYCARD<br />
^ \<br />
Deep in the steamy Amazon jungle<br />
danger lurks amongst the swamps and<br />
creepers. Armed only with a blowpipe and<br />
a limited number of poisoned darts, your<br />
£ k journey takes you through some of the last<br />
A unexplored areas of Rainforest.<br />
Look out for treacherous headhunters and<br />
\ scorpions, while above you deadly tree<br />
snakes wait to strike at easy prey.<br />
Try and outrun them, but you’ll have to<br />
stop, load and shoot eventually!<br />
Your adventures take you through dank,<br />
eerie caves echoing with the sound of bloodsucking<br />
vampire bats. Wierd wraithes chase you out to face the<br />
climax of the game around a ruined temple.<br />
Dodging the crumbling masonry you must combat<br />
giant spiders waiting to entwine you in their deadly<br />
webs. But are you accurate enough with your blowpipe<br />
to face the final conflict?<br />
There are 4 levels of difficulty spread over 3 incredibly<br />
detailed 3D scrolling landscapes and should you be<br />
- caught out, the end you face is definitely not for<br />
the faint hearted.<br />
j<br />
Realistic sound adds to the thrill of the<br />
chase - make sure the screams aren’t<br />
yours if you are dragged away by the<br />
awesome Quetzalcoatus.<br />
Load up, and be ready to shoot!<br />
FREEPOST, Bath BA2 4TD.<br />
New Generation products are<br />
sold according to their terms<br />
of trade and conditions of sale.
As the cassette reaches the<br />
end, and loading nears<br />
completion, you say to<br />
yourself 'I wonder if Ultimate<br />
have done it again?'. Once the<br />
game has finally loaded and<br />
you've pressed the fire button to<br />
start, your heart sinks and you<br />
think: They haven't — it's Karnath<br />
revisited'.<br />
But they have and it isn't. You<br />
soon find that getting out of the<br />
first location isn't quite so<br />
simple as you initially thought.<br />
When, hours later, you've fully<br />
explored and sussed the first<br />
few levels, you realise that Entombed<br />
is one of the most<br />
original and entertaining aardvarks<br />
(arcade-adventures) ever<br />
to hit the <strong>64</strong> (or any other machine,<br />
come to think of it).<br />
The game retains the character<br />
of Sir Arthur Pendragon<br />
and some of the graphics from<br />
JULY<br />
The tomb inhabitants<br />
MOSQUITOES. Materialise in the<br />
corridors and fly back and forth in<br />
a predictable up and down pattern<br />
for a short time. Unless<br />
whipped or avoided, will deplete<br />
your lives.<br />
FLIES. As above.<br />
MUMMIES. Materialise in a similar<br />
manner to the above, only<br />
pace back and forth along the<br />
corridor, arms outstretched,<br />
causing problems unless dealt<br />
with or avoided.<br />
CROWS. Appear in the same<br />
fashion as the Mosquito etc. only<br />
these don't harm you. Fly from<br />
left to right until they dematerialise<br />
at the edge of the screen,<br />
occasionally carrying a lifeenhancing<br />
'Ankh'.<br />
SCORPIONS. Appear on the floor<br />
of the corridors and scuttle after<br />
you, depleting your life force<br />
should one hit you. Whip it or skip<br />
it.<br />
SNAKES. Found in some of the<br />
anterooms. Move predictably<br />
back and forth along pathways<br />
and must be jumped or avoided<br />
to prevent partial loss of a life.<br />
CLOUDS. Found in an anteroom<br />
very deep in the tomb. Move back<br />
and forth above ground in a similar<br />
way to the snakes, only they<br />
flash lightning periodically.<br />
Should you be touching the cloud<br />
when this happens, your lives<br />
will suffer.<br />
BOULDERS. Only found in certain<br />
antechambers. Some roll along<br />
pathways and harm on contact,<br />
whilst others can be moved in<br />
one way or another.<br />
OTHERS. There are various authentic<br />
looking statues of Egyptian<br />
Gods, obelisks, bull-heads and<br />
sarcophagi scattered about the<br />
place, none of which harm you,<br />
but some of which block vital<br />
doorways.<br />
mm<br />
ENTOMBED<br />
Hk A A PI mm Bilk<br />
Ultimate, £S.SB case, Joystick with keys<br />
Oooohh! I'm knackered. I played<br />
this game for 16 hours yesterday,<br />
stopping only for food, nicotine<br />
and the type of coffee that strips<br />
paint. Exploring and mapping<br />
this fabulous game is both<br />
stimulating and tiring, through<br />
the lows of defeat to the<br />
exhilaration of finally solving one<br />
of the many horrendously<br />
difficult puzzles. A truly classic<br />
game containing some amazing<br />
backdrops. Brilliant one,<br />
guaranteed to keep you in the<br />
company of owls for weeks.<br />
0 Incredibly absorbing, addictive, original arcade-adventure<br />
0 175 screen playing area with atmospheric graphics, ingenious puzzles<br />
0 Moving platforms, magic whip, controllable torch, gongs, pools, invisibility, etc<br />
Staff of Kamath, but any similarities<br />
stop there. Whereas Karnath<br />
was relatively small. Entombed<br />
is large and complex —<br />
the total playing area is some<br />
175 screens in size. Whereas<br />
Karnath included puzzles made<br />
difficult purely by being obscure,<br />
the puzzles in Entombed<br />
have logical and sometimes<br />
spectacular solutions. Indeed,<br />
the kick you'll get from sussing<br />
parts of this game is about as<br />
great as any computer game will<br />
ever give you.<br />
The action is set in an ancient<br />
Egyptian tomb, from which Sir<br />
Arthur must escape. It has the<br />
same basic appearance as Karnath,<br />
except that everything has<br />
an Egyptian flavour. Highly detailed<br />
and authentic 3D background<br />
scenery adorns every<br />
location — complete with some<br />
excellent hieroglyphics which<br />
lend an incredible atmosphere<br />
to the game. The sprites used,<br />
unfortunately, are of the same<br />
quality as Karnath, ie fairly large<br />
and crude, but with some great<br />
animation — just watch Sir<br />
Arthur jump!<br />
22 <strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong>
ifii<br />
'<br />
'<br />
Thepause facility is<br />
useful when you want to<br />
think<br />
Some of the detailed<br />
hieroglyphics<br />
The friendly crow<br />
mirll,<br />
An enemy<br />
materialising<br />
iUiliyU.<br />
mssmm<br />
wktfatm<br />
t<br />
S3MK;<br />
KfiSm<br />
ms-ib*<br />
’llI<br />
!!f!i!<br />
Sir Arthur<br />
flourishing<br />
the whip<br />
An attacking<br />
mummy<br />
/Vo problem with air in the<br />
corridors<br />
The original features<br />
One of the main things that sets<br />
this aside from all other currently<br />
available arcade-adventures is<br />
the number of highly original<br />
features it contains:<br />
THE WHIP. Not only is it used to<br />
dispose of any nasties you might<br />
encounter but also to move objects<br />
around.<br />
THE TORCH. Just wait till you see<br />
it in action! Some of the rooms<br />
are in complete darkness and it's<br />
only possible to tell what's in<br />
them by having, and using, the<br />
torch. You can actually guide a<br />
realistically revealing torch beam<br />
around the room and see what<br />
you're missing! The effect is<br />
stunning.<br />
INVISIBILITY. Used in a couple of<br />
instances to make things a lot<br />
harder. In one room you're made<br />
totally invisible and have to find<br />
your way through a winding footpath,<br />
collect an object in order to<br />
leave the room, and then find<br />
your way back again!<br />
LAVA POOLS. There are three of<br />
these in one room— one is deadly,<br />
one turns you invisible, the<br />
other makes you visible again.<br />
You have to figure out how to use<br />
these pools to get through the<br />
room and deeper into the tomb.<br />
SARCOPHAGUS. This is a closed<br />
coffin, found in several rooms<br />
and containing an object. The<br />
problem is how to open it. In one<br />
such room there's a sun on one<br />
side and a moon on the other, a<br />
jar and a green bird that flies past<br />
dropping glowing 'objects'. If one<br />
of the objects lands on you then<br />
you lose energy — so what are<br />
they for? Aha<br />
GHOSTS. These appear in one<br />
incredibly atmospheric room —<br />
there are four of them (making<br />
brilliantly effective wailing<br />
noises) along with a coffin, which<br />
is too high for you to reach. As<br />
soon as you step towards it the<br />
ghosts' cry increases in pitch<br />
until you get too close when they<br />
zoom in towards you, knocking<br />
off energy should they get you.<br />
Solving this room will send your<br />
pulse rate into three figures.<br />
JVIOVING PLATFORMS. They<br />
appear in several rooms and are a<br />
key to solving puzzles. The problem<br />
is how you get them to<br />
move!<br />
TRAPS. Some rooms feature<br />
sliding gates which fall behind<br />
you. You then have to work out<br />
how to get through, or get back<br />
out.<br />
GONGS. These form the basis of<br />
another great puzzle. Ring 'em<br />
right (they have a wonderful ringing<br />
tone) or you won't get<br />
through.<br />
One complete life has<br />
been lost, and the grey<br />
colour indicates damage<br />
to another<br />
The tomb has several<br />
levels,<br />
each composed of a network of<br />
corridors and antechambers,<br />
the corridors having many turnings<br />
and dead ends. Various<br />
nasties frequent the corridors<br />
and devious puzzles lie within<br />
the chambers.<br />
While in the corridors, Sir<br />
Arthur can breathe freely. When<br />
in one of the chambers on the<br />
other hand, there is a limited<br />
supply of air to breathe and this<br />
is indicated by a percentage displayed<br />
on screen. Should he<br />
stay in one room for too long,<br />
and the air percentage should<br />
reach zero, then one complete<br />
life will be lost (you start with<br />
five).<br />
Contact with any form of nasty<br />
will deplete one of your lives by<br />
a certain amount. Each life starts<br />
off displayed as white and this<br />
gets gradually darker until the<br />
life is lost. Needless to say, once<br />
all five lives are lost the game is<br />
over. However every fifth crow<br />
which flies overhead carries lifegiving<br />
'ankh', which you may be<br />
able to jump and grab.<br />
The 3D viewpoint is the same<br />
as that in Karnath : a sort of cut<br />
Tells you which of Sir<br />
Arthur's three actions is<br />
operational<br />
Wow! Great! Amazing!<br />
Incredible! (Get the idea?) This is<br />
without doubt THE aardvark for<br />
the <strong>64</strong> or any other home micro. I<br />
loved the graphics, the fighting is<br />
terrific and I found the puzzles<br />
absorbing, devious, frustrating<br />
and above all addictive. If<br />
Ultimate keep improving on the<br />
<strong>64</strong> the way they did on the<br />
Speccy then their next one could<br />
be miraculous. This one is<br />
brilliant enough as it is.<br />
away side-on view of a location<br />
is shown. As before, when moving<br />
left or right the screen scrolls<br />
smoothly in<br />
the same direction<br />
to follow the action. It's also<br />
possible to move 'in' and 'out' of<br />
the screen as in Karnath, except<br />
this time a slightly different approach<br />
is used: When you're in a<br />
left/right corridor and you move<br />
into one of the passages visible<br />
going into or out of the screen,<br />
the viewpoint flicks round by 90<br />
degrees. So, instead of showing<br />
a view of you walking into the<br />
screen, you are shown moving<br />
across the screen again, with the<br />
passage you just left now at<br />
right-angles to the screen.<br />
i PLW<br />
"WC.<br />
)<br />
<strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong> 23
Y\OSQU*TO
PUp<br />
wmm<br />
mSSimmsK
W<br />
You<br />
This game had me thoroughly<br />
engrossed from the very first<br />
location. My mind longed to<br />
explore and my itchy fingers<br />
ached to map it. I got an immense<br />
kick out of solving some of the<br />
excellent and perplexing puzzles,<br />
but I felt somewhat disappointed<br />
and cheated by the anticlimatic<br />
finish to the game. Still, a brilliant<br />
game and a must for any<br />
aardvark fan.<br />
This shuffling of viewpoints<br />
can prove difficult to get to grips<br />
with at first and makes mapping<br />
awkward. But needless to say,<br />
as with most aardvarks, without<br />
map you're liable to become<br />
a<br />
hopelessly lost (which is why<br />
we're printing ours overleaf.)<br />
Sir Arthur is controlled in the<br />
same manner as before — with<br />
the joystick plus occasional use<br />
of the space-bar— only thistime<br />
there are no spells used to perform<br />
functions such as fighting<br />
and moving things. Instead the<br />
space-bar is used to select one<br />
of three actions: jump, use the<br />
magical whip or use the torch.<br />
Pressing the fire button will then<br />
perform the action currently displayed,<br />
although the latter two<br />
can be used only after you've<br />
found the relevant equipment.<br />
The whip is easily found on the<br />
Now how did<br />
Sir Arthur<br />
get that statue<br />
to move<br />
away from the<br />
room exit?<br />
By jumping??!?<br />
More helpful instructions<br />
than usual but same silly<br />
loader.<br />
Brilliant hieroglyphics and<br />
enemies and some<br />
marvellous rooms.<br />
Great sound effects on<br />
whip ,<br />
and some rooms, but<br />
no game music.<br />
Even better than Staff of<br />
Karnath what more can<br />
you say.<br />
first level but the torch isn't quite<br />
so easy to get (sorry, no clues).<br />
There are a number of objects<br />
to be found within the chambers<br />
should you solve the puzzles<br />
surrounding them. All of these<br />
are useful, if only to help you<br />
obtain other, more important<br />
objects. It's a very long sequence<br />
of events before you find<br />
the object you need to escape<br />
the tomb and end the game.<br />
Most of the chambers are<br />
tough to crack and so some<br />
helpful clues are provided<br />
throughout the game. These<br />
clues come in the form of cryptic<br />
hints on scrolls and aren't given<br />
away just like that. No, they're<br />
obtained in the same way as the<br />
objects — with difficulty! When<br />
you actually find a scroll, the<br />
clue on it is displayed at the top<br />
of the screen for a couple of<br />
seconds.<br />
The sound effects are fairly<br />
good, but nothing to get excited<br />
about, although there is the occasional<br />
good and rather unusual<br />
one. The game loads in the same<br />
ORIGINALITY<br />
Initially looks like Karnath<br />
but in fact has MUCH more.<br />
Solving the puzzles gives an<br />
incredible kick.<br />
Lots of devious puzzles and<br />
levels that really take some<br />
working out.<br />
annoying manner as Karnath —<br />
it stops half way through loading<br />
to play a reasonable piece of<br />
authentic sounding music and<br />
won't continue to load any<br />
further until you press a key.<br />
As is the case with all Ultimate<br />
games, the packaging is of a<br />
high standard, and the instructions<br />
atmospheric but deliberately<br />
obscure (although I must<br />
say these were some of the<br />
more helpful Ultimate instructions<br />
I've come across). The<br />
scene is set with an intriguing<br />
explanation as to why Sir Arthur<br />
is in the predicament he's in and<br />
there's the usual tantalising list<br />
of game features.<br />
The only real criticism of the<br />
game, applies to all aardvarks,<br />
indeed all adventures. Getting<br />
stuck can be almost unbearably<br />
frustrating, and once solved,<br />
you may not want to return to it.<br />
However there is a clock<br />
which means you can always try<br />
to solve it in a shorter time —<br />
and in any case, you won't complete<br />
the game without first enjoying<br />
many, many hours of<br />
classy, demanding, atmospheric,<br />
exhilarating action.<br />
COMP<br />
GP<br />
^Petition<br />
e you<br />
fe ** - 88 n £ -«*><br />
Staff<br />
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We<br />
25&&S Sfcfl: ss<br />
from Ultimate!<br />
office<br />
r<br />
5<br />
'<br />
So, nerset<br />
U<br />
^^a<br />
shn.^r^ust u<br />
} *<br />
,, Te<br />
Z'ap<br />
"ace°'y<br />
“"CnS"®<br />
V "W'<br />
try<br />
ree^'ye? y Qur<br />
26 <strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong><br />
".PONTWiS OUT-.."
“<br />
!i?r! i 3<br />
nn^<br />
S<br />
» *<br />
K<br />
1<br />
E<br />
a<br />
"STAFF<br />
OF<br />
KARNATH"<br />
and<br />
"ENTOMBED"<br />
recommended<br />
retail<br />
price<br />
£9.95<br />
inc<br />
VAT.<br />
Available<br />
from<br />
W.H.SMITHS,<br />
BOOTS,<br />
J.MENZIES,<br />
WOOLWOKTHS<br />
and<br />
all<br />
good<br />
software<br />
retail<br />
outlets.<br />
Also<br />
available<br />
from<br />
ULTIMATE<br />
PLAY<br />
THE<br />
GAME,<br />
The<br />
Green,<br />
Ashby-de-la-Zouch,<br />
Leicestershire<br />
LE6<br />
5JU<br />
fPfifP<br />
are<br />
included!<br />
Tel:<br />
0530<br />
411485
Only one diamond to be<br />
collected on level 1<br />
Two points for each diam<br />
ond collected<br />
None collected so far<br />
The time limit counting<br />
down<br />
Score on zero because the<br />
game has just been started<br />
at this cave (M)<br />
Diamonds<br />
for collection<br />
L<br />
Diggable earth<br />
Space which has been<br />
dug out<br />
et's get the disappoint<br />
ments out the way first.<br />
Rockford's Riot, the follow<br />
up to the amazing Boulder Dash,<br />
is not what it could have been.<br />
It's not that it's worse than<br />
Boulder Dash, it's just that it<br />
doesn't really take Boulder<br />
Dash's brilliant originality any<br />
further. The graphics and<br />
sounds are the same, the enemies<br />
are the same, the game structure<br />
is the same, the objective is<br />
the same.<br />
All that First Star have done is<br />
create 16 new caves, making<br />
Rockford's Riot very much a<br />
continuation of Boulder Dash,<br />
rather than a true sequel. This is<br />
a real pity in view of what might<br />
have been done. Having said<br />
that, the addictiveness and<br />
game-play in Boulder Dash was<br />
so immense, that even a<br />
straightforward follow on has<br />
got to leave most competitors<br />
stone dead, and there's no question<br />
that Rockford's Riot will<br />
offer most people WEEKS of enjoyable<br />
play.<br />
As before the game puts you<br />
in the role of the Zzap margin<br />
megastar Rockford, who's trapped<br />
in a cave filled with dangerous<br />
toppling boulders, lethal<br />
fireflies, magic butterflies,<br />
Boulders which have fallen<br />
through the blue layer<br />
Rockford impatiently tap<br />
ping his foot<br />
One of these bits of cave<br />
wall is the exit— how on<br />
earth do you reach it?<br />
Boulder Dash II arrives with 16 new caves<br />
Few new features, but the same great game-play<br />
enchanted walls, growing<br />
amoeba and . . . diamonds. The<br />
idea is to collect a certain<br />
The blue layer is one of<br />
the new features<br />
Hey! 16 more screens of<br />
boulder mayhem — what<br />
more could you ask? A few<br />
new ideas, that's what It's<br />
every bit as brilliant as the<br />
original and will keep me<br />
occupied for months to<br />
come , but First Star surely<br />
can 't expect to keep coming<br />
up with sequels without<br />
adding some new enemies<br />
or other features. Still' this is<br />
amazing value for money<br />
with both games on one<br />
tape.
"<br />
1 '<br />
1 » , » 1 1 l 1 1 M* 1<br />
.<br />
.<br />
\<br />
The top ieft<br />
r°am the<br />
of ** boulders by to anrf^ reachthJ<br />
^•-Wcr^^sisssr<br />
/<br />
number of diamonds within a<br />
time limit (which varies from<br />
cave to cave and according to<br />
the difficulty level), and then<br />
escape through the cave exit to a<br />
new cave.<br />
The special appeal is that although<br />
the game's riddled with<br />
puzzles, there's no single solution<br />
to each one. Different players<br />
will develop their own<br />
approach, and most caves<br />
needn't be played the same way<br />
fore very long, rather than having<br />
to play all the way through<br />
from the start. However levels 4<br />
and 5 cannot be started part way<br />
through. This is an excellent<br />
game structure, offering enough<br />
early encouragement while<br />
holding out a long-term challenge.<br />
The caves on Rockford's Riot<br />
include some superbly original<br />
new layouts. In general they<br />
present more complex tasks,<br />
with longer time limits allowed.<br />
For example, on the very first<br />
cave you have to sneak past fireflies,<br />
then use one of them to<br />
blast an entry into a sealed off<br />
chamber, seal it again to keep<br />
out the enemies, clear out the<br />
space under an enchanted wall,<br />
set boulders cascading through<br />
it to turn them into diamonds,<br />
each time. What is more, to get<br />
anywhere you must exploit the<br />
behaviour of the various<br />
enemies. A firefly will explode if<br />
hit by a boulder, offering you a<br />
technique for blasting your way<br />
into otherwise inaccessible<br />
caverns. Butterflies, if lured into<br />
contact with the amoeba, will<br />
explode into jewels. Boulders<br />
can be used to seal yourself off<br />
from chasing enemies. And so<br />
on.<br />
Each cave covers several<br />
screens of playing area, the pic-,<br />
ture scrolling smoothly to follow<br />
the action. There are 1 6 different<br />
caves, all presenting very different<br />
challenges and five difficulty<br />
levels where the basic cave<br />
structures remain unaltered, but<br />
the position of individual items<br />
within them is different, creating<br />
new problems on each level.<br />
As before, on the first three<br />
levels you can choose to start at<br />
cave A, E, I or M, which allows<br />
you to see a lot of the game be-<br />
and then dash to the exit past<br />
any surviving fireflies.<br />
But despite the extra complexities,<br />
it doesn't seem any harder<br />
overall — indeed, experienced<br />
Boulder Dash players may be<br />
able to plough straight through<br />
level one at virtually the first<br />
attempt. The higher levels are<br />
another matter.<br />
One very important point<br />
worth taking into account in<br />
judging this game is that<br />
Beyond, having taken over the<br />
rights from Statesoft, are putting<br />
Boulder Dash itself on the<br />
other side of the tape. This is a<br />
shrewd move.<br />
So far Boulder Dash has sold<br />
surprisingly poorly, probably<br />
because buyers have been put<br />
off by the relatively uninspiring<br />
screen-shots, and Statesoft's<br />
somewhat lacklustre advertising.<br />
But now, anyone who<br />
hasn't got the original can go<br />
ahead and buy this tape confident<br />
of getting stunning value for<br />
money. While people who<br />
already have the original prob-<br />
Here's what you<br />
can expect to find<br />
in Rockford's Riot:<br />
CAVE A: See main<br />
review.<br />
CAVE B: An<br />
amoeba growing<br />
out of three walled<br />
off silos. Trap it<br />
(that's easy!), to<br />
turn it into dozens<br />
of diamonds, then<br />
unplug the silos at<br />
the bottom to reap<br />
a rich reward.<br />
CAVE C: Work your<br />
way through a rock<br />
wall spiral, past<br />
scores of boulders<br />
and an awful lot of<br />
fireflies.<br />
cave, but you can't<br />
reach them<br />
because a massive<br />
amoeba is blocking<br />
the way. So you<br />
have to blow your<br />
way through it by<br />
releasing hordes of<br />
fireflies. Great<br />
cave.<br />
CAVE E: See 'The<br />
new features'.<br />
— —<br />
The contents of the caves<br />
CAVE F: First you<br />
must run a gauntlet<br />
of fireflies (easy,<br />
once you've<br />
sussed the pattern)<br />
to reach two<br />
massive walled off<br />
containers packed<br />
with boulders and<br />
diamonds. Careful<br />
manoeuvring<br />
required to get all<br />
you need before<br />
rerunning the<br />
gauntlet back to the<br />
exit.<br />
CAVE G: Once<br />
again, plenty of<br />
fireflies<br />
in<br />
evidence, but this<br />
time you have to<br />
use them to blow<br />
through a series of<br />
four separate walls<br />
before you can<br />
reach the exit.<br />
CAVE D: There's a<br />
stack of jewels on<br />
the right of the<br />
CAVE H: Nice one,<br />
this. On one side a<br />
row of butterflies<br />
rushing round a<br />
square. On the<br />
other side a<br />
rowing amoeba,<br />
he problem is<br />
how on earth to<br />
persuade the<br />
butterflies to break<br />
out of their square<br />
and go and hit the<br />
ably won't need too much convincing<br />
to buy themselves<br />
another 16 caves!<br />
Meanwhile, we at Zzap, including<br />
Rockford, are doing our<br />
best to convince Beyond and<br />
First Star to release a Boulder<br />
Dash III complete with a facility<br />
to design your own screens —<br />
the lastability on that would be<br />
mind-boggling!<br />
Everyone here had a hernia<br />
when it was revealed that<br />
there was to be a<br />
Boulderdash II. Except me.<br />
OK, so Boulderdash is a good<br />
game, but it's not that good,<br />
is it? Anyway, this is very<br />
similar to its predecessor and<br />
could well be part of the<br />
same game. If you liked<br />
Boulder Dash you'llprobably<br />
like this, if you didn't, this<br />
won 't convert you.<br />
PRESENTATION<br />
Q r- 0/<br />
Q^ /O anc/ 9ame structure.<br />
GRAPHICS<br />
Goodpackaging, options<br />
mm w 4 Q/ Same as before, a bit crude<br />
amoeba (where<br />
they explode into<br />
jewels).<br />
CAVE I: A score of<br />
walls, each topped<br />
by a row of jewels<br />
and earth and<br />
patrolled by<br />
fireflies. Grabbing<br />
the jewels — you<br />
need almost every<br />
one — is just a<br />
matter of sussing<br />
the<br />
fireflies'<br />
pattern. Not our<br />
favourite cave.<br />
CAVE J: Has similarities<br />
to the<br />
amazing cave N in<br />
Boulder Dash. No<br />
jewels in sight. Just<br />
eight pairs of<br />
boulders each<br />
sealing off a firefly<br />
and a butterfly. So<br />
how do you use the<br />
boulders to smash<br />
the butterflies<br />
without being hit<br />
by a firefly?<br />
CAVE K:<br />
Guaranteed to get<br />
your pulse racing.<br />
Plenty of diamonds<br />
in easy enough<br />
positions to collect.<br />
Only trouble is you<br />
can't start without<br />
releasing a long<br />
queue of fireflies<br />
who stay on your<br />
tail throughout —<br />
there are no<br />
boulders to use<br />
against them.<br />
CAVE L: Jewels<br />
hidden in stacks of<br />
boulders and<br />
packed into a<br />
network of<br />
walled boxes<br />
21<br />
—<br />
easy to get<br />
boy is it<br />
trapped.<br />
CAVE M: See 'new<br />
features'.<br />
CAVE N:<br />
Entertaining<br />
screen featuring<br />
jewels adjacent to a<br />
firefly patrolled<br />
passage, plus two<br />
open spaces<br />
teeming with the<br />
evil creatures.<br />
Plenty of scope for<br />
firefly bashing.<br />
CAVE O: See 'new<br />
features'.<br />
CAVE P: Classic<br />
screen in which<br />
you have to extract<br />
the jewels from an<br />
absolute mountain<br />
of boulders. Very<br />
tricky indeed.<br />
Perhaps / was expecting too<br />
but / came away after<br />
much ,<br />
a few games feeling<br />
somewhat disappointed with<br />
this follow up (or rather<br />
follow on). / would have liked<br />
to have seen some new<br />
adversaries and maybe a<br />
screen designer to make<br />
things more interesting. Still<br />
it's not a bad game but I ..<br />
Ouch! Sorry Rockford!!<br />
Don 't take it to heart, I .. !!<br />
Alright, Alright, I admit it, /<br />
like it<br />
ORIGINALITY<br />
0 vJ /O<br />
B f /O ^Ut ^unct'onal. Q C" O/<br />
SOUND<br />
f— q<br />
/ Tinkling ofgems, rumbling<br />
°f boulders,<br />
f<br />
explosions and<br />
w w / kj amoeba.<br />
VALUE FOR MONEY<br />
0 0 /<br />
>< ft y°u baven 't got<br />
/ v> /f% Boulderdash the VFMisout<br />
KJ / U of this world.<br />
Too dose to Boulderdash<br />
f°r com^ort-<br />
HOOKABILITY<br />
X n /ri<br />
LASTABILITY<br />
Totally absorbing, unless<br />
y°u ve bad your fill of<br />
U Boulderdash.<br />
O A O/ 16 ver y different multi-<br />
^ ‘<br />
/C\ screen caves, and five<br />
f ^ difficulty levels.<br />
V 11 1 q Goup MfcpqL,//<br />
<strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong> 29
UiihttUi<br />
Uf%<br />
m<br />
ave scavenging has been in my blood ever since I can remember. That's what Spelunkers do,<br />
you know. A cave's lure can be strong, especially when it's loaded with treasure, like this<br />
one. But be warned . . . this one is different. It has a reputation for swallowing people up.<br />
“First of all, it was black as the ace-of-spades down there. Everywhere. And sticky-hot, with fire<br />
pits and steam shooting up out of volcanic vents. That steam can cookyou like a lobster in less<br />
than 10 seconds. I steered clear of it.<br />
“There’s bats, too. Charming creatures -I carried flares toscare them off. I had a good supply<br />
of dynamite ready to blast the rock piles that sealed off the main shaft. I had to watch it, so I<br />
wouldn ’t blow myself to bits. Don 't laugh - guys have done it!<br />
“Spelunkers before me left ropes, ladders and railway tracks. That helped me get around until<br />
I hit the underground falls. At that point I had no choice but to go over in a barrel. A fall I’ll<br />
never forget.<br />
“Deep inside the main shaft, there were artefacts and treasures everywhere. But the keys ...<br />
without the keys, I would have been trapped behind the doors in those musty shafts. Come to<br />
think of it, that might have been better for my health.<br />
“You see, it all happened so fast. I could actually see the glow from the most priceless treasure<br />
of all- the Hidden Pyramid! That's when they hit me from behind. Spooks! The spirits of old<br />
Spelunkers. It was curtains for me - 1 didn 't stand a chance. So now, all I can do is give a<br />
warning: Keep a sharp eye, friend, when you're down in that hold. Because now I’m there too.<br />
Waiting for some poor unsuspecting Spelunker. 9<br />
“Just waiting...’’<br />
j<br />
m<br />
jj<br />
fm<br />
6 Levels of<br />
increasing<br />
challenge<br />
intricate<br />
subterranean<br />
caverns<br />
Realistic sound<br />
effects<br />
Joystick control<br />
AVAILABLE FROM ALL GOOD SOFTWARE RETAILERS - If it's not there ,<br />
please order it - or in case of difficulty send your crossed<br />
cheque/P. 0. made out to Ariolasoft U.K. Ltd. including your own name and address, to Ariolasoft U.K. Ltd., Suite 105/106,<br />
Asphalte House, Palace Street, London SW1E5HS.<br />
Spelunker Cassette £9.95.<br />
Spelunker Disk £1 2.95 - includes VAT & p&p. U.K. orders only.<br />
HIGH PERFORMANCE PROGRAMS
;<br />
Win Roland's Rat Race!<br />
100 copies of the slick new Ocean game to be won by cartoon creators<br />
Yeeeeaahh rat fans! TV-AM's rodent superstar has popped up in a new arcade<br />
game from Ocean in which he returns to his former life in the sewers.<br />
You'll find the review elsewhere in the issue but here we're giving you the<br />
chance to get your mits on the game itself. How? By drawing a cartoon. All you<br />
need do is draw Roland in an amusing situation linked in some way to the<br />
Commodore <strong>64</strong> or a computer game. The 100 cartoons that most make us laugh,<br />
groan or just appreciate your artwork will win a copy of the game.<br />
With so many prizes, you've an excellent chance of winning if you're anygood at<br />
cartoons. And incidentally, the best of the cartoons may just get printed, so get<br />
doodling.<br />
-'r 4^ .<br />
MAKE THE<br />
Pits GREAT<br />
„ OR IU-<br />
SQUIP>&E
T<br />
his is a conversion of an<br />
arcade game of the same<br />
name. You may not have<br />
seen the arcade original and<br />
after viewing this reasonably<br />
accurate copy you'll know why.<br />
It bombed.<br />
The original game was released<br />
to cash in on the sports simulation<br />
boom caused by Konami's<br />
Track and Field. Now released<br />
for the <strong>64</strong> after Decathlon , Summer<br />
Games and Hesgames it<br />
seems rather a pointless exercise.<br />
Especially since it's a terribly<br />
inferior example of the<br />
genre. .<br />
The idea of is to go through<br />
eight events of a decathlon,<br />
qualifying for each event by<br />
reaching a set standard. You do<br />
this by either hammering at a<br />
key or moving the joystick backwards<br />
and forwards as fast as<br />
you can. The faster you do so the<br />
faster the hunchback will run,<br />
throw or jump. In the field<br />
events you also have to time a<br />
jump or throw at the right<br />
moment.<br />
HUNCHBACK<br />
OLYMPICS<br />
attempt at joyatick-waggling sports action<br />
The eight 'events are: 100m<br />
sprint, long jump, shot put,<br />
discus, javelin, 110m hurdles<br />
and high jump. Each one requires<br />
a reasonable speed to qualify,<br />
although in the field events<br />
the speed of runup is rather erratically<br />
judged: sometimes you<br />
have the maximum speed and<br />
perfect angle of takeoff and you<br />
won't qualify.<br />
Graphics and animation are<br />
pretty appalling — for example,<br />
none of the things thrown follow<br />
a realistic trajectory. Another<br />
laugh is at the long jump*.<br />
Hunchy run's up to the board,<br />
makes a little jump and sails<br />
along about a foot off the<br />
Certainly should have<br />
a mtfng lust for<br />
the mental effects of<br />
sitting through the<br />
'funny' screens a few<br />
times (ne\$ definition<br />
ofthe word funny}.<br />
Rubbishy gamepfay,<br />
pathetic graphics and<br />
boooring sound gives<br />
thissomething special<br />
amongst the elite<br />
ranks pfZzap tackles.<br />
-<br />
Tres, treshorriblea<br />
>DKY<br />
ground on a perfectly horizontal<br />
plane until he lands.<br />
In between screens, if you<br />
qualify, Esmerelda will come<br />
and give you a great big smackerooni.<br />
If you don't qualify<br />
there's an amusing screen<br />
where Hunchback is attacked by<br />
something or other. The first<br />
time you see this it's quite funny,<br />
the second time yawn, the third<br />
aaagh and after that the temptation<br />
to reach for the off switch<br />
is huge.<br />
JR<br />
ROLAND<br />
Ocean, £7.95 case, joystick only<br />
RAT RACE<br />
Enjoyable, but easy collection game<br />
T<br />
he lovable (?!) little furry<br />
rodent from TV-AM finally<br />
hits the computer games<br />
scene in this simple arcade<br />
adventure.<br />
The scenario: Roland is late<br />
for work and his decrepit car<br />
won't start. So, being a city rat,<br />
he decides to go below ground<br />
and make his way through the<br />
maze of drains and tunnels to<br />
get there. To make things worse,<br />
his two friends (Kevin the gerbil<br />
and Errol the hamster) have<br />
been caught by the nasties<br />
who've sworn to stop Roland<br />
from getting to the studio.<br />
If Roland wants to free his<br />
chums and get to work on time,<br />
he must get past the blocked<br />
tunnel exit. To do this he has to<br />
collect the nine pieces of door<br />
and take them to the exit. These<br />
pieces are randomly placed<br />
around some 32 screens of<br />
pipes, drains and tunnels (see<br />
panel).<br />
Also frequenting the drains<br />
are pairs of Wellington boots<br />
and a train. The wellingtons<br />
appear on all screens (except for<br />
the connecting pipes) and must<br />
be avoided or stopped momentarily<br />
by Roland's instant glue<br />
gun (activated by a quick press<br />
of the fire button).<br />
This gun is also used to stop<br />
fir<br />
Roland's on the railway line in the depths of the<br />
sewer with a piece of door just in front of him. He'd<br />
better watch out for the train or his energy will go t<br />
tumbling down.<br />
the train which runs along the<br />
bottom level. A quick spurt on<br />
the track when the whistle blows<br />
will stop the train. Climb aboard,<br />
and Roland can travel the length<br />
of the lower level with speed and<br />
comfort. Should Roland miss<br />
the train, through either lack of<br />
glue or bad timing, then a large<br />
quantity of energy will be lost as<br />
it runs him down.<br />
Roland's energy is shown as a<br />
bar at the top of the screen and is<br />
continually diminishing due to<br />
his worry for his pals. Energy<br />
can be replenished though, by<br />
eating one of the various goodies<br />
lying around (delicious blue,<br />
glowing hamburgers and<br />
apples. Blue!? Well he is a rat.)<br />
The wellingtons too, deplete<br />
Roland's energy if run into.<br />
Should Roland run out of glue<br />
(shown as a bar at the bottom of<br />
the screen) then he must find<br />
one of two spare packs lying<br />
around to replenish his supply. If<br />
he's not too careful where he<br />
squirts his glue, then he'll get<br />
stuck in it for a while.<br />
If Roland collects all nine<br />
pieces of the door and the key to<br />
free his buddies, then he moves<br />
on to the final screen - the disappointing<br />
inner sanctum! This<br />
is a very poor finale, consisting<br />
of a single platform across the<br />
length of the screen. Roland has<br />
to run across this platform.<br />
32 <strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong>
; the<br />
• * * * »<br />
r * r<br />
i<br />
any worse than Daley<br />
Thompson's<br />
Becamm.:untllt'cf<br />
V nas to throw 17<br />
putt<br />
metres lo qualify^?"<br />
1 DDPCnPiUTATiniy ODiniiyALlTY<br />
HU<br />
|— r" O/<br />
Humorous interludes annoy<br />
QQ 'Vq A r\ Q/<br />
Another decathlon game-<br />
after a while. yawn bore.<br />
|<br />
GRAPHICS<br />
Q q / Ridiculous main character<br />
KX v yn<br />
q<br />
animation even fora<br />
^ hunchback.<br />
•OUNO -vr<br />
.<br />
HOOKABILITY<br />
/ Waggling fans may get<br />
s / yrj some pleasure from<br />
^ sussing events.<br />
v.<br />
LASTABILITY<br />
4 a/ Bad event noises and tacky<br />
<<br />
KJ<br />
1<br />
^ /r\ tune on high score and title<br />
A aq/ The humour and events will<br />
/U screen.<br />
y y yQ<br />
rapidly bore you.<br />
VMLAIE r-l-ilf mUIMBv t v *-y; -<br />
tes :enD•••lift<br />
• 1<br />
r\ A C\/ Even at this price it's oldand<br />
bad-<br />
24%<br />
Sewer structure<br />
The playing area in Roland's Rat But pieces of door and food are<br />
Race isn't exactly large but it's occasionally found on these<br />
quite easy to get lost to start screens.<br />
with. It basically consists of an On the upper level, moving<br />
upper and lower level each of 12 traffic is visible above ground<br />
main screens containing plat- level at the top of the screen inclforms,<br />
ramps, and ladders. Some uding a cute Sinclair C5. The<br />
of these screens link directly to lower level, which you reach by<br />
each other (via exits at the sides), going through a man-hole on one<br />
others are also linked via separ- of the screens, is much the same<br />
ate screens of pipes which are as the upper, only the exit to the<br />
accessed via tunnel entrances on TV-AM studio is situated on one<br />
the main screens.<br />
of the screens, the traffic is miss-<br />
The pipe screens are very ing and a regular train service<br />
simple, consisting of two or three runs along the bottom of the<br />
pipes that run across the screen. level.<br />
avoiding two measly worms and<br />
electrically charged areas (both<br />
of which kill on contact, but<br />
don't seem to if you quickly run<br />
across), to get to the other side<br />
and free his friends.<br />
On doing this the TV-AM<br />
theme tune is played and all<br />
three chums are transported to<br />
the surface on a lift. The game is<br />
restarted with no noticeable differences.<br />
Both graphics and sound are<br />
very good. Roland and co. are all<br />
small, but well defined, outlined<br />
sprites and animation and<br />
colours are good throughout.<br />
A boppy little number plays<br />
through the game, but can<br />
become annoying after a while.<br />
Other tunes and sound effects<br />
are great, especially the<br />
BLEUGHI! noise made on squirting<br />
a glob of glue, and the<br />
boogie beat played while entering<br />
your name in the high score<br />
table.<br />
1 soundand a V<br />
nable amount of<br />
}nge. This might<br />
9 for the kiddies :<br />
you rescue your<br />
next level is<br />
7 harder and<br />
GP<br />
PRESENTATION OifllKI AI ITV<br />
Interesting instructions and<br />
scenario but no options.<br />
72%<br />
54%<br />
iRAPHICS unr)i# m B9i i i rw<br />
mm l O/<br />
! Q /q<br />
87%<br />
71 %<br />
Great<br />
Rolandmbst be proud ofhis<br />
animation and these sewers<br />
' and drains look good. 82%<br />
Great tunes especially when<br />
riding the train ,<br />
plus good<br />
effects.<br />
short term enjoyment<br />
although you may not come<br />
back to it after completion.<br />
Basically just a collect and<br />
drop game but with the<br />
infamous rat himself.<br />
The action is immediately<br />
enjoyable and addictive.<br />
iSTAB 8LITY<br />
Q / Suss economy on food and<br />
W v //> nh to anH the* name* hammoc<br />
<strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong> 33
'.<br />
:<br />
yC^WjR «CM4^'« .4« ,<br />
••<br />
!<br />
:<br />
. --V* -.4 V;-<br />
;<br />
Mirroreoffc, £9.95 case, £12.95 disk, joystick with keys<br />
• Flight simulation with Battle of Britain combat<br />
Taking off<br />
and landing<br />
The controls are mostly from the<br />
joystick and the increase/decrease<br />
power switches.'Taking off<br />
is quite easy: use the instrument<br />
panel to get the revs to the correct<br />
rate. High revs are needed but<br />
once in the air they should be decreased<br />
to cruising speed. Landing<br />
is quite tricky until mastered.<br />
Approach the runway, put down<br />
flaps, decrease the throttle and<br />
gently drop your altitude.<br />
T<br />
he advertising blurb leads<br />
you to believe that this is<br />
the closest you'll ever get<br />
to flying the classic Spitfire aeroplane.<br />
If this is really what it was<br />
like, it's a miracle we won tfte<br />
war.<br />
The flight simulator puts you<br />
slap bang in the middle of the<br />
Battle of Britain during World<br />
War II. Three modes are presented<br />
to you on loading: practice<br />
flying, combat practice and<br />
proper combat. Practice puts<br />
you on the runway giving you<br />
the opportunity to take off, fly<br />
and land the Spitfire and generally<br />
get the feel of how the aircraft<br />
handles.<br />
The two combat modes pit<br />
you against the enemy. The<br />
combat practice mode will put<br />
you in the air directly behind an<br />
aircraft which you can shoot<br />
down. Once the plane has been<br />
shot down another will appear.<br />
This is all very easy and the<br />
enemy hardly try to shake you<br />
off.<br />
True combat mode will<br />
start<br />
you on the airstrip. You have to<br />
take off, seek and destroy the<br />
enemy using the map and onscreen<br />
details. Once you have<br />
shot the intruding plane return<br />
to the airstrip and land safely. If<br />
you are successful you can save<br />
your experiences on tape and go<br />
out on another interception run.<br />
If you do well you will earn<br />
promotion according to your flying<br />
experience and the number<br />
of kills you achieve. If you do<br />
really well you will rise through<br />
the ranks rapidly and with great<br />
skill you will gain the coveted<br />
position of Group Captain, VC,<br />
DSO, DFC.<br />
Unfortunately the 3D effect of<br />
the approaching airfield and the<br />
enemy planes is unconvincing.<br />
The view from the cockpit is boring<br />
and uninspiring, although<br />
the instrument panel is a masterpiece<br />
- even better than the<br />
J<br />
olly! Mr Bounce in his<br />
own arcade game —<br />
what fun! In fact, boys<br />
and girls, this jolly little game<br />
not only stars Mr Bounce but<br />
also his friends, the Mr Men.<br />
The game takes place over<br />
four different screens and eight<br />
levels. Each of the four screens<br />
have Mr Bounce rolling and<br />
bouncing around a different part<br />
of town, giving his friends a<br />
helping hand in different ways.<br />
Mr Bounce loves to bounce.<br />
He can bounce high and low, left<br />
and right, by use of the joystick<br />
or keys — isn't it clever?! As he<br />
bounces around town he must<br />
be very careful not to bump into<br />
any of his friends. If he should be<br />
so silly then he will be bounced<br />
around the screen and lose one<br />
of his four lives.<br />
If Mr Bounce loses all four<br />
Colourful arcade fun for kids young and old<br />
lives then ... all the fun will be<br />
over and the game will end.<br />
Never mind, you can always<br />
play another time.<br />
If you help Mr Bounce score<br />
enough points then you can type<br />
in your name and see it at the top<br />
of the screen — isn't it exciting?<br />
When Mr Bounce finishes<br />
helping one of his friends he<br />
bounces merrily round the<br />
screen to a jolly little tune. He<br />
then moves on to another part of<br />
town to give help to his other<br />
friends. How nice. After helping<br />
all four friends, he starts again<br />
but this time there's more to do.<br />
GP<br />
r* \V ’<br />
v><br />
34 <strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong>
i<br />
ones on Dambusters\<br />
You can switch to the map<br />
screen to help you find the<br />
enemy planes, although the<br />
map is very poor and is no real<br />
guide to where the plane actually<br />
is. There are two maps, one of<br />
the south of England, the other<br />
close up of the area around the<br />
airfield. The enemy plane is<br />
usually shown on both of these,<br />
but it's still very hard to find.<br />
The sound is a reasonable<br />
drone, which grows to a horrendous<br />
pitch if you over-rev your<br />
engine. There are also shooting<br />
noises during combat, but little<br />
else.<br />
As a flight simulator this is<br />
pretty poor. The program updates<br />
the external view only<br />
about once a second. Not only<br />
does this rob the program making<br />
judgement of manoeuvres<br />
very difficult. Oversteering is<br />
terribly easy to do — in fact I<br />
found it easier to fly looking at<br />
the instrument panel than using<br />
the horizon.<br />
f<br />
Q<br />
/<br />
Q<br />
Excellent instructions and<br />
game package, plus good<br />
in-game options.<br />
Superb, detailed cockpit but<br />
appallingly slow screen<br />
update when flying.<br />
/ There are plenty of other<br />
flight simulators but this<br />
qw has an instrument display<br />
(<br />
q<br />
Not a great deal to grab you<br />
besides the cockpit.<br />
/ Very ineffective engine and<br />
Q machine gun f L ess absorbin g than man y<br />
noises. other flight simulators with<br />
Q<br />
no long term mission.<br />
There are much better flight<br />
simulators than this — even<br />
Glider Pilot has faster graphics.<br />
Mr Bounce jumps for joy but he hasn't got Mr Tails<br />
scarf yet.<br />
The Zzap labels<br />
GOLD MEDAL AWARD: Our<br />
biggest rave of the month. Get<br />
it.<br />
clear.<br />
The Zzap ratings<br />
PRESENTATION: Packaging, instructions,<br />
loading, play options,<br />
program facilities, onscreen<br />
impression - everything<br />
except the game itself.<br />
GRAPHICS: Variety, detail and<br />
effectiveness of screen pictures,<br />
quality of animation, smooth-<br />
SIZZLER: we think it's very hot<br />
indeed - normally must score<br />
80% or more in value for<br />
money. We reckon any Zzap<br />
sizzler is a great buy, unless you<br />
really hate that particular type ness of movement.<br />
of game.<br />
SOUND: Variety<br />
TACKY: in our view, a lousy<br />
piece of software. Steer well<br />
and effectiveness<br />
of sound effects, quality of<br />
music. Also: does the sound<br />
annoy?<br />
ORIGINALITY: How similar is<br />
this to programs already available<br />
on the <strong>64</strong>?<br />
HOOKABILITY How strongly<br />
does the game make you want<br />
to keep playing?<br />
LASTABILITY: How long will it<br />
keep its hold on you?.<br />
VALUE FOR MONEY: Takes into<br />
account the price plus all the<br />
above ratings, especially the<br />
last two.
Addictive Games, £6.95 cass, joystick only<br />
• Simple, single-screen arcede chase<br />
T<br />
his game stars a distinctly<br />
down-market hack reporter<br />
who is sneaking about a<br />
hotel trying to get a flash photo<br />
of Polly Platinum in her penthouse<br />
suite. Which explains<br />
why he wears a dirty raincoat.<br />
To get the picture, you have to<br />
collect a camera, flash bulb,<br />
press pass and also nick the key<br />
to Miss Platinum's room. Tut,<br />
tut! These objects are hidden in<br />
the rooms of the hotel and you<br />
have to find them by opening<br />
each door in turn.<br />
The hotel itself is depicted on<br />
a single screen. There are four<br />
floors with rooms appearing on<br />
the top three. Polly's room is<br />
always at the top left and if you<br />
open the door she will sit and<br />
pose for the camera.<br />
You move between floors by<br />
using the stairs (well, ladders) or<br />
the lifts that appear on later<br />
screens. Beware though since a<br />
fall of even one step loses you a<br />
life. You can jump over holes in<br />
*9 "V* * ou re ^ idire ;<br />
stillneed three items”<br />
30 ' SOlated P'atfc<br />
OPERATION WHIRLWIND<br />
Ariolasoft, £9.95 cass, £1 1.95 disk, joystick only<br />
#4 Capture an enemy town in this state-of-the-art war game<br />
War games are starting to<br />
become more popular<br />
and in the wake of last<br />
month's Gold Medal game<br />
comes another excellent battle<br />
simulation.<br />
You command a reinforced<br />
infantry battaFon and have to<br />
cross a scrolling battlefield and<br />
take control of a town. Pitted<br />
The four, fun screens<br />
Screen One: Oh no! Poor Mr Tall!<br />
His scarf and gloves have been<br />
blown into the road by a rotten<br />
gust of wind. Mr Bounce had better<br />
quickly catch them and return<br />
them to Mr Tall. Oops! There is<br />
falling fruitto avoidon laterlevels<br />
— watch out Mr Bounce!<br />
Screen Two: Tsk! Tsk! Dozy Mr<br />
Lazy is just too idle to finish building<br />
his house — gosh! How lazy!<br />
Mr Bounce gets things moving by<br />
jumping on the see-saw and catapulting<br />
the windows into place.<br />
Mind he doesn't step in the<br />
puddle!<br />
against you are hidden enemy<br />
units and the problems of the<br />
terrain.<br />
The battle area is shown on<br />
screen through a scrolling<br />
'window', the overall size being<br />
over three times the window's<br />
width and twice its depth. You<br />
start on the left hand side with<br />
the town to be captured in the<br />
BOUNCER!<br />
Screen Three: Poorold Mr Bump!<br />
He's feeling too bruised and battered<br />
to knock any more apples<br />
off the trees. Well done Mr<br />
Bounce! He will give Mr Bump a<br />
rest by catching the falling fruit<br />
and putting it in the basket. Better<br />
be careful though, that puddle is<br />
back again!<br />
Screen Four: My! What a sunny<br />
day! It is so hot that Mr Snow is<br />
melting — fast! Still, Mr Bounce<br />
will help by collecting the clouds<br />
and covering the sun with them.<br />
Thanks Mr Bounce, but watch out<br />
for the birds!<br />
bottom right. On the map are<br />
woods, roads, buildings,<br />
streams and clear ground.<br />
Your battalion is split into 31<br />
groups each with a different rating<br />
for movement, fire-power,<br />
range and strength. You have to<br />
control all of these and try to<br />
eliminate the enemy forces.<br />
There are four levels of game<br />
66%<br />
q<br />
56%<br />
A Q O/<br />
/O<br />
<strong>64</strong>%<br />
Playful instructions but no<br />
game options.<br />
IORM3INAUTY<br />
and in each one you have to take<br />
the city in 35 turns. These turns<br />
are made up of five phases of<br />
action.<br />
The first phase is the COMM-<br />
AND PHASE where you can decide<br />
whether a unit should dig in<br />
to regain strength or be combat<br />
ready to advance and fight.<br />
Second is the MOVEMENT<br />
“7A O/ Cute MrMen characters and<br />
/ /q some unusual gameplay.<br />
fciMmiauBilJffv<br />
Colourful with some anim- Q*<br />
O stion and recognisable Mr O/ Cuteness of the game<br />
provides<br />
^ Men. oy /cQ humour and<br />
interest.<br />
Few sound effects and a<br />
simple tune throughout the<br />
game.<br />
Good fun for all kids - we<br />
liked it!<br />
IT C" 0/ The screens are easy but<br />
there are increasing<br />
|jQ /Q<br />
difficulty levels.<br />
36 <strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong><br />
••ONTovicibRy/"
.<br />
and<br />
\<br />
-<br />
/ found this simplified<br />
cross between<br />
Gumshoe andBurger<br />
Time as stow and<br />
boring as the hading<br />
(never heard ofa fast<br />
loader. Addictive?}.<br />
The graphics were<br />
quite good, but the<br />
soundsparse and<br />
what httie of it there<br />
was, wasn't worth<br />
the floor and the animation of<br />
this and your walking is quite<br />
good for your large character.<br />
You are working against your<br />
editor's deadline (aren't we all)<br />
and this ticks down at the bottom<br />
of the screen. If you don't<br />
get the picture in time you're in<br />
big trouble (OK, OK I'm writing<br />
as fast as I can).<br />
Things are made difficult by<br />
the hotel staff who chase you<br />
about. If they catch you they'll<br />
boot you out and you'll have lost<br />
PHASE where you can move any<br />
units that aren't digging in until<br />
you want to stop or your activity<br />
points are depleted. Be careful<br />
though since a depleted unit<br />
cannot fight in the third phase.<br />
The COMBAT PHASE is where<br />
you can attack any enemy units<br />
that have revealed themselves<br />
although you may come under<br />
artillery fire yourself. Some<br />
units have stronger fire power<br />
than others and their range also<br />
varies.<br />
Next come the ASSAULT<br />
ORDER and ASSAULT PHASES<br />
where you can order units to try<br />
All out to get you<br />
Up to six characters may chase<br />
you round the hotel.<br />
COMMISIONAIRE: Always trying<br />
to throw you out.<br />
MR ANGRY: If you open the door<br />
to his room he wakes up and tries<br />
to put you to sleep instead.<br />
MANAGER: Tries to stop you<br />
cluttering up his precious hotel<br />
a life. The bottom floor is used<br />
for the hotel staff and this is<br />
where they appear. The number<br />
of hotel staff that chase you is<br />
determined by the level that you<br />
are on. You can jump past them<br />
sometimes but should risk this<br />
only in emergencies.<br />
A simple, single-voice tune<br />
plays throughout the game<br />
which you may find boring after<br />
a while and there are creaking<br />
door sound effects.<br />
BW<br />
to overrun adjacent enemy<br />
units. However enemy units<br />
may also move at this stage and<br />
fire again on you.<br />
Your objective is to control the<br />
town, which is particularly difficult<br />
to take and on later levels you<br />
may even have to defend it<br />
against a counterattack. Another<br />
problem on the higher levels are<br />
mines which can halt a unit in its<br />
tracks and end its movement<br />
phase.<br />
^<br />
A O O/<br />
H-Z /c<br />
59%<br />
A horrible long loader f will<br />
bore you stiff<br />
o<br />
Horrible tune and very few<br />
effects.<br />
43%<br />
A nO/<br />
/Q<br />
.<br />
and scaring away the guests.<br />
CHEF: Looks like a sailor with a<br />
beard and silly cap.<br />
BARTENDER: A real poser with<br />
bouncer's muscles.<br />
RECEPTIONIST/BELL BOY: Bit of<br />
a wimp in his silly hat but can* still<br />
Reasonable animation but rr A 0/<br />
simple screens.<br />
|j I /q<br />
o<br />
A very simple game that<br />
looks dated and won 't<br />
inspire.<br />
This is good for a war<br />
game: nice scenario ,<br />
reasonable graphics<br />
. ; anda multi-level<br />
phaifenge made b<br />
Standout from most I<br />
quite enjoyedplaying<br />
this ope as the game<br />
m quite fastandwas<br />
rast anawas<br />
easier to use than<br />
some of the<br />
mieiiMAUTY<br />
I 0/<br />
I /O<br />
/ found this to be<br />
:ade<br />
new<br />
too<br />
and<br />
okay<br />
tt*s\<br />
cheapo game but not<br />
for the prtce currently<br />
lit does ge<br />
but ( found the Tack of<br />
variety and originality<br />
inmgage Wm<br />
disappoint<br />
A cross between Gumshoe<br />
ar,d Burgertime.<br />
The different layouts<br />
provide interest but you<br />
won 't get too excited.<br />
Increasing difficulty but that<br />
doesn't improve the game.<br />
play, the more iseem<br />
y to enjoy and<br />
understandthem.<br />
This struck me as a<br />
sort of cross between<br />
Combat teader and<br />
Battle for Normandy<br />
andproved just as<br />
fascinating ,<br />
, compulsive and<br />
lengthy to play.<br />
it doesn't have<br />
will provide war<br />
gamers with hours of<br />
p/eame. The game<br />
,<br />
variations are endless<br />
each new battle<br />
willprovide different<br />
Immrnml<br />
mm.<br />
unit to protect it<br />
- from enemy f/re<br />
<strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong> 37
wecflNT<br />
Droll scroll<br />
Firebird, £2.50 case, joystick only<br />
Fruetrating,<br />
platform<br />
When you first appear on screen<br />
all you can see is yourself and the<br />
animals. To make the rest of the<br />
scenery appear you have to move<br />
left or right and the screen will fill<br />
in.<br />
There doesn't seem to be any<br />
real purpose in this and it bee<br />
omes distinctly tiresome after a<br />
while. Frustration like that led to<br />
the discovery of a cheat method<br />
of warping through the screens.<br />
We won't tell you what it is (yet)<br />
but try experimenting with the<br />
keyboard.<br />
'A ready tacky<br />
platform game<br />
'ftdom and<br />
sible 'situations<br />
CnttX,<br />
fwhen Mied.<br />
^e^mphtcs,<br />
f£§j§ssg?: >> o' - - -4<br />
Mmwm<br />
f you were expecting lots of<br />
circus tricks and acrobatic<br />
I action - forget it, this is a platform<br />
game.<br />
You play Sid Chip who must<br />
get through 20 screens of 'circus<br />
rings' filled with the usual form<br />
of platform obstacles and nasties.<br />
On each ring there is an exit<br />
which is extremely tough to get<br />
to and leads to the next screen.<br />
Sid can only move left and<br />
right or jump and has to work<br />
out the exact route to the exit<br />
because there is only one correct<br />
one.<br />
There's a variety of platforms<br />
and creatures to bar your way<br />
and contact with anything that<br />
moves is fatal. Disappearing<br />
platforms can cause problems<br />
and often drop you into the<br />
clutches of an animal or some<br />
waiting man trap.<br />
All the animals follow regular<br />
patterns, some moving in<br />
circles,<br />
others straight across<br />
screen. Most are easy to avoid<br />
once you've got your jumping<br />
timed right. Animals like the<br />
kangaroo which hops across<br />
screen are well done but for the<br />
most part the graphics and<br />
animation are crude. The tune<br />
also is pretty horrible and you'll<br />
rapidly turn the sound down.<br />
OPERATION WHIRLWIND<br />
^<br />
Nice cheat if you can find it<br />
and short instructions.<br />
4 A/ Yukky blocky graphics<br />
* except for the odd nice<br />
animat.<br />
AQ O/ ^ ma V<br />
yQ<br />
Nauseating tune and few<br />
effects.<br />
c^eaP but it's<br />
nasty too.<br />
You have an energy bar which<br />
runs down from nine to zero and<br />
once it runs out, you explode in<br />
the same way as when you<br />
Simple platform game with<br />
little new.<br />
20%<br />
4 AQ/ Find thee<br />
I<br />
You might be inspired to<br />
see a screen... or two.<br />
H /Q<br />
the 9ame<br />
Find the cheat mode, forget „<br />
touch an animal. You start with<br />
five lives and an extra one is<br />
awarded every five screens.<br />
BW<br />
qiwtf<br />
a<br />
sa<br />
Know your forces<br />
The units you control all have different<br />
characteristics.<br />
BATTALION HQ: crucial unit, DO<br />
NOT LOSE IT. Scores big points if<br />
in town at end of game.<br />
’<br />
RECONNAISSANCE UNIT:<br />
moves fast to draw out enemy<br />
units.<br />
Infantry company: slow and limited<br />
range but great for mopping<br />
up and assaults.<br />
ENGINEER COMPANY: excellent<br />
fire-power close in and essential<br />
as they repair the blown .bridges<br />
'<br />
over the streams.<br />
LIGHTTANK PLATOON: fast with<br />
good range, an excellent vanguard.<br />
Heavy tank platoon: again fast<br />
and great range, essential forward<br />
unit with big fire-power.<br />
ARTILLERY BATTERY: massive<br />
range and fire-power but susceptible<br />
to enemy fire, hold back<br />
behind lines.<br />
ENEMY INFANTRY COMPANY:<br />
similar to yours but very dogged.<br />
ENEMY TANK OR ASSAULT<br />
GUN PLATOONS: outgunned by<br />
your armour but also very persistent.<br />
Q^ Q /<br />
Excellent instruction W- A<br />
fr\ bookletplus choice of O/<br />
Original mix of strategy and<br />
u difficulty level.<br />
/q<br />
real time war games.<br />
O *1 0/<br />
Bangs,<br />
y<br />
|<br />
A nice scrolling map with<br />
character square graphics.<br />
Bangs, crashes and warning<br />
/q noises<br />
7 O/<br />
Great value for a war game<br />
! Q /q and easy to play.<br />
78%<br />
Enormous challenge to take<br />
the town and master the<br />
battlefield tactics.<br />
^STABiLmr<br />
"T 0/<br />
/q<br />
J |<br />
Increasing diffit<br />
levels of victory<br />
38 <strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong>
J.Ntn<br />
>acrlb<br />
•r.<br />
•*<br />
.f,.<br />
5<br />
bH<br />
30<br />
5 tt<br />
W<br />
% V***S>V?<br />
Argus Press<br />
SoftwareGroup<br />
P* i' PPSHi Liberty House,<br />
222 Regent Street,<br />
London W1R 7DB<br />
Telephone 01-439 0666<br />
I OTHLOR1EN<br />
5990<br />
S<br />
t<br />
f/m<br />
Mp y<br />
ft ^ V i<br />
zy v i<br />
gj-^nr i<br />
w<br />
W
I<br />
"vMO'Won<br />
this page!
I<br />
Bas<br />
i<br />
f<br />
a rvthpr tremendous<br />
TAPPER;<br />
Anoth^ ^ arcades<br />
conversion<br />
^ a ^arrassed<br />
Y °u *6^<br />
P'sV t0 keep an ever<br />
bar-tender try 9 i<br />
custo mers<br />
growing cro^ersjo n features<br />
superb<br />
SSvS^danV^<br />
SPY HUNTER. This too was a<br />
a^ah IZZ er ,n May<br />
'<br />
/ 'cally it's<br />
inn ^ ,Ute,y su Perb conversvou<br />
you h<br />
9ama in<br />
the arcade<br />
bump which<br />
and blast enemy cars<br />
lsnd<br />
*"<br />
and<br />
I cadP^ h,<br />
' tS 9reat<br />
arcade<br />
' authentic<br />
feel, lt<br />
makes<br />
Bond look<br />
James<br />
like Noddy<br />
Subscribe to<br />
Zzap!<strong>64</strong><br />
and you can have<br />
any two<br />
of these<br />
sizzling games<br />
for just<br />
three quid!!<br />
If*<br />
l *<br />
FORBIDDEN FOREST. Another<br />
great US classic, reckoned to be<br />
one of the most evilly atmospheric<br />
programs of all time. You<br />
are alone in a mysterious forest,<br />
armed only with a bow, and<br />
night is falling. Savage spiders,<br />
a serpent, a dragon and spearwielding<br />
skeletons are among<br />
the horrors you must face. Terrific<br />
music puts the seal on a program<br />
you'd better play only during<br />
daylight hours<br />
nat more can we<br />
amazing game?<br />
review makes it<br />
r we reckon it's<br />
st si^oot-em-up<br />
I<br />
* effectively for<br />
^ ear'ier'^ latest -<br />
I<br />
! e» r0 £ „ ' our arrant<br />
^ L_<br />
CP<br />
n Zzap! <strong>64</strong> sizzling subscription offer<br />
Yes, I want to subscribe to Zzap! <strong>64</strong> and receive two US Gold games.<br />
(Offer closes <strong>July</strong> 31st, <strong>1985</strong>).<br />
et0^<br />
\nfl P 0St Je3 per 9®^W't<br />
saving ve to d°'s<br />
^e form<br />
^ o°<br />
v° T*e top0 our nar '<br />
°e<br />
addres^ qU
T<br />
his overlooked and underrated<br />
game, originally put<br />
out by Mr Chip software,<br />
has been a personal favourite of<br />
mine for some time. Now that<br />
it's been re-released by Mastertronic<br />
at a ridiculously low price,<br />
it'll hopefully prove the same for<br />
a lot of other people.<br />
It's a motorcycling stunt<br />
game, complete with simultaneous<br />
two-player action (or<br />
just one player against the clock)<br />
and a high frustration and addiction<br />
element.<br />
There are eight obstacle<br />
courses to choose from and you<br />
must guide your rider as quickly<br />
and carefully as possible over<br />
any combination of three of<br />
them. Your bike is controlled<br />
through joystick or keyboard<br />
and can accelerate, decelerate,<br />
wheelie and jump.<br />
Two people can race simultaneously,<br />
thanks to the split<br />
screen display which independently<br />
shows one player's progress<br />
on the top, the other's on<br />
the bottom. Each course is<br />
roughly eight or so screenwidths<br />
long, so the picture<br />
scrolls smoothly from right to<br />
left to show the various obstacles<br />
and hazards to be crossed<br />
as they come.<br />
There are a variety of hazards<br />
and the skill lies in selecting the<br />
right form of control for each<br />
combination of hazards. Some<br />
need to be taken slowly, others<br />
quickly, and you have to. learn<br />
the right timing for your jumps<br />
and wheelies.<br />
If you get it wrong your rider<br />
will be ejected from his bike,<br />
complete with a WEEEOOW!<br />
noise, and lay comatose for a<br />
frustrating couple of seconds.<br />
You will then be moved along<br />
the bottom of the course until a<br />
suitable re-entry point (determined<br />
by the computer) is<br />
reached. However sometimes<br />
the computer restarts you at a<br />
position where it's impossible to<br />
complete the next stunt. This is<br />
extremely annoying, but it's the<br />
price you pay for falling off. The<br />
thrill of having a fast, clearr run<br />
more than makes up for it.<br />
The time for each individual<br />
course is displayed at the top of<br />
each player's screen along with<br />
the combined time for all three<br />
courses. If your combined<br />
course time is fast enough then<br />
you can type in your name for<br />
the high score table. This displays<br />
the top five players' names<br />
along with the three individual<br />
course times and the total time<br />
achieved.<br />
As well as playing a simultaneous<br />
two player game you<br />
can play a one player, or alter-<br />
The different<br />
obstacles<br />
HEDGES, PILES of TYRES and<br />
BARRELS. All of these must be<br />
either driven over very quickly or<br />
jumped where possible, so as not<br />
to get stuck.<br />
ROUGH GROUND, GATES,<br />
BRICK WALLS and SCREEN<br />
WALLS. Must be driven over<br />
fairly slowly to clear them. Rough<br />
ground can usually be jumped, as<br />
can some of the gates and screen<br />
walls - brick walls, unfortunately,<br />
cannot.<br />
LORRIES and BUSES. These can<br />
be either simply driven over at<br />
any speed or jumped, whereas<br />
CARS, VANS, TELEPHONE<br />
BOXES, WATER and DIPS along<br />
the courses, must all be jumped.<br />
OTHER FEATURES of the courses<br />
include steps (to go down at, at<br />
high speeds) and ramps (as an aid<br />
to jumping).<br />
The best way to play this<br />
game is with two players<br />
simultaneously. Even<br />
without a friend to challenge<br />
you this provides an<br />
incredibly addictive and<br />
frustrating game as you<br />
zoom , leap and bound over<br />
all the obstacles. Going for<br />
those low, low times will<br />
keep you coming back to this<br />
game for months. The most<br />
incredible thing about it is its<br />
price: £1.99. Go get it NOW.<br />
42 <strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong>
i<br />
. . and<br />
,<br />
point<br />
SOUT'S<br />
1 . MOTOR MADNESS. After a fast<br />
start over some tyres, plenty of<br />
cars, yans, buses and lorries to<br />
jump. At the end of the course a<br />
nasty set of barrels lead up to a<br />
particularly tricky set of jumps<br />
over a bus, van and car (length<br />
ways!).<br />
2. RIDE IT ROUGH. Some rough<br />
ground at the start is followed by<br />
a ioad of tyres and barrels, five<br />
continuous pot-holes to jump<br />
over and a further, final bumpy<br />
ride.<br />
3. BITS 'N' PIECES. A slow ride<br />
over a brick wall starts the course,<br />
followed by some hefty jumps<br />
over screen walls and six telephone<br />
boxes. Four sawtooth style<br />
ramps lead up to a treacherous<br />
water jump and the finish line.<br />
4. JUMPS GALORE. As the title<br />
suggests, plenty of things to jump<br />
in this one. Water, vans, buses,<br />
and a lorry are all there for the<br />
jumping plus the added bonus of<br />
a great ski jump at the end of the<br />
course.<br />
5. UP '1ST DOWNER. Plenty of difficult<br />
jumps throughout the<br />
course - over water, rough<br />
ground, tyres and more water.<br />
6. STRETCH OF WATER. It starts<br />
with a water jump . it<br />
carries on with more along the<br />
7.<br />
way. Highspot of the course (and<br />
source of much annoyance) is the<br />
long set of water jumps near the<br />
beginning.<br />
PICK 'N' MIX. Water jumps,<br />
gates, pot-holes, steps . . . nearly<br />
everything nasty there is, is<br />
thrown in this one.<br />
.<br />
3 SELECTION. Named<br />
after the programmer, Shaun<br />
Southern, there's a great selection<br />
of nasty bits throughout.<br />
Starts with a 'just about possible<br />
to jump' gate and ends with a<br />
jump over some telephone<br />
boxes, and a quick spurt down<br />
some steps, to cross the line.<br />
nating two player game. The<br />
option also exists to have an uninspiring<br />
one voice rendition of<br />
the television program's theme<br />
tune played during the game.<br />
There's a better piece (the Can<br />
Can) played on the title screen<br />
and there are fairly realistic<br />
motorbike drones throughout<br />
the game.<br />
Apart from some unrealistic<br />
clouds, the graphics are excellent.<br />
The definition of bike, rider<br />
and course hazards is good, with<br />
a great use of colour all round.<br />
GP<br />
Even though it may prove a<br />
frustrating game to play initially<br />
, Kik Start is certainly<br />
worth sticking with. The<br />
simultaneous two player<br />
option gives the game an<br />
excellent competitive and<br />
compulsive element. Even if<br />
you play on your own, once<br />
you start to crack the courses<br />
and the urge to improve<br />
times sets in, you won't want<br />
to stop.<br />
Simple, but concise,<br />
instructions and excellent<br />
in-game options.<br />
Nice bike and scenery and a<br />
good use of colours.<br />
Vrrooomy bike noises,<br />
wheeooy sounds and<br />
reasonable music.<br />
The most impressive<br />
cheapo game we've ever<br />
coon<br />
A new type of stunt game.<br />
HOOKAB8LITY<br />
Despite being frustrating it<br />
still proves addictive.<br />
Eight difficult courses plus<br />
the constant challenge of<br />
improving times.<br />
This game is incredible value<br />
for only £ 1. 99 and / would<br />
thoroughly recommend it. /<br />
found there was great skill<br />
needed to improve at the<br />
game and with eight<br />
different courses there was<br />
no lack of variety. The fact<br />
that you can have two player<br />
races was also a major plus<br />
for me with terrific 4<br />
excitement as you battle it<br />
out neck and neck.
,<br />
Argus P<br />
ULG<br />
/Lothlorien, £9.99 case. Joystick or keys<br />
Real-time war game set in World War S<br />
T<br />
his is another of the new<br />
genre of war games that<br />
dispense with the complicated<br />
charts and figures and<br />
become user friendly.<br />
It's a re-creation of the second<br />
world war battle of the Bulge in<br />
which the Germans made their<br />
last ditch effort to smash the<br />
Allied advance on the Western<br />
front. All the action takes place<br />
in real time — in other words,<br />
the situation is being updated all<br />
the time; the computer doesn't<br />
stop while you're thinking about<br />
your moves.<br />
It's your responsibility to control<br />
all the Allied or German<br />
forces. The playing area is four<br />
screens long and three high. On<br />
it are shown both side's forces,<br />
the terrain and towns. The allies<br />
have three types of armoured<br />
units and two types of infantry<br />
while the Germans have Panzer<br />
units, infantry, motorised infantry<br />
and moving and stationary<br />
artillery.<br />
9 Simple four-stage shoot-em-up<br />
/ was sceptical at first<br />
about a real-time war<br />
game but after a<br />
couple ofplays / was<br />
familiar with the<br />
landscape and action<br />
so that it wasn 't much<br />
of a panic. Playing the<br />
Allies ,<br />
you are<br />
constantly under<br />
pressure until near the<br />
finish , and fighting<br />
this rear guard action<br />
appealed to my spirit<br />
of the underdog—<br />
particularly satisfying<br />
when you win<br />
The fighting and moving<br />
potential of all of these is determined<br />
by the terrain, infantry<br />
being best in towns and armour<br />
on open ground.<br />
You start with most forces on<br />
the east of the map and the<br />
Germans have a large superiority.<br />
Each unit has a strength rating<br />
which goes down in engagements<br />
and cannot be replenished.<br />
You engage enemy units by<br />
being adjacent to them and ifthe<br />
strength of either reaches zero it<br />
is wiped out.<br />
Unit movements can be ordered<br />
using a cursor but these<br />
moves are limited by the type of<br />
terrain and unit involved —<br />
some may take several 'days' to<br />
complete.<br />
The game starts on December<br />
16, 1944 and continues till January<br />
3, 1945. On each new day<br />
you are informed of the weather<br />
conditions, which affect movement<br />
and Allied aircraft, and<br />
whether reinforcements are arr-<br />
Battleground<br />
Terrain<br />
MOUNTAINS/HILLS: appear in<br />
large numbers on the north-east<br />
of the map and severely hamper<br />
movement of all units.<br />
FORESTS: restrict movement of<br />
armour and appear as single<br />
trees.<br />
RIVERS: also restrict armour<br />
movement unless crossed at a<br />
town with a bridge.<br />
OPEN GROUND: units can move<br />
very quickly and breakouts are<br />
much easier.<br />
TOWNS: can be of several different<br />
types and the larger ones<br />
have greater points values when<br />
possessed.<br />
iving. If the weather's clear.<br />
Allied aircraft will reduce the<br />
supplies reaching German units.<br />
You can use the cursor to investigate<br />
the current status of<br />
enemy units and towns. Towns<br />
are worth points if in your possession,<br />
some more than others,<br />
as are your units still fighting.<br />
The points score on January 3rd<br />
T<br />
his very simple Scramble<br />
type game puts you in<br />
control of a helicopter.<br />
You have a mission to destroy<br />
what is supposed to be a virtually<br />
impregnable enemy base<br />
built into the side of a cliff.<br />
The screen scrolls from left to<br />
right smoothly and your helicopter<br />
is placed on the right<br />
hand side of the picture. It can<br />
simply move up, down or fire.<br />
There are four types of action<br />
screen. The first puts you under<br />
fire from advancing helicopters.<br />
Shoot these and also shoot the<br />
non-firing jets and helicopters to<br />
gain bonus points.<br />
Next comes a bonus screen.<br />
You have to refuel in mid air by<br />
guiding your fuel nozzle into the<br />
fuel pipe of the giant aircraft. Do<br />
this and you'll gain a huge 100<br />
point bonus, fail and you'll lose a<br />
life.<br />
The third screen involves<br />
dodging balloons, airships and<br />
evil swans. As they move up and<br />
down you have to thread yourself<br />
between them. You can't<br />
shoot anything, so swift manoeuvres<br />
are of the essence.<br />
Once you've dodged everything<br />
you return to the bonus<br />
screen, which is exactly the<br />
same only this time the plane is<br />
a little lower.<br />
44 <strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong>
i<br />
i<br />
l<br />
i<br />
r<br />
\<br />
><br />
)<br />
I<br />
*<br />
I<br />
I<br />
..<br />
this<br />
)<br />
'<br />
,<br />
"<br />
will determine who has achieved<br />
or claimed a victory.<br />
There is a pause command to<br />
give you time to think and a two<br />
player option where both sides<br />
plan moves at the start of the<br />
day which are then enacted. The<br />
computer is a tough opponent<br />
but you may find a human one<br />
less predictable.<br />
A global map allows you to<br />
view the whole battle area and<br />
there is also a save option. At the<br />
end of each battle you can examine<br />
the situation and see just<br />
where you might have improved<br />
your strategy.<br />
BW<br />
/ Historical background in the<br />
instructions options on<br />
qv/ colours, 1 or 2<br />
47%<br />
players.<br />
Good landscape and unit<br />
63% q 68%<br />
characters.<br />
Fast and furious war<br />
simulation, unlike the<br />
normal slower-paced<br />
ones. This is the sort<br />
of war game you can 't<br />
leave for more than<br />
two seconds ,<br />
and you<br />
have to concentrate<br />
non-stop. Nice , big<br />
dear graphics and<br />
uncluttered \<br />
simple<br />
instructions makes<br />
this a good one for<br />
novices.<br />
ORIGINALITY<br />
The battle of the Bulge has<br />
been done before and<br />
gamep/ay isn 't that new.<br />
Quite absorbing as you<br />
H familiarise yourself with the<br />
u battle.<br />
12%<br />
f<br />
0<br />
Three opening drum beats<br />
and an update noise.<br />
65%<br />
Once you've had a major<br />
victory the attraction may<br />
fade.<br />
63%<br />
Great sussing out the battle<br />
plan but once cracked may<br />
pall.<br />
You then move to the final<br />
the enemy's re-<br />
screen. This is<br />
actor and you have to destroy<br />
this to accomplish your mission.<br />
The reactor lies embedded in<br />
rock, and there are three helicopters<br />
guarding it. Two move<br />
up and down tracking your<br />
moves and the other one takes<br />
off from the bottom and moves<br />
up the screen firing at you. You<br />
have to shoot three bombs into<br />
three small inlets which lead directly<br />
to the reactor. This is quite<br />
tricky since a) the helicopters are<br />
tracking your moves and therefore<br />
blocking your bombs; b)<br />
There's another helicopter rising<br />
up the screen firing at you;<br />
and c) the gaps to shoot the<br />
bombs in are about 2 pixels<br />
wide.<br />
Even so it can be done. When<br />
you do complete the mission,<br />
you simply start again, moving<br />
up a skill level (there are six). As<br />
you progress through the levels<br />
everything becomes faster and<br />
you have to survive for a longer<br />
time before finishing a screen.<br />
JR<br />
As it stood, I thought<br />
was quite a good<br />
game when it first<br />
came out for the Oric.<br />
Now that it's made a<br />
delayedjump up to<br />
ithe <strong>64</strong>, 1 don 't think so<br />
highly ofit The<br />
graphics and sound<br />
are okey dokey but the<br />
repetition of the three<br />
stages of action (well,<br />
three and a half<br />
including the<br />
refuelling stage<br />
meant my interest in<br />
the game dwindled<br />
quite rapidly. Still, not<br />
too bad for £2. 50.<br />
><br />
t<br />
)<br />
*<br />
N<br />
5<br />
on the 'orrib/e Oric<br />
for improving the<br />
levels I found it<br />
entertaining and<br />
pretty tough too.<br />
Certainly a great<br />
game on the Oric and<br />
a reasonably cheap<br />
one on the <strong>64</strong>.<br />
of action to enthrall<br />
you this doesnf goal!<br />
make an impact Qf§<br />
v so the graphics are<br />
challenging and it s<br />
only £2,50,\ hut there<br />
are othergames<br />
around which are<br />
cheaper and better.<br />
score table and six skill<br />
69% levels.<br />
A A Q<br />
In-game instructions, hi-<br />
Great refuelling plane and<br />
Sikorsky helicopter,<br />
otherwise plain.<br />
Simple blasting noise<br />
good chopper sound.<br />
39%<br />
Q I<br />
Simple shmup with nothing<br />
a very new except refuelling<br />
u screen.<br />
fy ^ Q/ Four different screens<br />
yQ<br />
which can be difficult to<br />
master.<br />
a A q<br />
/ Once sussed the screens<br />
start to<br />
/q '/Q<br />
l°se their appeal.<br />
:<br />
VAUJE FQFtMONSY<br />
f— fy O/ ^ n,ce °liea P shmup but<br />
530 /O pretty ordinary.<br />
<strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong> 45
)<br />
can<br />
,<br />
I<br />
I<br />
THE BIRTH OFA<br />
PARADROID<br />
Over the next few months we're running a<br />
special series of featured covering^ Tn detail<br />
the way a computer game is developed. We<br />
shal[ be following its programming, production<br />
and promotion actually through the eyes<br />
of the people concerned. The game we've<br />
selected Tor tHe Job 7s tHe new one planned Hy<br />
HEWSON CONSUL TANTS. provisionally<br />
caded PARADROID\ which is due for release<br />
in the autumn. Ids being written by Hewson’s<br />
ANDREW BRAYBROOK, whose previous<br />
game ORIBBL Y'S DAY OUTgets a Sizzler review<br />
in this issue. This month we're printing<br />
of several extracts from Andrew^<br />
the first<br />
diary. By the time the series is complete you'll<br />
have obtained a umgue insight into t]ie waya_<br />
software house goes about its work.<br />
Wednesday May 1<br />
Zzap <strong>64</strong> have asked me to keep<br />
a diary and today I have to start<br />
it. Feel like a mega-star. Decide<br />
not to let it change my life.<br />
Design form on which to lay<br />
out my robot data detailing<br />
which sprites make the picture<br />
and other bits and pieces. Feed it<br />
into Easyscript and run off a few<br />
copies. Feel pleased because it's<br />
cheaper than photocopies.<br />
Decide I need a bank of words<br />
to choose from to describe each<br />
robot. Write a Basic program to<br />
load in the codes. Rediscover<br />
how much I hate Basic programs.<br />
Spend half an hour at end of<br />
day trying to think of something<br />
interesting to write in new diary.<br />
Fail.<br />
Thursday May 2<br />
Must prepare working copy of<br />
game to date to give to Robert<br />
(chief test pilot) for his comments<br />
before weekend. Suddenly<br />
realise this means writing and<br />
debugging complete console<br />
log-on procedure. Decide not to<br />
panic.<br />
Grill Steve (Steve Turner is<br />
another Hewson programmer<br />
on how he did the scroll in<br />
Avalon. Decide to do console on<br />
same lines. Have to design<br />
meaningful looking icons. Not<br />
easy. True test comes when<br />
someone tries to identify them.<br />
Friday May 3<br />
Get menu screen working so<br />
that icons appear and are correctly<br />
highlighted. Feel pleased.<br />
Find error in robot display<br />
routine. Fix it and a six-sprite<br />
robot appears in all its glory.<br />
Great!<br />
Program is just about stable<br />
enough for Robert at end of day.<br />
Everything has gone well. Too<br />
well. Robert has a habit of<br />
mangling things that I write.<br />
Tuesday May 7<br />
Arrive fresh and keen after the<br />
extra day off. Have bought my<br />
own C<strong>64</strong> at last. No need to stay<br />
behind 'til ten o'clock playing<br />
games any more. Only cost me<br />
£139. Feel a bit disloyal towards<br />
my old Dragon 32.<br />
Got comments back this<br />
morning from Robert (our chief<br />
Test Pilot). Not too bad considering.<br />
Scribbled some notes on<br />
the changes necessary. The<br />
main robot graphic was indistinct<br />
on his TV and as this will be<br />
on the screen nearly all the time<br />
it will have to be enhanced. Also<br />
wrote routine to display the<br />
small scale map.<br />
Also in the post was a new<br />
IS going to be high-tech. It is easiest inmg msiyoutHmw*<br />
based around a large space ship.<br />
It's not really an arcade adve<br />
What you actually play on is a ture — it leans more towar<br />
scrolling large-scale view of one arcade. Gribbiy's I wanted to I<br />
of the decks, seen from above. a non-violent game. AH of ti<br />
You'll be able to access a plan zapp^ and; glance that<br />
of the whole deck but you won't couldn't get into Gribbiy s w<br />
Another screen wiil be a side Last week we designed<br />
view of the ship so you can see game's 20-deck spaceship<br />
where the deck is in relation to I'd like to actually build one jt<br />
the whole ship. Other views inc- to make sure it alt works —<br />
luding logging on to the ship's the lift shafts tie up and<br />
computer.<br />
decks fit together. Maybe Til<br />
The things you actually play using Lego, Dunnof it<br />
with are robots shown from work,<br />
above. There's going to be lots So far I've got a tittle<br />
of them. If you want to know skating about inside a test dt<br />
more about a particular robot plan. You can log onto a cc<br />
what you do is log-on to a com- so/e, select an option t<br />
make<br />
puter terminal. From there you enquiry on the testrobot and gi<br />
can sift through all the robots a big picture ofit Thepiccteuse<br />
and get large side view pictures aft eight sprites combined it<br />
~nd you can select things to get maximum available on the <strong>64</strong><br />
more information.<br />
any one time). Despite being<br />
I've been working hard on it view from above, 1 intend y<<br />
n about four weeks, but I was won't be able to see anythif _<br />
orking on utilities - programs: behind a wall. You'll have to go<br />
into a room to actually explore it.<br />
help make the finished game<br />
for a couple of weeks before<br />
cartridge Monitor program<br />
which I'd ordered. (A Monitor<br />
program lets you look at what<br />
the C<strong>64</strong> is doing by displaying<br />
memory and registers ,<br />
etc on<br />
the screen — Ed.) Perhaps it's<br />
my lucky day? It looks useful<br />
with lots of juicy commands in it.<br />
However the game must be<br />
altered a bit internally to fit the<br />
Monitor — it'll have to save<br />
some of its variables elsewhere.<br />
Haven't decided where yet.<br />
Overall the day has been a bit<br />
slow but pretty good nonetheless<br />
because of the arrival of the<br />
new tool.<br />
Wednesday May 8<br />
Mapped out the side elevation<br />
of the ship and designed some<br />
graphics to display decks and<br />
lifts. Worked hard on the routine<br />
which draws the deck plan to<br />
convince it that it can also draw<br />
the side views. It listened to me<br />
in the end. At least I think it did.<br />
No doubt it's got some nasty<br />
trick up its sleeve even now.<br />
The space ship had to be<br />
shortened to fit the full side view<br />
on to the screen — I used a bit of<br />
artistic licence and felt happy<br />
with the result.<br />
Oh no! The first accident with<br />
the new Monitor. All today's<br />
graphics in jeopardy when the<br />
Monitor decides to lock up. I hit<br />
the reset switches (both of them<br />
— one on the Monitor cartridge<br />
and one on the C<strong>64</strong>) to try and<br />
rescue things but to no effect.<br />
sit fuming at the machine.<br />
Up jumps Steve Turner with a<br />
bright idea. Two or three times a<br />
week we get a mains spike<br />
(courtesy of the electricity<br />
board) which causes the C<strong>64</strong> to<br />
crash but with its memory still<br />
intact. Perhaps if we generate a<br />
spike of our own I regain<br />
46 <strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong>
)<br />
7<br />
control of the machine<br />
Decide against ringing the<br />
CEGB to ask them to switch off a<br />
power station or two. Instead<br />
Steve starts leaping round the<br />
room switching the fan heater<br />
on and off. Very entertaining.<br />
Needless to say it doesn't work.<br />
Eventually Steve begins to<br />
tire. I give up and pull the plug<br />
out. Nothing for it but to key the<br />
stuff in again<br />
At the end of the day I start<br />
coding the map of the side elevation<br />
of the ship in hex (a<br />
number system used extensively<br />
in machine code programming).<br />
This time I do it on paper<br />
first. I'm not going to trust that<br />
Monitor again for a while.<br />
Thursday 9<br />
Continued with the hex of the<br />
side elevation and keyed in<br />
some new routines which decode<br />
the deck data into a plan<br />
view. Did some other mods<br />
which Robert suggested.<br />
More fun and games. I discover<br />
that my Assembler (<br />
the<br />
program which generates<br />
machine code from the programmer's<br />
assembly code won't<br />
work with the new Monitor despite<br />
claims to the contrary by the<br />
manufacturers. Consider merits<br />
of abusive phone call. Decide<br />
such action would not fit my<br />
image and wouldn't do any<br />
good anyway. Resign myself to<br />
lots of plugging and unplugging<br />
of the cartridge every time I want<br />
to assemble. Lay plans to wire<br />
up or buy some hardware to fix<br />
the problem. In the meantime<br />
write myself a note in capital letters<br />
REMEMBER TO UNPLUG<br />
BEFORE ASSEMBLY. I only<br />
forget every other time.<br />
Despite problems cartridge<br />
works quite well and has already<br />
rescued me from one screen full<br />
of rubbish.<br />
Time to assemble and have a<br />
look at progress to date. Aha!<br />
The small deck plans are not<br />
appearing on the screen. I scrabble<br />
through the code and after<br />
some head-scratching I discover<br />
the, er, deliberate error in the<br />
plan routine. Assemble again<br />
and Bingo! There they are.<br />
Wrong colours but still encouraging.<br />
Most other fixes appear<br />
to have worked, ie. not working<br />
as planned but not crashing the<br />
machine either.<br />
Modern technology fails<br />
again. I attempt to straighten my<br />
shatterproof ruler and it shatters.<br />
Middle section flies past<br />
Steve's ear and frightens the cat.<br />
Can't find where it landed.<br />
Monday May 13<br />
Back to grindstone. Tackle<br />
deck plan and get it looking respectable<br />
but side views could do<br />
with dressing up. Not pretty<br />
enough yet.<br />
Major graphics update takes<br />
most of afternoon. Design a new<br />
robot. It comes out looking like<br />
Kenny Everett with short legs.<br />
Ponder — do robots have<br />
beards? Decide to leave it for the<br />
moment.<br />
Rage and frustration! Something<br />
in machine is eating characters<br />
and gobbling sprites.<br />
Decide to remain cool, calm and<br />
collected.<br />
Doesn't make any difference.<br />
Nasty munching continues unabated.<br />
Tuesday May 14<br />
More frustration. About to test<br />
program when one of data files<br />
disappears from disk. Inspect.<br />
Machine tells me there are 667<br />
blocks out of a possible 6<strong>64</strong> on<br />
disk. Decide this is not logical.<br />
Wonder how Dr Spock would<br />
cope.<br />
Missing file is lost in seventh<br />
dimension of Commodore brain<br />
cells. Return to back up and key<br />
data in again avoiding Monitor<br />
in hope of not repeating this<br />
fiasco.<br />
Back to graphics. Steve<br />
suggests my subtle grey colour<br />
scheme for side views is boring.<br />
Debate ensues. I lose. Try new<br />
psychedelic combinations.<br />
Eventually agree grudgingly to<br />
white, yellow, orange and red. I<br />
grumble.<br />
Add some more graphics.<br />
Now diagonal lines are causing<br />
herring bone effect. Horrible. I'm<br />
going to have to change all<br />
graphics. Bleaaahh!<br />
Wednesday May 15<br />
Right. Today's the day. Can't<br />
delay any longer. Have to write<br />
the routine that hides the robots<br />
except when they're within sight<br />
(a bit like hiding the ghosts in<br />
Pacman except when they're in<br />
your corridor). Idea comes from<br />
a game called Survive which I<br />
wrote a few years ago on an IBM<br />
mainframe. Up to six players all<br />
trying to ram or shoot one<br />
another with two computer controlled<br />
assassins. You knew<br />
when there was another player<br />
on your level but you couldn't<br />
always see them. Never knew<br />
what was around the next<br />
corner. Great stuff!<br />
Oh joy! Mid-afternoon and the<br />
routine is in and works first time.<br />
Steve claims that he was the one<br />
that thought how to make it<br />
work. Typical.<br />
'HAS KENNT EVERETT<br />
PUT A HEX ON<br />
RNPREW'S FRoO?/<br />
iajiu- stev/e stop<br />
TM£ DAT FR.OM ERTlM &<br />
THE RULER<br />
\WILL"THE PRRflNOlP'<br />
PORI '<br />
TRES£ iftjpalREfc<br />
QUESTIONS<br />
BE ANSWERED .<br />
nextawth/t<br />
<strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong> 47
.<br />
—<br />
STAGE ONE (jungle): Red and<br />
yellow snakes which come in at<br />
angles from the top of the screen.<br />
STAGE TWO (jungle): scorpions<br />
appear from both sides of the<br />
screen and sting you with their<br />
tails.<br />
STAGE THREE (jungle): headhunters<br />
and spears. Shoot the<br />
former horizontally and avoid the<br />
latter.<br />
STAGE FOUR (caverns): vampire<br />
bats suck the blood out of you and<br />
move around a lot.<br />
The Amazon Hazards<br />
grounds. The first area is the<br />
jungle where you have to defeat<br />
three types of enemy. The<br />
second and third phases are the<br />
Caverns and the ruined Temple<br />
each of which have two types of<br />
(increasingly<br />
tiresome<br />
enemies).<br />
Your man appears at the bottom<br />
of the screen carrying his<br />
blowpipe and 40 darts. You have<br />
to load the pipe first and then<br />
shoot the oncoming creatures.<br />
The pipe can move through an<br />
arc of firing positions from low<br />
left to low right.<br />
Shooting enemies is very difficult<br />
at first since the shooting<br />
angles aren't at all obvious. You<br />
can get the hang of shooting<br />
STAGE FIVE (caverns): wraiths<br />
come in from half way up the<br />
sides of the screen and carry you<br />
off by the head.<br />
STAGE SIX (temple): spiders and<br />
blocks of rubble fall vertically<br />
from the top of the screen. Shoot<br />
the former (or they wrap you up)<br />
and avoid the latter.<br />
STAGE SEVEN (temple): quetzalcoatus<br />
is a large flying dragon<br />
who will carry you away in his<br />
jaws.<br />
When l saw the title<br />
screen, heard the<br />
music and played the<br />
game ,<br />
my suspicions<br />
were confirmed—<br />
another Forbidden<br />
are the only thing to<br />
have been improved<br />
— sound and<br />
gamepiay have<br />
deteriorated badly. In<br />
my view Amazon<br />
Warrior tarnishes not<br />
only the reputation of<br />
the original game, but<br />
that ofNew<br />
Generation<br />
n numerous aspects this<br />
game is incredibly similar to<br />
that superb US classic Forbidden<br />
Forest. It has the same basic<br />
scenario, a similar opening<br />
sequence, similar sounding<br />
music and similar looking<br />
graphics. New Generation tell us<br />
the programmer, having had<br />
only a single sighting of Forbidden<br />
Forest (and being possessed<br />
of a photographic memory)<br />
set out to improve on it. We<br />
don't think he succeeded.<br />
The action is set in the<br />
Amazon rain forest where a lone<br />
native (you) has to survive seven<br />
challenges. You are armed only<br />
with your trusty blowpipe and a<br />
limited number of poison darts<br />
with which to fend off the deadly<br />
forest inhabitants.<br />
The game takes place on a series<br />
of three scrolling back-<br />
AMAZON WARRIOR<br />
New Generation, £7.95 case, joystick only<br />
• Attempt to improve on 'Forbidden Forest'<br />
each of the beasts but some of<br />
the angles (and misses!) are<br />
quite surprising.<br />
You have to shoot a specified<br />
number of animals on each<br />
stage to progress to the next and<br />
the number increases on each of<br />
the four skill levels. At the start<br />
of each stage, except the last<br />
two, you are given a fresh set of<br />
three lives and 40 darts.<br />
The backgrounds scroll really<br />
smoothly and in perspective<br />
with a near background and a far<br />
background. The graphics are<br />
nice and colourful, and while the<br />
music isn't up to Forbidden<br />
Forest's superb standard it's still<br />
reasonable.<br />
BW<br />
p — j a<br />
Four levels of difficulty and<br />
Appalling rip-off of<br />
K J 'yQ a high score table. Forbidden Forest<br />
IUTY<br />
Excellent scrolling<br />
jr- A A/ Difficult blow pipe control<br />
background and good K/j<br />
characters.<br />
'/Q<br />
makes progress tough.<br />
LASTABIUTY<br />
K<br />
j<br />
Music isn 't as good as<br />
Forbidden but one or two<br />
good effects.<br />
f— a r\/ If you’ve got Forbidden<br />
Forest forget it.<br />
yQ<br />
it's a year too fate and<br />
far too like you-knowwhat<br />
for comfort. I<br />
found the controls<br />
annoying and the<br />
constant similarities<br />
to FF insulting to the<br />
original. It wouldbe all<br />
right if it offered better<br />
gamepiay, but it<br />
doesn't. Once you've<br />
worked out a level,<br />
you can do it more or<br />
less the same way<br />
each time.<br />
60%<br />
HHViV<br />
i 1—«—<br />
/% a / Very tough but unaddictive<br />
48 <strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong><br />
“whoops - io«oN6
;<br />
iW<br />
_<br />
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The program comes with a detailed flight<br />
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:*«r to qive away » * - f these va.u»~- Arl0 »asou y“<br />
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Miss<br />
52 <strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong>
I<br />
.<br />
rPSCue<br />
The games to<br />
give tips on<br />
Here'S a ran down of Ariol»softS<br />
tremendous range of US titles<br />
the <strong>64</strong>.<br />
classic<br />
JSjS!Sy7ste?t&<br />
^d, rn“erjrro.Ta r ,‘<br />
forms^Pea^dd ladders. A Zzap<br />
sizzler.<br />
gnps with asvou tv<br />
ipate<br />
COMP<br />
l Up to four players can take p<br />
I a sometimes frantic game.<br />
ARCHON<br />
rhess theme,<br />
New variant on th<br />
ne<br />
*» came layout as the age<br />
U^9 ^ssr Control strange<br />
old clas<br />
different movening<br />
a n
I<br />
i<br />
.<br />
I<br />
I<br />
Rescuing the<br />
scientists in<br />
Airwolf<br />
Gary Penn sorts through your mountain of<br />
cheats , strategies and tactics.<br />
The trickle of tips that had come in prior to the launch of the mag<br />
has now turned into a flood since its launch - and I'm real<br />
pleased. Keep them coming in. But please, no more on GHOST-<br />
BUSTERS, SPY V SPY and BRUCE LEE unless they're cosmically<br />
original. Oh, and no more PYJAMARAMA solutions either,<br />
please.<br />
Now I've got that off of my chest, here are this month's tips.<br />
(Next month I'll be revealing which three super-tipsters have<br />
won our prize disk drives. Some of their tips may be among<br />
those in this month's section . . .!)<br />
I've been deluged by AIRWOLF<br />
(from Elite Systems) tips and<br />
maps this month — many<br />
thanks to all<br />
of you, especially<br />
Garry Cuthbertson of Gosforth,<br />
Newcastle-Upon-Tyne. Garry's<br />
map and tips were quite simply<br />
the most impressive and detailed<br />
set that I received. Take it<br />
away Garry<br />
At the start of each of your five<br />
missions, Airwolf is at the base<br />
in room A, at the top right of the<br />
map. Initially the door of this<br />
room is closed but it can be<br />
opened by simply shooting<br />
where the helpful arrow points.<br />
When through this door, in area<br />
B, there are three ways down.<br />
Avoid the big red boulders<br />
which destroy Airwolf instantly,<br />
by positioning the helicopter<br />
above either the tube or wall in<br />
this area. Don't go down the<br />
middle passage as this is a dead<br />
end.<br />
On each of the five rescues I<br />
always shoot wall 1, making a<br />
sufficient gap for Airwolf to fly<br />
through. This is because whenever<br />
you have rescued a scientist<br />
you have to return to base<br />
via room C which contains two<br />
'shield diminishing Martian type<br />
creatures'. Therefore shooting<br />
wall 1 allows you a safe passage<br />
straight through this room, thus<br />
saving shields.<br />
SCIENTIST ONE<br />
The first scientist is in room E. To<br />
get there, leave your base, go<br />
through area B and shoot the<br />
wall as outlined above. Then,<br />
avoiding the red boulders, fly<br />
down passage D and into room<br />
E.<br />
Lower the helicopter into area<br />
F where the scientist is, avoiding<br />
the bouncing bullet in the process.<br />
To return to base, do not<br />
attempt returning up passage D<br />
as this leads to your destruction<br />
through a boulder. Instead,<br />
shoot wall 2 and fly up passage<br />
G following the deadly lift to the<br />
top. Once at the top, fly quickly<br />
to the right to assure minimum<br />
shield loss from the lift.<br />
Now shoot wall 3 and fly<br />
through room C, area B and back<br />
to base using the previously<br />
mentioned methods.<br />
SCIENTIST TWO<br />
Fly to passage G by the same<br />
route as the first scientist (remembering<br />
to shoot wall 1) and<br />
follow the lift up with Airwolf<br />
facing left. This time fly left into<br />
room H. Even though you may<br />
be able to see the scientist, don't<br />
try rescuing him yet as you will<br />
bump into the sides of the walls<br />
and lose shields.<br />
Instead, avoid the bouncing<br />
bullet in this room and shoot at<br />
arrow J. This floods the scientist<br />
bay causing him to float to the<br />
surface, where he is easier to<br />
rescue.<br />
You may have noticed that the<br />
door to this room has now<br />
closed and you are locked in.<br />
Don't worry - if you now shoot<br />
arrow K, the bouncing bullet<br />
stops and the door opens. Now<br />
return to base through room C<br />
as before.<br />
SCIENTIST THREE<br />
First of all shoot wall 1 when you<br />
are in area B. This time though,<br />
you take a different route by<br />
flying down passage L, avoiding<br />
the boulder, and fly around the<br />
corner at the bottom. Now shoot<br />
switch 4 on the right to remove<br />
the force field below you. Descend,<br />
and you will see a buggy<br />
passing below you along a<br />
double thickness track (Area M).<br />
What you have to do here is<br />
position Airwolf in the forward<br />
position and shoot a hole<br />
through the track, big enough<br />
54 <strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong>
.<br />
for the Airwolf to fit through.<br />
Descend through this hole and<br />
place Airwolf at point N, facing<br />
left, and as close to the right as<br />
possible.<br />
Drop down and shoot switch 5<br />
but fly directly up again as the<br />
big brown boulder starts rolling<br />
and will destroy Airwolf. When<br />
the boulder is far enough away<br />
drop down again, turning Airwolf<br />
right, and shoot button 6<br />
(Previously covered by the<br />
boulder). This will open up two<br />
doors at point 8.<br />
qIpioinim<br />
I've had some pleas from people<br />
who can't quite finish SORCERY<br />
from Virgin. Despair no longer<br />
for MICHAEL DAVIS of Wetherby,<br />
Yorks has sent me the complete<br />
solution. So here it is<br />
A: THE WOODS. Go straight<br />
through the dooratthe left hand<br />
side.<br />
B: THE WOODS. Go straight<br />
across and through the bottom<br />
left door.<br />
C: THE WOODS. Pick up the club<br />
at the bottom left hand corner of<br />
the screen. Go through the door<br />
at the top left corner.<br />
D: THE WASTELANDS. Directly<br />
in front of you as you enter will<br />
be a face on what looks like a<br />
piece of wood. Stand on top of it<br />
-<br />
the face will disappear and you<br />
can go down and through the<br />
door at the bottom left of the<br />
screen.<br />
E: OUTSIDE THE CASTLE. Go up<br />
and across the screen, through<br />
the top left door.<br />
F: THE CASTLE. Pick up the<br />
sword and go through the<br />
bottom left hand door.<br />
G: OUTSIDE THE CASTLE. Swap<br />
the sword for the gold on the<br />
other side of the tree. Go back<br />
through the top left door.<br />
H: ABOVE THE CLOUDS. Swap<br />
Breaking the Sorcery spell<br />
K J I<br />
_H<br />
the gold for the key and return<br />
through the bottom right hand<br />
door to G. Swap the key for the<br />
sword and kill the monk at the<br />
bottom of the screen. Collect the<br />
key again and go through the left<br />
hand door.<br />
I: BY THE RIVER. Go across the<br />
screen and land on top of the left<br />
hand door. Now here's the tricky<br />
bit - You have to get through the<br />
door without touching the water<br />
below, or you'll drown.<br />
J: BY THE RIVER. Push the joystick<br />
straight up oryou'll fall into<br />
the river. Go across the screen<br />
and land on the face on the log -<br />
the face should disappear. Now<br />
go down and through the door<br />
to the left.<br />
K: IN A DUNGEON. Go through<br />
the bottom left hand door.<br />
L: DARK DUNGEON. This room<br />
is in total darkness except for the<br />
flash of lightning. Go about<br />
three quarters of the way across<br />
the screen and you will go down<br />
and land on the cauldron. This<br />
will replenish your energy, and<br />
also give you a potion. Go back<br />
through the top right hand door<br />
into K. Then go up and through<br />
the top left hand door into M.<br />
M: THE WILDS. Go through the<br />
bottom left door.<br />
f G FIEIDICIBIA<br />
N: THE SWAMP. Push the joystick<br />
straight up as you enter (to<br />
avoid drowning) and go and collect<br />
the candle. Go through the<br />
bottom right door into M, using<br />
the same method as used in I.<br />
Go through the top right hand<br />
door into K again, and through<br />
the bottom left door into L again<br />
(It will now be visible as you<br />
have the candle). Exchange the<br />
candle for the key, avoiding the<br />
water, and go back out of the<br />
room into K. Go through the top<br />
left hand door into M, across,<br />
and through the bottom left<br />
door into N. Go straight up or<br />
you'll drown, and go across and<br />
through the top left door.<br />
0: NEAR STONEHENGE. Go to<br />
the face on the log, drop down<br />
and collect the poison. Go up<br />
and through the top left door.<br />
P: NEAR STONEHENGE. This<br />
screen can be difficult. Go down,<br />
avoiding the water, and swap<br />
the poison for the wand. Keep<br />
the fire button pressed to dispose<br />
of the ghost. Take the<br />
poison and go through the left<br />
hand door.<br />
Q: AT STONEHENGE. Simply go<br />
and land onthemiddletableand<br />
you will have completed the<br />
game - Wow.<br />
. .<br />
Now fly left and shoot switch 7<br />
eliminating the force field. Go up<br />
and collect the scientist from<br />
area P.<br />
To return to base fly back to<br />
area M but instead of going up,<br />
fly left along passage W and up<br />
until you reach, and shoot<br />
through, wall 9. Airwolf can then<br />
return to base as before, following<br />
the lift etc.<br />
SCIENTIST FOUR<br />
Shoot wall 1 in area B as before<br />
and fly to room E. Shoot through<br />
walls 2 and 9, avoiding the lift,<br />
and fly down into room Q. You<br />
now have two choices:<br />
Firstly, you can shoot through<br />
the walls and shoot the two<br />
switches at point R. This is very<br />
hard - if you manage to succeed<br />
however the satellite S falls<br />
down on your power switch 10.<br />
If it reaches the switch, Airwolf<br />
explodes. Therefore, you have<br />
to shoot it in mid-flight. You can<br />
now get to passage T.<br />
The easier option is to position<br />
Airwolf in a forward position<br />
approximately at point X. You<br />
may now be able to fly up past<br />
the satellite. However, all the<br />
time you are in this room you<br />
have to watch out for the bullets<br />
shot by the two face-shaped<br />
rocks on either side.<br />
When in passage T you have<br />
to fly around to area U, avoiding<br />
the 'pinball bumpers', which fire<br />
bullets along passage V, as best<br />
as possible. In area U you will<br />
notice falling rocks near the<br />
scientist bay, making it impossible<br />
for Airwolf to rescue the<br />
scientist. However, if you shoot<br />
through wall 11, and shoot the<br />
top button, the force field 12 will<br />
be eliminated. You can now fly<br />
back up again and rescue the<br />
scientist. Return to base by flying<br />
back to wall 9 and use the<br />
methods described earlier.<br />
SCIENTIST FIVE<br />
Shoot wall 1 in area B as before.<br />
Fly down passage L but this time<br />
quickly turn right into room Y.<br />
Once inside you are safe from<br />
the red boulder but now a flying<br />
saucer will quickly attack you. As<br />
soon as you shoot it though, it<br />
stops.<br />
You then have time to shoot<br />
through walls 14 and 15. If<br />
you're not quick enough, the<br />
saucer comes to life and will<br />
have to be shot again to save<br />
shields. Now ctescend down<br />
passage Z, trying to avoid the<br />
bullets. Stop Airwolf's descent<br />
near the bottom as there is a<br />
shooting force field. Turn Airwolf<br />
left and by quick up-anddown<br />
movements and good<br />
timing, shoot a way through<br />
wall 16. Fly Airwolf through as<br />
the force field disappears and<br />
shoot wall 17, move up and<br />
shoot wall 18.<br />
Keep shooting even after this<br />
wall has gone, as each extra hit<br />
knocks the steel bullet into the<br />
wall opposite. During this time,<br />
avoid the diamond shaped object<br />
which flies around by keeping<br />
it off the screen.<br />
Now drop down again and fly<br />
through the hole you made in<br />
wall 17, fly up into area 19 and<br />
rescue the scientist. Return to<br />
base by flying back past the<br />
saucer in room Y, out of the<br />
room and down. Shoot switch 4,<br />
eliminating the force field, fly<br />
left along passage W and up.<br />
Now use the same method for<br />
returning to base as previously<br />
explained.<br />
If you're wondering what the<br />
buttons in room 20 do, they are<br />
in fact no help to the mission<br />
whatsoever: one closes the door<br />
to room 20, the other closes the<br />
door to room Y.<br />
Thank you, Garry. Right. Now<br />
you've absorbed that lot, let's<br />
see some massive high scores<br />
sent in to the Scorelord!<br />
<strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong> 55
: POKE1<br />
'<br />
Over<br />
.<br />
and how<br />
to cheat!<br />
Graham Robertson from Kirkintilloch,<br />
Glasgow was among the<br />
many other readers who sent me<br />
tips and maps on Airwo/f. But he<br />
also enclosed something rarely<br />
seen on <strong>64</strong> games today - POKES!<br />
Yes, some great pokes for cheating<br />
at Airwo/f - and it doesn't<br />
mean blowing up your <strong>64</strong> by<br />
attempting to reset it!<br />
First you must start loading the<br />
game by typing LOAD (RETURN)<br />
instead of pressing SHIFT/RUN-<br />
STOP.<br />
Wait for the tape to stop and the<br />
'READY' message to come up,<br />
after which you should type:<br />
POKE1010,141 :POKE101 1,5:<br />
POKE1012,128:POKE1013,76:<br />
POKE1 014,226: POKE1 01 5,252<br />
Check you have typed it correctly<br />
and press RETURN. Now<br />
type in RUN (RETURN). The tape<br />
recorder will now start moving<br />
again and Airwotf will start<br />
loading.<br />
After some time (just before the<br />
coloured lines appear) the tape<br />
will stop and the <strong>64</strong> will reset itself<br />
as if it had just been switched on -<br />
don't worry, just stop the tape.<br />
You can now type in any combination<br />
of the following three<br />
things:<br />
One:<br />
POKE1 301 3,1 69: POKE1 3014,6:<br />
POKE 1 30 1 5, 1 4 1 : POKE 1 30 1 6, 1 43<br />
301 7,34: POKE1 301 8,234<br />
(Move the cursor up one line and<br />
press RETURN)<br />
This will give you infinite<br />
shields to practise going through<br />
the whole course. But, you can<br />
still get killed by the boulders so<br />
press RESTORE to restart the<br />
game if this should happen.<br />
Two:<br />
POKE5026,252 (RETURN)<br />
This enables you to fly straight<br />
through walls, letting you see the<br />
whole course.<br />
Three:<br />
POKE501 9,221 :POKE5020,248<br />
(RETURN)<br />
This stops you getting killed by<br />
any sprites (moving objects)<br />
enabling you to practise flying<br />
through the caverns.<br />
After typing in any, or all, of the<br />
above you should type SYS4096<br />
(RETURN) to start the game -<br />
don't worry about the fouled up<br />
title screen, as the game should<br />
be OK.<br />
Brilliant stuff, Graham. Anyone<br />
else out there got any more like<br />
this?<br />
Now onto a very serious set of<br />
tips from Michael Caldwell of<br />
forest town, Nottinghamshire.<br />
us here at Zzap! so It was with<br />
some interest these tips went<br />
round the office . .<br />
When I received my <strong>64</strong> from selling<br />
my Beeb, I set out to find things in<br />
common with all games, IMPOS-<br />
SIBLE, I hear you cry - well it's not<br />
-the last two months l tee<br />
been researching my theories and<br />
secrets and will now show them to<br />
the world! (Well, wouldn't you for a<br />
disk drivel). I may add that I have had<br />
100% success and I would like to hear<br />
from anyone who fails with my tips.<br />
REMEMBER - these secrets are exclusive<br />
to Zzapl, so let's keep it between<br />
rgte, the gatepost and the two and<br />
half million other readers.<br />
UNIVERSAL TIP 1. Find the round,<br />
black three pin plug and insert this<br />
into the socket marked POWER,<br />
Then, follow the black lead until you<br />
meet a heavy, square box. Go over<br />
Regarding<br />
Broadstreet<br />
Christopher Juckes of Leicester<br />
describes Mind Games' Give my<br />
regards to Broadstreet as easy<br />
and he says he can do it every<br />
time. In the words of Chris himself,<br />
'Here are some tips for confused<br />
people about the game':<br />
1. Always go to Kilburn first to<br />
catch Harry and Ringo in Maida<br />
Vale.<br />
2. George always starts off at<br />
Heathrow and arrives an hour<br />
later at Holland Park.<br />
3. Linda will always tend to go<br />
to Bond Street first and return<br />
to Holland Park later.<br />
4. Steve will usually leave his<br />
house about lunchtime and go<br />
to Covent Garden.<br />
5. Barbara usually goes to<br />
Sloane Square after leaving her<br />
home and then returns to West<br />
Kensington.<br />
6. Sandra goes to Victoria a lot<br />
and will always return to the<br />
Elephant by 7:30 pm. After this<br />
she stays in all night.<br />
I won't tell you how to do the<br />
final screen, you can solve it<br />
yourselves. (Gee thanks, Chris!)<br />
this box and continuejdown the black UNIVERSAL TIP 3. Having done the<br />
line until an obstacle is reached. above you must do this quickly: Find<br />
Pick this obstacle up, taking care the keys SHIFT and RUN/STOP on<br />
not to touch the three deadly pins, the keyboard and quickly press both<br />
and look around until you spot three<br />
at the same time. If this is done corholes.<br />
Place the obstacle in these rectly then your TV screen will blank,<br />
holes (only if it fits ! h When this happens you are safe.<br />
From the obstacle, follow the route<br />
back which you have already taken. UNIVERSAL TIP 4. The hard part is<br />
You must now activate the main now over and all that remains is to<br />
power source by pushing the switch take control of the machine. There are<br />
next to the plug into an upright pos- two weak points which will give you<br />
ition.<br />
control * both look the same.<br />
Now, providing the main energy Providing you have the control<br />
source has no timer on it (mine stick you can dock at either 4 port one'<br />
hasn't), you should have provided or ‘port two'. Beware, the computer<br />
the computer with endless energy sometimes swaps from port to port<br />
{beware as this energy needs paying on different games - this is to stop<br />
for at a later date).<br />
you getting control for a moment and<br />
} assume that most readers know can often result in death,<br />
how to switch their TV on, but if not Once you have control you are<br />
consult expert advice. ! have end- totally safe unless you you press any<br />
osed a simple map showing the buttons. If you do, you do so at your<br />
''<br />
above.<br />
\ SSEK cwn risk #$ Shave howesearched<br />
^IVERSAI||[IP/'M*ake the gafhe<br />
tape and place it in the machine to be<br />
found by following the lead from the<br />
six pin strip on the back of the computer<br />
{don't forget to re-insert the<br />
connector to the strip after you have<br />
found it or you will get lost on the way<br />
back). Now press play’ on this<br />
machine.<br />
Skywalking in Star Wars<br />
Over to Zzap's JR for tips on the<br />
Parker Brothers conversion of<br />
the arcade classic.<br />
On the first screen play safe.<br />
On STAR WARS there are a<br />
maximum of five ships or laser<br />
blasts on screen. Let four tie<br />
fighters come on screen and<br />
they will only shoot one laser<br />
blast. Pick this off each time and<br />
your shield will be in no danger<br />
of depletion. Therefore DONT<br />
shoot the craft. If in some circumstances<br />
only one or two<br />
ships appear on screen, shoot<br />
them as quickly as possible and<br />
then four will appear.<br />
On the run across the Death<br />
Star try to shoot all the tower<br />
tops. This will give you a nice<br />
50,000 point bonus. Be careful<br />
not to run into any towers or<br />
stray laser blasts — there isn't<br />
avoiding<br />
too much difficulty in<br />
them but it's easy to get<br />
careless.<br />
The trench run is the most<br />
tricky part of the game and it's<br />
easy to lose all your shields. For<br />
a start don't bother to fire: not<br />
firing at anything apart from the<br />
exhaust port will give you a<br />
'force' bonus.<br />
• Concentrate on dodging all<br />
the trench shields, and don't<br />
come<br />
v<br />
oversteer. Skim over and under<br />
the shields cutting it as fine as<br />
possible.<br />
• Dodging the laser blasts isn't<br />
too tricky, just move to the left<br />
or right at the bottom of the<br />
trench or up and down if the<br />
trench shields allow you.<br />
• When you see the exhaust<br />
port put your firing cursor in the<br />
middle of the trench and fire<br />
madly. You should be able to hit<br />
it with ease.<br />
56 <strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong><br />
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Ruling the roost can be a hard life<br />
FIREBIRD SILVER CATALOGUE<br />
COMMODORE <strong>64</strong><br />
015 MR FREEZE Arcade/Strategy<br />
Six compartments, each tougher to de-ice<br />
017 BOOTY Arcade/Adventure<br />
Twenty holds full of Dirate loot<br />
018 EXODUS Arcade<br />
Strange creatures emerging from the pits<br />
019 HEADACHE Arcade<br />
Nervous Ned’s quest to serve the Brain<br />
020 ZULU Arcade<br />
100 golden masks hidden in a magic maze<br />
024 GOGO THE GHOST Arcade/Adventure<br />
150 different haunted castle chambers<br />
MAIL ORDER<br />
Please state name of game (and machine) and<br />
numbers required. Enclose crossed cheque/PO<br />
made payable to FIREBIRD SOFTWARE. All offers<br />
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Twenty circus rings to escape<br />
028 ESTRA Arcade<br />
Recover the sacred statue of Estra the Snake God<br />
032 SUBSUNK Adventure with Graphics<br />
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__<br />
BOUNCE MATS: When landed<br />
on will bounce you off at the<br />
same speed and opposite angle<br />
that you hit them at. Appear as<br />
solid blue in the game.<br />
How to be a great Psi Warrior<br />
Having spent most of one weekend preparing the Psi Warrior<br />
map printed in this issue, I thought I might as well pass on my<br />
tips on a game which appears to have put off a lot of people by its<br />
somewhat complex scenario. Actually it's a lot less complex<br />
First, a description of some of than it first appears, and well worth getting to know,<br />
the features of the silo:<br />
SPEED MATS: Enable you to<br />
attain high speeds for getaways<br />
and jumps. Appear as striped<br />
blue in the game.<br />
ANTI DAMAGE MATS: You can<br />
fall onto these without damaging<br />
your hover plane. Appear as<br />
striped green in the game.<br />
DEAD ZONE LINES: Pairs of<br />
'tram lines' that can only be<br />
crossed in one direction - INTO<br />
the screen. Scattered at various<br />
nasty positions about the silo<br />
they prove a real problem if you<br />
get caught inside a 'loop' of<br />
them, so don't.<br />
LIFTS: To use a lift safely, move<br />
over/into it, stop, and push in<br />
the direction of the lifts arrow(s).<br />
It is possible to hover above<br />
them so long as you don't push<br />
down.<br />
LEVEL MARKERS: These appear<br />
on the walls on each level of the<br />
silo and indicate your position.<br />
Although they may only look like<br />
an unintelligible mess they are<br />
in fact letters and numbers and<br />
can be figured out from the<br />
'alphabet' on the final level.<br />
THE SOURCE: Will always appear<br />
from the left hand side of the<br />
screen as soon as you reach the<br />
final level it frequents. It must be<br />
netted three times with great<br />
speed before your controls<br />
become disorientated by it. Your<br />
values of Psi and Id determine<br />
the length of time between<br />
bouts of disorientation, so make<br />
sure you're WELL stocked<br />
before you decide to encounter<br />
the creature.<br />
PUPAE: A form of semi-human<br />
energy that hasn't been broken<br />
down into its component Psi and<br />
Id. They wander aimlessly<br />
around the silo until encountered<br />
by your warrior where they<br />
will follow him around. DO NOT<br />
shoot a Pupae as all hell will<br />
break loose and you will be<br />
beseiged by Psi and Id. Any<br />
wandering Pupae found should<br />
be coaxed into a transportation<br />
chamber and sent back to the<br />
surface.<br />
The fd is the<br />
raw energy used for performing<br />
various physical/mental skills.<br />
Without the Psi energy to control<br />
and harness this raw power.<br />
Id energy loses its worth and an<br />
imbalance in power is created.<br />
The continual build up of this imbalance<br />
is known as the STABIL-<br />
ITY COEFFICIENT, or SC. If this<br />
value should reach zero then the<br />
Psi Warrior will die and the<br />
game is over and must be restarted.<br />
Capturing the Psi and Id is a<br />
fairly simple task providing you<br />
follow a few simple rules:<br />
• Don't zip around too fast as<br />
you'll probably end up running<br />
into the Psi or fd and losing what<br />
energy you should be gaining.<br />
• Keep the volume reasonably<br />
high and your ears open for<br />
sounds of approaching Psi/ld.<br />
As soon as you hear something<br />
coming, stop, and travel at a<br />
slow speed, waiting for the Psi/<br />
Id to appear.<br />
• Make sure you're in line with<br />
the Psi/ld before you shoot —<br />
it<br />
fire a few 'line up shots' to judge<br />
when you should fire.<br />
• When the Psi/ld has been<br />
caught in your Psi net you can<br />
then absorb its energy. The best<br />
way of doing this is to firstly<br />
move in 'front' of it, stop, and<br />
press the fire button to jump<br />
'into' the energy source a couple<br />
of times to absorb the energy.<br />
This proves to be an easier and<br />
faster method than simply moving<br />
in and out of the Psi/ld.<br />
• To collect large amounts of a<br />
specific energy type, hang<br />
around the levels at which the<br />
energy types are most abundant.<br />
There are several areas of<br />
large open space where there<br />
are heavy concentrations of<br />
either Psi or Id, and because of<br />
the room to manoeuvre you can<br />
get lots of Psi/ld quickly and<br />
easily.<br />
• Psi energy can be used to develop<br />
the hidden powers of the<br />
mind. With a sufficient quantity<br />
of Id energy to 'tap' four skills<br />
are possible:<br />
1. TELEPORTATION: This can<br />
only take place between the teleportation<br />
chambers around the<br />
silo. Before you can teleport you<br />
need to log the coordinates of<br />
the chamber you wish to teleport<br />
to.<br />
When the need to teleport<br />
arises you simply press the teleport<br />
key and you will transport<br />
yourself to the last logged'<br />
chamber. The act of teleportation<br />
will deplete your Id by 20.<br />
1 usually use this feature when<br />
in dire trouble, lacking in energy<br />
or nets, or high in damage as the<br />
rate of repair is five times faster<br />
in the chamber, and nets are<br />
replenished.<br />
Remember, each time you<br />
enter a teleportation chamber<br />
always log the coordinates and<br />
save the game position.<br />
2.REMOTE VIEWING: When in a<br />
teleport chamber pressing the<br />
relevant key will allow you to<br />
leave the Psi Warrior's body and<br />
look around the whole silo with<br />
the joystick/keys. This is a great<br />
help in deciding which route to<br />
take, but now you've got the<br />
map you won't need to use this<br />
so often.<br />
Although you don't need<br />
much Psi/ld energy to view,<br />
your Id energy is depleting constantly,<br />
so keep tabs on your Psi/<br />
Id.<br />
3.LEVITATION: It requires a<br />
great deal of energy to perform<br />
the act of levitation - 256 Psi and<br />
256 fd minimum . Pressing the<br />
corresponding key will allow<br />
you to move over obstacles or<br />
gaps otherwise impossible to<br />
negotiate.<br />
The need to levitate will come<br />
when you reach the 'Levitation<br />
Zone'. This area (marked on the<br />
map) consists of a strip of<br />
bounce mats around a level of<br />
the silo. Because of the nature of<br />
these mats, merely dropping<br />
down on them isn't good<br />
enough as you bounce straight<br />
back to where you started. Instead<br />
of falling down you need<br />
to levitate, so make sure you've<br />
enough energy when you reach<br />
here. It's important to position<br />
yourself carefully before levitating<br />
as so much energy is used<br />
performing this act,<br />
4.INVISIBiLITY: Pressing the<br />
necessary key will turn you invisible<br />
(providing you have at<br />
least 20 Id) and confuse the Psi,<br />
They will no longer pursue you<br />
until you fire a Psi-net, but staying<br />
invisible for too long eats up<br />
your Id.<br />
Not one of the most useful<br />
functions and not one I recommend<br />
to bother using often.<br />
60 <strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong>
.<br />
; 4<br />
><br />
v<br />
;<br />
Phillip Merchant of Redland, Bristol, who last month ticked us off<br />
for our lukewarm review of Minter's MAMA LLAMA, offers some<br />
detailed playing tips on the game.<br />
To get used to the awkward control of theKilldroid, play a few<br />
games on the lowest inertia setting. Even after this you may fee!<br />
as if you haven't got any control over the droid, but at least it'll<br />
look like it.<br />
j|w you're feeling a bit more confident, it's time to play some<br />
Je screens. Here are some tips on 16 of the 100, and I hope to<br />
get sent manymore:<br />
ATOMIC WAR. A tough screen this. You have to Killdroid nasties<br />
dropping from above, while you are still in the air after a jump, to<br />
.<br />
fcakefce zap number go down.<br />
GREMLINS. Killdroid the flying saucer while it's above the Gremlin<br />
and it will start reproducing rapidly. Pick off the flashing<br />
Gremlins with the Killdroid to reduce the zap number.<br />
GRAB THAT YAK! Walk slowly left for about 20 seconds and then<br />
as fast as you can for a further two seconds. Turn around and<br />
walk right as fast as you can for about ten seconds. If you see a<br />
one of your llamas and the zap number goes<br />
zap reads zero. Do not touch a yak with your<br />
til<br />
LITTLE TAIL. Killdroid the wellies while<br />
LJM.<br />
approaching the llama from behind. Do not Killdroid the llama.<br />
RORY SAY BEWARE. Killdroid the yin-yangs while they flash,<br />
then Killdroid the Rory's,<br />
RORY IS HERE SOMEWHERE. Killdroid the ghosts -<br />
if you can find<br />
' '<br />
^<br />
*' '<br />
them! ; ^ .' ^<br />
^<br />
-<br />
:<br />
";4S<br />
THE RORYGENESIS DEVICE. Jump up and head butt the Rory<br />
Genesis device {the flashing heart) with a llama, then blast the<br />
little Rorys it produces. Do not Killdroid the RoryGenesis device.<br />
CIPPY AND RORY. Follow Cippy and blast those Rorys!<br />
RORY ON TV. Stand your Mama Llama behind the TV and watch<br />
Rory attack the TV, reducing the zap number.<br />
GRENADES! Killdroid the little clusters before they detonate.<br />
LLAMA ENIGMA. Killdroid the little yellow llamas.<br />
GOATEE. Killdroid the goats.<br />
THE BEAST AND THE BROADSWORD. Killdroid the beasts under<br />
BEAST1ES. Killdroid the flashing beasties.<br />
L 9 K<br />
WARRIOR<br />
si Warrior at<br />
o<br />
halfprice!<br />
o o o o o o o <br />
Beyond Software are pretty pleased<br />
that at last someone's got round to<br />
publishing a Psi Warrior map. So to<br />
mark the occasion they've agreed to let<br />
us offer copies of this remarkable game<br />
at a whacking £5 discount!<br />
Do your eyes deceive you? They do<br />
not! The £5 voucher printed on this<br />
page will allow you to buy a copy of Psi<br />
Warrior for just £4.95, instead of the<br />
usual price of £9.95! That's got to be<br />
good value by anyone's reckoning.<br />
This is what you do: Cut out the<br />
voucher, and post it to us together with<br />
your name and address, and a cheque<br />
or postal order for £4.95 made payable<br />
to NEWSFIELD Ltd. We will then rush<br />
you the cassette version of the program.<br />
The address to send off to is: Psi<br />
Warrior offer, Z2ap Mail Order, 1-2 King<br />
Street, Ludlow, Shrops, SY8 1AQ.<br />
K5I<br />
S\OUCHEKK<br />
iOn nOS<br />
O O O O O O O O OTI<br />
<strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong> 61
uwtrrqfee<br />
rt<br />
roR?<br />
KNOCKOUT<br />
Alligata, £6.95caaB, joystick only.<br />
t Boxing game with very limited action<br />
'<br />
Would this be like one of my<br />
all-time favourite arcade<br />
games, Punch-Out? ! Er,<br />
no. This is a very, very simple<br />
boxing game.<br />
It puts you in the ring to face<br />
either a friend or computer opponent.<br />
You view the ring at rope<br />
level with the boxers being<br />
shown in profile. At the start of<br />
each of the four one-minute<br />
rounds the boxers are placed in<br />
their respective corners. When<br />
the bell sounds they move out<br />
and you take control of one of<br />
them. You can move your man<br />
forwards and backwards only,<br />
making this effectively a 2D<br />
game.<br />
You hit your opponent by<br />
pressing the fire button and<br />
moving the joystick either left or<br />
right for left or right hook. If you<br />
want to put your guard up then<br />
press fire button and push up.<br />
Virgin, £8.95 case, joystick only<br />
Stmt your funky joystick<br />
T<br />
he title of the game gives<br />
away what it's all about —<br />
really funky music in a<br />
streetwise, hip-hop town.<br />
Funky Town is where it all<br />
happens and this is represented<br />
on screen as 3D streets with<br />
buildings in the background, a<br />
pavement and roadway. On<br />
these swinging sidewalks appears<br />
Rockin' Rodney and his<br />
ghettoblaster. Rodney has to<br />
collect ten demo tapes from the<br />
dancing parties in the town and<br />
deliver them to the offices of<br />
Interdisc so that a record can be<br />
made.<br />
Our soul brother first has to go<br />
in search of batteries for his<br />
blaster from an electrical supply<br />
store. Once he's got them he has<br />
to find a tape to play. Tapes are<br />
found behind the doors of<br />
houses which are visibly pulsating<br />
with the beat.<br />
Once you've got a tape in your<br />
blaster you can turn it on and<br />
one of ten funky tunes will<br />
boogie its way out of the <strong>64</strong>. The<br />
next part is to blast other people<br />
with the music to get them dancing<br />
(you just have to fire at<br />
them).<br />
When enough people are<br />
dancing you can deliver the tape<br />
to Interdisc and set off in search<br />
of another one. The ten tapes all<br />
have to be collected before your<br />
on-screen tape counter reaches<br />
999 otherwise the vinyl won't hit<br />
62 <strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong>
There are no other actions possible:<br />
no body blows, no ducking.<br />
As you hit your opponent you<br />
will see a bar increasing above<br />
his corner. When this grows to<br />
its full extent and reaches the KO<br />
mark your next hit will knock<br />
him out and win you the game.<br />
But the rate at which the bar<br />
grows depends on his stamina<br />
which alters from game to<br />
game.<br />
The idea of the game is to win<br />
the World Heavyweight title.<br />
First you have to win the European<br />
Heavyweight title by beating<br />
the computer opponent<br />
three times — each time you<br />
challenge him he gets harder to<br />
beat. Having done this, you are<br />
given a password and you have<br />
to load the other side of the cassette.<br />
To win the world title you go<br />
through exactly the same rigmarole<br />
as the European title fights,<br />
but if at the end of the third<br />
round, if you have a knockout<br />
win you're given the title of<br />
Heavyweight Champion of the<br />
World.<br />
This game is graphically very<br />
impressive but sound, like the<br />
gameplay, is highly disappointing:<br />
only a good bell sound and<br />
a whop as a boxer is hit.<br />
JR<br />
How disappointing<br />
this game was after<br />
seeing the initial<br />
screenshots. The<br />
1 gameplay t found<br />
incredibly limitedand<br />
ends up being really<br />
repetitive. The weird<br />
loading also seems<br />
your opponents don't<br />
change drastically.<br />
“T rry<br />
Q<br />
/ Well done title screen and<br />
instructions.<br />
J ^<br />
QQ<br />
fy fy Q<br />
The boxers are large and<br />
quite well animated.<br />
Knockout is an<br />
appropriately titled<br />
game— it certainly<br />
put me to sleep. The<br />
best thing about this<br />
game was the bell<br />
noise but there was<br />
little else in the way of<br />
sound. The large<br />
anaemic boxers were<br />
simple to look at and<br />
control ;<br />
and the game<br />
became boring very<br />
quickly.<br />
QLj,<br />
r* A O/<br />
/Q<br />
a ^ q<br />
Ann/ The sound of a punch and r\ A Q/<br />
£ ! /q £ the bell but nothing else. if. /O<br />
sy 4 Q/<br />
K<br />
I<br />
More variety and game<br />
'“Vq flexibility are needed.<br />
New sport simulation but<br />
little new gameplay.<br />
It's too repetitive and easy<br />
to get you going.<br />
- 1 -i 1-<br />
Not enough game content<br />
x° make you come back for<br />
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TAPER<br />
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Includes hardware and software. This<br />
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Requires access to two cassette<br />
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they said it couldn't be done.<br />
ONLY £12.95<br />
COMMODORE CONNEXION<br />
Connect any "Centronics" type<br />
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Simple to use and<br />
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A very professional program.<br />
ONLY £9.95<br />
ROCKET<br />
Fed up waiting for programs to<br />
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Does not affect the speed<br />
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A must for serious programmers<br />
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ONLY £7.95<br />
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for making your own disc programs<br />
auto run.<br />
ONLY £9.95<br />
BIGMOUTH<br />
The superb new speech<br />
synthesis program for the '<strong>64</strong>.<br />
Uses "speak" as a basic command.<br />
Very easy to use. Can be<br />
incorporated into your basic programs.<br />
Words are entered in<br />
phonetic English, ie. spelt as they<br />
sound. Therefore vocabulary is<br />
unlimited. Great fun and<br />
good for educational purposes.<br />
ONLY £7.95<br />
DATA RECORDER<br />
A dedicated data recorder designed for use<br />
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A<br />
. • /<br />
<strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong> 63
® Seven-screen blast with surprisingly good grephice<br />
his is one of the two first<br />
budget releases from<br />
T Creative Sparks that go by<br />
the very fitting name of Sparklers.<br />
It's a simple shmup spread<br />
over seven different scenes.<br />
Despite the cliche scenario<br />
(you have fallen in love with a<br />
beautiful princess and in order<br />
to win her hand in marriage you<br />
must complete seven tasks set<br />
by her father, the King) the game<br />
is in fact a cross between High<br />
Noon and Robotron.<br />
Before you attempt a task<br />
you're told what you must do in<br />
some very classy and authentic<br />
antique script. You start the<br />
tasks in the centre of the screen<br />
and can shoot or move in one of<br />
eight directions. Each screen<br />
consists of an appropriate<br />
graphical backdrop, depending<br />
on the task, and plenty of<br />
shooting.<br />
These backdrops are graphically<br />
very good, as are the large,<br />
but fairly detailed and well animated<br />
sprites. The sound isn't so<br />
hot though, consisting<br />
of little<br />
more than a few 'byoos' when<br />
you fire.<br />
On some screens you not only<br />
shoot anything that moves, but<br />
you have to pick things up as<br />
well. On others it's a simple case<br />
of blasting to survive and on a<br />
couple the nasties actually fire<br />
back!<br />
You have a bonus at the start<br />
of a task which is 'hit' related - 10<br />
points are deducted from the<br />
bonus whenever you miss<br />
something with a shot, so you<br />
have to be accurate. If any bonus<br />
exists at the end of a task then it<br />
will be added to your score.<br />
GP<br />
the streets on time.<br />
Rodney can cross the street to<br />
get to the houses on both sides<br />
of the road or use junctions to<br />
change streets. He can also<br />
wander around the two parks<br />
full of trees, bushes and magic<br />
mushrooms.<br />
The longer he takes to deliver<br />
a tape the more people he has to<br />
make dance before he can deliver<br />
the next one. This is made<br />
even tougher by some of the<br />
inhabitants of the town who<br />
Streetwise guide to Funky town folk<br />
TONE DEAF WALKERS wear<br />
black and white stripes and travel<br />
at the same speed as you. If<br />
bumped into they vandalise your<br />
blaster.<br />
BANDITS OF THE BEAT have<br />
spikey hair and big lips and travel<br />
as fast as you. They'll steal your<br />
tape if they catch you.<br />
THE PSYCHO KILLER has an<br />
enormous spikey hair-do and<br />
travels slower than you. If he gets<br />
to you, you've had it.<br />
GANGSTERS OF THE GROOVE<br />
move much slower than you but<br />
blend in with the other inhabitants<br />
of the town. They'll also steal<br />
your tape if they get close.<br />
JUMPING JACK FLASH wears<br />
black and white stripes and<br />
flashes. If you can collide with<br />
him he transports you to a tape or<br />
Interdisc, depending on which<br />
you need.<br />
BUSTY BLOND appears once<br />
you've delivered several tapes<br />
and also ends your game if bumped<br />
into with the line 'she loved to<br />
love you baby'(!)<br />
<strong>64</strong> <strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong>
.<br />
.<br />
» » » i » »<br />
1. Survive a night alone in the<br />
valley of the zombies. The sun<br />
sets behind the castle in the hills<br />
and hordes of mortified looking<br />
zombies mill out from the sides of<br />
the screen. Shoot as many as<br />
possible and stay alive before the<br />
sun rises.<br />
2. Slay the Wizard of Dabbit<br />
Wood. A fairly effeminate wizard<br />
materialises at a random point on<br />
screen, fires at you and then<br />
dematerialises, leaving you little<br />
time to destroy him.<br />
3. The four sacred statues from<br />
Vampire Mountain are randomly<br />
placed on screen in front of a bats<br />
cave. Quickly col lectthem,.avoiding<br />
or shooting the bats that<br />
attempt to stop you.<br />
4. Wipe out the devil worshippers<br />
of the Temple of Demons. Evil<br />
monks come out from the edges<br />
of the screen onto an impressive<br />
Stonehenge style backdrop, firing<br />
in all directions in an attempt<br />
The seven tasks<br />
Most of the screens<br />
are quite simple, and<br />
enjoyable to ofay,<br />
although the two<br />
where things fire back<br />
are rather tricky and t<br />
found the final screen<br />
well nigh impossible<br />
This playability ,<br />
combined with some<br />
nifty graphics and a<br />
low price, means<br />
Taskmaster is one<br />
cheapo game that 1<br />
wouldn 't feel<br />
ashamed to be caught<br />
buying<br />
to kill you. Shoot a certain<br />
number of monks to move on to<br />
the next level.<br />
5. Destroy the ancient spirit stone<br />
of the Runes of Tygorth. It<br />
appears on screen as a small<br />
object guarded by large numbers<br />
of spirits.<br />
6. Steal the live ritual skulls from<br />
the village of the Northern Barbarians.<br />
Walk around the screen<br />
and try to locate the right five out<br />
of the many placed randomly<br />
about. Avoid or shoot the vicious<br />
Barbarians before they shoot<br />
you.<br />
7. Your final task is to get to the<br />
wedding ceremony at the Castle<br />
of the Birdmen. The entrance into<br />
the castle is blocked by aggressive<br />
birds that kill on contact.<br />
Shoot and avoid the birds and<br />
sneak into the castle doorway to<br />
take the Princess's hand in marriage—<br />
ah!.<br />
PRESENTATION<br />
"7 A 0/<br />
/q<br />
Comment on<br />
Taskmaster. JR 3<br />
This cheapo game<br />
gives plenty of fun for<br />
your money. Blast<br />
your way through the<br />
various screens ofevil<br />
baddies to win the<br />
Princess's hand in<br />
marriage. The<br />
graphics and<br />
animation are pretty<br />
good' but the sound is<br />
grotty. Plenty of<br />
challenge to keep you<br />
killing the meanies at<br />
a realty low price.<br />
/ can think of less<br />
infuriating games<br />
than this but notmany<br />
of better value, t<br />
enjoyed the seven<br />
screens and good<br />
animation f providing<br />
hectic shmup action, t<br />
thought movement<br />
was a little slow which<br />
can be annoying<br />
when you're trying to<br />
deaf with a bunch of<br />
killer monks or<br />
ruthless barbarians.<br />
Good value though<br />
and great to see<br />
another company<br />
entering the cheapo<br />
market.<br />
ORIGINALITY<br />
A Q O/<br />
Terrific character set and<br />
Cross (~’ross between Robotron<br />
silly romantic scenario.<br />
J I<br />
/q<br />
and High Noon<br />
"l A Goodsprites, well<br />
Q/<br />
animated “7<br />
/ Li /r\ and some nice<br />
Q<br />
/ Plenty of frantic action to<br />
" r get ' u<br />
you engrossed.<br />
backgrounds.<br />
r\ / Byoo, byoo, byoo, byoo,<br />
q<br />
J ^ /q<br />
"7 Q<br />
Zo /o'o byoo, byoo. J<br />
VALUEFORMONEY<br />
“y "1 Q<br />
/ Excellent cheap game with<br />
/ / /r\ enough difficulty to keep<br />
# # / you busy.<br />
/ Levels four, six and seven<br />
are diabolically difficult.<br />
/q<br />
may damage the blaster or<br />
wreck it completely. Damage<br />
can be repaired at a repair shop<br />
but a total wreck means game<br />
over.<br />
A map of Funky Town is included<br />
in the instructions and all<br />
Mound the music<br />
great and the whole<br />
game idea really<br />
refreshing, there's<br />
even some great<br />
playability thrown in.<br />
It reminded me of<br />
Broadstreet in many<br />
respects but has much<br />
more.for you to do. It<br />
suffers slightly from<br />
only having the<br />
number of tapes<br />
collected as a scoring<br />
system but still<br />
provides excellent<br />
entertainment.<br />
the streets have song title<br />
names like Electric Avenue,<br />
Baker Street and Strawberry<br />
Fields.<br />
The display is split into your<br />
view of the street and a ghettoblaster<br />
complete with tape<br />
counter, volume and battery<br />
strength. A status line between<br />
the two (the blaster's handle)<br />
gives updates on the game with<br />
song titles, cute comments and<br />
the occasional helpful bit of<br />
information.<br />
The tunes in the game are<br />
excellent and mostly very different.<br />
They only play when you<br />
have a tape and batteries. Not<br />
only that butthere is a completely<br />
different title tune as well.<br />
All the characters are done in<br />
from groover Rodney to<br />
detail<br />
76%<br />
f2QADUirC<br />
ini si**cl<br />
Groovy instructions with a<br />
handy little map.<br />
Good sprites for all the<br />
settings.<br />
the aging fuzzy breakers who<br />
roam the streets. If you hit one of<br />
the ordinary people with your<br />
music they start boogieing<br />
around the street in sheer<br />
delight.<br />
BW<br />
ORIGINALITY<br />
79%<br />
Great characters with<br />
interesting new gamep/ay<br />
touches.<br />
HOOKABILITY<br />
You'll really turn on to the<br />
music and streets.<br />
LASTABILITY<br />
May become repetitive and<br />
lacks a real scoring system.<br />
<strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong> 65
I<br />
I<br />
Good, but not quite as<br />
stunning a package as we<br />
were expecting.<br />
A flight simulator with a<br />
difference.<br />
Graphics are superbly<br />
atmospheric*<br />
Huge appeal thanks to the<br />
great graphics, superb feel.<br />
/ Not many effects but engine<br />
O<br />
noiseand machine guns are<br />
superb.<br />
/ The whole mission will take<br />
a lot of cracking.<br />
q<br />
An excellent program<br />
bound to appeal to many<br />
tastes.<br />
You may remember that we<br />
already printed a review of this<br />
game last month. You may also<br />
remember a statement in that<br />
issue, rushed in at the last minute<br />
(p69), saying that our copy<br />
had turned out to have bugs in it<br />
(thereby rendering a couple<br />
parts of the review, including the<br />
ratings, a little inaccurate).<br />
That's why we're now printing<br />
this addition to that review, and<br />
a revised ratings box. However<br />
the discovery of the bugs was<br />
interesting in itself. This is what<br />
happened.<br />
We (and Commodore User)<br />
were given pre-production<br />
copies of the game by US Gold.<br />
When we first saw it, like everyone<br />
else, we were stunned.<br />
Great graphics, superb authentic<br />
atmosphere, etc. But after<br />
extensive play, certain frustrations<br />
set in<br />
:<br />
you seemed to die at<br />
random after being hit by a<br />
single piece of flak, and when<br />
you died, there was nothing to<br />
indicate why, nor how well<br />
you'd done. You just had to start<br />
again.<br />
We passed on these criticisms<br />
to US Gold. They contacted the<br />
programmers in Canada who<br />
then telephoned us in some dismay<br />
for further explanation.<br />
It was only as a result of that<br />
phone conversation that it was<br />
established that our copy (along<br />
with the other copies in Britain)<br />
was seriously defective. Unfortunately<br />
at that stage we only had<br />
time to rush in our stop press<br />
statement. But now we've had<br />
plenty of time to assess the fully<br />
working, final version of the<br />
game which was rushed over<br />
from Canada.<br />
Basically, two major niggles<br />
have been cleared up — you no<br />
longer die from single flak hits<br />
and the game doesn't just lock<br />
up on dying. The flak now only<br />
causes gradual damage so that<br />
you may eventually lose an engine<br />
or two, thus affecting the<br />
plane's performance.<br />
And now when you die you<br />
are given a screen showing your<br />
status when you died with numbers<br />
of flak hits, planes shot and<br />
encountered, searchlights shot<br />
and flown through and barrage<br />
balloons shot or avoided. You<br />
are also told exactly WHY you<br />
died.<br />
Another thing that wasn't<br />
evident in the earlier copy is that<br />
your front and tail gunners can<br />
be put out of action by the night<br />
fighters. A hail of bullets shatters<br />
their screens and you are left<br />
with the noise of the whistling<br />
wind. You also don't have an infinite<br />
runway any more and<br />
almost perfect take-offs are<br />
required.<br />
So basically, the game is now<br />
significantly more interesting<br />
and enjoyable to play: we have<br />
been able to reach the dam from<br />
Scampton airfield, slipping up<br />
only on the final bomb run due<br />
to having a damaged aircraft.<br />
A couple of minor annoyances<br />
remain: there's still no score or<br />
rating given at any stage. And on<br />
the cassette version, when you<br />
drop the bomb you don't see it<br />
skipping across the water or<br />
exploding, but only a cross<br />
marked on the dam showing<br />
where the bomb would have hit.<br />
Despite this, we reckon the<br />
game's worth a few extra percentage<br />
points, and thereby<br />
clears the 80% barrier value for<br />
money, turning it into a worthy<br />
sizzler. Sorry for the confusion,<br />
but one good result is that the<br />
bugs we experienced were<br />
stamped out before the game's<br />
British release.<br />
66 <strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong>
Every pilot has<br />
the dream of<br />
flying one of<br />
these unique and<br />
complex fighting<br />
machines. Here is your chance to do what few pilots have the<br />
privilege to try.<br />
Depending on your skill, confidence and courage, you have the<br />
choice of remaining near the landing pad, learning to hover<br />
and land, or venturing higher to practise your approaches.<br />
When you think you have mastered these, then accelerate the<br />
Jump Jet into an attack fighter. Use the radar and range finder to seek and destroy the<br />
enemy, by launching heat-seeking air-to-air missiles. Beware! His radar and missile<br />
systems are as good as yours. Reckless pursuit is ill-advised: you must maintain a fuel<br />
level that will enable you to relocate and return to the aircraft carrier, executing the<br />
skills you have learned to achieve a successful landing.<br />
You are now ready to proceed to the next skill level to face additional hazards, such as<br />
unpredictable swell and treacherous cross-winds.<br />
Be warned, this program is not a toy or game. You will need to co-ordinate your hands,<br />
eyes and mind to successfully complete each mission. Do not hope to achieve in a<br />
short time that which took the author three years to learn as a Jump Jet pilot, and<br />
over a year to record on this computer program.<br />
TRADE ENQUIRIES: ANIROG SOFTWARE LTD UNIT 10 VICTORIA INDUSTRIAL PARK VICTORIA ROAD DARTFORD KENT (0322) 92513/8<br />
Mail Order: 8 HIGH STREET HORLEY SURREY 24 HOUR CREDIT SALES HORLEY 02934 6083 Payment by: P.O. - ACCESS - VISA
I<br />
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OFFICIALLY SHOO<br />
B.A.F. No. 617 SQUADR<br />
,ant number bewe<br />
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reading you;<br />
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include<br />
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flC» I9B9 SYDNEY DEUELOPMENT<br />
Graphics:<br />
Sound: ****<br />
Playability'<br />
CCI Rating-<br />
Company: Ub C.<br />
Industrial Estate,<br />
lingham.^<br />
MMlefor<br />
spectrum<br />
mm<br />
WAKELiN<br />
It’s 21.15 hours on the evening of May 16th, 1943. A flight of specially<br />
prepared Lancaster bombers is leaving RAF. Scampton for Germany.<br />
LANCASTER B. MK I /III (DAM BUSTER)<br />
After months of planning No. 617 Squadron are at last embarking on an operation destined to change the course of World War II.<br />
Your objective is to destroy the Mohne, Eder and Sorpe dams, thus crippling Germany’s industrial heartland.<br />
This detailed and authentic simulation allows you to play the part of PILOT, NAVIGATOR, FRONT GUNNER, beau GUNNER,<br />
BOMB AIMER and FLIGHT ENGINEER.<br />
You fly at low altitude over Europe, on the lookout for deadly ME110 night fighters, dodging barrage balloons, searchlights and flak. At<br />
the target you’ll need all your nerve and skill to control the aircraft and release your deadly payload whilst under enemy attack.<br />
Game features include: SUPERB GRAPHICS & SOUND REALISTIC JOYSTICK CONTROL • •<br />
PILOT’S SCREEN & INDICATORS •<br />
MULTIPLE SCREEN NAVIGATOR’S MAPS FRONT & REAR GUNNER’S SCREEN • •<br />
BOMB SIGHT SCREEN ENGINEER’S ^<br />
•<br />
INDICATORS.<br />
JR<br />
Game Package includes: Comprehensive flight instructions, maps and confidential documents including authentic material by Barnes flEr<br />
Wallis and Wing Commander Guy Gibson.<br />
Designed and Developed by Sydney Development Corporation. Licensed in conjunction with International Computer Group. Manufactured in the<br />
U.K. by U.S. Gold Limited, Unit 10, Parkway Industrial Centre, Heneage Street, Birmingham B7 4LY. Telephone: 021-359 8881. Telex: 337268.<br />
mwr<br />
ff Sydney<br />
WF Development B^Corp.
.<br />
CONAN<br />
US Gold/Datasoft, £14.95 disk, joystick only.<br />
® Seven screens of platform action<br />
T<br />
he latest addition to US<br />
Gold's 'Famous Faces'<br />
range puts you in the surreal<br />
world of the film character,<br />
Conan the Barbarian. In a similar<br />
fashion to Bruce Lee you have to<br />
work your way through various<br />
platform screens to seek and<br />
destroy the villainous Volta.<br />
On each of the seven screens<br />
there is an exit. On the first two<br />
screens it is clearly marked and<br />
all you have to do is run and<br />
jump your way to it. After level<br />
two you start having to collect<br />
gems and put them in their holders<br />
before being able to go out of<br />
the screen. Sometimes a door<br />
may unlock or something may<br />
appear that you can ride on<br />
which will take you to the exit.<br />
The first few screens of the<br />
game are reasonably easy, but<br />
later on the going gets very<br />
tough as you have to ride on<br />
bubbles and destroy dragons.<br />
On levels six and seven there are<br />
Van Der Graff generators and<br />
stars which need to be struck<br />
with your sword before turning<br />
into gems.<br />
You have three men and ten<br />
swords at the start but you have<br />
a chance to earn more of these<br />
on later levels. You can do this<br />
by picking up the swords lying<br />
around and catching the friendly<br />
bird which flaps about the more<br />
inaccessible part of the screen.<br />
The graphics are pathetic —<br />
they wouldn't go amiss on a<br />
1982 game. Indeed, they appear<br />
to have been designed by a<br />
ZX81 graphics programmer, as<br />
the main character features an<br />
annoying flicker. The sound is<br />
disappointing too: the actual<br />
notes are great but the voices<br />
used are unimaginative, reedy<br />
and grating.<br />
Animation is appalling —<br />
Conan looks more like a 70s<br />
trendy: he's wearing bell ends<br />
and has long hair. The various<br />
CONAN'S<br />
ENEMIES<br />
There are various wicked creatures<br />
which lust after Conan's<br />
blood. There also exist some<br />
traps in which Conan can lose a<br />
life.<br />
BAT : this flaps about and follows<br />
a distinct pattern. Earn 750 points<br />
by killing it with your sword.<br />
DRAGONFLY: The same as the<br />
bat with similar score.<br />
LEAPERS: These drop from the<br />
screen and wander down to the<br />
bottom of the screen. Kill 'em and<br />
you'll get 1,000 points apiece.<br />
DRAGON: Flaps up and down the<br />
screen and must be destroyed for<br />
you to continue. You also get a<br />
meaty 2,500 point bonus for each<br />
one destroyed!<br />
EYEBALLS: These chase you<br />
about and have to be dealt with<br />
like the dragons. They too are<br />
worth 2,500 points.<br />
CRAWLY THINGS: No, not Oric<br />
owners — scorpions and the like.<br />
They cannot be destroyed but<br />
must be jumped over. They kill<br />
you on touch so don't go near<br />
them.<br />
POOLS, LAVA and SPIKES: Jump<br />
these and don't fall into them.<br />
nasty creatures trundle about<br />
with hardly a pixel moving and<br />
the scenery is drab with few<br />
colours and details.<br />
JR<br />
0 ** water b°tto'n<br />
and the S spikes though<br />
Watch<br />
fo*het 9 aF ^^'^orm^ndtdd<br />
much but he's a tittle<br />
deceptive. The action<br />
is quite compulsive<br />
and f wasn'tput off<br />
too much by the yukky<br />
graphics. I enjoyed<br />
some of the ideas like<br />
bubbles and the<br />
boomeranging sword<br />
along with the other<br />
Bruce Lee-like<br />
platform action<br />
ATION<br />
“7 Z' 0/<br />
/ Q '/O A nice disk package and<br />
instructions but individual<br />
1 1 1<br />
,<br />
.<br />
lA/h • .<br />
snake.<br />
-happily at an advancing dead/y<br />
WHIRLINURD<br />
US Gold/Sydney, £9.95 case, £14.95 disk, joystick only<br />
# SOO screen playing area collect-and-dodge game<br />
Welcome to the world of<br />
Hamish Pupkin, Naples<br />
Yertz, Hooseby Nurd<br />
and Melvin Lugby. These intrepid<br />
nurds all have propellors<br />
screwed to their heads and are<br />
constantly in search of food for<br />
their rumbling nurd-guts.<br />
You control one of the four<br />
nurd brothers and have to negotiate<br />
50 rooms of obstacles picking<br />
up food on the way. Each<br />
room' is about four screens<br />
large, the screen scrolling to follow<br />
the action.<br />
In each room you have to collect<br />
four pieces of food — nurds<br />
eat anything that doesn't glow<br />
— before you can move onto the<br />
next room. The rooms come in<br />
five levels of ten, the last level<br />
only being accessible through a<br />
codename gained from the<br />
previous four.<br />
You control your nurd in two<br />
main ways, walking around and<br />
flying using the propellors on<br />
his head. There are limitations<br />
on the flying — you can propel<br />
T<br />
he advertising for this<br />
game may lead you to<br />
believe that it's the greatest<br />
3D naval battle since Beach<br />
Head. Well, it isn't.<br />
Operation Swordfish puts you<br />
in command of a submarine<br />
with the task of destroying the<br />
so you have to fight off the<br />
allied invasion fleet before it factor, too much and your sub<br />
attacks the Mediterranean coast. will sink for good.<br />
Your sub is slightly crippled: it You have two options to fend<br />
plane usually brings it down.<br />
can't dive, only submerge slight-<br />
them off: a machine qun on the<br />
That's<br />
OPERATION SWORDFI5H<br />
it . .<br />
ly,<br />
enemy on the surface.<br />
There are two types of enemy:<br />
planes and boats. Boats fire at<br />
you and drop depth charges.<br />
Planes drop torpedoes and also<br />
fire at you. If any of these hit you<br />
they will add to your damage<br />
top of the sub and torpedoes<br />
under water, each controlled by<br />
a different screen— you have to<br />
quickly switch from one screen<br />
to the other so you can dispose<br />
the allies before they sink you.<br />
The machine gun gets rid of the<br />
advancing planes and the torpedoes<br />
destroy the ships which<br />
move back and forth across the<br />
screen.<br />
When you're in torpedo mode<br />
you have a cursor under your<br />
control. Move the cursor over a<br />
slow moving ship and fire:<br />
boom, glug glug. Shooting<br />
down planes is a bit more fun.<br />
Your gun can move left and<br />
right. Pulling back on the joystick<br />
raises the gun and pushing<br />
forward lowers it. Firing a steady<br />
stream of bullets towards a<br />
British Software, £9.95 cass, £1 1.95 disk, joystick with keys.<br />
Disappointing two-screen shmup<br />
n q<br />
/ Simple instructions plus AAft/<br />
patriotic title screen<br />
Qy yg<br />
GRAPHICS<br />
A poor imitation of Beach<br />
ZZ /0 Head<br />
HOOKABH.ITY<br />
and<br />
Alice graphic background<br />
58% 44%<br />
H 1 planes but nowt<br />
Initialpatriotism gives way<br />
else.<br />
to boredom.<br />
Boring boring<br />
boring. This game is<br />
baaaaad. Two boring<br />
only the variation of<br />
it's all you have to<br />
wX<br />
m<br />
24% Wheeeee . . . sp/opf<br />
rQ Wheeeee . . . sp/opl<br />
VALUE FOR MONEY<br />
rij n<br />
| y<br />
Q<br />
Rotten price for a very<br />
simple game.<br />
/Q<br />
Q<br />
The same old boats and<br />
planesjust<br />
/q<br />
keep coming.<br />
ping ... ping anda<br />
few eeeeaaawphukka<br />
planes trudge over<br />
and are shot down.<br />
There's a heap of<br />
betteAamesat a fifth<br />
*<br />
Up of the price.<br />
70 <strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong>
.<br />
-<br />
'<br />
,<br />
Nasty nurd<br />
nobblers<br />
These are the enemies to avoid:<br />
SLINKY SNAKES: move horizontally,<br />
reverse when they hit obstacles,<br />
lethal to touch.<br />
JUMP BUGS: move in unpredictable<br />
patterns, lethal to touch.<br />
BUG EYES: rotating eyeballs,<br />
move vertically, reverse when<br />
they hit obstacles, lethal to touch.<br />
GLOBS: move similarly to jump<br />
bugs, lethal.<br />
SPUDNIKS: little wriggling<br />
potatoes, follow patterns, lethal.<br />
BOUNCING BABY BILLIARD<br />
BALLS: appear singly (may not<br />
be lethal) or in lethal hordes generated<br />
by BLOPPERS and sucked<br />
up again by ANTI-BLOPPERS.<br />
NIPPLE OF DEATH: pulsating<br />
spike, lethal.<br />
BLINKING BONKERS: regularly<br />
appearing and disappearing<br />
force walls, lethal.<br />
KILLWALLS: non-moving obstructions<br />
which are still lethal.<br />
upwards from solid ground, but<br />
as soon as you release the firebutton<br />
you drift back down<br />
again — your propellor can't be<br />
restarted in mid-air. The only<br />
way you can reverse a downward<br />
drift is by using a 'retroboost'<br />
jet, but you are limited to<br />
just one of these per room (unless<br />
you find a 'blast mat' which<br />
gives you another). This adds<br />
greatly to the difficulty of dodging<br />
the various enemies.<br />
Your nurd initially appears in a<br />
'synthetic wafer-aided ectoplasmic<br />
sludge bubble', but<br />
after that he's in constant<br />
danger. There are lots of glowing<br />
obstacles that, if touched,<br />
will cause his head to fly away<br />
(under 'auxiliary nurd power<br />
supply'!) or he may starve if you<br />
don't get him to food in time.<br />
You can have up to four different<br />
nurds with three lives each,<br />
an extra one being awarded<br />
after each completed room. The<br />
fifth level is filled with the Ultimate<br />
Feasts but it's incredibly<br />
tough even before then.<br />
There's a monotonous tune<br />
that plays during the game with<br />
the occasional nice sound effect.<br />
The graphics are mostly plain<br />
although the monsters and<br />
obstacles are detailed.<br />
BW<br />
when I started playing<br />
I realised it was just a<br />
straightforward<br />
pattern game / found<br />
tough {with all those<br />
rooms to solve, it<br />
would take a very long<br />
time to finish) but the<br />
humour is the best<br />
not really conta<br />
enough gamep,<br />
keep us tough B<br />
gamers interest<br />
very long. Plen<br />
explore, outsuf<br />
from PS: patt<br />
syndrome. 0><br />
learnt you car<br />
through the san<br />
screens in the i<br />
-<br />
oldway.<br />
PRESENTATION .<br />
Q 4 A/ A hilarious instruction<br />
Q<br />
booklet all about the nurds.<br />
| 'fQ<br />
#58ft A<br />
p Q q<br />
QQ<br />
SOUND<br />
Simple layouts with some<br />
good enemies and death<br />
routine.<br />
H 1- H P-<br />
Simple bangs, bumps,<br />
afraid any ream<br />
love for this game<br />
doesn't go much<br />
further than the<br />
excellent and<br />
humourous scenario<br />
and instructions<br />
supplied V.nipple of<br />
death '— l ask you.) f<br />
found it became a<br />
touch frustrating and j<br />
boring after a white,<br />
due to having to<br />
repeat the same<br />
patterns again and<br />
again every play.<br />
However the playingM<br />
area is certainly very<br />
large, and there are<br />
some good touches -<br />
especially the sick bit<br />
JORIGINALITY<br />
I<br />
fy sy q /<br />
A O Q<br />
0 0/<br />
/q crashes and walking noise.<br />
VAUJEFORMONEY<br />
^ r- q/<br />
nO /n up to the instructions, but<br />
'J** /V it’s tough.<br />
.<br />
Disappointingly doesn 't live<br />
Some interesting enemies<br />
and obstacles with cute<br />
character.<br />
Most ofthe screens are very<br />
samey and won’t get you<br />
wildly thrilled.<br />
Aota call ITY<br />
There are 50 multi-screen<br />
/ y^/rx rooms and they get<br />
" ^ irinrerlihlv incredibly HiffinnIt difficult ft<br />
to manage.<br />
do. Shoot the ships which<br />
trundle back and forth across the<br />
screen, and blast the planes.<br />
Boring huh? OK, so the game's<br />
far from easy with your sub usually<br />
being sunk very quickly, but<br />
it is so dull with only the two<br />
screens both containing<br />
basically<br />
the same action.<br />
JR<br />
but the<br />
screens d<br />
m°tZ OVeranddr °<br />
°Psa<br />
move depth across charge<br />
the while sc<br />
<strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong> 71
-<br />
J<br />
New<br />
ONAH BARRINGTON*<br />
QUASH<br />
Generation, £7.95 cess, joystick or keys * * '<br />
OSports simulation with speech<br />
T<br />
ennis has moved from the<br />
early days of Pong to the<br />
realism of Matchpoint and<br />
On-Court Tennis and now<br />
squash has done the same.<br />
The game gives you the view a<br />
spectator would have from behind<br />
and above the court where<br />
the two players are. You can<br />
play against the computer or<br />
another player or even put the<br />
game into demo.<br />
The players are animated<br />
s<br />
^ftfrcn<br />
f enjoyed this new<br />
sports simulation and<br />
once (got the hang of<br />
the timing andgetting<br />
Mission or<br />
players, my only<br />
Jonah<br />
match. Prep ares forth<br />
movement<br />
sfart of the<br />
quite well with even the sweaty<br />
creases in the shirts moving<br />
around. However they don't run<br />
too convincingly and don't respond<br />
to diagonals on the joystick.<br />
The ball can be put on one of<br />
four speeds with red being t£ie<br />
easiest. At this speed the computer<br />
gives a good game while<br />
on a yellow fast ball it is incredibly<br />
mean.<br />
You hit the ball just by pressing<br />
fire and if you're close<br />
enough to it, it is automatically<br />
hit. The timing of the stroke can<br />
determine the speed and angle<br />
of the ball, there being six angles<br />
possible.<br />
All the usual rules of squash<br />
apply with obstructions and<br />
outs. You can play one, three or<br />
five game matches with the winner<br />
of each having to reach nine<br />
points.<br />
The score is constantly called<br />
by Jonah Barrington and the<br />
quality of the speech is pretty<br />
A<br />
J<br />
%<br />
The<br />
grating after a while<br />
and your man falling<br />
he was hit by a squash<br />
bail was annoying.<br />
Control was rather<br />
but nevertheless this<br />
is bound to appeal to<br />
mamj realistic bail<br />
movementgave me<br />
some initiafinterest.<br />
truly controlling the<br />
shots {especially<br />
when going for a ball<br />
morning from the left -<br />
the racquet stays to<br />
the right!I This made<br />
Squali an unrealistic<br />
and annoying<br />
wariety.<br />
%<br />
good too, although it does<br />
sound a little muffled. Just like<br />
he's speaking through a pane of<br />
glass, which he is of course.<br />
There isn't much colour with<br />
the players wearing white and<br />
yellow but the ball is black and<br />
big enough to see easily.<br />
BW<br />
fr**Hfc5>8SSilSS»f%i 1 8 If-ilM I jf<br />
“7 Q<br />
J Q /q<br />
Q J<br />
You're told all the rules of<br />
squash and the speech is<br />
nnnti<br />
fy 4 A/ Reasonable animation but<br />
there's not much else on a<br />
yQ<br />
<strong>64</strong>%<br />
I<br />
"7A O/<br />
I 0 /q<br />
squash court.<br />
Good speech but little else.<br />
ICS HiMB m mmmwk. ip>%#<br />
^ good simulation that is<br />
very playable.<br />
tT f\ O /<br />
/q<br />
^ur USL/el cop-out sports<br />
simulation rating<br />
"7 Q/ The computer is a gooc<br />
/ I y/\ starting opponent and<br />
" 1 • control is easily learnt.<br />
"7 A Q<br />
/ The computer skill level<br />
/ II /r\ gets really tough and two<br />
' w<br />
players is fun.
I<br />
Trouble In Store for Herbert<br />
Spectrum 48K £9.95<br />
i<br />
Commodore <strong>64</strong> £9.95<br />
Amstrad CPC 4<strong>64</strong> £9.95 44 The Broadway, Bracknell, Berks. 0344 427317
I<br />
i<br />
I<br />
I<br />
i<br />
Large pipe marks exit to<br />
room above<br />
Your man in<br />
his jet-bike <<br />
Conveyor<br />
ir<br />
Swarf—<br />
shoot or avoid<br />
Careful timing<br />
required to<br />
pass this crusher<br />
Oxygen<br />
supply healthy<br />
T<br />
Just two objects in your<br />
pocket<br />
he first space-age aardvark<br />
hits the <strong>64</strong> with this<br />
250 (25x10) screen epic. A<br />
long forgotten robot-controlled<br />
factory situated on the edge of a<br />
solar system sets the scene.<br />
The factory has worked away<br />
automatically for a hundred<br />
years, the robots harmlessly<br />
carrying out their menial tasks<br />
until now. A powerful alien<br />
Indicates direction of<br />
control room<br />
mode allows<br />
? your position<br />
force, possibly jealous of Earth's<br />
riches, has invaded the factory<br />
and reprogrammed the robots<br />
so they can destroy our planet.<br />
Your job is to enter this hostile<br />
environment and discover the<br />
Control Centre where you can<br />
disable all the automatons. In a<br />
climate suited to robots you<br />
have to fight your way through<br />
zero gravity, diverse temperatures,<br />
floating swarf and through<br />
the many weird and wonderful<br />
screens to achieve this.<br />
Armed with only a space suit<br />
and a laser you have a formidable<br />
task ahead of you. There is a<br />
jet cycle for you to use once you<br />
have found and collected it. Collect<br />
it, did I say? Well, the robot<br />
guarding it isn't going to give it<br />
up easily, not without a few bullets<br />
being bounced about, anyway.<br />
Once you have got the jet<br />
cycle your mission can really<br />
begin. Don't spend too much<br />
time admiring the view, get to a<br />
pipe and move up or down it (if it<br />
isn't blocked off).<br />
At the bottom right of the<br />
screen there is a scanner/map.<br />
This shows the adjacent two<br />
rooms in each direction, a total<br />
of 25. It doesn't reveal what is in<br />
the rooms but you can clearly<br />
see the entrances and exits to<br />
them, so you are able to plan<br />
your moves ahead. The map will<br />
flash a room red if a dangerous<br />
'megaswarf' is residing within<br />
and yellow for the control room.<br />
There are other colours too, but<br />
you have to work these out for<br />
yourself.<br />
The pipes which link the various<br />
rooms are zero gravity lifts<br />
forming a large and complex<br />
system and allowing extensive<br />
An instant cult classic. Brilliant atmospheric backdrops, plenty of<br />
action and lots to get your grey matter clanking back into action.<br />
The sound was slightly disappointing but the music on the title<br />
screen complements the game perfectly. A huge playing area will<br />
keep the cartographers happy for a long time, and mapping is<br />
pretty much an essential part of playing the game. I loved this<br />
game and although rather obscure at times, should gather a cult<br />
following.<br />
A map of the nearest 25<br />
rooms, with yours in the<br />
centre.<br />
exploration and access to most<br />
rooms. If there are no pipes then<br />
there are usually doors either in<br />
the left or right hand walls which<br />
allow you to enter the adjacent<br />
rooms.<br />
On your travels through the<br />
factory you will see much old<br />
and abandoned machinery,<br />
some of which may still be working.<br />
There are CRUSHERS which<br />
clang up and down and will<br />
flatten you if you're careless<br />
Underneath the main screen<br />
there is a box containing your<br />
status report. This is what it<br />
shows.<br />
SUIT STATUS: This shows you<br />
how many leaks you have in your<br />
suit. The more leaks you have,<br />
the faster you will lose oxygen.<br />
Your oxygen is represented by a<br />
bar above the status box. Let it<br />
diminish to zero and you're dead<br />
eat. There are canisters of oxyjn<br />
which you can pick up when<br />
)ur air is low.<br />
\TCH STATUS: Shows how<br />
any you're carrying. Patches<br />
e vital to stop you losing oxyn.<br />
If you have no patches you<br />
illjose oxygen. You can pick up<br />
enough to stray under their<br />
mashers. Odd revolving<br />
SCOOPS grind away into the<br />
night and CONVEYOR BELTS,<br />
harmless but progress-slowing,<br />
trundle along their infinite<br />
paths. COMPUTERS too tick<br />
away the long hours to themselves,<br />
but most are purely a<br />
decorative part of the landscape<br />
There are also rooms containing<br />
large machines which al-<br />
patch packages which contain 40<br />
patches. This will prolong your<br />
life. One word of warning - if you<br />
are already carrying between 80<br />
and 90 patches don't pick up any<br />
more. You can only carry 99<br />
patches so if you picked up an<br />
extra package, most would be<br />
wasted.<br />
CHARGE STATUS: This determines<br />
your laser power. Let it get<br />
to zero and you won't be able to<br />
fire. You can pick up extra<br />
charges but again, no more than<br />
99.<br />
POCKET STATUS: This tells you<br />
what is in your pocket. See main<br />
review for more details.
.<br />
1<br />
was<br />
f T T<br />
Despite its slightly dated feel I still enjoyed the exploring and<br />
blasting of this aardvark. It certainly matches the complexity and<br />
size of other recent games and provides plenty of challenge. I also<br />
enjoyed some of the funny and weird touches, except for Marvin<br />
who depressed me no-end.<br />
Massive S5Q screen robot factory to explore<br />
Devious puzzles, classy graphics, long challenge<br />
though standing static may have<br />
mysterious purposes later on in<br />
the game. Large ELECTRICITY<br />
GENERATORS, a NUCLEAR<br />
REACTOR and its ENTRANCE<br />
ROOM are just a few of the highly<br />
deadly locations.<br />
Some rooms contain odd<br />
robots which have escaped the<br />
ravishings of the aliens and are<br />
still friendly, and these will help<br />
you solve the game.<br />
As you wanderaround thefactory<br />
you might see an object<br />
lying around. Move over it and<br />
you'll automatically pick it up<br />
and it will fall into your pocket.<br />
This pocket is represented by a<br />
box on screen. It shows what<br />
you have picked up. If you'd like<br />
to examine the object more<br />
closely, press space-bar and a<br />
cursor will appear in the box.<br />
Move the cursor over the object<br />
and press fire. You will get a<br />
read-out telling you what the<br />
object actually is.<br />
These objects have to be used<br />
to so've puzzles throughout the<br />
game, and the only way to complete<br />
this game is to use all the<br />
objects. At first you will only find<br />
a few objects. But give one of<br />
these to the correct friendly<br />
robot and he will give you<br />
another object. Use this to solve<br />
another puzzle and you will gain<br />
yet another piece! Eventually<br />
after solving many puzzles you<br />
will, hopefully, be able to gain<br />
access to the Control Centre and<br />
then disable the robots.<br />
When you start the game you<br />
are given eight lives. You can't<br />
earn any extra lives but there are<br />
supplies littered around the<br />
factory which you can pick up to<br />
prolong your current life.<br />
The main cause of death for<br />
your man is suffocation.<br />
Throughout the factory there are<br />
thousands of pieces of razor<br />
sharp SWARF floating around<br />
randomly. You have to shoot<br />
this flying debris: if you touch it<br />
it will make a leak in your space<br />
suit. This will be indicated on<br />
screen. If you are carring some<br />
patches the puncture will be<br />
automatically fixed. When you<br />
run out of patches, though, you<br />
will start to lose oxygen.<br />
The more punctures you have<br />
(up to a lethal maximum of 99)<br />
the faster you will lose oxygen.<br />
The faster you lose oxygen the<br />
less time your man will live, so<br />
blast that swarf! Occasionally<br />
you will come across a MEGA-<br />
SWARF. This giant swarf will<br />
chase you at high speeds and<br />
give your spacesuit more holes<br />
than a sieve.<br />
If you want to map the game,<br />
the space bar will pause the action<br />
and tell you the location<br />
you're in. It does this by referring<br />
to the factory layout which<br />
is<br />
a 10x25 screen complex. The<br />
programmers have marked the<br />
top 0 to 9 and down the side A to<br />
Y. You can then work out your<br />
position in the factory: eg M2<br />
(where you start) is in the bottom<br />
left hand region of the<br />
factory.<br />
Big and boring, I first thought. How wrong I - perseverance<br />
proved rewarding as I found Strangeloop was big, but certainly<br />
not so dull. Despite weak sound and little help on the instruction<br />
side (which didn't make it easy to get into the game), / found the<br />
excellent graphics and puzzles made it an enjoyable and atmospheric<br />
aardvark to play.<br />
When you first start a game you'll wander around for a while and<br />
then start thinking: what the heck am I supposed to do? A few<br />
clues...<br />
Once you have got yOur jet cycle, U6 will give you some<br />
pleasure. An unhappy robot would like some too.<br />
A vendromat machine at the bottom of the factory needs some<br />
cash and tuppence backwards will get you five credits.<br />
A cassette of Sorcery is for .<br />
. you'll have to decide.<br />
Woah, those pickpockets will swipe your stuff so don't go near<br />
them.<br />
Eye shields and welding gear reside in the same floor. Find one<br />
and zoom along the row to find another.<br />
Listen into C7 . . . there's clues abounding inthere, but nearby<br />
is Dr Psycho. Onlygothere when you want to hand in your cards.<br />
One word of warning. Don't venture into the room, that sounds<br />
like a dog otherwise you'll take a trip to the stars.<br />
69%<br />
GRAPHICS<br />
QQ Q<br />
qq I<br />
Unhelpful instructions but a<br />
nice demo.<br />
Wonderfully detailed<br />
/r\ screens with some great<br />
characters.<br />
HOOKABIUTY<br />
Once you start cracking<br />
/ CL /a problems you can’t stop<br />
playing.<br />
LASTABILITY<br />
,w°riceth*<br />
indent Pane '*x<br />
Same weak beeping as on<br />
the Speccy and a very quiet<br />
44% title tune.<br />
VALUE<br />
MONEY<br />
One of the best aardvarks<br />
around, providing lots of<br />
complexity.<br />
This is a real toughie. 250<br />
screens, wicked puzzles.<br />
<strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong> 75
I<br />
-I<br />
]<br />
i<br />
.<br />
?<br />
'*<br />
• ' •.<br />
«<br />
''CVHOM<br />
KLMk<br />
The humourous<br />
nature of the game<br />
gives it instant appeal<br />
and addictive<br />
qualities. It's a touch<br />
repetitive, I'll admit<br />
but it's still enjoyable<br />
to play and some<br />
immense scores can<br />
be achieved rapidly.<br />
£2.50 seems a meagre<br />
sum to pay for a game<br />
of such class.<br />
Great fun is this. What<br />
goes on behind the<br />
door with the heart<br />
will not be mentioned<br />
(there are minors<br />
reading) but your<br />
guess is as good as<br />
mine! Great graphics,<br />
tune and gamep/ay<br />
make it a real winner.<br />
AND it's only £2.50.<br />
car ryin g the<br />
a v ‘cioUs wb<br />
CHICKIN C<br />
Firebird. £2.50 case, joystick or keys<br />
A little French number to make Buzby blush<br />
T<br />
his is a slightly risque, but<br />
fun, addition to Firebird's<br />
growing silver range —<br />
they bought it from the French<br />
and it shows.<br />
Essentially there is only one<br />
screen although, as you will see,<br />
there is some important offscreen<br />
action. The screen is the<br />
inside of a hen-house, complete<br />
with nests, grain and door to the<br />
hen's 'boudoir'.<br />
You control a cockerel and<br />
must do all the things that cockerels<br />
like to do: eat grain, peck at<br />
rats and worms, and um, well . .<br />
take part in the aforementioned<br />
off-screen action which you instigate<br />
by moving through the<br />
door to the boudoir after<br />
Madame hen.<br />
While in there a jolly tune<br />
plays, and red hearts appear on<br />
screen — up to a total of ten if<br />
you wait long enough! Mon ami,<br />
what can zis mean? Then the<br />
cockerel staggers out (yes, literally)<br />
and must eatthe grain lying<br />
around. This will give him<br />
further vigour and speed for<br />
chasing off nasties and, er,<br />
doing other things.<br />
Meanwhile Madame lays her<br />
eggs in the nests atthe top of the<br />
screen (there are ten nests in all).<br />
These must be allowed to hatch<br />
and need to be protected from<br />
the various predators that roam<br />
the vicinity. Snakes, rats, hedgehogs,<br />
stoats and racoons are all<br />
after your pride and joy.<br />
The snakes are the fastest of<br />
the group and are a real pain. All<br />
of these nasties can be driven off<br />
with a swift peck, but increase in<br />
number and speed as your score<br />
rises.<br />
If all ten nests should become<br />
empty — through either all the<br />
eggs hatching or being stolen —<br />
then Madame won't be too<br />
amused and will let the cockerel<br />
have it with her rolling pin.<br />
Occasionally a worm makes<br />
an appearance from below<br />
ground, and a hefty bonus is<br />
awarded if it's caught before disappearing.<br />
Wonderfully<br />
irreverent sense of<br />
humour from our best<br />
of enemies across the<br />
channel. / don't think<br />
it's got a great deal of<br />
lastabi/ity since in the<br />
end the action doesn't<br />
change that much, but<br />
it's fun and funny and<br />
worth buying.<br />
PRESENTATION<br />
71 %<br />
GRAPHICS<br />
0 0/<br />
SOUND<br />
These French people write<br />
hilarious instructions!<br />
Good animation on all<br />
characters but what goes on<br />
behind the door<br />
The graphical representation<br />
of the inside of a hen-house is<br />
very good. The sprites too, are<br />
good and although large and a<br />
little blocky, effective. Another<br />
high point is the great title<br />
screen picture of a winking cockerel.<br />
The sound effects and<br />
tunes are as good as the graphics<br />
and are put to good use<br />
throughout the game.<br />
Oh, and I mustn't forget the<br />
game instructions which brilliantly<br />
and humourously reflect<br />
the game's French origins. Ooh<br />
la la. Ees magnifique!<br />
GP<br />
ORIGINALITY<br />
Or 0/<br />
Cute little<br />
pO Q/<br />
sound effects all ^ Q<br />
/q round and a tune.<br />
VALUE FOR MONEY<br />
/ Great impact<br />
0<br />
and excellent<br />
high scoring potential.<br />
Q / some really whacko<br />
gameplay.<br />
HOOKABILITY<br />
Wonderful scenario with<br />
0/10/ Marvellous humour h and<br />
great action!<br />
LASTABILITY<br />
Q / /<br />
/ Gets hard as the animals<br />
flood in but a trifle<br />
monotonous.<br />
76 <strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong>
Includes Hit Single on reverse “Everyone’s A Wally” performed by Mike Berry<br />
Spectrum 48K £9.95<br />
Commodore <strong>64</strong> £9.95<br />
Amstrad CPC 4<strong>64</strong> £9.95 44 The Broadway, Bracknell, Berks. 0344 427317
COMP<br />
Win a Virgin games bundle!<br />
Match the pictures and you could pick up five titles , a T-shirt and a<br />
calculator<br />
Here's an opportunity to get a nice fat bundle of software through your front door,<br />
because we're giving away FIVE big <strong>64</strong> titles from Virgin to no less than 20 people.<br />
Each winner will receive a parcel containing the company's latest releases:<br />
STRANGELOOP, GHETTO BLASTER, GATES OF DAWN, FALCON PATROL II and<br />
SORCERY. And in addition, the first five winners will get a Virgin T-shirt and<br />
calculator.<br />
Entering, as usual, is a piece of cake. Just look at the five labelled pictures (A-D).<br />
Each of these is taken from part of the cassette inlay of one of the games (numbered<br />
1 to 5). Your task is simply to match the picture with the game.<br />
When you've matched all four, write down the letters in the right order on the<br />
back of a postcard or stuck down envelope and send it to us, making sure to include<br />
your name, address and T-shirt size. For example if you think Sorcery is picture B,<br />
Strangeloop A, Gates of Dawn C, Falcon Patrol II D, and Ghetto Blaster E, write:<br />
B,A,C,D,E<br />
Send your entry to: Virgin Competition , Zzap! <strong>64</strong>, 1 Church Terrace,<br />
Yeovil, Somerset BA20 1HX. (You can include this entry with other mail or<br />
competition entries, provided it is on a separate card or envelope, and is marked<br />
with your name and address.)<br />
All entries must reach us before <strong>July</strong> 15th, when we will draw out the winners<br />
from the correct entries. Only one entry per household is allowed.<br />
The games to match<br />
1. SORCERY. Colourful, multiscreen<br />
arcade-adventure in<br />
which you control a flying witch<br />
and must crack some very<br />
tricky, energy-sapping puzzles.<br />
Tips and a map in this issue.<br />
2. STRANGELOOP. A great sizzler<br />
of a game reviewed in this<br />
issue. Explore over 250 screens<br />
of robot factory, shooting<br />
enemies and trying to solve the<br />
puzzles which will give you<br />
access to the central control<br />
room.<br />
3. GATES OF DAWN. Also an<br />
exploration game, and a very<br />
unusual one at that. 3D action,<br />
plenty of locations — but what<br />
are all those mushrooms doing?<br />
4. FALCON PATROL II. Great,<br />
blasting action as you fly over a<br />
scrolling desert landscape destroying<br />
enemy aircraft. A <strong>64</strong><br />
classic, firmly established in our<br />
top <strong>64</strong>.<br />
5. GHETTO BLASTER. A great,<br />
funky title from the authors of<br />
the Taskset classic Jammin'.<br />
Rockin' Rodney has to collect<br />
music tapes, and each comes<br />
with its own foot-tapping tune.<br />
See our review.<br />
78 <strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong>
Garv has tw°<br />
and will definitely rais* i<br />
sevens and threes<br />
Understanding<br />
your opponents<br />
Each person in this game has<br />
certain characteristics, which you<br />
can discover by carefully watching<br />
the comments printed on<br />
screen as each makes his move.<br />
For example, you'll notice that<br />
Doc Holliday winks a lot at Moll<br />
the barmaid when he thinks he's<br />
got a rotten hand and is trying to<br />
bluff his way out.<br />
On the other hand Matt Dillon is<br />
consistently good and does all<br />
sorts of things to fool you.<br />
Once you get the swing of the<br />
game you can have a really mean<br />
game of poker and bust the players<br />
of all their money which is<br />
S<br />
moke-filled saloon with six<br />
dubious characters looking<br />
slyly at each other and<br />
you're all alone in this hostile<br />
environment. Life is as cheap as<br />
a game of cards and perhaps<br />
you'll be shot. There's nobody to<br />
help you and nowhere to run to.<br />
That's the atmosphere generated<br />
by this program which offers<br />
all the features of real-life<br />
poker, the game in which you<br />
have to try to obtain certain<br />
combinations of cards, and then<br />
make a bet according to how<br />
good you think your hand is.<br />
There are six characters who<br />
challenge you and try to take<br />
your money. You start with<br />
$1000 and unless you're as careful<br />
as they are you'll soon find<br />
your money disappearing.<br />
As in real poker everyone<br />
takes turns to deal and five cards<br />
are dealt to each player. You can<br />
then view your five cards and<br />
sort the hand out. Initial bets are<br />
made and everyone decides in<br />
turn whether to stay in, raise the<br />
pot or throw out their hand.<br />
Once the preliminary round<br />
MRBSHMIiiViiHI?<br />
has taken place the real fun<br />
starts. Perhaps you're taking a<br />
risk on a low hand, but who else<br />
is to know? Bluffing like this<br />
works sometimes, but don't try<br />
it too often. If you want, and<br />
when everyone is ready, you can<br />
discard up to three cards to try to<br />
improve your hand.<br />
Keep an eye on what the<br />
others are doing too. If someone<br />
doesn't discard anything it usually<br />
means he's got a pretty<br />
good hand. But be warned,<br />
some of the computer players<br />
will also bluff.<br />
/? Vi Q/ In game<br />
#—<br />
instructions<br />
*§ (\ /<br />
/Q ^<br />
and good screen layout.<br />
isles ACkuir'cs<br />
nomifUAi itv<br />
Poker has been done<br />
before but not with<br />
six opponents.<br />
HOOKABIUTY<br />
O /-n / Nice cards but little<br />
/y<br />
25 /o a 0/<br />
Money, money and<br />
Q e,se J /q more money!<br />
am nun<br />
LASTABIUTY<br />
4 Dea * noise r~0/<br />
and o “70 Lots of cash to<br />
/<br />
/ ^ /Q occasional gunshot. h) / y /r\ play with and great<br />
^ * r<br />
jf yOU pfe cards.<br />
i<br />
ic n-mm awienitiev<br />
The round continues with<br />
each player either raising the<br />
stakes (by 8 dollars a time),<br />
throwing in their hand or asking<br />
to see the others' hands (and<br />
matching the current stake).<br />
This is where you find out who<br />
really has guts.<br />
When no one wants to raise<br />
any higher, all the hands still in<br />
the game are revealed and the<br />
highest combination takes the<br />
pot.<br />
JR<br />
Howdy yawl! Ijust<br />
mosey'd on down ta<br />
tell ya what l thought<br />
about that there Poker<br />
program. Well one<br />
things fer sure those<br />
cowboys play a mean<br />
hand of five card stud<br />
andI'm sure oV Mollis<br />
cheatin ' arid tellin ' 'em<br />
what I've got In fact if<br />
things git much worse<br />
I'm a gonna have ta<br />
start playin' Strip<br />
Poker cos tt s easier ta<br />
beat and the<br />
opposition' samifiM<br />
CAN YOU WAIT?<br />
Oo /o<br />
/"*<br />
00/<br />
Perfect for those with a reckless gambling streak.<br />
WW6UN6 is<br />
6ftP<br />
Ufcfc lotto uoor'
I<br />
to<br />
kVIIIIII fvl M m B mJm m m f f | VU<br />
liUr vMUw<br />
into your o4<br />
levels spiral in from the edges.<br />
Blast them alt to progress to a<br />
higher wave, each wave getting<br />
more and more difficult. After<br />
%r U I f Cmm %#UW Cr<br />
The trouble with arcades is there's a limit to how many lOp pieces you can keep<br />
pushing down those greedy machines' throats. Owning a <strong>64</strong> can put paid to such<br />
problems. There are a stack of excellent arcade clones available on the <strong>64</strong>, the<br />
cream of which are detailed on these pages by arcade fanatic JULIAN RIGNALL.<br />
Although JR can recommend any of these titles, he's also rated them on their<br />
graphics, sound and on how well they resemble their arcade 'big brothers'.<br />
Anirog, £7.95 cass, one or two<br />
joysticks<br />
This superb clone of Robotron<br />
2084 has all the features and excitement<br />
of the Williams original.<br />
You are the Cybotron, a mutant<br />
human, in the not-too-distant future.<br />
Robots have taken over the<br />
earth and are hunting down the<br />
last remains of the human race,<br />
it's up to you to save them all,<br />
while blasting the robots to kingdom<br />
come.<br />
When you start you are presented<br />
with a screen filled with<br />
robots, your Cybotron, and two<br />
humans wandering about. Pick<br />
up the humans by running over<br />
them and bfast the robots, while<br />
avoiding the obstacles littered<br />
around the screen.<br />
You control the game using<br />
either one or two joysticks. Two<br />
gives true arcade feel — one is<br />
one<br />
tron fire in the direction<br />
bonus points.<br />
uveraii, *ik© tuc<br />
the sound and<br />
sometbftig to be<br />
quite adequate. T<br />
smooth and tie a<br />
:s leave<br />
I,. but are<br />
GUARDIAN<br />
Alligata. £7.95 cass, joystick and<br />
keys<br />
One of the best known and most<br />
perplexing arcade games, Williams'<br />
Defender, is cloned in what<br />
must be the best version on any<br />
micro.<br />
Guardian puts you on a barren<br />
two-way scrolling landscape. You<br />
have to protect eight humanoids<br />
from the six marauding weird and<br />
aggressive aliens. Using the<br />
scanner, a miniature radar scan of<br />
the planet, seek and destroy the<br />
hostiles. If you're careless<br />
enough to let all your humanoids<br />
be stolen then your planet explodes<br />
leaving you in hyperspace<br />
battle it out with all the aliens<br />
and the very dangerous mutants.<br />
The graphics and sound are<br />
totally faithful to the original<br />
machine, down to the last pixel. It<br />
even contains some of the bugs!<br />
You should only play with keys—<br />
this gives incredibly realistic<br />
'arcade feel'— even if the novices<br />
say that it's better to play with a<br />
joystick!<br />
Rignall ratings<br />
if!* ^**70 G/<br />
UidpUIvo f /O<br />
4 * 10/ na / /q<br />
Arcade feel 96%<br />
Accuracy 98%<br />
JR highscore: 795,000<br />
The high score table is<br />
t, with the facility of stortop<br />
scorers, just like the<br />
The sound, too, is similar<br />
TWc IlilO rtflcclr bluOolv/ ulUvU sjhAit UApv* oynonciv/P toiVC w* arc- w<br />
ade conversion, is a superb implementation<br />
of the video game enemy aircraft,<br />
erent stages. Y<<br />
enrvup<br />
Anirog, £6.95 cass, joystick and<br />
keys<br />
The cute game Pengo has quite a<br />
few conversions available for the<br />
<strong>64</strong>. This version from Anirog is<br />
the best by far, and is copied<br />
down to the minutest detail.<br />
Fetch puts you in the snowshoes<br />
of a penguin who is having<br />
the misfortune of being chased<br />
around an ice cube filled playing<br />
area. You can shunt the cubes<br />
around and sling them at the pursuing<br />
Snow Bees, squashing<br />
them with a satisfying 'squelch'.<br />
There are also three magic<br />
cubes on the playing area: push<br />
these together in a line for a 5,000<br />
or 10,000 point bonus. A bonus is<br />
awarded for speedy disposal of<br />
the baddies and in between<br />
screens while your time bonus is<br />
calculated a set of penguins will<br />
do a little dance for you.<br />
Sound and graphics are identical<br />
to the arcade original, even if<br />
they are slightly slower. A nice<br />
tune, Popcorn, plays throughout<br />
the game and doesn't become<br />
annoying.<br />
Graphics 69%<br />
Sound 65%<br />
Arcade feel 86%<br />
Accuracy 93%<br />
you have to shoot<br />
JR highscore: 197,400<br />
80 <strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong>
'''<br />
••<br />
’<br />
£<br />
j<br />
'<br />
. ,<br />
:<br />
I<br />
•<br />
<<br />
.<br />
>$•>* f .<br />
.<br />
a few years ago wiil re<br />
Phoenix. This ex<<br />
THLON<br />
£9.99 cass, £19.99<br />
>ystick only<br />
gh no true arcade Track<br />
id exists for the <strong>64</strong>, there<br />
ie derivatives of this game<br />
n a way improve upon the<br />
I<br />
theme.<br />
ision's Decathlon is<br />
y the one most like the<br />
I arcade game. This is defa<br />
'raw power' game — the<br />
e is on the speed you move<br />
stick left and right. The<br />
..jw.Wsport<br />
This is not<br />
->U do the better you will<br />
the 10 decathlon events,<br />
h some of the throwing<br />
IR.,- , _ nping events also require<br />
timing skills..<br />
graphics and sound are<br />
ty far better than on Daley<br />
npson's Decathlon, although<br />
not as good as the more expensive<br />
versions from Epyx and<br />
Hesware.<br />
in<br />
Rignail ratings<br />
78%<br />
72%<br />
feel 83%<br />
Accuracy N/A<br />
Accuracy 93%<br />
JR lowscore: 111,000<br />
JR lowscore: 10,958<br />
siili*!<br />
1'<br />
' , ><br />
.<br />
ui<br />
the graphics aren't too hot In fact<br />
but the tune is great. A variety of<br />
skill levels make up for the<br />
graphics.<br />
Rignail ratings<br />
Graphics 61%<br />
Sound 70%<br />
Arcade feel 62%<br />
Accuracy 73%<br />
'?/; i X<br />
8 / f '<br />
/ '% ty '/< ' ' ' " y / /{<br />
JR highscore: 563,000<br />
' Sy'"'Q'' » £ 'Sr<br />
The graphics are superb, and<br />
there's a fantastic mission briefing<br />
session. Sound is disappointing:<br />
just a few bleeps and bloops<br />
and an ear-wrenching noise<br />
when you are being transported<br />
to another sector.<br />
Sound 31% A<br />
Arcade fee! 84%<br />
Accuracy 87%<br />
< t ' y v ^ ' £> 'S' -Xs f s S;<br />
JR lowscore: 7,100<br />
CAN YOU WAIT?<br />
kVi<br />
IT J<br />
<strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong> 81
I<br />
—<br />
A complete monthly guide by the infamous White Wizarioi<br />
hat better place to start than with Castle Blackstar,<br />
one of the greatest adventures ever to<br />
grace the humble Spectrum and now at last on<br />
the <strong>64</strong>? Using an Infocom-style screen layout,<br />
scoring and move counter, this classic textonly<br />
adventure has you roving about the<br />
'fantastic' Middle Ages.<br />
I record my early disastrous experiences:<br />
After waking from my troubled dreams and being told by a<br />
pretty lady that I should go out and find a certain orb for her, I<br />
find myself in a dry valley near to a castle. Alas I am also near<br />
1,n9S<br />
idvlnw^'<br />
3TS<<br />
n0t d i^tcentt\c<br />
and<br />
usual e^l' ugh, U<br />
5*-«r2<br />
to a large forest and spend many moves blundering round it. I<br />
have no objects to drop and mark my way, having lost them<br />
all as (I blush) a penalty for uttering oaths. (This latter is an<br />
excellent touch, but programmers really should try to discriminate<br />
between foul-mouthed ores who deserve every<br />
punishment they get, and those such as I who let slip only the<br />
very occasional improper remark.)<br />
After giving up all hope of escape I accidentally take a<br />
wrong turning and stumble upon a gingerbread cottage. My<br />
joy is turned to sorrow a few minutes later when I am turned<br />
by a witch into a small, pink, wriggling worm ! Great goblins<br />
alive, I am not used to being treated like this! But luckily, after<br />
being eaten by a bird, a goddess, bless her soul, takes pity on<br />
me and restores me back to my wise and wonderful self.<br />
go to the castle only to find that the woodland has<br />
Back I<br />
grown over my previous route and I am back to square one,<br />
lost! Never mind, I relish a challenge. I am pleased to report<br />
that after a few games I have been able to enter the castle and<br />
really get going.<br />
Castle B/ackstar has many interesting locations—there are<br />
plenty outside the castle as well as within. Indeed in many<br />
ways it is up to the standard of most disk-based adventures<br />
both as complex and absorbing. The vocabulary is very good<br />
with plenty of opportunity to use more than just two-word<br />
inputs. There's also a good line in responses providing<br />
variation and interest. Not to mention plenty of sarcastic<br />
comments which crop up unexpectedly and are quite<br />
amusing.<br />
One annoying feature is that it appears impossible to<br />
restore the game to the start position without actually<br />
reloading. The White Wizard believes this shows inadequate<br />
allowance for human failure, especially in an adventure as<br />
difficult as this.<br />
But despite this quirk, Castle B/ackstar is a really great<br />
cassette adventure that should become a classic. I'm<br />
expecting my mailbag to expand by a few more inches<br />
because of it.<br />
CASTLE BLACKSTAR<br />
CDS, £6.95 cass<br />
^<br />
Atmosphere<br />
Interaction<br />
Lasting Interest<br />
Value for Money<br />
72%<br />
79%<br />
82%<br />
81%<br />
82 <strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong><br />
isstiesflNp He's
izardfor all <strong>64</strong> owners who prefer games involving typed commands rather than wiggled joysticks.<br />
ext a look at this month's disk-based<br />
adventures. I feel I can begin by saying that<br />
there's now absolutely no excuse not to buy a<br />
disk drive, other than complete, abject<br />
poverty.<br />
Let me explain. I have just spent the last<br />
seven days in the very back of my cave,<br />
isolated from the rest of the world, doing<br />
nothing otherthan to play the latest release from the wonder<br />
programmers at Infocom, Hitch Hiker's Guide to the Galaxy.<br />
My verdict? Absolutely WIZARD!<br />
I feel I have no choice but to tell you about it at length, even<br />
though it is vastly expensive and not yet widely available in<br />
these isles. My hope is that someone will soon rectify this<br />
situation.<br />
Like the other Infocom games. Hitch Hiker's has no<br />
graphics. Yet it must rate as perhaps the most witty and<br />
ingenious, adventure ever. For a start it includes one of the<br />
largest vocabularies yet seen by me. Indeed its handling of<br />
words is so convincing you often feel you are engaged in<br />
genuine conversation with it. The most improbable entries<br />
you can come up with are often greeted with appropriate and<br />
sometimes hilarious responses. Type 'Kiss Ford' and it<br />
responds This is a family entertainment, not a video nasty.'<br />
Type a command afteryou've died, and it responds 'You keep<br />
out of this, you're dead.'<br />
The descriptions of the locations and of events which take<br />
place are also brilliantly witty and perfectly capture the feel of<br />
the book on which the game is based.<br />
Another great feature is the Hitch Hiker's Guide itself<br />
which, once found, can be used obtain useful or at least<br />
humourous information on almost any of the large number<br />
of objects and characters mentioned in the game. Even on the<br />
rare occasions when it has nothing to offer it comes up with a<br />
suitable response such as 'That section of data was<br />
destroyed during an office party last night.'<br />
As is the case with all Infocom adventures the packaging of<br />
Hitch Hikers is absolutely superb. Included in its price,<br />
amongst other things, are peril-sensitive sunglasses and<br />
pocket fluff( !).<br />
You start the adventure playing the role of Arthur Dent who<br />
wakes up on the worst day of his life with a tremendous<br />
hangover, a condition the White Wizard is not unfamiliar with<br />
after a heavy night on the Pipistrelle '56.<br />
An aspirin, and a few more moments of exploration later<br />
and you discover that you are in the same situation as in the<br />
start of the Douglas Adams book— a bulldozer is about to<br />
knock down your house, and, more importantly, a fleet of<br />
Vogon ships are about to destroy the earth to clear the way<br />
for an interplanetary highway.<br />
Early problems include howto avoid being killed by a flying<br />
brick as your home is crushed, and how to escape the earth's<br />
destruction with your friend Ford Prefect.<br />
A basic knowledge of the book is helpful at this early stage,<br />
but before long the adventure takes some highly original<br />
turns and offers a series of difficult and brilliantly conceived<br />
puzzles.<br />
One of the best involves trying to secure a Babel fish from a<br />
dispenser in the hold of one of the Vogon craft. You won't<br />
believe the deviousness of it. / don't believe the deviousness<br />
of it.<br />
Later still, by discovering and activating an improbability<br />
drive, you even find yourself taking on the roles of other<br />
characters in the game in completely different time periods,<br />
and encountering such beings as the Bugblatter beast of<br />
Traal which is so stupid it thinks that if you can't see it, it can't<br />
see you.<br />
Needless to say the number of locations is vast, and the<br />
game also features a useful scoring system, which often<br />
gives clues as to whether you've made a giant step forward or<br />
a massive blunder.<br />
I<br />
did not look too becoming in the peril-sensitive<br />
sunglasses, which are supposed to protect your eyes from<br />
any sort of horror by turning completely opaque at the first<br />
sign of danger . . . not the sort of thing a keen and fearless<br />
adventurer like me should wear. Mind you, throughout the<br />
game you could well do with a pair of these zany specs.<br />
<strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong> 83
With this game's humour, size and attention to detail, it can<br />
be only said that it is destined to become one of the all-time<br />
classics. All I wish is that someone would get a move-on and<br />
start importing it pronto, preferably at a slightly lower price!<br />
r<br />
HITCHHIKER'S GUIDE<br />
TO THE UNIVERSE<br />
Infocom, £30 plus, import only<br />
Atmosphere 97%<br />
Interaction 96%<br />
Lasting interest 95%<br />
Value for money 74%<br />
ilsoft's adventure generator The Quill is both<br />
the bane and the bounty of adventurers, allowing<br />
many more people to create them but<br />
unfortunately also allowing the odd tacky<br />
adventure to be released.<br />
The Helm isn't one of them. It's an example<br />
of a really well put together game providing<br />
lots of humour and plenty of depth. Your quest<br />
is for the Helm of Immortality and it starts in the surroundings,<br />
most unbecoming for this wizard, of a primitive hut.<br />
The major feature of the game is that it's full of really cute<br />
responses which alternately inflated and deflated my ego.<br />
When waiting for input the computer addressed me as a<br />
'sylph-like cosmic being', 'your absolute brillianceness' and it<br />
even said 'I patiently and eagerly await your next wondrous<br />
command, O all intelligent one.'<br />
Now this is my sort of computer: obedient, grovelling and<br />
slave-like. My beard drooped somewhat however when<br />
asking for help or inputting words not in the vocab list. Both<br />
are met by unhelpful, if not damned impertinent replies that<br />
nearly made me choke on a bat wing.<br />
The humour, good as it was, risked being repetitive but I<br />
found I just ignored the useless bits of text after a while. The<br />
actual location descriptions are usually quite good with<br />
coloured text but no graphics.<br />
The game is limited to the old-fashioned two-word<br />
inputting — you have to use simple phrases like 'Tie rope'<br />
and you're just lucky if you've got the right object to tie it to.<br />
The puzzles that have to be solved include some codebreaking<br />
and a rather obscure discovery concerning a thick<br />
fishing line.<br />
When the program can't act on an input it has two types of<br />
response. One is where at least one word appears in its vocab<br />
list, and the other is where no words are recognised (and you<br />
get cheekily ticked off for not using the Queen's English).<br />
It obviously doesn't match the more expensive disk-based<br />
games but for £2.50 1 think it deserves a place in any<br />
adventurer's collection, particularly if you enjoy a really<br />
sycophantic computer doing your bidding.<br />
84 <strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong><br />
THE HELM<br />
Firebird,<br />
£2.50 cass<br />
Atmosphere 89%<br />
Interaction 38%<br />
Lasting interest 60%<br />
Value for money 73%<br />
his is the companion adventure to the highly<br />
amusing Helm, but although it too is written<br />
using The Quill, and has the same low price, it<br />
isn't such good value. The game is set on a<br />
submarine and features graphics and sound,<br />
although both are on the poor side. It isn't the<br />
sort of adventure that will appeal to those<br />
hardened and cynical adventurers who tackle<br />
such delights as the Infocom series. However it might well<br />
suit the younger apprentice wizards, as limited interaction<br />
and locations make it quite a simple game.<br />
You take the role of Ed Lines (you're a journalist if you<br />
couldn't guess) and you're writing about life aboard a<br />
modern submarine. Suddenly (there's always a suddenly)<br />
you're attacked, and before you can submerge, the enemy<br />
take the whole crew. Luckily you've hidden and have<br />
remained undiscovered. Great, until you find thatthe sub has<br />
been sunk. Find the telex room to send a message and you'll<br />
be rescued . . . otherwise a watery grave awaits.<br />
The game features graphics, if you can call them graphics.<br />
They're very poor indeed, created from the inbuilt<br />
Commodore graphic set. They don't add to the game<br />
iiMh s d Mm<br />
whatsoever. What is more, there is no separate text window -<br />
the graphics scroll upwards with the messages.<br />
There are sounds too. These, like the graphics, are horrible.<br />
After the opening tune the sound reverts to horrendous<br />
pings, pongs and screeches. Worse still, the noises hold up<br />
play— you have to wait for the game to go through the sound<br />
for a location every time you enter it.<br />
The vocabulary is limited and the responses are very<br />
unhelpful —<br />
'I can't' is the standard response for noncomprehension.<br />
For example 'Examine manual' gives<br />
'There's writing on it!'. Following that up with 'Read' or<br />
'Examine writing' will give the stoical 'I can't'. Getting the<br />
manual, as with all objects, result in 'OK' ... I do hate these<br />
Americanisms.<br />
Those of you who rely heavily on the 'HELP' function will be<br />
annoyed with this adventure - 'You're sunk unless you<br />
EXAMINE things!' is the reply to every enquiry.<br />
Certainly one which is well fitted to the £2.50 range and<br />
overall not that bad an adventure, but one that the White<br />
Wizard would recommend only to the juniors.<br />
SUBSUNK<br />
Firebird,<br />
£2.50, cass<br />
Atmosphere 46%<br />
Interaction 48%<br />
Lasting Interest 37%<br />
Value for money 42%
i<br />
)<br />
ow for a completely different kettle of fish in<br />
the form ofAsylum from Screenplay. This was<br />
originally a text-based adventure with simple<br />
graphic displays that first appeared on the<br />
ancient Video Genie and Tandy TRS80. It took<br />
place inside a maze-like lunatic asylum from<br />
which you must escape.<br />
Now it's been released on the <strong>64</strong> the only<br />
thing that remains unchanged is the theme. Text<br />
descriptions, vocabulary and graphics have all been<br />
improved — especially the graphics.<br />
The game starts inside a cell with only a bed, box and<br />
television camera for company. Close examination of the box<br />
reveals a credit card to be used for unlocking doors.<br />
You move around the maze, not by typed commands, but<br />
by using the cursor keys. The maze is shown as a 3D into-thescreen<br />
view and the walls scroll about convincingly when<br />
turning or moving in screen. This isn't quite what the White<br />
Wizard approves of in an adventure game, but there is a fair<br />
adventuring aspect to it. Figuring out what to do with the<br />
objects found and how to use them is taxing and tricky work.<br />
About the maze there are doors, objects (usually in boxes)<br />
and other inmates. The doors are usually locked and must be<br />
unlocked with the correct card before opening them. These<br />
doors Ifead to other cells that occasionally house either an<br />
object or its occupant (all quite mad!)<br />
Amongst the objects to be found are an axe, a bird costume<br />
(!), a bean bag (!!) and several different types of cards for<br />
unlocking doors.<br />
There are a reasonable amount of responses (but nothing<br />
outstanding) and the vocabulary is good. There are also<br />
some wry humourous touches throughout the game. For<br />
instance, I found hacking an electrician to death with the axe<br />
proved a successful action, but doing the same thing to a<br />
hypochondriac . . . well, it did give me something of a shock!<br />
The White Wizard found that this was one game that<br />
needed careful attention to mapping in order to get anywhere<br />
as it was easy to lost in the maze. I found the whole thing quite<br />
enjoyable but for the high import price, and I think this may<br />
appeal more to the more arcade-minded amongst you.<br />
More cryptic clues to tantalize<br />
you, and hopefully, help you<br />
enter deeper into your adventures.<br />
Many thanks to all those<br />
who've contributed.<br />
Remember, I'm always waiting<br />
for those hints and tips to be<br />
sent in. No matter how trivial<br />
they may seem to you there's<br />
always someone somewhere<br />
that will benefit from their publication.<br />
Put your tips on the<br />
back of a postcard, giving your<br />
name and address, the name of<br />
the game, a clear and concise<br />
description of the problem and<br />
the solution in riddle or cryptic<br />
form.<br />
Don't forget to also put the<br />
solution to your riddle. Sometimes<br />
you adventurers can be so<br />
obscure, even my most amazing<br />
spells will not decipher them!<br />
CRYPTIC CLUES<br />
SHERLOCK<br />
About ten to twelve on Slater Street,<br />
Someone interesting you might<br />
meet.<br />
For Monday night the opium den.<br />
Can only be entered by Chinamen.<br />
Basil's safe can be done.<br />
Without him firing his nasty gun.<br />
You won't succeed, try as you might.<br />
If opened in the broad daylight.<br />
(Kram Nosak, Wolverhampton<br />
DUNGEON ADVENTURE<br />
The solution to getting past the<br />
carnivorous jelly is a dead loss!<br />
MACBETH<br />
A carpet up a stalk is your key to south<br />
of the throne room<br />
(Tony Treadwell, Oxford)<br />
COLOSSAL ADVENTURE<br />
Can't find the Pirate's treasure chest<br />
in the maze near the orange column?<br />
It's vaguely east-north-west!<br />
o<br />
ASYLUM<br />
Screenplay/Softsel, £27.77<br />
CAN YOU WAIT?<br />
Atmosphere<br />
Interaction<br />
Lasting interest<br />
Value for money<br />
82%<br />
73%<br />
75%<br />
62%<br />
tWLmj" i<br />
THAT wqs<br />
thought<br />
<strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong> 85
. .<br />
p<br />
.<br />
’•<br />
CRYSTALS OFCARUS<br />
Annoyed by the troublesome wraith?<br />
Get cross with him!<br />
The answer to the riddle is a killer!<br />
THE HITCH HIKERS GUIDE TO THE<br />
GALAXY<br />
Worried about the bulldozer destroying<br />
your house? A lie might help.<br />
Keep getting killed by a flying brick?<br />
What's the rush? Take time to' talk,<br />
not the towel!<br />
THE HELM<br />
Well, well, well. The stork 'ee likes<br />
fish.<br />
CASTLE OF TERROR<br />
Don't lose your head - pin your hopes<br />
on locking the wheel with something<br />
found in the mill.<br />
Can't climb the stairs from the<br />
banquet hall? — those two knights<br />
under the hall could do with a swing.<br />
( Tony Treadwell, Oxford)<br />
ZORKI<br />
To cross the falls wave the, oops! -<br />
nearly told you, 'cept er, I won't!<br />
(R Garrett, Chelmsford)<br />
ZORK II<br />
Getting past the lizard head isn't that<br />
difficult. In fact it's quite a sweet<br />
thing!<br />
The answer to the riddle is . . . Well, I'd<br />
better not say directly!<br />
THE HOBBIT<br />
Slow, slow, quick, quick, slow .<br />
Time your movements carefully to<br />
avoid being stung by the pale<br />
bulbous eyes.<br />
EUREKA (WAR TIME GERMANY)<br />
The guards have a sweet tooth.<br />
Smoking damages your health.<br />
Get down and dig to the Anvil chorus.<br />
You can blow the bridge from underneath<br />
and the eastern side looks inviting<br />
before using it.<br />
(Justin Bowyer, Thundersley.<br />
TWIN KINGDOM VALLEY<br />
A legendary beast can be killed with<br />
the staff.<br />
A third place medal coloured key will<br />
rescue a damsel in distress<br />
Following the royal chme will bring a<br />
handy present.<br />
(Nevil Michaels, Hull)<br />
COLOSSAL CAVE<br />
Fragile pottery needs a soft, downey<br />
landing.<br />
A three pointed spear will open a<br />
tight lipped shellfish.<br />
Don't be fooled by reflections when<br />
looking out of windows.<br />
(David McLaren, Edinburgh)<br />
THE HULK<br />
When threatened by ants go blind,<br />
deaf, use candle material and hold<br />
your hooter.<br />
(Steven Brooks, Bournemouth)<br />
ERIK THE VIKING<br />
Entering the church is easy if you<br />
show a little respect.<br />
To enter the ice cave do an impression<br />
of Guy Fawkes.<br />
The dogfighters are afraid of themselves<br />
so let them see your problem.<br />
Birds of prey may be hungry today.<br />
How do you kill the dogfighters? The<br />
86 <strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong><br />
mirror can reflect the problem. (Tony<br />
Treadwell, Oxford)<br />
HEROES OF KARN<br />
A magician's tool and a friend will rid<br />
you of annoying spirits.<br />
The witch has a bad case of hydrophobia.<br />
Your friend can use a religious<br />
artefact to convert a bothersome bat.<br />
(Brandon App/ebyt Sunderland)<br />
CLAYMORGUE CASTLE<br />
A heavenly body is buried by the<br />
castle.<br />
It's PLAIN to see that the walls are not<br />
all they seem.<br />
The rats SPELL trouble, unless you do<br />
first.<br />
Adventurers should disappear if they<br />
want to pass a mythical beast.<br />
(Mark Lewis, Worthing)<br />
URBAN UPSTART<br />
Not everything that's thrown away is<br />
rubbish.<br />
The local team have nasty supporters<br />
particularly if you're in the wrong<br />
colours.<br />
Fish and rodent catchers aren't good<br />
for you and Cheddar disagrees with<br />
you.<br />
Civil servants just love coloured<br />
sticky stuff.<br />
(Mirza the Wolfhunter, Streatham)<br />
CLEVER<br />
CONTACTS<br />
Come all who may! Trouble<br />
abounds for many who are<br />
stuck in dungeons, pits, forests<br />
or are being attacked by foul<br />
and unmentionable entities. I'm<br />
sure there's many of you out<br />
there ready to help them escape<br />
their plight.<br />
If you'd like to help them then<br />
why not drop your name into<br />
the Wizard's clever contacts<br />
files? Many poor hobbits, elves,<br />
dwarves and even humans will<br />
be eternally grateful. All you<br />
have to do is put your name,<br />
address and titles of the games<br />
you can offer help with and send<br />
it direct to The White Wizard,<br />
Zzap! <strong>64</strong>, 1 Church Terrace,<br />
Yeovil, Somerset, BA20 1HX.<br />
Make haste! The need is great.<br />
Remember, if you're taking<br />
advantage of any of these offers<br />
of help, you must enclose an<br />
SAE with your question.<br />
ADVENTURE NEWS<br />
What?<br />
No Doomdark?<br />
My sources in Beyond Software<br />
reveal that the release of the <strong>64</strong><br />
version of Doomdark's Revenge<br />
follow up to the excellent Lords of<br />
Midnight, may not now happen.<br />
Apparently sales of the <strong>64</strong> version<br />
of Midnight haven't been as high<br />
as expected, so the conversion of<br />
the superb sequel to the <strong>64</strong> could<br />
well be dropped. A great pitYj 3^<br />
the White Wizard was so looking<br />
forward to playing it on his <strong>64</strong>.<br />
Still, no point in getting too<br />
despondent as Beyond have yet<br />
another incredibly original and<br />
innovative title in the pipeline in<br />
the form of Elindor. It's descried<br />
by Beyond as a mix of Valhalla<br />
and Lords of Midnight with text<br />
Level 9's<br />
big red moon<br />
formof/ ?eX0„ VentUre,n,he<br />
le<br />
ovII 20 9 a<br />
0 m,?« aP e r a c °ntains<br />
Quest fantasy'<br />
m°° n<br />
You mn eft 1<br />
the Crystal<br />
recover<br />
of<br />
castle by ulino !<br />
r°m 3 magica<br />
'<br />
input. It will have a vocabulary of use of<br />
notab,e<br />
maair in f<br />
around 750 words and complex better S°<br />
brush<br />
rd<br />
upP on<br />
input will be possible. There will<br />
my °T'<br />
ations. lncan t-<br />
...<br />
be interactive characters wandering<br />
around as in Valhalla and the<br />
landscaping technique as used in<br />
Midnight will feature heavily. (In<br />
fact there will be<br />
Flower<br />
number of locationsas/M/dmg/)t).<br />
Elindor is being released first<br />
on the Spectrum this summer power book<br />
but should be available on the <strong>64</strong><br />
nearer the end of the year.<br />
Antagonists Vei^^e<br />
- •<br />
• !<br />
.iA ’ ..L' ; -<br />
? a "ed<br />
v<br />
• ' v<br />
•<br />
released<br />
us bv<br />
* h<br />
American<br />
adventure invasion<br />
^easTs't thea rec'entW lormTd<br />
label All American Adventures.<br />
'Ztdus, Ultima Mts-on<br />
III<br />
Asteroid, Ulysses and thegolden<br />
Quest of Merravid, Heroes of Kam,<br />
Empire of Kam, Erik the Viking,<br />
Sherlock, Gremlins, Enchanter, Hitch<br />
Hikers Guide to the Galaxy, Castle of<br />
Terror and lots more . .<br />
Tony Treadwell, 41 Fernhill Road,<br />
Begbroke, Oxford, 0X5 1RR.<br />
Tel. (08675) 6670<br />
Heroes of Kam, Empire of Kam, Zim<br />
Sala Bim, Ring of Power, Eureka!<br />
(Roman), Valhalla<br />
Colin Loosemore, 29 Rufus Gardens,<br />
Totton, Southampton, S04 3TA. Tel.<br />
(0703) 871960 after 5.00 pm<br />
Spiderman, Hulk, Voodoo Castle,<br />
Pirate Adventure, Mission<br />
Impossible, Adventureland, The<br />
adventurers is that they are all<br />
dlS e<br />
Looks |ike the White Wizard's<br />
diskdrive will be whirring away<br />
long into the night in the coming<br />
weeks.<br />
Count, Quest for the Holy Grail, Hobbit,<br />
Classic Adventure, Ten Little<br />
Indians<br />
SAWilliams, 32 Hornbeam Close,<br />
Horsham, Sussex, RH13 5NP.<br />
Sorceror of Claymorgue Castle, Nuclear<br />
War Games, Heroes of Kam,<br />
Empire of Kam, Twin Kingdom<br />
Valley, Mystery of Munroe Manor,<br />
Crystals of Cams, Witches Cauldron,<br />
Gremlins, and most Channel 8 adventures<br />
Mr G.E.Mitchell, 63 Brownlow Street,<br />
Haxby Road, York, Y03 7LW. Tel.<br />
(0904) 27489 between 10.00 to 1.00<br />
pm and 5.00 and 8.00 pm<br />
Ring of Power, Hobbit, Heroes of<br />
Kam, Empire of Kam, Catacombs,<br />
Eureka! (Prehistoric), Twin Kingdom<br />
Valley, Aztec Tomb, Forest of Doom<br />
Simon Gaunt, 52 Ashburton Close,<br />
MZZT: o bZ e jT r<br />
3<br />
fame 6 ' ts is clain<br />
that it<br />
w 'th a paper<br />
mpl<br />
balTbn l°<br />
with<br />
b k info about f<br />
pac *<br />
insects and<br />
f,OWe<br />
other<br />
in ^e game My'S*<br />
moused. S<br />
A review V nexu e<br />
Shoot arrow<br />
kill sheriff<br />
Adventure International<br />
e<br />
8<br />
Robin Hood '° P<br />
''a?<br />
linked to Z Z e eT r<br />
^<br />
tl<br />
r'es. It will be<br />
H °warth wrVen<br />
(one Zt .2<br />
VVi^arH'o wizard £ the<br />
s<br />
favourite ap<br />
9ame author*;) /<br />
» IV 4r25?X*<br />
available ^<br />
' Gremhn s and<br />
" earer to<br />
year<br />
‘be enc<br />
Adwick le Street, Nr Doncaster, South<br />
Yorkshire, DN6 7DE. Tel (0302)<br />
726917 after 4.00pm week days and<br />
anytime weekends.<br />
Any Level 9 adventure. Heroes of<br />
Kam, Empire of Kam, Hobbit, Valkyrie<br />
17, Witches Cauldron, Urban<br />
Upstart, Golden Baton, Arrow of<br />
Death parts I and II, Wizard of Akyrz,<br />
Circus. Waxworks, Ket Trilogy, Zork I<br />
and II, Deadline<br />
Send an SAE with your queries to:<br />
Nik Walkland, 84 Kendal Road, Hillsborough,<br />
Sheffield, S<strong>64</strong>QH.<br />
Colossal Adventure, Dungeon<br />
Adventure, Lords of Time, Snowball,<br />
Hobbit<br />
Philip Chan, 7 Rushmead Close,<br />
Canterbury, Kent, CT2 7RP.<br />
Tel. (0227) 45391 1 between 6.00 and<br />
9.00 pm only
I enclose<br />
AVIEW AKILL<br />
the Computer Game<br />
J<br />
YOU will become<br />
James Bond<br />
in his first arcade/adventure<br />
AVAILABLE NOW on<br />
Spectrum 48K, Commodore <strong>64</strong>,<br />
Enterprise<br />
and watch out for<br />
I Amstrad, MSX and others<br />
© Eon Productions Ltd. Glidrose Publications Ltd. <strong>1985</strong><br />
Domark Ltd., 204 Worple Road, London SW20 8PN. Tel: 01-947 5624 Telex: 894475 G<br />
ORDER YOUR COPY NOW!<br />
CALL 01-947 5624/5/6<br />
OFFICE HOURSONLY<br />
NAME: (block letters)<br />
ADDRESS<br />
COUNTY<br />
DOMARK<br />
To: Domark Ltd., 204 Worple Road,<br />
London SW20 8PN<br />
Telex: 894475 G<br />
POSTCODE<br />
Please send me<br />
copies of “A View to a Kill - The Computer Game”<br />
at £10.99 (includes postage and packing).<br />
a cheque/P.O. for £<br />
My computer is:<br />
You may order by Access d Visa d American Express d by post or<br />
telephone (01 -947 5624/5/6). office hours only<br />
Please debit my CREDIT CARD d Signature:<br />
Account No:<br />
Expiry Date:<br />
ZAP
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My timetable of bloodshed<br />
Evil JR blasts<br />
the Harper challenge off the road<br />
No, no, no, NQOOOOOO! It cannot be. The accursed Zzap games<br />
warrior Julian Rignail has done it again. For the THIRD MONTH<br />
RUNNING he has claimed the title of <strong>64</strong> games-playing champ.<br />
Swine! Barbarian! My reputation is in ruins. How can I bear to<br />
show my mask in public when I have again failed to find a<br />
challenger to beat him?<br />
I was so confident, so sure. I had summoned one whom I<br />
thought an invincible opponent to replace last month's ill-fated<br />
Andrew Clarke, whose scalp now hangs next to the battle-worn<br />
Kempston above Rignall's computer. My new challenger had<br />
real class.<br />
His designation: Paul Harper of Bury, West Sussex. O level<br />
school boy. <strong>64</strong> owner of more than two years standing. Gameplaying<br />
fanatic.<br />
His mission: to utterly destroy the rumbustuous Rignail on<br />
that evil US Gold arcade game Spy Hunter.<br />
It is true that the champion himself was no mean hand at this<br />
particular program, having notched up scores in the hundreds of<br />
thousands. Yet that is why I chose this game! I wanted to crush<br />
the champion on one of his own choice pastimes, in order to<br />
make the defeat all the more bitter! Besides my challenger<br />
showed astounding promise. He had notched up over 29,000 on<br />
the so-called 'Impossible' Mission, done all five levels on Boulder<br />
Dash, passed 100,000 on Suicide Express, and — here's the<br />
crunch — comfortably topped a MILLION on Spy Hunter. HA!<br />
What is more ! had not left events to chance but had availed<br />
myself of a delicious underhand tactic. Read on<br />
• A sick expression as Rignail<br />
remembers those chicken legs.<br />
Alas, my poison wasn't strong<br />
enough.
I<br />
ESSBSBhS<br />
conds<br />
sr is startir<br />
early err<br />
furiously <<br />
ind^Tno'vesTsTl<br />
yself for failing to use a<br />
he's first to<br />
egin the big<br />
ungles and<br />
nd another!<br />
3 disappointed feeble t<br />
s, but a deters<br />
into his eyes<br />
ins. He streaks<br />
like Concorde<br />
I've got<br />
pareto cra<<br />
of 1975 Do<br />
ulbous<br />
s<br />
iuch lower. Oh<br />
ignall is catchi<br />
id, 69, 70, 71<br />
ken Harper's<br />
sibly as two c;<br />
vitchblades o<br />
uckless chalis<br />
car spinning<br />
RignaH, who can’t see the ot<br />
screen, takes a bridge un<br />
immense pressure, weav<br />
swerves, brakes and
.<br />
.<br />
.<br />
!<br />
They did not lie<br />
Last month I drew attention to<br />
two scores which I was extremely<br />
suspicious about and poured<br />
scorn on the two unfortunates<br />
who sent them in. Both these<br />
people have since protested their<br />
innocence to me as a result of<br />
which I the Scorelord proclaim<br />
the following:<br />
1. Paul Broadway of Andover,<br />
Hants who sent in a score of<br />
252,600 on POLE POSITION is<br />
NOT a liar, despite the fact that<br />
this score is utterly impossible on<br />
the US Gold version of the game<br />
— his score was produced on an<br />
earlier version unreleased in<br />
Britain which (he now realises)<br />
has certain crucial differences.<br />
Cosmic apologies, O Paul, but<br />
only US Gold/Datasoft Pole Position<br />
scores from now on, I pray.<br />
2. Mrs M Chuda's claimed score<br />
on IMPOSSIBLE MISSION of<br />
29,959 1 now have no doubts over<br />
at all. Instead I congratulate her<br />
on her fine-tuned understanding<br />
of this game.<br />
The situation on impossible<br />
Mission high scores is extremely<br />
confused even for my infinite<br />
intelligence. There are slight differences<br />
between disk and cassette<br />
versions of the game, plus,<br />
what is worse, at least one suspect<br />
technique for obtaining truly<br />
mega-scores. This technique<br />
came to light after I had received<br />
a good number of scores over the<br />
30,000 mark, which I considered<br />
quite impossible for a normal<br />
game where the rooms, robots<br />
and puzzle pieces have been<br />
completely reset at random.<br />
HOWEVER, it has been brought<br />
to my notice by a Mrs O Brentnall<br />
of Derbyshire galaxy, that the<br />
FIRST game one plays is often the<br />
same every time. Therefore a<br />
player can get to know exactly<br />
where all the pieces are and tear<br />
through the game going only to<br />
the correct 36 pieces of furniture.<br />
Indeed it's possible that some<br />
players use this method without<br />
even realising it!<br />
In addition, on some copies of<br />
My monstrous mail bag<br />
The hordes of heroes sending<br />
their scores to me have increased<br />
to alarming levels. High score<br />
quality is improving rapidly too,<br />
although I note with distaste that<br />
the Zzap upstarts continue to<br />
hold high positions on several<br />
games. I eagerly wait the scores<br />
which will consign them to<br />
oblivion.<br />
Enquiries from one Anita<br />
Weston about Quo Vadis have<br />
added to my concern about this<br />
game. She is one of the many<br />
who have now completed it and<br />
has sent off her solutions to the<br />
riddles to The Edge in hope of<br />
winning the prize sceptre. Three<br />
letters she's written without, so<br />
BLUE MAX (Synsoft/US Gold)<br />
13,520 Philip Desmond, Chelmsford, Essex.<br />
far, reply. Alas, this game and its<br />
solution have caused much<br />
sorrow and frustration throughout<br />
the land, the true solution, if<br />
there is a true solution, being too<br />
obscure even for a being of my<br />
uncountable IQ. The only<br />
consolation is that if the game is<br />
not solved until October, The<br />
Edge have promised that the<br />
winner will then receive £30,000<br />
as well as the sceptre . .<br />
Following my comment last<br />
month, I am grateful for a communication<br />
from Mrs Barbara<br />
Brewster of Gloucester who<br />
assures me that there ARE<br />
plenty of female humans who<br />
are competent game players,<br />
herself included. This is wonderful.<br />
You never know ... a female<br />
could well be called down to<br />
challenge and crush the Zzap!<br />
champ —<br />
I cannot conceive a<br />
greater humiliation . .<br />
Finally I must draw attention<br />
to the vast quantities of digital,<br />
inter-galactic electronic mail I<br />
am now receiving in praise of<br />
my good looks, powerful dark<br />
features, etc. It is extremely<br />
soothing to my brain to receive<br />
such comments. I congratulate<br />
both authors on their accurate<br />
observations . .<br />
the game, it is possible, by judicious<br />
use of the RESTORE key to<br />
return to the same game layout<br />
again and again, fine-tuning your<br />
technique to an otherwise impossible<br />
extent.<br />
Bear these points in mind on<br />
reading the new Impossible<br />
Mission high scores. For a truly<br />
random game in which each<br />
room must be explored in full,<br />
scores oyer about 27,500 are<br />
astonishingly good.<br />
CAULDRON (Palace)<br />
160.000 Darren Smith, Bury St Edmunds, Suffolk.<br />
CLIFF HANGER (New Generation)<br />
29.600 G, Patterson, Northumbs.<br />
CYBOTRON (Anirog)<br />
386.200 M. O'Reilly, Rishton, Lancs.<br />
DEFENDER (Atarisoft)<br />
3,000,150 Julian Rignall, Zzap!<br />
2,628,125 Jason Page, Swindon, Wilts.<br />
DAVID'S MIDNIGHT MAGIC (Ariolasoft)<br />
1,222,210 Malcom Stretton, Berkhampstead,<br />
Herts.<br />
DROPZONE (UK Gold)<br />
1,008,330 Julian Rignall, Zzap!<br />
338,160 Gary Penn, Zzap!<br />
135,750 Bob Wade, Zzap!<br />
ENCOUNTER (Novagen)<br />
320.000 Julian Rignall, Zzap!<br />
283.200 Bob Wade, Zzap!<br />
213,400 Graeme Mottram, Boston, Lines.<br />
ENTOMBED (Ultimate)<br />
Completed 0.50 Gary Penn, Zzap!<br />
Completed 1 .05 Julian Rignall, Zzap!<br />
FORT APOCALYPSE (Synsoft/USGold)<br />
89,950 Julian Rignall, Zzap!<br />
80.000 Brian Osbourne, Artington, Guildford.<br />
75,800 Philip Desmond, Chelmsford, Essex.<br />
F15 STRIKE EAGLE (Microprose/US Gold)<br />
70,350 Keith Rippon, Bailrigg, Lancs.<br />
38,850 Stephen Minikin, Whitley Bay, Tyne and<br />
Wear.<br />
SCORELORD'S SUPERSCORERS<br />
ANCiPTTAL (Uamasoft)<br />
16.838.000 NorbertGrey, Drumcondra, Dublin.<br />
16,034,170 Wulf Grimbly, London.<br />
10.101.000 Gary Penn, Zzap)<br />
AIRWOLF (Elite)<br />
43,291 Brain Cronin, Derby.<br />
21,610 Larry McGeary, Bishopston, Bristol.<br />
16,950 Matthew Jones, Pwllheli, Gwynedd.<br />
BLACK THUNDER/SUICIDE<br />
(Quicksilva/Gremiin Graphics)<br />
59,630 Gary Patterson, Northumbs.<br />
56,170 A. Carter, Camberley, Surrey.<br />
55,370 Tom McKee, Ross-Shire.<br />
EXPRESS<br />
BEACH HEAD (Access/ US Gold)<br />
498.600 Michael Turner, Brierly Hill, W. Midlands.<br />
BUCK ROGERS (Sega/US Gold)<br />
565.600 Julian Rignall, Zzap!<br />
378,000 Richard Downer, Sharnbrook, Beds.<br />
352.600 David Carter, ^eovil, Somerset.<br />
BEAM RIDER (Activision)<br />
52,184 Stephen Minikin, Whitley Bay, Tyne and<br />
Wear.<br />
48,880 Anurag Sharma, Gateacre, Merseyside.<br />
BOUNTY BOB (Big Star/US Gold)<br />
79,675 Julian Rignall, Zzap!<br />
68,358 Jonathan Rignall, LLangeitho, Dyfed.<br />
CAD CAM WARRIOR (Taskset)<br />
3,251 Philip Desmond, Chelmsford, Essex.<br />
1,181 Sam Doust, London.<br />
FORBIDDEN FOREST (Cosmi)<br />
398,306 Larry McGeary, Bishopston, Bristol.<br />
GYRUSS (Parker Bros)<br />
1,784,550 Julian Rignall, Zzap!<br />
1,369,150 Mrs R. Nicholson, Kimberworth, Rotherham.<br />
1 , 1 03,250 Jason Wier, Warwick.<br />
GHOSTBUSTERS (Activision)<br />
(1 game, starting on $10,000)<br />
44.900 Bob Wade, Zzap<br />
43.600 Karen Allaway, Haywards Heath, Sussex.<br />
42.900 Rachel Watson, Aberystwyth, Dyfed.<br />
92 <strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong><br />
i<br />
I
GUARDIAN (Alligata)<br />
795.350 Julian Rignall,Zzap!<br />
467.350 Khalid Mirza, London.<br />
396,750 M. O'Rielly, Rishton, Lancs.<br />
GOGO THE GHOST (Firebird)<br />
77,701 Richard Andrews, Stonieigh, Surrey<br />
H.E.R.O. (Activision)<br />
245,886 Martin Trickey, Bideford, Devon<br />
218,490 Chris Price, Newport, Gwent.<br />
Bugs and cheat modes<br />
There are special methods on<br />
some games for getting monstrous<br />
scores, and it is sometimes<br />
difficult to rule whether such<br />
techniques are legal or not.<br />
Obvious cheat modes such as<br />
typing GOATS in Revenge of the<br />
Mutant Camels or RED in Zaxxon<br />
are clearly not allowed. Certain<br />
other techniques such as shooting<br />
the on-screen bonuses on the<br />
tank stage of Beach Head for a<br />
massive extra score, are fully<br />
legal. On certain other games I<br />
have yet to make a ruling.<br />
IMPOSSIBLE MISSION (CBS)<br />
30,653<br />
30,100 J Clair, Tyne-and-Wear<br />
30,524 M O'Reilly, Rishton, Lancs<br />
R Baines, London<br />
INDIANA JONES (US Gold)<br />
13,200 Stuart Muir, Broughton, S. Humberside RAID 310,000 OVER MOSCOW (US Gold)<br />
JAMMIN' (Taskset)<br />
329,750 Gary Penn, Zzap!<br />
411,922 Tim Burnett, High Wycombe, Bucks<br />
320,500 Darren Casker, Bargoed, Mid Glamorgan<br />
It is essential therefore that if<br />
you do get scores through bugs,<br />
cheat modes or other special<br />
techniques you must SAY so,<br />
along with any other details<br />
about your scores. It is quite possible<br />
your score will be valid. But I<br />
MUST have full details or nagging<br />
doubts will enter my mind<br />
... A letter accompanying the<br />
form will be very useful.<br />
One final word about that annoyingly<br />
popular battle-tool, the<br />
Quickshot II, which features an<br />
automatic rapid fire facility. In my<br />
view using this is wimpish. In my<br />
days at the Proxima University of<br />
Video we were compelled to use<br />
our index fingers — ALL true<br />
video fighter use only a manual<br />
fire button. The rapid fire wimps<br />
will not be expelled from the high<br />
score tables, but from now on<br />
they MUST STATE on the entry<br />
form whether they have used this<br />
technique.<br />
j<br />
425,000 KONG II (Ocean)<br />
551,600 Bob Wade, Zzap!<br />
427,685 Jonathan Bethell, Eaton Bishop, Hereford<br />
Glen Hendry, Paisley.<br />
MAMA LLAMA (Llamasoft) 1,128,119 CF93 Wulf<br />
Grimbly, London.<br />
898,924 CF157 Philip Merchant, Bristol.<br />
806,478 CF158 Dave Hall, Cambeley, Surrey.<br />
1,469,100<br />
QUO VADIS (The Edge)<br />
2,750,650 Michael Shaw, Dukinfield, Cheshire<br />
1,665,800 Tom McKee, Ross-Shire.<br />
D. Davies, Altrincham, Trafford.<br />
POLE POSITION (US Gold)<br />
199,000<br />
129,650 Julian Rignall, Zzap!<br />
1 17,300 Terry Bailey, Pencuick, Midlothian<br />
1 12,050 Mattew Barratt, Beds.<br />
PITFALL II (Activision)<br />
Richard Jackson, Loughborogh, Leics<br />
128,000<br />
PSYCHEDELIA (Llanasoft)<br />
'A very pretty pattern indeed' Alan Green, Berk<br />
hampstead, Herts.<br />
POOYAN (US Gold)<br />
Rachel Watson, Aberystwyth, Dyfed<br />
PASTF1NDER (Activision)<br />
380,190 Jonathan Bethell, Eaton Bishop, Hereford<br />
342,690 Paul Montague, Eaton Bishop, Hereford.<br />
42,350<br />
Julian Rignall, Zzap!<br />
ROLAND RAT (Ocean)<br />
43,050 Gary Penn Zzap!<br />
Bob Wade Zzap!<br />
SUPER PIPELINE II (Taskset)<br />
1 1 1 ,568 Gary Penn, Zzap!<br />
109,752 Rachel Watson, Aberystwyth, Dyfed<br />
103,682 Julian Rignall, Zzap!<br />
SPY HUNTER (US Gold)<br />
1,087,510 Darren Eaton, Horwich, Bolton.<br />
793,485 Andrew Carter, Stockton-on-Tees, Cleve<br />
land.<br />
700,550 Stephen Birchall, W. Sussex.<br />
STAR WARS (Parker Bros)<br />
98,000<br />
36,000,000 Paul Johnston, Eariston, Berwicks.<br />
12,987,562 Julian Rignall, Zzap!<br />
11,300,241 Darren Wagstaff, Saeford, Sussex<br />
SON 918,000 OF BLAGGER (Alligata)<br />
128,280 Lee Mellor, Blackburn, Lancs<br />
Dirk Lee, Andover, Hants.<br />
819,100<br />
SLINKY (Cosmi)<br />
100,000,000 Julian Rignall, Zzap!<br />
Zeno Winkens, Currucloe, Co. Wexford<br />
TAPPER (Sega/US Gold)<br />
1,002,250 Brian Cronin, Derby.<br />
Shaun Noble, Chelston, Torquay<br />
93,010 Alan Ireland, Currie, Midlothian. TRASHMAN (New Generation)<br />
27,399 Stephen Watson, Birtley, Co. Durham<br />
POSTER PASTER (Taskset)<br />
61,300 David Cutting, Grimbsby, S. Humbs. TOY BIZARRE (Activision)<br />
ROCK N' BOLT (Activision)<br />
$4,586.85 Stuart Hine, Green Penn, Bucks<br />
RIVER RAID (Activision)<br />
418,510 Stephen Healy, Blackburn, Lancs<br />
579,330 Mrs D Renny, Hornchurch, Essex.<br />
519,<strong>64</strong>0 Michael Renny, Hornchurch, Essex<br />
UP 'N' DOWN (Sega/US Gold)<br />
175,360 Jason Rogers, Redcar, Cleveland<br />
165,210 Bob Wade, Zzap!<br />
How to enter your challenge<br />
1. State games and scores clearly on the form provided (or a close<br />
copy). You can give fewer than four games if you wish.<br />
2. State level achieved at the end of each game, either the wave<br />
number (if possible), rating or some indication of how far you went<br />
into the game along with the time taken to complete the game.<br />
3. In the space provided write further details about the game which<br />
might help to confirm your score. If it's an arcade adventure then<br />
write the percentage and if it has a time limit or bonus then state<br />
how long was left and what bonus was awarded. Other details<br />
include things like the game crashing because of the high-score<br />
achieved or whether the game resets at a certain point. Any other<br />
relevant details will be useful.<br />
5. Post your entry to: Zzap Challenge, Zzap! <strong>64</strong>, 1 Church Terrace,<br />
Yeovil, Somerset BA20 1HX.<br />
Yes, I'm ready to challenge the Zzap champion on the following games<br />
Game Score Level reached<br />
Other details<br />
Time taken<br />
Game Level reached Time taken<br />
Other details<br />
Game Level reached Time taken<br />
Other details<br />
Game Score Level reached Time taken<br />
Other details<br />
Did you exploit any cheats, bugs or special techniques (inc. auto rapid fire) to obtain any of these .scores? (Yes/no) ... (If Yes', give full details on a<br />
separate piece of paper.)<br />
I<br />
promise these scores are genuine. Signed<br />
Name<br />
Address<br />
Postcode<br />
Telephone number (if poss)<br />
<strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong> 93
. 1<br />
1<br />
was<br />
prefer<br />
.<br />
.<br />
:<br />
"<br />
.<br />
.<br />
'<br />
:<br />
&<br />
.<br />
m* temkmmm<br />
s?<br />
jMjMl<br />
-mm<br />
.:i<br />
Jlllf 1;<br />
£&:•<br />
iliil<br />
'<br />
•<br />
The freakiest columnist in the universe.<br />
128— split<br />
personality?<br />
Recently I out at the<br />
Hanover show (demonstrating<br />
Atari Colourspace on the Atari<br />
stand) and I had decent chance<br />
to check out all the latest stuff<br />
from Commodore and Atari.<br />
The new Commodore machine,<br />
the 128, I really don't know<br />
what to make of it ... it looks<br />
immmmmm<br />
good, zarjaz keyboard, futuristic<br />
styling, and quite a bit of memory.<br />
In 128K-mode it certainly<br />
makes up for a lot of deficiencies<br />
on the <strong>64</strong>: the BASIC is well extended<br />
with loads of disk commands<br />
(how kozmicto be ableto<br />
have a DIRECTORY without<br />
losing your program) and all the<br />
Beastly bits and pieces<br />
• PSYCH fiends out there, you<br />
should turn on to Activision's<br />
Master of the Lamps in a dark<br />
room. The flying sequence on<br />
that game is really good — sort of<br />
a 3D tunnel effect done by the<br />
simplest sprite manipulation, but<br />
really effective. The second half<br />
of the game is a fairly soporific<br />
version of that Simon game we all<br />
wrote when we were learning to<br />
program, but it's only really there<br />
as an interlude between flying<br />
sequences. Music's not bad<br />
either. The guy who wrote it was<br />
interviewed in the US press about<br />
his next game, he said it'd be<br />
'psychedelic' . . . Fact is, if it's still<br />
going to be a GAME, then he's<br />
missed the point<br />
• I'm not normally one for<br />
platform games, but I've been<br />
playing Bounty Bob Strikes Back<br />
for old time's sake. I had Miner<br />
2049'er on my Atari years ago,<br />
before all those nauseating plagiarists<br />
destroyed the genre totally<br />
by flooding our computers with<br />
endless ladders and platform<br />
derivatives. If you liked 2049er<br />
and are not terminally naffed off<br />
with the whole scene, then you'll<br />
love BBSB, 'cos it's more of the<br />
same with more monsters, more<br />
rooms, more control over both<br />
Bob and the game's parameters,<br />
and the most amazing hiscore<br />
sequence, ever.<br />
• There's another good 'caverns'<br />
jumping game around in the<br />
States at the moment called<br />
Montezuma's Revenge. It's really<br />
well programmed and full of excellent<br />
little humorous touches<br />
(like going up in a large puff of<br />
smoke if you jump in the fire).<br />
Look out for it.<br />
• Anyone seen that TirNa Nog ? I<br />
think they should've called it 'Neil<br />
Goes Shopping' or something,<br />
because the main figure really<br />
does look a lot like Neil. I can<br />
imagine the text: 'Oh no, here's<br />
an axe, oh, really bad karma, better<br />
take it though, oh wow it's<br />
'<br />
really HEAVY man<br />
• We've been getting stuck into<br />
The Empire Strikes Back — I've<br />
had my Star Wars arcade booth<br />
upgraded to run the new game,<br />
and it's totally zarjaz. The first<br />
bit's a fast snowspeeder ride over<br />
the surface of Hoth blasting Imperial<br />
Probots, the second bit is<br />
Attack of the Mutant Camels- in-<br />
30 with bonus points for trick flying<br />
between the camel's legs, the<br />
third bit is Tie-Fighters in space,<br />
and the last bit is a demonically<br />
difficult asteroid field (and you<br />
can't shoot the asteroids!!)<br />
• Then that Darth appears to tell<br />
you just what he thinks of you and<br />
it's back around for more-of-thesame-but-harder.<br />
The speech<br />
synthesis is really excellent . .<br />
check out your local arcade for<br />
the conversion, it's well worth a<br />
few lOp's.<br />
• You should check out some of<br />
the MSX stuff out of Japan ... I<br />
know the MSX tech spec is pretty<br />
naff when compared to our own<br />
<strong>64</strong>, but games like Rollerball,<br />
Pinball \<br />
Hole-in-One Golf and Yie-<br />
ArKung Fu are being written with<br />
the sort of attention-to-detail and<br />
utter playability you'd normally<br />
associate with the arcade. (Probably<br />
because the games are<br />
being written by people like<br />
Nichibutsu and Konami who<br />
already write genuine arcade<br />
games). MSX is alright just so<br />
long as you don't ask it<br />
to scroll,<br />
but I think I the good 'ol <strong>64</strong><br />
somehow<br />
graphic commands from the old<br />
Vic Super Expander (remember<br />
the Vic?) with some sprite ones<br />
added, and a load of other commands<br />
for this'n'that.<br />
There's also a monitor in ROM<br />
much like that in the C16/Plus 4<br />
(which were allocated only a<br />
teeny bit of the Commodore<br />
stand . . . were Commodore<br />
ashamed of them, or did they<br />
just want everyone to forget all<br />
about them and go look at the<br />
C128 instead?)<br />
With its Z80 second processor,<br />
the 128 also supports<br />
CP/M (an operating system<br />
which runs business software).<br />
But the main point is that can<br />
emulate the <strong>64</strong> totally. (Go into<br />
<strong>64</strong> mode and even System Reset<br />
behaves exactly as on the <strong>64</strong>!)<br />
So all <strong>64</strong> games run without fault<br />
on the 128 — and the trouble is,<br />
are any software houses actually<br />
going to use that extra <strong>64</strong>K<br />
(and thus cut off the possibility<br />
of selling to existing '<strong>64</strong> owners)<br />
or are they just going to go right<br />
on writing <strong>64</strong> progs for 1 28 owners<br />
to run in <strong>64</strong> mode? Business<br />
progs may be expanded to use<br />
the extra RAM, but I think most<br />
games authors are going to stick<br />
to the <strong>64</strong>.<br />
So you only really end up getting<br />
the full benefit of the 128 if<br />
you're a businessman who likes<br />
the occasional <strong>64</strong>game, and has<br />
a genuine desire to run CP/M.<br />
Games people who want the<br />
extra RAM might be better off<br />
going for the Atari 130XE which<br />
has 128K and costs about half<br />
the probable price of the 128<br />
(you're not paying for a CP/M<br />
option you'll never use). Still, a<br />
lot depends on pricing . . . the<br />
128 at £200 would be really<br />
good, but if you ask much over<br />
£300 you might as well pay the<br />
extra and get the new 16-bit<br />
Atari, the 520ST, a machine I<br />
can't wait to get my hands on —<br />
you could spend a whole year<br />
just writing one game for it and<br />
still not fill upthat512K!<br />
World's worst/greatest game<br />
Whilst coming home from<br />
(amongst other places) Egypt<br />
(where I learned to ride a camel), I<br />
came across what must surely be<br />
the Worst Video Game ever to<br />
make it into an Arcade machine.<br />
It's BRILLIANT. I'm almost considering<br />
buying one, it's just SO<br />
BAD you won't believe it.<br />
It's in Heathrow Airport — go<br />
out and see it, it's worth the fare<br />
just for the laugh you'll have<br />
when you see it ... It's called<br />
'Caverns' (or 'Canyons' or something<br />
of that ilk) and it's apparently<br />
running on a converted Galaxian<br />
board . . . although when<br />
you see it you'll think it's actually<br />
a ZX81 with a colour board . .<br />
There's these caverns, y'see,<br />
made up of great blocks with<br />
what appear to be (hee hee)<br />
BRACKETS along the edge of<br />
them, all scrolling down the<br />
screen with the most amazingly<br />
jerky chunk-res scroll — anybody'd<br />
think they'd never even<br />
HEARD of our Tony Crowther —<br />
and all the while great swathes of<br />
colour move in a random fashion<br />
down the display . . you get a<br />
.<br />
spaceship sprite which fires bullets<br />
at saucers in the caverns<br />
which oscillate from side to side<br />
in a really amazingly interesting<br />
manner ... if you shoot a saucer<br />
turns into an explosion sprite<br />
it<br />
which for some reason crawls<br />
sideways off the display . . . then<br />
you get to a bit of cavern that's<br />
really too thin for your ship but it<br />
doesn't matter, 'cos the collision<br />
detect is so naff you can pass<br />
through the walls unharmed<br />
sometimes, and at other times<br />
you'll be well clear of the brackets<br />
but still blow up, anyway . .<br />
Oh yeah, when you blow up,<br />
you turn into guess what? TWO<br />
explosion sprites, which BOTH<br />
crawl sideways off the display<br />
. . . You have GOT to see this<br />
game, it could get a cult following.<br />
I played several games just to<br />
convince myself that anything so<br />
dire could really exist, but go to<br />
Heathrow and see for yourself.<br />
You'll have the most amazing<br />
laugh ... I mean forget the £1.99<br />
megacheapies, if you thought<br />
they were dire just go play Canyons<br />
. . . maybe someone should<br />
(hee hee hee) apply for the home<br />
computer rights . . . trouble is<br />
there probably isn't a software<br />
house in the UK capable of programming<br />
badly enough to do the<br />
game justice . .<br />
Anyway cheerio 'till next time,<br />
don't believe the ads, the reviews<br />
or the charts, learn machine<br />
code, be creative, write your<br />
OWN games, and keep on Zappin'.<br />
Go to Heathrow, too, and<br />
play Canyons . .<br />
94 <strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong><br />
"HONesTLV-Trtttfc<br />
- \'/v\ sick<br />
Of *6/Y\...
serve in a 3D glass-backed court to play against your<br />
computer, or, using the games two player option you can<br />
challenge a friend.<br />
Commodore <strong>64</strong><br />
and all<br />
48K Spectrums<br />
£7.95<br />
There are 4 levels of difficulty, and depending how fit you<br />
are you can play 1 , 3 or 5 game matches! Check your score<br />
with the on screen display, but as your eyes are too busy<br />
watching the ball, Jonah Barrington acting as marker calls out<br />
the score for you. All this is due to a programming<br />
breakthrough that enables your computer to accurately<br />
voice without any hardware<br />
Bi<br />
so incorporates a User Defined<br />
ys option which means that you can<br />
eyboard to suit you, or play with<br />
out any make of joystick.<br />
;et in training for this high- powered<br />
:tion game now.<br />
It’s your service next!<br />
New Generation products are<br />
sold according to their terms<br />
'^?of Software<br />
of trade and conditions of sale.
6<br />
T<br />
his is one of the most original,<br />
cute and playable<br />
games to hit the <strong>64</strong> this<br />
year. It features a tremendous<br />
new character in Gribbly<br />
Grobbly and lots of ingenious<br />
ideas.<br />
Gribbly's task is to rescue, one<br />
at a time, eight baby 'gribblets'<br />
from the surreal landscape and<br />
place them in the safe haven of a<br />
cave. If he succeeds he tries<br />
again on a new piece of landscape<br />
— there are 16 in all, each<br />
one much larger than the size of<br />
the screen picture which scrolls<br />
smoothly to follow the action.<br />
Gribbly has one big foot, two<br />
bulging eyes and a big mouth.<br />
He can hop relatively safely<br />
around the ground or levitate<br />
and float about. The gribblets<br />
are located on flat stretches of<br />
land and Gribbly has to find<br />
them and pick* them up. The<br />
pieces of flat land are often very<br />
small or hard to get at and can<br />
float unsupported in mid air.<br />
Gribbly survives on his reserves<br />
of psi energy which are<br />
depleted every time he collides<br />
with one of the numerous hazards<br />
about. The jagged landscape<br />
is one of the biggest difficulties<br />
because while levitating<br />
you can run into any rough surface,<br />
trees, bushes, cans or<br />
pools of water.<br />
Another energy-sapping<br />
danger is the triangular web<br />
which occupies large areas of<br />
the screen. However Gribbly, by<br />
careful manoeuvring over special<br />
switches, can turn on and off<br />
sections of the web, and on<br />
some levels this is essential to<br />
open up areas of the screen. The<br />
web will also disappear completely<br />
when you only have one<br />
Life on Blabgor<br />
The cassette is accompanied by<br />
an extremely entertaining little<br />
booklet outlining the scenario<br />
behind the game.<br />
The action, you read, is set on<br />
the planet BLABGOR and Blabgorians<br />
such as Gribbly have<br />
large heads and only one foot<br />
,<br />
because their large quantities of<br />
psychic energy (obtained from a<br />
psi-bank) allow them to levitate<br />
and carry things without hands.<br />
SEON is a mutated Blabgorian<br />
who absorbed evil psi<br />
thoughts when setting up the<br />
psi-bank and the web was<br />
created to control this insane<br />
being.<br />
Needless to say each mutation<br />
has its own moronic speciality:<br />
SEED PODS forget they<br />
can be bubbled, TOPSIES can't<br />
see and they have inferiority<br />
complexes over their lack of a<br />
brain (which is why they want<br />
to capture gribblets), and<br />
STOMPERS blunder around<br />
falling off cliffs and drowning in<br />
pools because they think<br />
they're clever and don't trust<br />
their sense of touch.<br />
For once the humour of the<br />
scenario is perfectly captured in<br />
the actual game-play.<br />
more gribblet to collect, allowing<br />
you free movement. This is a<br />
mixed blessing in that a dangerous,<br />
crab-like creature called<br />
Colourful, addictive game of great character<br />
1 scrolling landscape areas, excellent control feel<br />
This game is unashamedly<br />
cute and benefits greatly<br />
from it The scenario , control<br />
methods and characters<br />
make it tremendously<br />
original and terrific fun to<br />
play. The graphics are<br />
excellent and very distinctive<br />
and the sound effects<br />
delightful. The levels get<br />
really tough and all this<br />
combined makes a brilliant<br />
game.<br />
Seon the mutant<br />
Blabgorian<br />
Nasty pools<br />
96 <strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong>
—<br />
Seon is also released and he<br />
quickly homes in on you.<br />
The layout is different for each<br />
level and finding the cave isn't<br />
always very easy. What's more<br />
the caves on later levels are<br />
tricky to get into. Interesting<br />
Psi grub<br />
landscape features like waterfalls,<br />
which you can fly through,<br />
and tall rocks also appear.<br />
The other inhabitants of the<br />
game mutate through several<br />
stages before trying to grab a<br />
gribblet and carry it off. They<br />
start as sycamore-like seed pods<br />
floating to the ground where<br />
they turn into topsies. These are<br />
wormlike creatures with a suction<br />
cup on each end to flip end<br />
over end along the ground.<br />
If they find a gribblet they flip<br />
it onto its back exposing its<br />
brain. After a while they turn into<br />
a chrysalis which produces a<br />
stomper. If one of these encounters<br />
an inverted gribblet it transforms<br />
into a winged creature<br />
and carries away the unfortunate<br />
gribblet.<br />
In the first three stages of their<br />
lives you can destroy the creatures<br />
with bubbles from<br />
Gribbly's mouth. In the fourth<br />
stage you can only turn round<br />
the stompers, round while bubbling<br />
a winged beast will release<br />
the gribblet it is carrying. As they<br />
fall they release a heart-breaking<br />
scream, but you can then catch<br />
them in mid air or allow them to<br />
fall safely onto flat ground— but<br />
a landing on anything else will<br />
result in its death.<br />
This fantastic little creature<br />
appealed to me immensely<br />
as soon as / met him. What a<br />
character! He smiles if you<br />
do well, scowls gloomily if<br />
you make a mistake and<br />
stands looking bored if you<br />
leave him for too long. When<br />
he moves about he looks<br />
about excitedly and blinks<br />
occasionally. Movement and<br />
the feel of Gribbly is superb:<br />
collecting gribb/ets has<br />
never been so much fun. /<br />
absolutely adored this game<br />
and / strongly recommend<br />
that you rush out and meet<br />
find the greatest character<br />
since Rockford.<br />
Psi-grubs are also to be found<br />
and if landed on give you more<br />
psi energy, which can be added<br />
to the bank at the end of a level. If<br />
you don't save at least six gribblets<br />
you have to repeat a level<br />
whereas if you rescue eight you<br />
can advance three levels.<br />
Control is incredibly easy with<br />
a lovely bouncing action and<br />
great inertia and gravity when<br />
you're flying. The graphics are<br />
really cute with Gribbly smiling<br />
when you do something right<br />
and scowling when you goof up.<br />
The gribblets are also superb.<br />
Q<br />
Q<br />
90%<br />
Funny and imaginative<br />
scenario in a great<br />
storybook,<br />
Colourful and sometimes<br />
garish landscapes. Great<br />
animation on Gribbly.<br />
great in<br />
game effects for gribblet<br />
flipping and bubbling.<br />
A brilliantly original game<br />
with terrific control and a<br />
demanding task.<br />
The highly original, unusual<br />
and humourous scenario<br />
combined with the cute,<br />
amusing graphics and<br />
excellent control methods<br />
got me immediately hooked.<br />
/ especially liked Gribbly<br />
Grobbly's different<br />
expressions and the way<br />
everything has individual<br />
character. I'm still every bit<br />
as hooked as I was when /<br />
first played and. ..excuse me,<br />
a manky little Stomperjust<br />
whipped one ofmy<br />
gribb/ets!<br />
occasionally flipping about in<br />
the air as they enjoy the sunshine.<br />
The colours on each level are<br />
different and often garish but<br />
merely add to the cuteness of<br />
the game. There is a title tune<br />
plus some nice bounce and bubble<br />
sound effects.<br />
BW<br />
O /<br />
marvellous new character<br />
' with<br />
Q<br />
unusual control and<br />
scenario.<br />
/O<br />
Easy to master contrc<br />
t^,e scenario strongly<br />
attracts<br />
There are 16 diabolical<br />
levels<br />
88%<br />
M| CAN^WflP^VlSr<br />
UKE G>Ql86L.r/' <strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong> 97
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Up to 20 Character Roster A I to 4 Character Party<br />
Individual Player Movement * 16 Long Short Range<br />
Weapons 8 Armour Ty pes 32 Magic Spells 1 1 Character<br />
Classes, 5 Races New Astrological Influences New Combat<br />
Mode New Ship to Ship or Shore Combat New Advanced<br />
Dungeon Graphics New Animated Outdoor Graphics<br />
v New Navigational Strategy full Colour Visuals<br />
Throughout<br />
Adventure Style Verb Entry<br />
OR/G/M<br />
All American Adventures Limited,<br />
Unit 10, Parkway Industrial Centre,<br />
Ifeneage Street, Birmingham B7 4LY.<br />
Telephone: 021-359 8881.<br />
Telex: 337268.<br />
DISK ONLY
I<br />
I<br />
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kugte bas sounded.<br />
If?<br />
to Wtttetrenc<br />
Am Ailed contest of bra i<br />
tactics.<br />
^r^^Z°acr U,eSUPPl<br />
0,6<br />
P'ayAeldTwS^0**<br />
A»ops byfag to do °<br />
thing.<br />
exac tly the san<br />
.Vou ' ve got rocks, trees<br />
yo«rspeed aiIS,<br />
fi ' b,,ton,<br />
:e y<br />
on the Iona own shJ^u Protect y«<br />
must<br />
sketches cross<br />
you<br />
And there are the mortars. .<br />
excitement y U hou,s
100 copies of the sizzling<br />
new Hewson game to be won<br />
2.<br />
3.<br />
4.<br />
5.<br />
You've read the review, drooled at the screen shots, laughed at the scenario— now<br />
win the game! GRIBBLY'S DAY OUT from Hewson Consultants is an addictive and<br />
amazingly original program, so we're proud to be able to offer 100 copies as prizes.<br />
Enter the comp and you could soon have the lovable Gribbly bouncing all over your<br />
The competition is based around the gribblets which have to collected and saved<br />
during the game. If you've seen the review in this issue, you'll know that these<br />
cuddly little Blabgorians will one day grow up to look like Gribbly but in this form<br />
they just like to have fun in the sun.<br />
What we've done is to print five pictures (A-E) of gribblets doing the various<br />
things that gribblets like to do. Here's a list of the activities (but in the wrong order,<br />
ho, ho):<br />
1. Sunbathing<br />
Brain burning<br />
Caught by the stompers<br />
Falling fast<br />
Flipping forfun<br />
Your task is to match the pictures with the activities. The review will give you<br />
plenty of clues if you can't work it out from the pictures. When you've made up<br />
your mind, write down the letters in the right order on the back of a postcard or<br />
stuck down envelope. For example if you think the gribblet sunbathing is picture B,<br />
brain burning picture E, caught by stompers A, falling fast D and flipping for fun C,<br />
write: B,E,A,D,C.<br />
4<br />
Send your entry, together with your name and address, to: g ribbly Competition,<br />
Zzap! <strong>64</strong>, 1 Church Terrace, Veovil, Somerset BASO 1HX. All entries<br />
must reach us by <strong>July</strong> 15th, when we will hold a draw to choose the winners from<br />
the correct entries. Only one entry per household is allowed.<br />
100 <strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong>
COMP<br />
mr'<br />
Here are the names of the winners of four of the competitions in<br />
our first issue— the winners of the Disk Drive comp will appear<br />
next time. Many congratulations to you all. Your prizes are being<br />
sent out by the software houses concerned, and you should<br />
receive them very soon if you haven't already.<br />
LLAMASOFT COMPETITION<br />
Prizes: The complete range of<br />
Llamasoft games for the <strong>64</strong>.<br />
Answers :1)b: Llama 2)d: Sheep<br />
3)d:Camel 4)c:Mammoth.<br />
Five Winners:<br />
Malcolm Laurie, Newton Mearns, Scotland;<br />
Robert Hunt, Bradford, W.Yorks;<br />
John Wallace, Co.Cork,Eire; Rajan Naidoo,<br />
London; Alex Perren, Dartford, Kent.<br />
MELBOURNE HOUSE<br />
COMPETITION<br />
Prizes: Copies of Castle of<br />
Terror and Penetrator<br />
Answers: 1)Dr. Watson 2)Bilbo<br />
3)Horace<br />
100 Winners: Neil Moore, Ely, Cambs;<br />
Matthew Gandey,<br />
Firle, E. Sussex; Paul Fox, Churwell Morley,<br />
Nr Leeds; Philip Duxbury, Barrow-in-<br />
Furness; Ian Johnson, Elie, Fife; David<br />
Estall, Egham, Surrey; Paul Welstead,<br />
Horseheath, Cambs; Matthew Goodman,<br />
Staines, Middx; D.Shannon, Bootham,<br />
York; Stephen Brotherstone, Liverpool;<br />
Sean McCauley, Co. Donegal, Eire; Donald<br />
L.Meck, Angus, Scotland; Sean O'Connell,<br />
Dublin; Richard Agnew, Ballymans,<br />
Co.Antrim; Johnathan Greenwood,<br />
Blackburn; S.Micklewright, Pontypool,<br />
Gwent; Peter Walsh, Cardiff; J.C.Hardie,<br />
Glasgow; P.Goodrum, Norwich, Norfolk;<br />
Nigel Harris, Portsmouth, Hants; Julie<br />
Edge, Walsingham, Norfolk; Michael Rai,<br />
Birmingham; Reza Tootoonchian, London;<br />
Lee Stewart, Doncaster; Mark Renshaw,<br />
Annesley Woodhouse, Notts; Kevin Foster,<br />
Scunthorpe; Craig Walker, Kincardine,<br />
Clacks; Justin Edwards, Brookmans Park,<br />
Herts; P.D.James, Luton; Kenneth Burrell,<br />
Clive, Shropshire; Austin Davidson,<br />
Stansted, Essex; Jamie Perry, Shelton<br />
Lock, Derby; Martin Heap, Huddersfield;<br />
Edward Brown, Matlock; S. Beech, Derby;<br />
Sean Lally, London; Alan Dunlop,<br />
Ballymena, Co.Antrim; Richard Helliwell,<br />
Nottingham; M.C.Vining, Tisbury, Wilts;<br />
Martin Beaver, Swindon, Wilts; R.D.Fisher,<br />
Altringham, Cheshire; Lee Dormon,<br />
Hounslow, Middx; Colin Doran, Airdrie,<br />
Scotland; Jared Watson, Newcastle;<br />
H.H.Sabharwal, Isle of Man; Noor,<br />
Streatham, London; K.C.Jennings,<br />
Newport, Gwent; Mark Woolwich,<br />
Doncaster; Raymond Simpson,<br />
Huddersfield; J.P.Williams, Wirral,<br />
Merseyside, Ian Lester, Knutsford,<br />
Cheshire; Mr Blockley, Nottingham; Julian<br />
Shaw, Birmingham,; Debbie Evans,<br />
Cardiff; Kevin Oxland, Tiverton, Devon;<br />
Darren Rozier, Broxboume, Herts;<br />
Christopher Caul, Lisburn, Co.Antrim;<br />
A.W.Kenny, Crewe, Cheshire; Aaron<br />
Ratcliffe, Wirksworth, Derbyshire; Mrs<br />
P.Wimpenny, Kettering, Northants;<br />
K.&S.Dove, Leeds; M.J.Harrison,<br />
Wilmington, Kent; G.S.Sekhon,<br />
Southampton; Cengiz Rifat, London; Kevin<br />
Murphy, Kirkcaldy, Fife; Rebessa Dunn,<br />
Hull; Stephen Pashby, Hull; A.F.Staff,<br />
London; Robert Coupland, Henlow, Beds;<br />
J.Williams, Beaworthy, Devon; Simon Hill,<br />
London; John ChaseyyCheshunt, Herts;<br />
Richard Paine, Telford; Steven Cox, Bristol;<br />
Gareth Burton, Swansea; Jeremy<br />
Cusworth, Stoke-on-Trent;<br />
.<br />
J.Beattie,London; Andrew Kell, East<br />
Horsley, Surrey; Mark Middleton, Bourne,<br />
Lines; Simon Hollister, Sale, Cheshire;<br />
Calum Rudland, Bathgate, Scotland; Lisa<br />
Marie Burt, Newbiggin-by-the-sea,<br />
Northumberland; Dawn L. Douglas,<br />
Seaham, Co.Durham; Zzap Reader,<br />
Consett, Durham; J.C.Robinson,<br />
Stonehouse, Plymouth; Nick Boak,<br />
Northampton; Sally Deakin, London;<br />
Gavin Jackson, Doncaster; Jim Dalton,<br />
Brackley, Northants; J.T.Phillips,<br />
Newcastle-upon-Tyne; A.Gaskell,<br />
St.Helens, Merseyside; Tim Clitheroe,<br />
Hornchurch, Essex; D.Tobin, Brighton,<br />
E. Sussex; Simon Johns, High Wycombe,<br />
Bucks; Julie Paine, Maidstone, Kent;<br />
Gregory Bragg, Solihull, West Midlands;<br />
C.Cunliffe, London; Jason Day, Stockport,<br />
Cheshire; MarkTrevoskis, Saltash,<br />
Cornwall; Andrew Dumbrill, Cheltenham,<br />
Glos.<br />
PASTFINDER COMPETITION<br />
50 people receive a copy of the<br />
sizzling Activision title. The<br />
winners:<br />
Ian Campbell, Loanhead, Scotland; Patrick<br />
Barry, Cork City, Eire; Charles McGregor,<br />
Glasgow; W.L.Goswell, Harlow, Essex; B.<br />
Fitzsimmons, Liverpool; Michael Ward,<br />
Northwich, Cheshire; Philip Heathcote,<br />
Sheffield; Ian McQuesten, Reading; Kislays<br />
Agrawal, London; Darren Arkless,<br />
Newcastle; Simon Davies, Wrexham,<br />
Clwyd; R.G.Teare, Isle of Man; Michael<br />
Warner, Merseyside; Paul Whelan, Dublin;<br />
Sacha Crowe, Nottingham; Paul Osborne,<br />
Saxmundham, Suffolk; Jason Kelly,<br />
London; Russell Fascione, South Shields;<br />
S.Kennett, Gillingham, Kent; Herman<br />
Tailor, Birmingham; David Ellwood,<br />
Cockermouth, Cumbria; David Mears, Hull;<br />
A.E.Webster, Pontefract; Ian Thompson,<br />
Bonnyrigg, Midlothian; Gary Milligan,<br />
Carluke, Strathclyde; T.Rouf, London;<br />
Kenji Takeda, London; Peter Elliott,<br />
Liverpool; Barry Wakelin, Greatham,<br />
Hants; Jason Bing, Kirby-in-Ashfield,<br />
Notts; C. Dibble, Droitwich, Worcs;<br />
S.M.Liem, London; Ronnie Long, Poole,<br />
Dorset; J.D.Preou, Braintree, Essex;<br />
Gregory Bragg, Solihull, West Midlands;<br />
Stella Glibbery, Stevenage, Herts;<br />
J.Bonnick, Sandy, Beds; Clive Walsh,<br />
Mountain Ash, Mid Glam; M.H.R. Burgher,<br />
Kelso; Stephen Bryson, Folkstone, Kent;<br />
Steven Cooper, Thurnscoe, Yorks; Claret<br />
Badgie, London; Robert Rumbell,<br />
Romford, Essex; L.Burn, South Shields;<br />
Sui Hung Lee, London; Kristian Terling,<br />
Kingston-upon-Thames, Surrey; Alden<br />
Brown, Brandon, Suffolk; I.Kitching,<br />
Hackenthorpe, Sheffield; John Park,<br />
Rigside, Scotland; Mrs J.BrOomhall, Coven<br />
Heath, Wolverhampton.<br />
McCartney competition<br />
The prizes: one signed copy of<br />
the Broad Street album signed<br />
by Paul McCartney himself, plus<br />
copies of the computer game of<br />
same name for 50 runners up.<br />
The Answers: 1)Wings 2)Stevie<br />
Wonder 3)No more lonely<br />
nights.<br />
The Winners: Miss J.P.Smith, London;<br />
(Signed Album);<br />
S.Pountney, King's Lynn, Norfolk; David<br />
Ward, Gourock, Scotland; Chris Burke,<br />
Harrogate, North Yorks; Robert Edwards,<br />
Mitcham, Surrey; Alan Hopkins, Epping,<br />
Essex; Andy Smith, Grimsby; G.D.Benford,<br />
Merseyside; James Wharry, Larne,<br />
N. Ireland; Martin Baker, Liverpool; Angus<br />
Davidson, Marlborough, Wilts; Stephen<br />
Watson, Birtley, Co.Durham; Martin<br />
Skovbo, Denmark; R.Taylor, Garswood,<br />
Wigan; Neil Brown, Gi8llingham, Kent;<br />
K.Davies, Ammanford, Dyfed; G.Rees,<br />
Portsmouth, Hants; Jason Rogers,<br />
Blackpool; John Harnett, Co. Kerry, Eire;<br />
Stuart Jackson, Maidstone, Kent; Simon<br />
Sykes, Malvern, Worcs; Simon Eland,<br />
Cleveland; Stephen A. Graham, Carlisle;<br />
Stig Andersen, Denmark; Peter Chung,<br />
London; Mrs Beryl Waters, Solihull, West<br />
Midlands; Gary Carr, Moray; Arthur<br />
Janssen, Netherlands; Allister Whitehead,<br />
Nottingham; Lee Russell, London; Mandy<br />
Johnston, Larne, Co.Antrim; Stephen Lees,<br />
Dundee; David Latham, Preston, Lancs;<br />
James Smith, Milton Keynes; Zeno 0.<br />
Winkins, Co.Wexford, Rep. Ireland; David<br />
Chant, St. Annes, Lancs; Ian C. Jones,<br />
Wigan, Lancs; Neil Gardner, Crewe,<br />
Cheshire; Andrew Mallandain, Reading;<br />
R.G.CIark, London; Stuart Watson,<br />
Edinburgh; M. Mustafa, London; C.S.Yan,<br />
Rainham, Kent; Mark Ashworth, Elsted,<br />
W.Sussex; Mary Claire Ward, Exeter,<br />
Devon; Irfan Latif, London; Francis Bowers,<br />
Sheffield; Paul Dunlop, London; Mrs<br />
Hancox, Worcester; GA.Evans,<br />
Helensburgh.<br />
<strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong> 101
'<br />
1<br />
Mychess takes on Colossn<br />
<strong>ZZAP</strong> DATELINE: a morning in May. In<br />
the post: a letter from Clive Bailey of<br />
Beyond Software, taking us to task for<br />
proclaiming (in our May issue) that<br />
Co/ossus Chess (version 2.0) from CDS<br />
was 'probably' the most powerful<br />
chess program on the <strong>64</strong>. Nonsense,<br />
says Clive. Beyond's Mychess 2 is FAR<br />
better.<br />
Not being quite so easily persuaded,<br />
we decide to stage a grand playoff between<br />
the two contenders. Well, fairly<br />
grand.<br />
THE RULES. Two games on a reasonably<br />
fast advanced level (1 move per<br />
minute on average) and two on a very<br />
low level (1 move per 7 seconds). Each<br />
program is to take a turn at being black<br />
and white at each level.<br />
THE PRELUDE. Loading up the two programs,<br />
the differences in presentation<br />
are very obvious. The Mychess 3D view<br />
The<br />
is something of a gimmick, being a lot<br />
harder to use than the 2D view. However,<br />
the program is generous enough<br />
to suggest moves for its opponent. Colossus<br />
on the other hand offers alternative<br />
input modes, (keys or cursor) and,<br />
more importantly, a much clearer insight<br />
into its thought processes, including<br />
a continually updated report on<br />
who it thinks has the stronger position,<br />
and by how much. Hmmmm . . . The<br />
key thing of course is the play itself.<br />
GAME 1 .<br />
We decide to play the high<br />
level games first and let Mychess 1 take<br />
the advantage of the white pieces for<br />
the first game. The game is a long and<br />
''WJf<br />
itr<br />
boring one in which pieces are systematically<br />
exchanged without either side<br />
gaining an advantage. Play ends in a<br />
draw, Mychess seeming happy to<br />
move its king backwards and forwards<br />
and Colossus failing to press home the<br />
advantage of a superior pawn position.<br />
GAME 2. The second advanced game is<br />
far more interesting with Colossus taking<br />
white. It quickly evolves into an<br />
exciting and complex position, with<br />
both programs posing numerous<br />
threats. Mychess appears poised to go<br />
a full piece up with a neat pawn fork,<br />
but Colossus has an ace up its sleeve! It<br />
manages to pin and then capture
.<br />
ossuiin clash of the giants<br />
Mychess' s queen. Having secured this<br />
massive advantage, victory is only a<br />
matter of time.<br />
INTERLUDE. Interesting: Colossus<br />
winning one and a half points to half a<br />
point on the high level. How will<br />
Mychess II<br />
cope with the low levels:<br />
would it avenge this humiliating defeat<br />
or be soundly beaten yet again?<br />
GAME 3. The first low-level game puts<br />
Colossus on white, and after the opening<br />
it instantly attacks. Mychess defends<br />
well and counter attacks. After<br />
several pieces exchanged Mychess<br />
moves in and rocks Colossus with a<br />
swift and decisive checkmate! Perhaps<br />
the honour of Mychess will be redeemed<br />
after all!<br />
GAME 4.<br />
black pieces in the final game it<br />
Although Colossus has the<br />
again<br />
attacks soon after the opening, and<br />
ONEOFF<br />
again Mychess fights back, tearing<br />
Colossus wide open at the back.<br />
Mychess advances his queen deep into<br />
the Colossus 1 ranks and takes a knight,<br />
rook and several pawns. Then the<br />
coup. It lines the rook up to checkmate<br />
the king trapped behind three pawns.<br />
Colossus having completely failed to<br />
spot this most obvious of moves!<br />
<strong>ZZAP</strong> VERDICT. Mychess II certainly<br />
appears by farthe stronger program on<br />
lower (faster-playing) levels, winning<br />
here by a 2-0 margin. But for a higher<br />
level game. Colossus appears distinctly<br />
superior. Sorry, Clive . .<br />
"&OSH,THt$€:<br />
MUST<br />
NO DRAUGHTS
.<br />
Outwitting the enemies<br />
GATES OF DAWN<br />
Virgin, £8.95 cass, joystick with keys<br />
-sc<br />
psychedelic arcade-adventure<br />
STRETCHES OF WATER found in<br />
some rooms are apparently uncrossable.<br />
If you try, you die. So<br />
how do you do it? - the solution<br />
should be crystal clear.<br />
SPIDERS' WEBS block further<br />
progress in some rooms and signal<br />
lunch to an awaiting spider<br />
should you get caught in one.<br />
Unless of course you can figure<br />
out how to slip past. . .<br />
FIVE KNASTY KNIGHTS patrol<br />
back and forth and are deadly to<br />
the touch - unless you can weave<br />
your way through to the end of<br />
the room.<br />
LARGE SLABS move up and<br />
down the length of some rooms<br />
while spinning spheres move<br />
around in predictable patterns in<br />
others.<br />
BATS frequent the occasional<br />
location and must be avoided or<br />
killed with your sword.<br />
TOLL GATES won't let you past<br />
unless you leave them an object.<br />
Good arcade<br />
adventures are still<br />
on the <strong>64</strong> and this one<br />
seemed destined to<br />
become one of the<br />
few great ones. After<br />
second thoughts.<br />
T<br />
his is one of two aardvarks<br />
to be released from Virgin<br />
this month and there's little<br />
doubt that Strange/oop is the<br />
hotter of the two.<br />
The game takes place within a<br />
maze of <strong>64</strong> locations and although<br />
this isn'tas large as most<br />
aardvarks currently available it's<br />
certainly as complicated.<br />
Your task, as a knight in notso-shining<br />
armour, is to discover<br />
the mystery of the mind.<br />
To gain access to this phenomenon<br />
you need to pass through<br />
the Gates of Dawn with the four<br />
required objects - iron, stone,<br />
fire and ice. These, amongst<br />
other useful objects, are scattered<br />
about the maze in certain locations.<br />
Each location is displayed as a<br />
3D view into the screen with the<br />
walls bearing garish patterns<br />
and colours, giving the whole<br />
thing a 'psychedelic' look to it.<br />
Most of the locations contain,<br />
along with any objects, nasties<br />
of various descriptions.<br />
As you move from room to<br />
room a chess board radar/map<br />
shows your position in the<br />
maze. An arrow below this map<br />
indicates the direction you are<br />
facing and it becomes important<br />
to keep an eye on this later in the<br />
game. When actually going<br />
through a doorway into another<br />
location you are presented with<br />
a great, full screen picture of<br />
yourself running through a<br />
stone doorway.<br />
You start the game with five<br />
lives, a strength of 10,000 and a<br />
sword. Lives are lost through<br />
contact with certain nasties and<br />
strength likewise. If you should<br />
lose all five lives, or your<br />
strength should fall to zero, then<br />
your quest and game is over.<br />
The sword can be used to fend<br />
off nasties, providing it's at the<br />
top of your inventory list. Your<br />
inventory list is a list of up to five<br />
objects currently carried, the<br />
object currently held being highlighted<br />
at the top of the list.<br />
This object can be examined.<br />
dropped or used in some way.<br />
Pressing the relevant key will<br />
present you with the menu of<br />
commands available. You then<br />
have a short time limit to select<br />
one of these commands for<br />
execution.<br />
EXAMINE gives a small description<br />
of the object while DROP<br />
drops the currently held object.<br />
The USE command allows you<br />
to perform an action with the<br />
object held eg. eat, drink, pour<br />
etc. You do this by selecting the<br />
option and typing in the action<br />
you wish to perform at the bottom<br />
of the screen.<br />
The graphics in Gates ofDawn<br />
are good, but some of the sprites<br />
lack in attention to detail. Sound<br />
Obscure, unhelpful<br />
instructions and no game<br />
options.<br />
Unusual3Dperspective and<br />
some good sprites.<br />
Great corridor noise with<br />
other weird effects.<br />
r^AQ/ Not as good as Strangeloop<br />
ntl<br />
ar>d Entombed but still quite<br />
/ tough.<br />
and <strong>64</strong> locations make<br />
the game look good<br />
but it doesn't play<br />
particularly well. Odd<br />
3D graphics don't<br />
always seem to<br />
behave properly, your<br />
knight sometimes<br />
f<br />
pies when he's miles<br />
away from a hostile<br />
object If you're an<br />
H<br />
enjoy the puzzles<br />
involved in this , butf'd<br />
recommend you look<br />
*%, at other games first.<br />
too is pretty good with some<br />
unusual effects but a grotty title<br />
screen tune.<br />
There are several humourous<br />
touches throughout the game,<br />
mainly in the form of little messages<br />
on some of the walls.<br />
Also, eating a certain mushroom<br />
gives the very amusing effect of<br />
seeing nothing but mushrooms!<br />
Every object, every nasty, even<br />
the things in your inventory,<br />
become mushrooms and are<br />
treated accordingly!<br />
GP<br />
Highly original puzzles<br />
O<br />
and<br />
game setting.<br />
75%<br />
62%<br />
It's a bit<br />
q<br />
tough to get into as<br />
the puzzles aren 7 at all<br />
^ obvious.<br />
The game isn 't that large<br />
and may not hold your<br />
interest.<br />
104 <strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong>
Bet you can’t s/ts+\ll when playing<br />
Guide bouncy ‘Thing’ through this underworld fantasia searching for the armoury to equip himself<br />
carefully for the final encounter with the evil Toy Goblin.<br />
Gremlin Graphics, Alpha House, 10 Carver Street, Sheffield SI 4FS. Tel: (0742) 753423
Retailers don't always have everything jn stock you<br />
might want, but if it is within our power to get it for<br />
you, then we will. Any of the software reviewed in this<br />
or any issue of <strong>ZZAP</strong>! <strong>64</strong> can be ordered using the form<br />
below — in fact any available CBM <strong>64</strong> software that<br />
exists we will get for you.<br />
*<br />
<strong>ZZAP</strong>! <strong>64</strong> Mail Order is backed by the resources of<br />
Crash Mail Order (in association with the Spectrum<br />
magazine CRASH) which has been supplying more<br />
than 100,000 Spectrum users with mail order items for<br />
over 20 months, so you can be sure of the very best in<br />
’<br />
service.<br />
There's no mail order catalogue involved — just use<br />
the prices quoted in the pages of <strong>ZZAP</strong>! <strong>64</strong> or the<br />
known retail price. If you have any queries just ring the<br />
oumber shown on the form and our staff will advise<br />
you. Anyone may take advantage of the discount<br />
coupons on the form which allow £1 off orders worth<br />
more than £20 and 50p off orders worth more than<br />
£10. Postage and packing is included in the price of the<br />
game.<br />
Nothing could be simpler — fill in the form today and<br />
order whatever you like!
!<br />
<strong>ZZAP</strong>! <strong>64</strong> MAIL ORDER FORM<br />
Telephone Ludlow (0584) 5620.<br />
Please send me the following titles: Block capitals please!<br />
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Subscriber No.<br />
if<br />
applicable<br />
Address.<br />
Postcode<br />
All prices are as quoted under review Please make cheques<br />
headings or known retail prices and include<br />
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the UK. Customers Europe should add<br />
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OFF ANY ORDER WORTH<br />
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<strong>ZZAP</strong>! <strong>64</strong> MAIL ORDER, PO BOX 10, LUDLOW, SHROPSHIRE SY8 1DB<br />
Please do not send any mail order correspondence to the Zzap! <strong>64</strong> editorial address as this will only result in delays.
9 Large, excellent value exploration game<br />
T<br />
his is the first <strong>64</strong> arcade<br />
adventure to come from<br />
Mastertronic, and hopefully<br />
it won't be their last.<br />
This particular exploration<br />
takes place within a large<br />
mansion and its surroundings.<br />
You are shown a small portion<br />
of the plan view of the playing<br />
area, which flicks to a new area<br />
when you reach the edge of a<br />
room. To the sideof this is a box,<br />
displaying a map of your progress<br />
through the mansion.<br />
Within the mansion lie several<br />
musical boxes, which you must<br />
find and use to escape. Getting<br />
these boxes is made difficult by<br />
the number of locations you<br />
need to explore, and the presence<br />
of some ghosts.<br />
These ghosts can be disposed<br />
of temporarily by throwing an<br />
object at them. You throw an<br />
object by selecting the throw<br />
option, the object you want to<br />
throw and the angle at which<br />
you want to throw it.<br />
At the bottom of the screen a<br />
description of the current room<br />
is displayed along with a com-<br />
w<br />
I<br />
I<br />
CIPHOID 9<br />
Monarch Software, £9.95 case, joystick or keys.<br />
#Flashly-looking, lousy-playing shoot-em-up<br />
I<br />
Land of Hope and Glory<br />
blasts out prior to loading<br />
the game and you wonder<br />
whether British software could<br />
be making a real comeback.<br />
Then you start playing the game<br />
and you know why the Empire<br />
was lost.<br />
The scenario is the crusty old<br />
'defend earth against the invading<br />
alien force'. Ho-hum. You<br />
are in control of a phaser turret<br />
on the moon and will face alternate<br />
waves of fighters and a<br />
mothership. There are three<br />
sectors or viewpoints of the<br />
moon's surface with the earth<br />
on the far horizon.<br />
The fighters come in at one of<br />
108 <strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong>
ment about how things are<br />
going - for example when you<br />
get killed by a spook, the comment<br />
is 'a ghostly death'.<br />
Above these comments is an<br />
indication of your energy (you<br />
start with 100 units, which decreases<br />
depending upon your<br />
exertions), the number of boxes<br />
found and a decision timer.<br />
Also scattered around the<br />
multi-room mansion are various<br />
other objects, amongst them<br />
food for keeping up your energy.<br />
Some of the food is poisoned,<br />
and you must learn from experience<br />
that which can be eaten<br />
safely.<br />
The other items range from<br />
hot coals, torches and tables to<br />
potions, maps and keys. The<br />
keys are used to go through<br />
otherwise impassable doorways,<br />
and the maps give you a<br />
complete map of the playing<br />
area on screen. I haven't yet<br />
found a use for some of the<br />
other things though.<br />
When you've collected all of<br />
the music boxes, you take them<br />
to the exit (marked on the map<br />
by an 'E'), and play them to get<br />
free. Should your energy get to<br />
zero, through one way or<br />
another, then the game is over<br />
and your percentage is displayed.<br />
The joystick is used in con-<br />
There is a myth that good BrMidh software m<br />
becoming a dying breed. This does nothing to<br />
quell this rumour. Initial expectations are<br />
high from the title screen and backgrounds.<br />
Such feelings soon tgrn to revulsion when<br />
you see the superbly detailed landscape<br />
scroll body-pop style across the screen.<br />
Actually playing the game reveals a darker<br />
mdgrimmer, side that doesn 't exactly inspire<br />
C' you to play any further.<br />
the sectors and your view scrolls<br />
very jerkily to face them. You<br />
now control a cursor and have to<br />
blast the incoming craft. In the<br />
first wave there are 15 ships<br />
which can shoot back, depleting<br />
your 50 shields with each hit.<br />
Your display gives you a readout<br />
of the sector, wave, ships left<br />
to shoot, energy and score. A<br />
panel also gives you messages<br />
as to your status. Once the<br />
energy falls too low you cannot<br />
junction with the keyboard to<br />
control your character's movements<br />
and actions. The joystick<br />
is used mainly for movement,<br />
and the keyboard for selecting<br />
an action to be executed.<br />
When you wish to perform an<br />
action, such as picking up an<br />
object, you press the fire button.<br />
You are then presented with a<br />
menu of options. These include<br />
the ability to pick up, drop or<br />
manipulate an object (eat, wear<br />
or throw it). You are given a limited<br />
time in which to make any<br />
decisions, so you need to think<br />
fairly quickly.<br />
*<br />
GP<br />
CpmM&ji$MndscapA what's hapf.<br />
nomirssmmg^ UQHI theiaodi<br />
turned to jelly.ph welhPon'tbe mi<br />
screen shots as this game is a prett<br />
shoot-em-up and didn't turn one ofn<br />
(And I'm supposed to be the shoot-<br />
\ Q addict) YA WNM .<br />
rapid-fire your laser, but only in<br />
double-shot bursts.<br />
Once the first wave is destroyed<br />
you jerk to another sector<br />
where a mothership (or is it a<br />
base-star from Batt/estar Gatactical)<br />
has to be hit ten times in<br />
the centre. This ship fires<br />
nuclear shells which inflict<br />
heavy damage on your shields<br />
although they can be shot as<br />
well. On later waves the damage<br />
per shell increases so things get<br />
a lot harder.<br />
The second fighter level has<br />
25 ships and the number increases<br />
by five for each successive<br />
wave. When you do die two<br />
7 *<br />
,<br />
_ ,< t<br />
when you scroti from<br />
room to room Apart<br />
from that it's excellent<br />
value for money and<br />
gives plenty of<br />
playing area and<br />
things to suss out<br />
ProSabty aboutJ8<br />
months ago thm ><br />
would have sold quite<br />
well as a normally<br />
: ewts&mmh<br />
&„<br />
standards<br />
good value<br />
here are of<br />
better j<br />
arcade adventures but<br />
if you've got £2 to<br />
spare you could do<br />
worse than buy this.<br />
Simple instructions<br />
plus an adventure menu.<br />
Crude graphics and<br />
horrible room to room<br />
scrolling.<br />
Annoying tune<br />
plays throughout<br />
game.<br />
nuclear shells zoom into the<br />
earth. This promptly disappears,<br />
except for a two pixel line on the<br />
horizon suggesting that the bottom<br />
half is still there.<br />
got las<br />
someth<br />
tty grottyprovides<br />
?nty omhailenge.<br />
much better than<br />
aost of the older<br />
istertronic games<br />
t at this price gives<br />
(cedent value tor<br />
money, t didn't<br />
ticufarfy like it, but<br />
n / dislike this sort<br />
fgame anywav.<br />
Ordinary arcade<br />
adventure.<br />
Not likely to<br />
terrify you with<br />
its ghosts.<br />
A big play area<br />
and some puzzling.<br />
sommhbutthe<br />
ruined the game<br />
stand for the mind-numbing<br />
it calls for, \%ph a bit more<br />
i work this cpttld have been <<br />
? programmers seem to havi<br />
graphic detail and produced<br />
far from being an example o<br />
tish software im terrible<br />
isappointment.<br />
PRESENTATION anpii v<br />
q / Great title screen,<br />
3*\ understandably short<br />
ORAPHSCS<br />
S Q /O t^ie a<br />
C\ O Q/<br />
‘Save Earth from<br />
^ens ' b°re-<br />
^ instructions.<br />
Uflfll/' ADII rvv<br />
1 IbbI 1 «<br />
“T >fO/<br />
Brilliant until they<br />
j /Q A (\/ Two or three games<br />
L.f. start scrolling.<br />
^ anyone.<br />
isuru min 91 CSTA IStll IT'V'<br />
< / ^/ci<br />
should be enough for<br />
r\ A Cl / Horrid blasting<br />
/Q effects. 20% ““<br />
•J^<br />
Ll v.<br />
Oh dear. Sadly below the advertising claims.<br />
The fighters, mothership and<br />
explosions are nicely depicted<br />
but the sound effects are monotonous.<br />
BW<br />
" DQH P0 6€T upggr. !•<br />
<strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong> 109
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HITS<br />
54.<br />
59. (27) BOOTY<br />
FIREBIRD. £2.50 cass<br />
60.<br />
Set in a pirate ship you must explore the decks collecting<br />
treasures and booty while avoiding the fearsome<br />
cutthroats and other dangers that bar the way. Good<br />
value multi-screen game with unusual elements.<br />
jf<br />
( )<br />
MANIC MINER<br />
55.<br />
SOFTWARE PROJECTS, £7.95 cass<br />
This is the first copy of the original Miner 2049'er<br />
platform game. It features the now infamous miner Willy<br />
as he collects keys in order to escape from a succession<br />
of weird sections of his mine.<br />
61.<br />
(-) GUMSHOE<br />
A'N'F, £7.95 cass<br />
You're an investigator in a hotel full of gangsters and<br />
searching fora kidnapped girl. You have to find the girl<br />
as you shoot it out with the mob who keep appearing<br />
through doors. You've got to make a profit while your at<br />
it though.<br />
\<br />
r<br />
56.<br />
(-) SUPER PIPELINE II<br />
TASKSET, £6.90 cass, £9 90 disk<br />
Frantic arcade style game with great graphics and<br />
music. Battle to keep the various nasties from bursting<br />
your pipes and stopping the water flow to the barrels.<br />
Sacrifice of your workmates is necessary in order to fill<br />
the barrels and move on to a more complex network of<br />
pipes.<br />
57.<br />
62.<br />
(52) ONE ON ONE<br />
ARIOLASOFT,<br />
£9.95 cass,<br />
£11.95 disk<br />
63.<br />
Basketball game where you can take on Julius Erving or<br />
Larry Bird. It's just two of you in a high scoring duel<br />
around the basket.<br />
2<br />
(53) BRIAN JACKS SUPERSTAR<br />
CHALLENGE<br />
MARTECH, £8.95 cass, £12.95 disk<br />
58.<br />
Tacky shirts are guaranteed with this new joystick<br />
waggling game. Score enough points on the qualifying<br />
round to challenge the man himself. Eight tough and<br />
different events will tax your strength and skill to their<br />
utmost.<br />
(43) UP 'N' DOWN<br />
US GOLD, £9.95 cass<br />
This fun-to-play arcade conversion will frustrate you<br />
immensely. Rush and jump your car around the rounds<br />
in search of the coloured flags. On completing a screen<br />
you progess to an even harder level, and eventually to<br />
flags that trundle about on trollies.<br />
(55) MONTY MOLE<br />
GREMLIN GRAPHICS. £7.95 cass<br />
Another scrolling platform game where Monty Mole<br />
goes in search of coal and the legendary Arthur. All sorts<br />
of hazards face him including flying pickets, hairsprays,<br />
coal crushers and acid baths.<br />
(-) FIGHTER PILOT<br />
<strong>64</strong>.<br />
DIGITAL INTEGRATION, £9.95 cass<br />
One of the earliest flight simulators with six options from<br />
landing practise to 3D air-to-air combat. Four skill levels,<br />
good controls and great instrumentation.<br />
(-) BLACK HAWK<br />
CREATIVE SPARKS, £7.95 cass<br />
Flying over enemy territory you have to deal with enemy<br />
ground installations, helicopters, planes and missiles.<br />
The screen scrolls Xevious style and there's plenty of<br />
blasting action to keep you happy.<br />
( -) TIM LOVE'S CRICKET<br />
PEAKSOFT, £8.95 cass<br />
Interesting cricket simulation where you can take on<br />
another player or the computer. Full control over<br />
batting, bowling and fielding and choice of all twenty<br />
two players.<br />
TOTE YOUR VOTE!<br />
Help your favourite games into the top <strong>64</strong>, and win a great Zzap prize package<br />
Here's the form on which you<br />
can vote for your favourite<br />
games and help build up the<br />
nation's best chart for <strong>64</strong><br />
owners.<br />
Basically you have a total of<br />
TEN votes which you can allocate<br />
any way you like - you can<br />
put them all<br />
on one game or<br />
split them between up to FIVE<br />
different games. This is the best<br />
way of ensuring that our chart<br />
accurately reflects people's preferences.<br />
To ensure that people only<br />
enter once you MUST use the<br />
<strong>ZZAP</strong>I<strong>64</strong> TOP <strong>64</strong> VOTING COUPON<br />
I<br />
(Please write clearly)<br />
Name<br />
Address<br />
The games I<br />
£20):<br />
Post code<br />
would like to win are (total price MUST be under<br />
form below. This form also<br />
allows you to predict what you<br />
think will be the top three<br />
games in the next chart. The<br />
first three people we find with<br />
the correct predictions will win<br />
a great gift package consisting<br />
of a Zzap! T-shirt and games of<br />
your choice worth up to £20.<br />
This is an opportunity you<br />
can't afford to pass over, so get<br />
voting. Entries to: Chart vote,<br />
Zzap! <strong>64</strong>, 1 Church Terrace,<br />
Yeovil, Somerset, BA20 1HX.<br />
am voting for the following games (up to five):<br />
Game (and software house)<br />
No. votes<br />
My T-shirt size is S/M/L<br />
1<br />
predict the top three games in the completed chart will be:<br />
1<br />
3 Maximum total votes 10<br />
112 <strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong>
CEORCE<br />
SVLVifl<br />
MU; BILL<br />
iOIUH<br />
IH5<br />
OVER 2,000 QUESTIONS<br />
1-4 PLAYERS • ARCADE GRAPHICS<br />
U.S. Gold Limited, Unit 10, Parkway Industrial Centre,<br />
Heneage St., Birmingham B7 4LY. Tel: 021-359 8881.<br />
Commodore <strong>64</strong> & Atari
I<br />
<strong>ZZAP</strong>SPEAK<br />
The workl of computer games has already spawned a language<br />
all Its own, which can leave non-initiates completely baffled. So<br />
here's explanation of some of the more commonly used terms,<br />
including a few we've invented ourselves. We'll be updating this<br />
glossary with new terms as the need arises.<br />
/WSDn;<br />
. , iv-i?<br />
AARDVARK Useful abbreviation<br />
coined by the mag Micro Adventurer<br />
(RIP) for the long-winded term<br />
'arcade-adventure' (see below). Not<br />
be confused with the animal or software<br />
house of same name.<br />
ADVENTURE In its strictest sense this<br />
refers to a game in which you control<br />
the action by entering simple typed<br />
commands on the keyboard instead<br />
of having direct movement control<br />
over a character as in a typical<br />
'arcade' game. For example, if you<br />
were trying to escape from a dungeon,<br />
you might try typing commands<br />
such as 'Search dungeon' or 'Kick<br />
door' or (possibly) 'Look through<br />
keyhole'. If the computer understands<br />
the command it will either<br />
carry it out and tell you the result, or<br />
inform you if the action is impossible.<br />
A typical adventure would involve<br />
exploring various locations in search<br />
of objects to help you on your quest.<br />
The main challengeof these games is<br />
working out how exactly to use the<br />
objects. See also TEXT-ONLY ADV-<br />
ENTURE, GRAPHICS ADVENTURE,<br />
and ARCADE-ADVENTURE<br />
ADVERTISERS' INDEX<br />
Anirog<br />
Ariolasoft<br />
Beyond<br />
Database<br />
Domark<br />
Firebird<br />
67<br />
65<br />
9<br />
50, 51<br />
87<br />
10, 11,57<br />
Gremlin Graphics 105<br />
Imagine 115<br />
Lothlorien 39<br />
Melbourne House<br />
79, 81, 83, 85<br />
Microcentre 63<br />
ARCADE GAME The most common<br />
type of computer game in which you<br />
have direct movement control over a<br />
character. The term is also sometimes<br />
used in a narrower sense to<br />
refer only to games which started life<br />
in the amusement arcades.<br />
ANIMATION The movement of a<br />
character to indicate different actions<br />
such as walking, running, leaping,<br />
etc. Animation which is detailed,<br />
shnooth and realistic (or humourous)<br />
can add enormously to the graphical<br />
impact of a game.<br />
ARCADE-ADVENTURE Basically an<br />
arcade game (no typed commands),<br />
but one which is based around the<br />
adventure themes of exploration,<br />
object manipulation and problem<br />
solving. A typical 'aardvark' will show<br />
on screen only a small part of the total<br />
playing area at any one time, and to<br />
solve It a player may well have to<br />
map out the various locations. Examples<br />
of such games are Quo Vadis<br />
(strong on exploration) and Pyjamarama<br />
(strong on object manipulation<br />
and problem solving).<br />
BLOCKY See low-res<br />
BODYPOP SCROLLING Another term<br />
for jerky scrolling. (See SCROLLING)<br />
CVG Stands for Completely Vile<br />
Game. (Used only in extreme circumstances).<br />
Mikro-Gen 73, 77<br />
New Generation 21, 95<br />
Ocean<br />
back page<br />
Software City 13<br />
Ultimate 27<br />
US Gold 2, 17, 49, 68, 98,<br />
99, 113<br />
Virgin Games 4<br />
<strong>ZZAP</strong>! <strong>64</strong> Subscriptions<br />
40, 41<br />
<strong>ZZAP</strong>! Mail Order 106<br />
FLICK-SCREEN Describes multiscreen<br />
games where the picture<br />
jumps to a new location as the character<br />
reaches the edge of the screen.<br />
Contrast with SCROLLING.<br />
GRAPHICS ADVENTURE An adventure<br />
game in which the various locations<br />
are illustrated on screen (as<br />
well as described).<br />
HIGH-RES Short for high resolution.<br />
Describes graphics which are finely<br />
detailed.<br />
JOYSTICK ADVENTURE Another<br />
term for 'arcade-adventure'.<br />
LOW-RES Short for low resolution.<br />
Describes graphics which are 'blocky'<br />
and lack detail.<br />
PATTERN GAME A game where the<br />
enemies move in regular patterns,<br />
and where the skill lies in understanding<br />
the patterns and timing your<br />
moves accordingly. Many PLAT-<br />
FORM games are also pattern games.<br />
PATTERN SYNDROME An unfortunate<br />
feature of certain pattern games<br />
where the patterns never alter, and<br />
the player has to move through<br />
exactly the same route every time he<br />
plays. Also known as PS.<br />
PLATFORM GAME A type of game<br />
started by Miner 2049'er where much<br />
of the action involves leaping around<br />
a series of platforms.<br />
SCREENS Games are often described<br />
as having a certain number of<br />
screens. This only makes precise<br />
sense in flick-screen games where<br />
there are distinct screen pictures, locations<br />
or layouts. In games where the<br />
picture scrolls the 'number of<br />
screens' normally refers to the size of<br />
the overall playing area.<br />
SCROLLING A very common game<br />
feature where the screen picture<br />
moves to show a new part of the<br />
playing area. It's as if the player is<br />
looking at the view through a moving<br />
camera lens. In most games which<br />
feature scrolling, the picture moves<br />
in order to keep the character you<br />
control in the centre of the screen.<br />
Scrolling can occur in more than one<br />
direction and may be smooth or<br />
jerky.<br />
SHMUP A Zzap-coined term to<br />
replace<br />
the long-winded 'shoot-emup'.<br />
Any game involving stacks of<br />
blasting and zapping.<br />
SIMULATION A program which tries<br />
to copy as realistically as possible an<br />
activity such as a sport or flying an<br />
aircraft.<br />
STRATEGY GAME A term used for<br />
certain games which are neither arcade<br />
nor adventure. Typically they will<br />
put the player in a decision-making<br />
position such as commanding a<br />
merchant ship or running a company.<br />
On the basis of information supplied<br />
by the computer he will make a series<br />
of choices in and attempt to achieve<br />
some goal. Football Manager, speaking<br />
of goals, is an example of a popular<br />
strategy game. War games are<br />
also a type of strategy game.<br />
TEXT-ONLY ADVENTURE An adventure<br />
in which the various locations<br />
are described in words only. The advantage<br />
of this is that the memory<br />
space which would otherwise be<br />
taken up by graphics can be used on<br />
extra locations or added subtleties.<br />
TANK To thrash someone at a computer<br />
game. As in: 'Penn tanked<br />
Rignall at Dropzone.'<br />
WIMP OUT To turn in an utterly useless<br />
performance on the joystick.<br />
'The ed wimped out again.'<br />
SEE VoK.<br />
NC*T , „<br />
\S>S>UE'<br />
114 <strong>ZZAP</strong>! <strong>64</strong> <strong>July</strong> <strong>1985</strong>
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The screens above are taken from the Arcade version<br />
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