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NOW MONTHLY! 




A NEWSFtELD PUBLICATION 
TX: 003 FEBRUARY 1988 

£1.25 

DM 7.50 



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38 PACK 

OF THE LATEST 

GAMES FO 

AMIGA, ATARI S 
L COMMODORE 64/128 
SPECTRUM 48/128 
AMSTRAD CPC/PCW 
SEGA CONSOLE 
PC COMPATIBLES 

COIN-OP 
CONFRONTATION 

The latest great arcades 
to hrt town 

RACIAL ABUSE 

Discrimination 

in computer games 

We take scissors to games 
in need of 

CENSORSHIP 

GRAPHICS 

OE-LUXE PAINT II 
gets splashed around 

MUSIC 

Towards a tapeless studio 



'-■m. 'I.' 



€ 



1*1.1 



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S55 



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SIGN ON FOR COMPUNET - 1 6-BIT NOW TOO! 




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CASSETTE 
SPECTRUM AMSTRAD 



A> 





SPCCTRUM 



COMMODORE 



From Denton Designs comes a 

gross reincarnation of those 

freaky head-bangers - WAD 

BALLS. With really spooky 

graphics and a game -play that 

wifl split your sides. Featuring 

Freaky FuJI Back, Slobulus, 

Screamin Meemie and more, 

much, much more ! 



MADBALLS 


-'*=< , " , 1 X! 







GRYZOR 




Infiltrate the Alien Rebels 
headquarters in KON AMI'S 
coin-op hit Negotiate efcctnc 
force fields and overcome wave 
upon wave of fanatical guerillas 
An essential game for alt you 
arcade addicts ' 







DISK 

COMMODORE AMSTRAD 

£12- 95 £14- 

mm mmm iach mm m ■ each 

COMMODORE SPEQRUM +3 



COMBAT SCHOOL 



MATCH DAY II 



Enlist to become a captain, if 

you've got the guts, in COMBAT 

SCHOOL. Work your way 

through seven gruelling events 

in this, KON AMI'S arcade 

blockbuster, and if you don't 

make the grade there's a 

penalty event or you're OUT ! 




This NEW Match Day is the result or all 
the customer feedback and advice 
on how to create the pinnacle in 
computer soccer. Jump, head, volley 
and kick (using the kick meter) with 
automatic deadb all set ups and 
goalkeeper control. DIAMOND 
DEFLECTION SVSTEm Tj " ensures 
realistic ball ricochet with full music 
and sound FX. The very best in 
football Tor your micro. 



I n rtie regiiiared trademark of 
Ocean Software Linn h h I 



©B11TE ROTOR 



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OBLITERATOR 

You are Drak Itie Last of the 
Or.Uerators. a genetically enhanced 
and ewefcune righting intern*. b»o- 
engmeered lor theenecuUon el 
mcr edible tasks, the ultimate solution 

ID l*e most catac>y6mic Of 
predicaments. 

n VOld-S 01 Federal 10" SpflC* An 

ahen cruiser hasmaleriahsed. It's a 
th p nl sinister and Foreboding 
power Federation defences have 
b*»n smashed. Earth IM exposed, 
Own is only one hope arid you d'e il! 

Summoned by the Federation 
council, your 4SSi-gnmenr li to use • 
frotolype matter transport** to 
nf Iterate the alien cruiser. Armed wilh 
a particle beam disrupter lasers and 
whatever the alien hactat can 
tt'oviHB, you iriuil efippte the alien 
vessel ihuf enabling us destruction 

What a*a rs'' Whai technolog-cal 
penis and strange diabolic 
adversaries *.n try lo thwart vou in 

your minion? 

Can you become Drak the La.i1 of the 

Oct reraisr*-"! Can you survive'? Can 
you overcome sucn unthiinKa&i* odds* 

COMING SOON 



TERRORPODS 

US Been ■ long watch . . As the sun 
disappears ever the horizon, the 
uninviting, grey bleakness of Col»an 
becomes apparent. Following tfia 
•ntense heat or i he day. the onset ot 

night adds the bitterness o( sub-zero 
temperatures to an a: ready hostile 
environment and [he aiark interior 01 
the D.S.V. appears utmost homci 

Deep melancholy is suddenly 
smashed by Ihe shrill scream of a 
siren, the status panel has gone 
crazy, an extraordinary array of lights 
flash uncontrollably. Godc gr-et 

what's happening? 

Frantically, you turn to look hi ihe 
command Scanner, hunting through 
ihe marts ot information before you. 
lit a cesper ale attempt to HBCi p her 
what haa happened. 

Your whole bang freezes . . It can't 
baf The Terrorpods 



AW4W.iA0LE.MOW 



BARBARIAN 

Can you become Hegor the lemou* 
dragon-slaying, monster -mangNng 
Bafber'iHn? 

Are you tne warrior who can enter 
the feartul realms of ' 
underground world of Our gan, a 
world lerronjed by the evil Neeron? 

Can you handle ihe adveniure, ihe 

frenzied attack s, me h idder i • 
Ihe gruesome death dealing 
monsters? 

Vour quest; lo destroy thfi I 
accursed heerort Your prize, Ihe 
kingdom's crown. 

Your task it awesome 1 f Ou must live 
on your v.o» conquer your innermost 
lur S, usa every *k<H a nd weapon 
Hviitablel' 

Hideous perils nwart Can you 
Survive'' 

Are yog Hegor the famou* dragoh- 
gliytng. monster -mangNng 
Barbarian? 



AVAILABLE NOW 



Psygnosis 
FREEPOST 
Liverpool L3 3AB 
United Kingdom 
Tel No: 051 236 8818 
Pax: 051 207 4498 
Telex: 629474 



ACCESS 



VISA 



Et^ n^i 





OBLITERATOR 


— £24.95 


TERRORPODS 


— £24.95 


BARBARIAN 


— £24.95 


DEEP SPACE 


— £24 95 


ARENA 
BRATACCAS 


— £24.95 

— £24.95 


ARENA/BRATACCAS 


— £29.95 


Ait available for 5t2k colour. 
Atari ST, Commodore Amiga. 



M11TERATOR 




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OBLITEflATOH 

n-tiiak inn I, a*l rjl the- 
Obliiaretert a gcnoticalty enhanced 

ami nwfiicflio lighlirtfl machprvt. blQ- 
cr»a.ii rwred lar I he mimii'im £' 
includible tajKS. Ihe ull<mate K>\< 
U> tr»e moji caJKlyemic ot 

predicaments 

in m 9 vwd* of Feflflf ation f pace an 
alien er vlffir has malitiaJited H it i 
ship of sinister end lof«fro<tnifl 
po*er Federation detent** have 
bntffl smsshHd, Earlh lies exposed, 
thsf a is only one hop* arid you tti 

SumfflCfled ov the Federation 

Cou> ^nnmanl it IQ use R 

•.porter la 
e alien cruiser Armed will* 
.-i pi'ifClO tj^a m divupier laser* and 
*ria:<f«r :no oiler) habrfai can 
provide, you mull cripple th> sJkin 
veisol Itiui eneblinu us desirocikan 

What awattrf What toehnoloq cai 
peril* and strange diabolic 
advertorial win try ici thwnrT you In 
your n^selon? 

Can you become Ora* the ls.it el the 
OblitoraloriT Can you surviw? Can 
you overcome such unthinkable odda^ 

COMiNG SOOrV 



TEBROHPODS 

iti CB«rv a lo-ig watch As tn*> ■ 
^iiflppnafi ovrK ina no'-tori, ih* 
uninviltng, gr«y ttfaaknero ol Co! 

Smxime? appa'en! PaHOwingi lhG 
imwtMt h«al til (tie day, inn onset ol 
iijnr adds Ilia bihomew ol aub^Hro 
'eifiperaiurcn Id an already hortie 

■ -inmflnl. and the ttark interior o( 
iha D.S.V. apowrt almost homelike 

Deep meianunory is su a &■ • 
smashed by itve shun scream o< ■ 
siren Trie statu* oanei hajgon* 
v'wv an extraordinary array of light* 
flash unecmlrollably. Good one* 

*flj|r. « nappon Ing? 

Fiyip Ucalty, yoj turn lO 100^ 

command scanner , huniifto through 

i ne mas.5 o' informalion before you 
in a dPiDeraic ailampt to dscipher 
wh.ai ha* happened 
Your Whole b«nfl freezes 11 C*nt 
be 1 rr.e terror pods 



BARBARIAN 

Can you tBtomu Haojar 1h« iu"icvt 
Qfii(]on<ilaying. monsler-majiflltnai 

Am you (ne war* lor *ho can ewer 

the feaMni ' ealms ol ihe 
undo rgTOUffd *or'rJ oi Durgan. ■ 
iBfratried by trie evil Neerc 

Con you i n n t: i i inn adventure, the 

iremied artac*s. ih* hidden <rap», 

ihe cruoaome death d«aNng 

nTGniwa? 

Vour aue*t lo rjestrcvy Ihe Wr ol »»• 

■ecura»dN«ron. Y&ur pri^o; (he 

klnodom'i vtmn. 

Yetirtas* BiwtHirf 1 Ynu >nuarl 

on your wn« cemquor your mn« 

iaar». vw -evary skill and *"■ 

awailabloloyou 

Hi[J*out (wrils a*ai! Crin ynu 

survive? , 

Are yO«J Hegor Ine fflrflOu* draoflrv 

slay.no. monaler-manflling 

Barbarian? 



AVAILABLE NOW 



AVAIL 



Psygnosis 
FREEPOST 
Liverpool L3 3AB 
United Kingdom 
Tel. No: 051 236 8818 
Fax: 051 207 4498 
Telex: 629474 



OBLITERATOR 



TERBORPODS 



8AABARIAN 
DEEP SPACE 



ARENA 



— £24. 



— E24.95 



— £24.95 



— £24.95 



— £24.95 



ACCESS 



VISA 



E3 S 



BRATACC AS — £24.95 

ARENA/BP.ATA C GAS - £29.95_ 

A If available tor 512k colour. 
Atari ST, Commodore Amiga. 




coMPi/rsRseL 
ENTERTA/i 



tWwFfsy 

" Mr Nik Wild 
Software Co-ordliwlor Richard EdrJ, 
StariT Writar Room Hogg 
Editorial AisHtanfc Frances Mawe 
Photography? Cameron Pound, Michael 
Parkinson ;As5istarrl| 
Ctntrttatin.- Jon Bates Rodin Evans. 
John Gilbert, Robin Candy, U;\ 
Coxhead Mel Croucher Martyn Leslsr. 
Mark fiomweii nod Steel. John Woods 

EdltDrUI Director: Roger Kean 
Production ConfruJbr David Western 
Art Director: Marme Kendriek 
OMlgn/layoaft Wayne Allen 
Pi utai /afai p lm nhiii Jonathan Bign^i 
•SopHvtsafi, MattlKwUfllnoell. Nick. 

Onntd 



!,?*wrjSfr«f, iLMftJw. &lrv0sinre SMff 
M0«O58a5451 

UnrttsamMitMuuflw: Roger Benneti 
Saan Exacuthra: .Andrew Smales 
>mlilaaf Jackie Morns 
'.-' -'4 46CJ OH I05&4! 5B5Z 



Carol Kmse> 
SUBSCWPTIONS 

DtojHMMrti 

FO tor 20, Lti&ow. Shropshire SYS JOB 

typeset by tn« Tortoise Shdl Press 

LutHm. Colour origination by Sea* 
Stadias. Wa^re Rani, London Hi 
Pnmed in England by Cat Hilt Wad 

Offset VftWow.7 ITatfi,- mfWa, 

Cammm CAP ?HR - a member of me BPOC 
Group Distrirwt.0n Dy COMAS. rawslwA 
flwtf. West Dnytm, Middlesex. 



LunniummuLEs 

Tha EdUor s Oecismn a 'mil in ill madari 
rtullng Id *0|v4«Itlvn *n<T wMI* Wff 0«Bf 

prizes in good liriH, beileming Dvxn la Us 
ireibblv. i| jomelhing untoward naptens 
INke j fame Hut hsi been ofletMl u t prlrt 
Mng aaaaaad) wa rnarn tha rtyril In 
*4wMiia» prlza* at «amftnH* MM, Wt'H 
do our vary best to despatcti ikibi as soon as 
ptHUHe aft** the (kiblithtd 'vleting dale 
Monars names wilF ap**a' in a laler usue Df 
THE GAMES MACHIMf Ha tsmnuwuitflca can 
be entered into regar*i>o; the CDinpelrtwni 
lt»m*» n«>? mflm (o irou Hating thel y«i 
Mm mo a prize and it ffioean'l turn uf , In 
•McD oh drop Frmcw Malria a line el the 
PO Boi io iddreu} Ho perwii wh» n» any 
rjliUomnai. mi matte* Mm remote, to etiyone 
*t» works lor titer Nrws field or in* mt tha 
ewnpanwaorlanncj prizes, nuy atrtcr an* el 
aw i 



No roatenai may be reprcdiiced ir part or in whole 
mrnoui the written comnt «f the coimigfit- 
notders Me- ramiK undertake to return iinwtlwio 
SMI! Iftu) THE GAMES MACHINE - iKkiflaig wnflan 
end prntigraphic maternal, rtarnwaf* or wrtwtrt 
-wn»««44ICCtfn0an«)lrya5WUt>>'slarnped. 
addressed envelope Unsolicited *rrnen v 
phoay a crw : matanal is welcome and * used in 
tie aiapaanca paid 1w at «ur Cuff Btfralt* 

i Newsffeld Ltd. 1988 
COVER ILLUSTRATION BY QLWEH 



rcmowc 
fENT 



FEATURES 

STEREOTYPES IN 

SOFTWARE 

Mel C Toucher accuses the 
industry of racism 

PAGE 19 

COIN -OP 
CONFRONTATION 

Robin Hogg lakes a trip dawn 
arcade lane to feed some of (he 
best. latest slots 

PAGE 69 

DYNAMIC BRUSH 
GRABBER 

Robin Candy finds the Amiga's 

Deluxe Paint II is a utility to 
recommend 

PAGES6 

TGM ON-LINE 

Comms facility Compunet is no 
tonger the sote preserve of 
CBM 64 users Richard Eddy 
finds out about the 16 -bit side 

PAGE 89 

THE CENSOR STRIKES 
BACK 

Is it time the software industry 
wielded the censor's scissor:; 
over computer games'' asks 
John Gilbert 

PAGE 93 



WEENY MIDI MODE 

Mel Croucher helps Jon Bates 

cut the tape by reviewing low- 
cost multi-track recorders 

PAGE 97 

REGULARS 

NEWS 

What's been happening lately 

PAGE 10 

READERPAGE 

Simon N Goodwin answers his 
critic, plus some more of your 
letters 

PAGE 7 

PREVIEWS 

In our midst, a British software 
house is one of the biggest 
Nintendo licensers; and some 
games to expect next month 

PAGE 14 

REVIEWS 

32 pages of multi-format games 
reviews, For details, see the 
review contents on . . . 

PAGE 27 



GETTING 
ADVENTUROUS 

Rob Steel's back with reviews of 
new adventures on all formats 
PAGE 7S 




FEBRUARY 1988 



THIS ISSUE . . . 



FANTASY GAMES 

John Woods becomes a 
paranoid psychotic for Paranoia 

Wand The Fury Of Dracula 

PAGE SO 

BOARD GAMES 

THE GAMES MACHINE learn 
get out dice and folding toy 
money for a round-up of some 
new products 

PAGE 82 

MERCY DASH 

She's mad, she's bad, she's 
Robin Evans's industrial 
heroine 

PAGE 96 

MUSIC MATTERS 

As he moves closer to the 
'tapeless sludiu'. Jon Bates 
reviews some 1 6-bit utilities 

PAGE 1 1 1 

ENDPIECE 

More of Mel's trivial questions, 
plus some astonishing news for 
next month . . . 

PAGE 114 

WIN! 

A PORTABLE CD/RADIO/ 
CASSETTE PLAYER 

ThatanrJ50cop«esol He w son "s 
new arcade compilation - 
Zynaps. Exoiun, Undtum and 
Plana Rama - 8-bil only 

PAGE 22 

TERR AM EX AND HOME 
ESSENTIALS 

Copies of Grand Slam's tad 
hilarious game and a glut of daft - 
but -useful bits and bobs 

PAGE 79 

A PORSCHE 91 1 TURBO 

Well. 3 couple of super radio 
controlled models anyway, and 
copies of Tiers' Drive from 
Electronic Arts 

PAGE 109 

Issue Four of THE GAMES 
MACHINE is on sale 
everywhere from February 18, 
Don't miss W If you would like 
to subscribe, check out Page 
110, 



TGM TX DATE: 02-88 5/1 16 



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P5S 



LETTERS 




Thank you evwyone who has written to READERPAGE with such 
a great variety of views. Of course, there's never enough space 
to fit them all in , b ut don't let that disc ou rage yo u ; we wil I expand 
the space in future issues. A common complaint has been the 
lack of a prize incentive for writing, but, unlike nearly every other 
magazine going, we decided no* to offer one on the grounds that 
you really want to express your views and not just provide an 
excuse for a possible freebie! Are we wrong? 



READERPAGE, THE GAMES MACHINE, 
SHROPSHIRE SYS 1DB 



PO BOX 10, LUDLOW, 



WRITES 

Dear Editor 

Paul Hanson of Hampstead should 
check his own fads before rushing to 
criticise my carefully-researched 
article in THE GAMES MACHINE Issue 
One. His letter, published on page 13 
of Issue Two, contained a number of 
'corrections' to my article that were 
uniformly wrong, and defamatory in 
tone. 

I admit to one error in the article; I 
got part of the title of Nolan fl ushnell's 
first game wrong. Computer Space 
was the first ever arcade game - not 
Pong, the follow-up which Hanson 
remembered. 2,000 fibreglass 
Computer Space consoles were 
produced and sold in 1972. 

As Martin Amis noted in his early 
history of the genre {invasion Ot The 
Space Invaders, Hutchinson, 1962), 
Computer Space was much more 
significant than florin: 'The prolo- 
game | Computer Space : wasn't 
ping-pong; it was a game which 
anticipated with astounding precision 
the more elaborate video consoles ol 
the tuture." 

■tflHMT 

Jack Tramiel resigned from 
Commodore,, under protest, with his 
sans in tow, after a long and public 
row with other members of the hoard . 
I summarised this by saying, 'Jack 
Tramiel and his family were thrown 
out of their own firm', and so they 
were. 

Uncle Jack tries to give ttie 
impression that the parting was 
amicable, but only Winston Smith 
(and, apparently, Paul Hanson, Atari 
ST owner] would believe that after 
studying q uotes a nd reports o( the row 
as it happened, 

GEM was implemented on the IBM 
PC before it was converted for the ST, 
so \ was quite right to say, 'a friendly 
front -end, GEM, was imported from 
IBM systems ... n . In the very next 
sentence I made it clear thai Digital 
Research wrote GEM I 

And finally, IBM is the largest 
shareholder in Intel, and yes, Intel - 
among others - goes make processors 
for clone manufacturers; isn't 
capitalism wonderful? 

Hanson seems to be trying to defend 
the Atari ST, where no defence is 
necessary. If anything is bad about the 
ST, it's the fad that Atari's rather 
hysterical marketing policy seems to 



appeal to a minority of vociferous hut 
ignorant people like Paul Hanson. Still, 
It takes all sorts to make a market. 
Simon N Goodwin 



AM OLDER VIEW 

Dear Games Machine 
Well done on your first two issues It is a 
very interesting idea and is being 
executed well. As one of your older 
readers fl am 25), I would say it is more 
readable than a lot ol the alternatives. 

i have i suggestion i have just 
upgraded from a Spectrum, which I 
bought four years ago, to an Atari ST I a m 
very pleased wdh it and I'm sure many 
others are in the same position. 

The difler&nce from (he early days of 
Sir Clive's machine is that a software 
base gradually built tor the Spectrum - 
an d I kept up with the best of 1 1 - but with 
new com puters such as Atari and Ami ga, 
there is an existing software base from 
the United States coming in and 
conversions from other machines. II is 
therefore not only the new software that 
needs reviewing, but also the ties! ol the 
older stuff. 

Well I look forward to reading more and 
more outstanding Atari reviews in the 
coming months 

If you reel you need an older view on 
some of your software reviews I would be 
happy to help in that direction, I feel the 
type ot software en|oyed by adults with 
less available time can vary a lot irom 
even older teenagers 
John Vincent, Reading, Berks 

This is ot course the benefit tor new 
Atari owners (and Amiga is catching 
up with its new found predominance 
in America), that there is a forge ready- 
made American software base. 
However, it is only now beginning to 
arrive in the UK ami stilt can't match 
that tor the Spectrum or 
Commodore 64. 



OtSLLOYDAL 

Dear Games Machine 
What 1 1 don' i believe ill i must have 
missed a bit. No, it's true: Newsfield have 
actually produced a magazine without 
Lloyd Man-gram's name appearing 
somewhere or other. Standards are 
slipping. Badly. It won't be long before we 
haira Ftoger Kean doing Ihe artwork or 
even, perish the ihought. Oliver Frey as 



Editor 

Anrl this Mel Croucher He's (airly 
getting around. He'll soon be appearing 
as often as old Lloyd used to. Wait a 
minute, wait a minute A thought is 
torrnmg here. LM and Mel. Mmmm Ask 
yourself this readers: are these two 
people in fact separate identities? -or is 
it a cunning ploy to cut down on staff 
costs on the pan of Oh. Obviously there 
are some differences. Lloyd's dictionary 
has disappeared, (to be replaced by the 
Heu Mel's Bible), bul I think there's 
something in this Mel's slory m CRASH 
vanished a bn suddenly, didn't it. 
Overwork, perhaps? Or underpay? The 
plot thickens. 

I'm ahaid I missed Issue One. Any 
chance of a back number'' 
John McKinlay, Fife 



Lloyd says he can t work en THE 
GAMES MACHINE, because he finds it 
contusing that the disks go In on the 
side of an ST and the Amiga 
(disktexla?}, whereas Met has a 
voracious bank manager to support 
Back Numbers are available, although 
we haven't put an advert in vet. Just 
write to: SACK NUMBERS, THE GAMES 
MACHINE, PO Box 20, Ludlow. 
Shropshire SYS 1DB, saying what you 
want and enclosing a payment of 
£1.45 (includes P-P}. 



GENERALLY PLEASED 

Dear Games Machine 
THE GAMES MACHINE has arrived at the 
nght hme tor me , as I am beginning to use 
my Amstrad after a period of qu iel . I used 
to gel AM1W. until it folded . I already had 
a high opinion of Newslield magazines, 
having read CRASH in the days when I had 
a Spectrum, 88 well. 

THE GAMES MACHINE could prove to 
be the best yet There are far more 
articles lor one thing, and not page after 
page of reviews You have managed to 
gel the number and style of reviews just 
right. Congratulations I am glad toseean 
Adventure Section in evidence, bul may 1 
request a regular Strategy column -you 
appear interested in Role-Playing - 1 think 
this would be good, besides 1 like 
strategies 

Speaking of Role-Playing games. I'm 
glad to see your writers are wel I - i nf ormed 
and obviously qualified to write on this 
topic. An awful lot of rubbish has been 
spouted about them. 

I hope the letters page expands since 
one page is nowhere near enough for one 
ol the best pans, of ihe magazine 

Wouldn't it be a good idea if you colour 
ceded the computer format section, in the 
reviews, thus making it easy for readers 
to find the relevant review at a glance? I 
suppose this might prove a bit garish, but 
worth a try 7 

I hope THE GAMES MACHINE proves 
successful, as it is the best magazine on 
the stands ai the moment. 

In the Shades competition is MUG a 
printing enor? You mean MUD surely? 
J Pengelly, Cardiff 



Thank yon for the kind comments! 
Actually there does seem to have been 
page after page of reviews, but that 
was more due to the bi-monthly 
status, and should ease off on a 
monthly basis. Colour*coding them 
might make it all took a bit military, 
and besides, the idea is that every 
review (as tar as possible) Is of 
interest to every reader because most 
games cross ail formats, including 
coin-ops more and more. We didn't 
want to create any 'format ghettos '. 
Strategies will find their place - there 
are a couple In this issue - don 't 
worry! And MUG was not a printing 
error, it stands tor Multi User Game. 



MSX USER GROUP 

Dear Games Machine 
First I would like to congratulate THE 
GAMES MACHINE on Ihe emphasis given 
to MSX. and for once publishing a very 
enjoyable computer maga/ine II seems 
lhal some magazines just don't want to 
offer anything to the 200 ,000 strong MSX 
users in the UK 

I know your magazine can't provide 
MSX-ers with all the i nformalion th at th ey 
require. SO I would appreciate it if you 
would let them know of MSX Link 
International we are currently the 
biggest MSX user group m the UK, and the 
Scottish office publishes a separate 
monthly magazine dedicator) to. the MSX 
user, It costs onry E8 per year to join , this 
includes a monthly eight' to ten - page 
newsletter packed with useful 
information and: advice H anyone is 
interested and would tike further 
information then please contact the 
address below, and please send a SAE 

MSX link International, f/orth 
Lodge, Cairnhilt Road, Airdrie, 
Lanarkshire MIS 98 J 
Craig Bell, Lanarkshire 

To be honest with you, we suffered a 
setback mis issue, when our MSX 
machine was takenf But that will be 
put right soon. 



WHERE ARE THE MUG 
GRAPHICS? 

Dear Games Machine 
I have |ust recovered enough 1o write tfe 
letter having visited The Adventure 
Players Convention that was held in the 
Europa Gallery at the Civic Centre. Sutton, 
November 2ft. 

Just what this convention was 
supposed to achieve baffles me What a 
badly organised affair it was. Yet another 
example ol a brilliant idea gone wrong for 
lack of understanding on how to 
Implement it From the almost total lack 
of signs pointing out how to reach and 
enter the Civic Centre to the equally 
missing demonstrators on most ol the 
displays, the whole thing was a mish- 
mash of incoherence 

Where were the champions of the 
MUGS? The MUDs? Who wanted tn enroll 



TGM TX DATE: 02-88 7/1 16 



LETTERS 



me into the Stories dominion? The stupid 
kids who were sending swear words to 
each other by modem? The stand owners 
who all seemed to have found another 
location with Ihe words 'Voungs 
Breweries' written over Itie entrance 
portal? i was no1 impressed 1 

l was also somewtiat disenchanted by 
the rather m isleadmg and spurious words 
pot across as a serious lecture by one 
Peter Killworth! Before commenting on 
older people's parsers, this man should 
gel the Topologies parser to understand 
just a couple more words than it does His 
attempts at me destruction of other 
companies does not make bis 
contribution better And what does be 
nasty know of ma/kel forces and their 
requirements? 

I have read interminable letters as to 
the need or otherwise of graphics in 
adventure games. Some want Idem, 
others do not. One argument that is put 
aver repeatedly is that graphics are 
memory-hungry in the extreme. They 
take vast amounts of RAM from our home 
micros that is more usefully used In the 
plot or story-fine. Okay! Point taken! I 
agree. Ekit I like graphics H they can be 
switched on and oft as in Level 9 and 
Mag rielic Scrolls even better, but I WANT 
THEM. For me ihey add to the game. 
Memory- hungry' SO WHAT 7 1 am not 
talking about home micros! 

T^is watf tde convention tor the M u Iti- 
User Same. Trie mamlranie-d riven 
mega-adventure tbal can cope wild the 
demands of dozens of players 
simultaneously 1 More RAM than you can 
shake a Wand ol Annihilation al. 
(Acknowledgements to inlocom Ire for 
use Of the Wand i RAM and RAM to spare. 
Where are the graphics? When 1 am told 
m a MUG lhal I can see a Huge Green 
Batrog with slavering pwis and 
putrescent iodor emanating from hisloul 
and puirttt body, I WANT TO SEE I? At this 
convention I left sore (bat I was going lo 
be shown such things. Did anyone else 
see the graphics on Ide Ataris running 
Defender Of TTre Crown? If a relatively 
limited dome micro can produce that, 
why not a DEC 10 Of Dec 20? Am I to 
believe that soon the Multi-User Games 
will be run on text-only Dray 
Supercomputers' 3 

We DO want graphics desprte what a 
lot of text-only writers would have us 
believe. I know all about the I buy a book 
without pictures because I would rather 
use my imagination' school of thoughl. 
But would you really have gone to Itie 
cinema to bearsomeone READ Battiestar 
Galactica, Star Wars, Star Trek and Ctose 
Encounters, or would you have rather 
seen the special effects and slunnmg 
graphics'* 

So come on you MUG controllers , get 
with it' Move with ihe limes and lets gel 
some pictures in idere 
Yours very Sincerely 
Ron J Handy, London SW6 

There must be a lot of readers with 
simitar, or very opposed, views. So 
let's hear from you! 

CROUCHER ANTI-VIOLENCE 

Dear Games Machine 
Having just read Mel Croucber's 
admittedly tunny feature entitled Where 
There's Yuk ThAR'S Brass in your Dec/ 
Jan issue. I leel i must write in to winge. 
gripe moan and generally complain 

Now obviously I realise that Mr 
Croucber adopts a light-hearted, flippant 



approach when wielding his pen for 
entertainment-based organs such as 

yours and I wholeheartedly confess IhaM 
enjoy his various ramblings very much 
But I can't help feeling thai the issue dealt 
with in the aforementioned piece 
demands a lol more thought and depth of 
investigation For instance. Mr C 
reiterates m his article Idat he does not 
wish to stand on any personal soap-box. 
but intends lo convey the attitudes ol 
others. How journalistically noble 
However. I hardly think Ida! anyone who 
read the piece - and since you're going 
monlbly then there must be quite a lew 
of them , congratulations - couhl d isagree 
that Itie notion thai Mr Croucher Is dead- 
set against violenl computer games really 
came across in the piece. A seemingly 
small gripe this, but because of it. the 
reader's attention is gradually drawn to 
the fact thai he obviously dad no intention 
ol presenting us with a balanced 
argument and has instead opted for a 
biased, pro-censorship stance when 
confronted with me issue. 

Nowhere, for example, does he 
mention the (act Idat there is absolutely 
no evidence to suggest that there is any 
(ink whatsoever between that and-sociai 
actions certain sick members ol our 
society perform, and the images people 
see on screens <ot any kinds, which is 
especially surprising when you consider 
exactly how much time, effort and money 



'concerned' parties have spent 
attempting to forge links between ihe 

two. In fact the two biggest studies into 
this would-be phenomenon have reached 
the verdicl that there is no connexion' 

Sorry to bring up Ibis again, but what 
happened in Hungerford was indeed a 
tragedy. And il's undoubted that 
particular elements of the Eighties society 
are to blame. But lo see people so 
obviously out of touch with the world that 
I -and practically everyone I know - Irve 
in, looking around lor a scapegoat, I can 
hardly be surprised lo see them singling 
out manufactured images, designed to 
entertain, as Ide cause. Can you see Mary 
Whitehouse renimg oul A Nightmare On 
Elm Street lor her Sunday afternoon's 
video entertainment' Or plugging Into 
port two for a lew missions of Airborne 
Hanger alter the pub 7 Millions of people 
do, and enjoy the experience But people 
have always been afraid ol what ihey 
don't understand . . . 

I could, but won I go on for ever But 
one last point I'd like lo bring up is this- 
why. in the whole four pages, does Mr C 
not even mention the fact that rnsifle 
everybody there's a certain amount of 
aggression (and yes, that does include 
Mrs Whitehouse) Human beings the 
globe over experience Ide same basic 
drives and emotions in greater or lesser 
degrees. Aggression is perhaps one of the 
most problematic ones and il an 



individual has too much, or can't tLiutrul 
the amount they have, the results are 
often disastrous. My point is thai playing 
violent games, and watching violent 
films, can help to satiate these devils 
within us all The (act Is. lhal provided no 
persons or animals are in any way 
exploited in ide manufacturing of these 
images, they could actually help lo 
prevent an ti-social behaviour (TW 
Seem a little too extreme to grasp nghl 
now, why not go away and check up on 
the sen-crime figures pertaining lo 
countries where hard-core pornography 
is - and isn't -freely available i 

Personally , I'd li ke lo see mgre energy 
expended in investigating the issue 
looking from this angJe. Censorship is 
negative. Crack down on tee snuff -movie 
makers and throw the book M etrM Bui 
■et 1he equally concerned film-makers 
and games programmers continue to 
work their magic 

Besides all that, great mag. rad 
reviews, neat attitude and all m all the 
Phoeninlrom LM's ashes 
Steve Shields. London N15 

Having been told about four tetter, 
Steve, Mel expressed a serious 
interest is seeing, and probably 
replying, to it personally. But because 
the Christmas break intervened, it was 
not possible for htm to do so in time for 
this issue - sp watch out! 



r 



IS IT EUREKA? 

Dear Games Machine 
It's nice to see a change to computer 
mags and THE GAMES MACHINE shows 
all that is happening. Your reviews are 
good as well, showing other mags how to 
rate games. 

How this >s what I want to know Is Ihe 
Archimedes computer any good, and how 
much memory das it got and has it got 
good sound' Whal rs the price, is it better 
than trie ST or Amiga? 

One mare guesiion, why isn't there an 



arcade section in THE GAMES MACHINF'' 
I dope you keep up your high standard, 
which no one can beat. 
Ian Robinson, London N17 

The Archimedes is stilt a bit ot a dart 
fiOrse it you are considering an 
upgrade. Sales are reported to be stilt 
in - only four figures (less than 10, OOO 
units in other words} which means 
that the software base is small- latch 
is the only game, The 300 Series has 
0.5 Mbyte and 1 Mbyte RAM machines 
with 512 Kbyte HON! and tMbyte 3W 
disk drive. Top of the 400 series, the 



Archimedes 440, has i Mbyte of RAM. 
512 ROM and a 20 Mbyte hard disk 
drive. But the computer's power lies in 
its new BtSC processor - reputedly 
making it the fastest home computer 
available, capable of executing 4 
million instructions per second. The 
sound capacity is huge: two-channel 
with eight-voice digital stereo through 
tiie internal loudspeaker, or to an 
amplifier or headphones sources 
through a jack socket, ft isn't cheap 
though, the most basic monochrome 
package wilt set yov back £700, and 
you can easily spend o ver F2, OOO. 




S/116TGM TX DATE: 02-88 



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THE DiFF£ffENT PL AV - BY - MAiL GAME 

W*ll. raw's your chance" IN DUBIOUS BAT T Li is a unique computer 
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P'Oped before in which each player lakes on the role of a warring god 
Unique became your Druggie for supremacy tak*l ploco in two tdaHy 
separata oritnos One is Ihs di mension in which the gads dwell named 
Elysium, the other is a world of over 500 regions with over 100 ntjtiorni To 
win you mull boflt* your way <o dominion o*rJr your feilow aods. On the 
path to this goal you will wield powerful magic m individual combat, huH 
armies of elemental* agoing enemy hi>vli <.sn thr plains of Elysium, vie for 
control of molcvofenr daemons and meddle in <he destinies ol tribes and 
empires foiling up "hose who worship you and costing down iha-iC who 
pay homage to your enemies IN DUBIOUS B ATTIC has oil this and 
m«r»i IN OUBIOUS 8A7TLC con be placed as o simulation or as o 
tactical/strategic war game. Features include 

- Players design 1h«i • ri*n god's attiibules 

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- Over 40 type* 01 player option each move 
- Approximately 1 00 pfayef 3 per game 

- Compuier-oenerated maps ot Elysium 

- 'Special Action' option available 

- Individual combat between gods 

- Two separate playing areas 

- UrtliTTmled movement option 

- Nation to nation warfare 

- Glossy 55 page mlebook 
-Army [0 army combat 

- A3 map of the wortd 

- today turnaround 

- 1 day turnaround 
- Fres postage 

- Each 1urn highest scorer plays 1or FREE 1 

Startup cosls £ 6 for rufettook, A3 map, attributes chart and TWO Tree ii 
Each [urn costs- £1 50 thereafter including postage 



Nome 
Address 

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TOT NOW TO 
PA NO EM GAMES 

POBO* m 
BELFAST fiTf! 5ED 
N IRELAN0 



MAKE SURE YOU GET YOUR 
MONTHLY COPY OF 




Circulation is rising rapidly as computer owners throughout 
the c o untry catch on to THE GAM ES MAC H I N E , which means 
your newsagent may sell out before you get there to buy your 
copy. So the be s t thing to do is pla ce a regular order . Just ft II 
out this coupon and hand it to your nearest newsagent! 

Name 

Address „....■.,■■„■,.■........,.».,. 



TO THE NEWSAGENT: 

THE GAMES M ACH I NE is publ i shed in the m iddte of every month 
by Newsfield Ltd, 47 Gravel Hill, Ludlow. Shropshire SYe iQS. 
Tel: 05a4 5851 , and distributed to the Newstrade by COM AG 
{08954 44055). Please check with the publishers if you have any 
trouble in obtaining supply. 



L 



TGM TX DATE: 02-889/1 16 



NEWS 



PCW SHOW 
TO MOVE 



For computer leisure seekers, 
more events than ever before are 
in the early planning stages, and 
the 1908 PCW Show should be 
the best ever held. During 
forthcoming months THE 
GAMES MACHINE will be 
bringing you details and items of 
interest about the show as we 
bear them. Stay tuned. 



philosophy of a leisure hall and a 
closed business section. The 

1988 show will be clearly divided 
into three distinct sections 
covering business, general 
computing (serious but not 
and leisure. The 
aimed to meet the 
both visitors and 



business) 

change is 
needs of 
exhibitors 



AFTER four years at its Olympia 
venue, Britain's computer 
leisure showcase is changing 
exhibition halls. The Personal 
Computer Worid Show moved 
to Olympia in search of more 
space for its growing list of 
exhibitors and visitors, but the 
halls there have now become 
too cramped for comfort. The 
19S8 show - to be held from 
September 14 to 18- will be in 
the main hall at Earls Court. 
London. 

This move has been predicted 
for some time, but still came a 
year earlier than expected. With 
space bookings already running 
at a new high, and an expected 
upsurge in the number of visitors 
over i he next few years, it is like ly 
that the show will have to move 
again before long, although only 
next door to the new Earls Court 
ll P which opens this year. 

After last year's abortive 
attempt by EMAP, publishers of 
C&VG, Sinclair User and 
Commodore User to create a 
games only show in direct 
competition with PCW for 1988, 
PCW has responded by re- 
examining their basic 



Att»f the IBth PCW ShOW t Olympia became too smalt 







A YEN TO MAKE 
PROFIT 



NINTENDO, the giani Japanese 

computer and game console 
company, saw its profits for the 
year to August 311 987 rise by a 
massive 26%. They forecast that 
shipments to the US of their 
family consoles will reach 4.6 



million units for the next year. 
Already there are reported to be 
15 million machines worldwide, 
and we now await, with baited 
breath, the arrival of the latest in 
the line, the PC Engine. 



THE 9th 
AMSTRAD 
COMPUTER 
SHOW 

DOORS OPEN on February 19 
for the ninth Amstrad Computer 
Show organised by Database 
Exhibitions, The venue has been 
changed from Alexandra 
Pavilion to the much larger larger 
Great Hall at Alexandra Palace, 
due, Database claim, to the 
demand from both the public 
and exhibitors. The show will run 
from Thursday to Saturday as 
opposed to the previous Friday 
to Sunday period to cater for a 
growing business interest in the 
Amstrad market. 



HEAVY 

MATTEL 



SOON to hit our TV screens is a 
new cartoon series called 
Captain Power And The Soldiers 
Of The Future from the 
Landmark Entertainment 

Group, an American company. 
Mattel has gained the licence to 
produce the subject related 
toys. However, these promise to 
be somewhat more interactive 
than many that have gone 
before. 

The purchaser will be supplied 
with a hand-held Future 



THE 

ALTERNATIVE 

REALITY 



ALTERNATIVE SOFTWARE 

has obtai ned the rights to gam es 
titles from Piranha, Audiogenic, 
Incentive and Bubble Bus to 
rerelease them at the budget 
price of C1.99. Piranha's 
contnbution am id the plethora of 
titles will include Trap Door, 
Popeye, Rogue Trooper, Strike 
Force Cobra and Nosfarafu. 
Alternative's future budget 
rereleases are to include 
Mooncresta (Incentive) and 
Psycastria (Audiogenic). 




Getting the taste for software, 
Alternative** managing directat, 
Rogst Mutiny 



Phantom Striker jet which 
interacts with the broadcast 
programme. For between three 
to five minutes each episode, 
owners of the toys may 
participate by blasting the 
deadly Bio- Dread robots which 
appear on the screen. The jets 
shoot invisible infra-red rays at 
the robotic enemies of Captain 
Power and when they hit a 
target, signals given out from the 
screen score points for the jet. 
If the targets are missed 



points are deducted, and when 
the points reach zero the jet's 
pilot Is ejected onto the carpet. 
The jets - which may be used to 
tight each other - can also be 
utilised with Captain Power 
videotapes, allowing up to 15 
minutes of interactive play. 

Only available in the States at 
the moment Captain Power (the 
cartoon, the videos and the |ets 
fighters) will be released 
worldwide within the next few 
weeks. 



10/11 6 TGM TX DATE: 02-88 



BOARD WITH TANKS 



TANKATTACK is a new board/ 
computer game to arrive on our 
shores from Irish -based 
Anderson Electronic Ltd. It can 
be played by two to four players 
and the general aim is to capture 
the enemy HQ or destroy all 
enemy forces using plastic 
moulded tanks, a game board 
and a computer program, 

Computers have had an 
unhappy association to data 
with board games, usually 
relegated to acting as nothing 
more than a pair of dice. In 
Tankattack trie software. 



although it does perform the 
same function as dice, also has 
more to do; the players input 
moves, select their targets and 
the computer informs them of 
the results of their actions. It is a 
game of strategy where good 
judgement and" planning is 
rewarded and bad |udgement is 
punished, Presently available 
only for the Commodore 64. it is 
soon to be released on 
Spectrum and Amstrad formats. 
Look out for a full review of Tank 
Attack in Issue Four of THE 
GAMES MACHINE. 



TREASURE HUNT 
WINNERS 



AT LAST years PCW Show, 
visitors were invited to take part 
in a treasure hunt, searching for 
cryptic clues among the stands, 
which could help them win a first 
prize of £1000 There were four 
pint sponsors, each of which 
had a clue posted somewhere 
on their stand, and they were 
Mastertronic ("Arcadia"), 

Newsfield ("Games"), 

Euromax ("Professional") and 
Domark ("Archer"). All entries 
were posted on the Domark 



stand, and after judging 
Commercial Artist John Jarratt 

was declared the winner, He 
visited the home of Domark in 
wildest Wimbledon to collect his 
pnze, There were also 44 
runners up who have already 
receives either a Euromax 
Joystick, a copy of the Domark 
game Sfar Wars or (worth much 
more than the measly thousand 
pounds) a year's subscription to 
THE GAMES MACHINE. Here 
are the lucky winners 



A FairtmraL Wtgwi WW 1UT 

Martin Ellis, Warrington 

B Taytor. London Es BPf» 

J K Martin. London E8 3HB 

J$hn Swanson, Stough 5L1 QLU 

Qntmi Taylpr, Brtgo, DNaO BAG 

C VUhUay, Leigh On Sea SS9 t EB 

ftafa a rl &ausman. London SE9 4TG 

Lesley Gnmnldby, Folkestone CT19 4A* 

DK Hamm. Reading H03 7BO 

Stephen Knight. Clifton SGTT SEJ 

Nfchcriae BecKitl, prr, Shalt oni CB2 *AY 

D**d Brown, Reading HG4 8UG 

M Hantay, CMstartleM £42 flUU 

Mark Richardson, NWstonhMd SL6 3HO 

Manual. Hempstead NW3 9SX 

JV Rymsr, arlohlon SX 

J tounseil, Crawfaorough TN6 2UR 

DE Don*, Miirlow SL7 ZAR 

a Hamiett. London 5W2 

Ken JOT**. Ayimbufy HPSl TJK 

Richard Mann, lllqrd Ifit 4AL 



P Barber Wells BAJ5 1JX 

Marlin Robinson. Bicester OKA SSL 

Karen HnMn, Swansea SA1 SCD 

Ian Thompson, Hew Bamat EMS SAP 

Sandra James, Bridgend CF3S tBG 

Teny Larkln, WMHon Oft Iruwnaa KT 1 2 3HH 

A Limln. Chelmsford CM3 UN 

Ian Airtlfl. Kingston. KT1 SUP 

JO GarttEm, Tofley 917 1FD 

DJ Mitchell, Blelchley MK3 «DE 

Owen Thorn**, West Ealing Wl3 SEF 

Aft Dicey, Bradgar ME9 BCB 

3 Rtitwni. London SW7 2DD 

RA Hunwkks, Gsinvay I* 

OM Jones , Colchester COS 3*15 

RN A/mwsmlth, Rochdale QL12 7JG 

M Gale, Guildford GU2 5LJ 

GDW Lewis, Croydon CRO 5AJ 

PJ Carter. Benflaat 5S7 1NH 

Q Scobie, London SE27 QR5 

Jeremy Brown, London SW 13 3EN 

Jamas Byrne, PelvrtwOwgh PE1 20 w 



Seated between Domark's Mark Strachan (left) and Dominic Whearley, John 
Jarratt coiiects his C10OO in the form of a giant cheque (probably written on 
tablecloth from trie fnDin - fie software Industry's Christmas dinner/- The 
prize was jointly sponsored by Oomark, Euromax, Newsfield and Mastertronic 





Able to afford a shirt again, Paul Cooper of Thalamus 



OOPS! 



IN THE review of Quedex last 
issue it was stated that Hagar 
the Horrible composed the 
game's music, This was an out- 
and-out lie. It was of course 
Maestro Matt Gray. Obviously 



we included this error on 
purpose and were secretly 
willing to give a copy of the game 
to the first lucky reader who 
spotted the mistake. We only 
had one entry (you unobservant 
lot?) and a cassette vefsbn of 
Quedex is now winging its way 
to Paul Cooper of Thalamus Ltd. 
Well done Paul. 



ELITE WITH A FRENCH 
CONNECTION 



DURING the 1987 PCW Show, 
Pans-based Lo hotels signed a 
long-term agreement giving 
Elite Systems Ltd the rights to 
market the French company's 
games in the UK. Although not 
all Lonciels products will be seen 
over here (some of them have a 
content that is too French tor the 
British taste) they expect to 
release at least 14 game titles 



during 1998: these will include 
50Qcc Grand Prix, Sapiens, a 
compilation entitled Straight Six 
and an arcade adventure Bob 
Winner. Most of the games will 
cover the 8-bit formats as well 
as the Atari ST and IBM- PC 
Compatibles. Elite foreseee the 
agreement lasting at least two 
years. 



KONIX MOVING IN THE 
RIGHT DIRECTION 



FOLLOWING a very successful 

twelve- month penod in which 
Konix has more than doubled its 
turnover, the company has 
moved from their factory at 
Tredegar in Wales to a new site 
in Ebbw Vale (pronounced Ebbw 
Vale). It would appear that the 
Konix joystick has proved so 
successful that demand 



eventually outgrew the old 
factory's production capacity. 
The new, larger site will allow 
Konix to recruit more staff and 
consequently produce more 
joysticks, An opening ceremony, 
performed by the Rt Hon Peter 
Walker, Secretary of State for 
Wales, was held on January 15. 




QMPUCiiGRD 

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TGM TX DATE: 02-88 11/1 16 



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Electric Dreams Software. Authorised User, 



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A RARE TREAT 

The Nintendo lives! With 15 million worldwide sales of Nintendo machines, the 
Japanese games giant could well revolutionise the European games scene soon . . . 



ASTERTRONiC with its 

■ m Arcadia label is not the only 
lfl British company with its 

!WI e V es on ,|ie coin-op 

market- Spectrum-owning 
Ultimate (Play The Game) 
watchers will have noticed in the 
past that some Ultimate games 
carried the enigmatic sub-credit 
Hare Ltd. and may have 
wondered who they were exactly. 
Next month THE GAMES 
MACHINE reveals the secret for 
the first time. But the name Rare is 
about to emerge from obscurity in 
a rather spectacular way, and one 
Of the products likely to pop your 
eyes is a new coin-op arcade 
board based around the Z80 
processor. But Rare also designs 
Nintendo machine games of a 
quality that has made the 
company's name something to 
reckoned with in Japan and 
America (whereas they are almost 
unknown in the UK). More details 
in nexl month's issue, for the 
meantime we'll just tantalise you 
with a screen shot . . . 

A collision at SSmph cairra ttte your 
gums -a common occurrence in 

Pro- Am Race, onm of the fastest and 
funniest road games you're ever 

likely to See on the Hintendo - and 
it's a British product 




KEEPING UP WITH THE JONESES 

THOUGH PIRANHA s Judge Death game is slightly delayed through 
being rewritten, their other 2000 AD licensed character, Alan Moore's 
inimitable future-girl -next-door. Halo Jones is well on the way. A young 
woman born in the 50th Century on The Hoop - a special section of the 
city for the unemployed - Halo, the poor girl, just wants to do some 
shopping for her monthly supplies, but it isn't as easy as that. The Hoop 
i s I ittered with villainous ga ngs like the Dangerous Dru m mers , Proximen 
and the Punks, The shopping centre is at The Hoop's other side from 
Halo's quarters, but armed with her trusty Sputstieks and continual 
messages from Switty Frisco her job shouldn't prove to difficult. 

Wei I . certainly not as difficult as the job Rran ha has lined up for you in 
Coven, a game devised by THE GAMES MACHINE'S John Gilbert. 
Playing a witch - in a sect of 1 3 who serve Lucifer - you alone have broken 
the faith and begin a quest which will destroy several covens before the 
Forces Of Evl takeover the world. We should have some more details 
on that in the next issue. 

The Dotation forecast >sn 1 tooking too good - shopping could he a dirty 
business - Spectrum scr«MT 




inifc&_ 



ru-s-a-. 



T 




ALL MUSCLES 



« . . MORE muscles really. But 
isn't that Schwarzenegger all 
over? Arnie's just about to be 
dropped into the jungle after some 
unexplained things happened, but 
his helicopter lets him down with a 
bang, and there he is slap-bang, 
so to speak, right in the middle of 
Activision's latest film licence, 
Predator. The unexplained soon 
becomes commonplace, as Arnie 
and his fellow military hunters 
discover their adversary is a hairy 
alien hooray Harry who's dropped 
in on Earth for a spot of big -game 
hunting, and having filleted and 
eaten the easy locals, Amie'sthe 




The AmstT&d Predator and him 
c ho ppe r 

biggest game around. 

Graphically. Predatorlooksfme, 
so all that is needed now is some 
adrenalin-filled action lo top n off 
We should be seeing Predator 
soon on the Spectrum, 
Commodore, Amstrad and ST. 



It 'a that nice Mr Schwarzenegger starring as a pixel in Activiston 'a Pradator - 
Atari ST screen 




PREVIEWS 



ANOTHER 

DEADLY 

MISSION 

AFTER what seems an eon since 
Epyx enjoyed a cult success with 
Impossible Mission on the 
Commodore 64 (remember the 
speech?), the American software 
giant is set to repeat the exercise 
with Impossible Mission It. Very 
much likethe original, it is set over 
a series of five towers, wtiich act 
as difficulty levels - the gym. the 
garage, canteen, warehouse and 
finally a large high-tech office 
block. Planned for the sequel are 
loads of different robots, each with 
individual characteristics. Mission 
the first was marketed in the UK by 
US Gold, but the sequel goes out 
under Epyx's own name, and is to 
be released soon for the 
Commodore 64/1 2 B , Spectrum , 
Amstrad and ST. 

Lofw-i u- ttttt **qu* to tt» Spy* 



v*»ST 




ARCADIA ARCADE 

WE'RE BEGINNING to see the benefits of Mastartronic s offshoot 

Arcadia, a new branch of the coin-op industry Based around the 
Com modore Amiga board with an u pgrade in memory of 1 . 5 megabytes, 
the new arcade games simply slot into existing cabinets, For the arcade 
operator it means fast, cheapchanges, and far the Amiga owner it means 
real arcade conversions in the home at the flick of an eye. The first Arcadia 
com -op release last year was Road Wars, and Mastertronic have it ready 
now for release under their Melbourne House label on Amiga and ST, 
closely followed by Spectrum, Commodore 64/1 28 and Amstrad 

The act ion takes place on a never-ending 3- D future h igh way and i.s a 
forced two-player game Each player controls a ball-shaped vehicle 
equipped with laser?, and the idea is to bl ast everyth i ng that comes your 
way In gun-mode the vehicle opens up to reveal the laser to blest 
oncoming hazards and roadside generators which hurl lightning at you 
In shield- mode the craft returns to a sphere so it can resist impacts as 
you bash others off the road. With both players side by side, the game 
can get very rough, especially when, on later levels, instead of two exits 
1o the next levef, there is only one -After you . . , Mo, after you please , , , 

Road Wars conversions are in the capable hands of Binary Design, 
and if you attended last year's PCW Show, you may have noticed 
Mastertronic's big gamble, displaying the Amiga and Spectrum demo 
versions one above the other on their stand - incredibly, the Spectrum 
compared extremely well because, forgetting the lack of colour of 
course Road Wars is exactly the Spectrum's type of gamel 

Also set tor an early Melbourne House release is Xenon, anolher game 
from Arcadia and basically a challenging and very attractive vertical scroll 
srtoot-'em-up using a double-mode craft, This one's for the Amiga and 
ST only - at the moment, 

in attack- and shieM-mode: Wazfl fAar frail in tfw ST wrswn offload Ware 



Not ofccurse as colourful, but rrw Spectrum fl oad Wars piay* pretty much i 
weft 





ALIEN 
SYNDROME 

ALIEN SYNDROME is a Sega 
arcade conversion from The 
Edge, which attempts tD incorpo- 
rate all the original's features for 
the home computer. 

Played by one or two particip- 
ants (one male, one female), the 
aim is for the her o{es) to enter one 
of five progressively dangerous 
ai ien spacecraft , blasti ng t hei r way 
through the com dors to find and 
rescue their incarcerated crew. 
Once all the humans have been 
rescued it's time to blast a way out 
again before the inevitable meet- 
ing with the ultimate, all-powerful 
alien indigenous to each level, On 
level one, for example, this rather 



nasly piece of work is apparently 

similar to a semi -deflated hot-air 
balloon, complete with two heads 
which spit poisonous venom at our 
heroes. It takes a lot to kill, but 
when it goes it explodes into a 
mass of venom and lire . . . very 
tasteful. 

The corridors of the various 
spacecraft are depicted in a similar 
way to the ma2es in Gauntlet and 
are viewed from the same r 
head point, Maps are dotted 
around the screens to help the 
player(s) find their way about nnri 
weapons may be picked up to 
enhance their arsenal. Rescued 
team members may be utilised to 
help with the rescue mission. 

Alien Syndrome is out for the 
Commodore 64 in January, 
closely followed by the Spectrum. 
ST and Amiga versions. 



Another stashing rescue attempt awaits you m Alien Syndrome ■ 
Commodore 64 screen 




WHEN YOU 
WISH UPON A 
STAR . . . 

WE 'RE N OT supposed to say t h i 5 
yet , but as we go to press Gremlin 
Graphics are trying to obtain the 

rights to market Mickey Mouse - 
the computer game. All we've 
seen so fat are some blurred 
screen shots {try and hold the 
camera steady next time, 
Richard), but Mickey looks like a 
very good blur. Wore news on that 
soon. Meantime get ready for 
North$tar& fly -around/platform/ 
shoot -the-aliens game set aboard 
an orbiting space station which is 
under attack. That's for the 
Spectrum, Commodore 64/1 26. 
Amstrad and STsoonish. 

By the time you read this 
column, Stood Vatfey, after a 
delayed- release, should be on the 
shelves. From what we saw of the 
preview version it did not look to 
be up to Gremlin's normal 
standards but hopefully they 
should have sorted it out by now. 



Big graphics on the Spectrum look promising in Gremlin 





Not so hot whan we sav 
provide tun in combat 



■mo, by the time if* tint shed dlood Valley should 



CHAMPIONSHIP GRAND PRIX 
FORMULA ONE SUPER 
SIMULATOR SPRINT PLUS . . . 

. . , THE SEQUEL, It's really just Championship Sprint- the sequel to 
Electric Dreams's Super Sprint ol last September. What's new then? 
Well, you can design your own courses, race new cars, design more 
courses, set new records, design even more courses and so on. It's 
bagger and better, they say, that's what, Exciting news just coming in 
though , is thai Activision have I icen sed the very big co in -ops Afterburner 
and Lock On from Sega. Cheek out page 69 where THE GAMES 
MACHINE reviews Afterburner and get an eyeful of the graphics (if you 
haven't done so in an arcade already), They'll have to work hard to 
capture the effects on the fl-bits and it won't be too easy on the 1 6 -bits 
e«ther. 



ALL BLACK 

ONE from Firebird and the other 

from CHL, and at first both 16-bit 
products. 

Stock tamp on the Firebird label 
takes the form of a cutesy 
platforms-and-ladders game set 
in the Dark Ages, so called 
because King Maxim had all his 
enchanted in nt ems stolen. Playing 
Jovial Jack the jolly jester, you 
ragingly romp round screen upon 
screen of glorious graphics, 
amazing animation and annoying 
alliteration. Black Lamp, set for 





release on the ST in the early 
Spnng, is currenlly being written 
by Steve Cain and Graham 
Everett (part of the team behind 
Star Trek). 

Black Shadow from CRL on the 
Amiga is another arcade-quality 
shoot- ern-up. To be honest we 
have seen little of it so far, apart 
from an early running demo. It had 
little gameplay in. but the graphics 
are most impressive - as is the (in 
all affection) glonousty corny film 
studio style "Welcome to the 
World of CRL' credit card. 




PREVIEWS 



mmm 



XA3IER 




CHUNNEL IMPORTS 

DON'T take a wager on your Gary Lineker T-shirt that 1 6-bit owners 
are not jealous of Match Day W at the moment, But if you hop over the 
Channel to France you may just bump into someone from new 
software house Satory; they are releasing Hotbatf. a great -looking 
football game for both the ST and Amiga, However, if you can'l wait 
for the Channel Tunnel to open, you should shortly be able to pop 
d own the h igh street and pick up a copy thanks to Active Sales And 
Marketing who are releasing it over here. 

Have you avmr asert siren a perfect pitch ? STHotbal! - due through the Channel 

SOOft 





RflCrl y*m^KWJULL/ i 


^K , \v L 


1 


UBIIHil 


\ 


v -"' 1 


I 




■ 



DESTINY 



FRANCIS LEE. ex-Beyond/ex- 
Stariight person now running new 
software house Destiny, has a 

mountain of interesting games 
lined up for 1&88. 

He kicks off with two original 
Spectrum games; the first, written 
and created by Nick Eatock. 
whose previous titles include 
Greyfefl and Sordemn s Shadow, 
is called Teladon, It com bines two 
separate parts - beginning with a 
horizontally scrolling shoot-'em- 
up as you guide a hoverbike d own 
a valley with enemy weaponry 
blazing at you. Get though that and 
you are plumped right into the 
middle of an isometric world for a 
separate adv&nlure. 





Scrolling towards Nick Estock's Tdadtm in tf» firslpart Qt (he game 



The second, Yefi, written by 
Spectrum veterans Christian 
Urquhart and Mike Smith, who 
together form theCybadyne 
team, is set in the snow-covered 
peaks of the Himalayas in search 
of the fabled Big Fool. Fearing for 
the creature's safety the locals are 
hot on your trail, eager to prevent 
you from succeeding in your quest 
by using both material and arcane 
means. Graphically it looks pretty 
spectacular - what thegameplay 
is like, we will find out sometime in 
the Spring. 




J( is your Destiny on the 
Spectrum 



POWERING IIP 

(AGAIN) 

BUDGET software company 
Power House has a semi- 
relaunch this year with a new look 
and a host of new product as well 
as some old American favourites 
whose titles you will undoubtedly 
recognise. 

The line up includes 
Dambusters, Fight Night, 8C's 
Quest For Tires, Grog's Revenge, 
Desert Foand many more. On the 
value front Power House have 
released eight Commodore 64/ 
12B double-disks each disk 
consisting of two games. Probably 
best of the bunch is the Hercules 
and Gods And Heroes disk. Both 



games are really simple, but 
amazing fun to play. 

Aftd Power House is also 
launching its own record label 
starting with American rock band 
The C oath angers. The discs (spelt 
with a "c' and not a "k'| are pressed 
in dynamic red vinyl tor that added 
j'nesaisquoi, They probably won't 
get reviewed in THE GAMES 
MACHINE, we'll leave that to NME 
and MM. 

However, If you fancy winning a 
copy of the record and your choice 
of three Power House games 
here's your chance in this bijou 
Comp. Simply tell us the title of the 
recently released Computer 
Nasty ' that caused such a stir. Pop 
the answer on the back of a 
postcard or seal ed e n velope along 
with your name, address, which 
computer you own and your 
choice of three games and send it 
to I HAVE THE POWER COMP, 
THE GAMES MACHINE, PO 
Bo* to, Ludlow, Shropshire 
SYS 1DB to arrive no later than 
February £5, or we'll crush your 
cuddlies ! First out of the bag wins 

And finally THE GAMES 
MACHINE would like to take this 
opportunity to say bon voyage to 
Power House person Jo Meads. 
who flies oft soon to Auslrailafor a 
few months. Don't stay away too 
long, Jo, we'll miss you. 



TGM T* DATE: 02-88 17/1 16 



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TRADE ENQUIRIES WELCOME: 

MILLS ASSOCIATES LTD 
WON ASTON ROAD 
MONMOUTH 
GWENT 

TEL: 0600 4611 




OPINION 



IT'S GONNA 




ALL 

THE NIGHT! 



ON 



Having steeped 

himself in 

steaming 

sexism and 

ripped the guts 

out of gory 

violence, the 

third of Mel 

Croucher's 

Industry 

analyses 

shines the 

spotlight on 

racism in 

software. 



Jack the Nipper picked hit 

nose: Gremlin GraptitCa's 
Isn Stewart 




id you hear the one about the 

D South African piano? Nobody 
could play it because all the 
black keys were kept under the 
white ones, Earlier this year, 
there was a call From within our 
computer industry to boycott hade 
with South Africa as a protest against 
apartheid, the system of treating 
people differently on the basis of the 
colour of their skin. Several British 
software houses went public on their 
business dealings with South Africa, 
none more so than in CRL's Clem 
Chamber's famous ' all South Africans 
are bastards' press statement, but 
many others refused to comment , and 
certain companies exploited the 
situation by increasing their supplies 
to fill the boycott vacuum, 

According to the Commission For 
Racial Equality, racist attacks have 
increased by over 25% in the past 12 
months ... not in South Africa, but in 
Britain! Nationalist and Nazi 
organisations are actively recruiting in 
school playgrounds and at football 
matches, and even in towns like 
Bournemouth the Ku Klux Klan has 
announced a membership drive, 
Perhaps you don't think that this has 
got much to do with computer games. 
Maybe the fact that there are only a 
handful of non -whites in British 
computing seems natural to you. 

To live anywhere m the 
world today and be against 
equality because of race or 
colour, is like Hiring in 
Alaska and being against 
snow. ' 

William Faulkner, 1965 

There is no such thing as a genuine 
British race, except for a few Celts 
who speak Welsh and the Isle of Man 
TT. The rest of us are made up from 
mongrel matings of Scandinavians. 
Saxons. Romans, Normans, Gypsies, 
Jews, Huguenots. Irish, Germans. 
Poles. West Indians, Pakistanis, 
Vietnamese, you name it. We are still 
foreign scum living on a little island off 
the North-West coast of a tired old 
continent called Europe. Some of us 
have got black skins, and there have 
been large numbers of British- born 
blacks living on th is island for well over 
300 years. A generation ago the 
British Minister of Health, a man 
named Enoch Powell, was one of 
those Government Ministers who 



encouraged foreigners to come to 
Britain to make up for labour 
shortages in the health service, 
transport, industry and 

manufacturing. Many of them had 
black skins, Vet in this generation the 
stereotyped Computer Game Hero is 
almost always a musclebound white 
guy, who looks like something out of 
a Nazi propaganda poster for the 
perfection of a Germanic master race 
of mindless pale veal steaks, In certain 
games, the fact that you come across 
a wog, gook. nigger, slope, kaffir or 
coon is sufficient reason to kill him 



LUTHER DE GALE 

... is boss of Konami. Because I am 
not very British I asked him what being 
a British software mogul was like for 
him, 

MEL - Are you racially abused? 
LUTHER - All the time. But I've 
become oblivious to racist 
comments. People who insult me like 
that are to be pitied, they suffer from a 
bankruptcy of thoughts, they're 
making up for their own deficiencies. 
It's the scapegoat syndrome. It used 
to be the Jews, now its us. But I can 
avoid that now, I've got status and 
position. 

MEL - You're a successful man, 
you've got some muscle in the 
software industry. Why don't you go 
in for positive discrimination? I mean 
why don ' t you make the hero of one of 
your games black? 
LUTHER - I don't believe in positive 
discrimination, no. I wouldn't feature 
a black hero for the sake of it, it could 
affect safes. 

MEL - Are you kidding! Do you really 
mean that? 

LUTHER - I always mean what I say. 
but you misunderstand me, Frank 
Bruno's Boxing, yes. That's highly 
appropriate and very successful, 
otherwise Til take each game on its 
merits. 

MEL - But that's what happens all the 
time to black kids, they get sent to the 
sports field to play soccer or do a bit 
of boxing, while the whites train to be 
accountants. 

LUTHER - Look, a lot of black kids 
accept the path of least resistance. At 
15 or 1 6 they stop being 'British" when 
morons tell them that they're not, 
Some decide to fight. 
MEL - And did you fight? 



LUTHER- 1 knew what I wanted when 

I was 16, 1 planned it. My schoolmates 
hadn't got a clue what it was all about. 
They were into playground status, and 
when they lefl school they helped their 
dads on the street market barrow, or 
became bus conductors. You see 
there was no family or generation 
connection then with business, 
careers, not like the Asians, their 
whole culture is a network of helping 
their kids get on, 

MEL - So you fought to get where you 
are now? 

LUTHER - Sure, I had to fight, so I 
fought, 

MEL - Why don't we see black faces 
at computer trade fairs, why don't we 
see black faces in the magazines? 
LUTHER - It's funny really, the 
stereotype thing. You know, the best 
players in our simulator at the last 
Olympia show were all black. A black 
guy was the only one to get all the way 
through it. Bu! you're right, a black 
face at one of those shows is about as 
common as a ruby in a bag of beans. 
MEL - Are you offended by racist 
games? Personally offended - 
LUTHER - 1 don't live in a tree Mel, I 
don't have a bone through my nose! 
No. I don't gel offended. There was 
that one about Livingstone, by 
Alligata I think, it used every stupid 
colonial prototype there is. Cannibals, 
white supremacy, pathetic. The 
artwork was just so dated, and surely 
we've moved away from all that by 
now. Games like that just reinforce the 
younger generation's image of blacks 
vis-a-vis status, but it's not funny. Like 
Irish jokes, they're not funny, It's 
obsolete. 

MEL - In your latest game, Jackal, one 
of the four main characters. Bob, is a 
negro, 

LUTHER - Sure, there's always at 
least one black in any good war him, 
except Hamburger Hill, where they're 
ail blacks But to tell the truth, it's a 
coincidence, Jackal came from 
Japan. 
MEL- Ah so, 
LUTHER - Racist! 

There are no white' or 

'coloured' signs on the 

graveyards of baWefietd$- ' 

John F Kennedy, 1963 

Alligata's Doctor Livingstone 
stereotype lives on in games like Jack 
The Nipper II; Coconut Capers from 
Gremlin Graphics. I mentioned this to 



TGM TX DATE: 02-88 19/11 6 



II 



. there are 
e lot of Ignor- 
ant people In 
computing." 
KEVIN WILL- 
IAMS 






Gremlin's . . , 

IAN STEWART 

IAN - We had lo deport Jack The 

Nipper to Australia; he picked his 

nose! II just happened that be bailed 

out over the jungle. 

MEL - Where the natives are a bit 

thick, and live with the monkeys in the 

trees, and I Blink they even wear 

bones for decoration. That's racist 

IAN - No. 

MEL -Why not? 

IAN - Because it's only a game. It's a 

piece of fantasy. 

MEL - But the game is set in the 

prasent time, why have you used old 

racial cartoon images like this? 

IAN - 1 will not be drawn into- anything 

other than that it's total fantasy. 

There's elephants with saxophones 

for God's sake! 

MEL - And I'm saying that you use 

racist artwork. 

(AN * And I'm not prepared to rise to 

your bait. Let me tell you about our 

'Alternative Games'. They feature 

'going up the wall', or in the case of 

your sense of humour 'going to the 

waif, and 'the sack race'. Maybe I 

should have made that one about 

sacking computer magazine Staff! 

'Goer is white ' 

Jean Genet, 1958 

KEVIN WILLIAMS 

... is the Development Manager for 
Andromeda, he wears a suit but he 
also wrote the storyboard for Judge 
Death, perhaps he suffers an identity 
crisis: 

MEL- What colour are you, Kevin? 
KEVIN - I call myself 'shaded', I think 
I'm number 16 on the Dulux colour 
chart. When I go running I get paler, 
when I'm relaxed f turn darker. 
MEL - Are you relaxed now? 
KEVIN * I feel quite dark at the 
moment, now you mention it, But as 
lor racism in the computer circus, if 
you're black but your pocket is full of 
money, you're exempt. I'm half black, 
does that count? 

MEL - You only need a half-full 
pocket. Forgetting fantasy games for 
a minute, why are all the 'simulation' 



type computer games about white 
guys? 

KEVIN - Stereotypes and prejudice. 
Do you know in Football Manager 
there wasn't one black face, not even 
in the crowd! And then there's the 
rubbery lips and spiky hair bit in 
certain artwork, This industry covers 
it up well, by sweeping il all under the 
carpet, but racism underlies 
everything. They don't call ma names 
to my face, but I hear the snide 
comments. When they get into their 
alcoholic stupors their tongues loosen 
up, and then a II the racism comes out , 
MEL - Are you a racist? 
KEVIN - Yeah. I loath all Americans! 
Only joking you guys, I honestly think 
that EA are wonderful people, at least 
they're taking Brrtigh software 
seriously. Everyone is a racist to some 
extent, everyone fears people that are 
different from: themselves, and it gets 
twisted into stupid prejudices, If you 
happen to be an .Irish programmer you 
get a continual stream of garbage 
poured into your ears, because the 
British are afraid that the Irish have 
outgrown them. Software houses 
down South are prejudiced against 
Northerners. I see it all the lime. In your 
Without Prejudice columns in 
Computer Trade Weekly you never 
stopped making fun of minority 
groups, and your Under The 
Baudwalk bits of Z2API64 are full of 
digs at people with foreign names, 
MEL - Guilty, but I'm trying to get my 
readers to question their own 
attitudes. 

KEVIN - I wonder how many of them 
realise that. You might also be feeding 
their ignorance, and there are a lot of 
ignorant people in computing. 
MEL - So it's not just colour prejudice 
in the computer business? 
KEVIN - We use Hungarian 
programmers, they hate the 
Yugoslavs, and the Yugoslavs hate 
the Poles, and the Poles hate the 
Germans . . , 

MEL - And everyone hates the Jews 
right? 

KEVIN - 1 don't hate you, Mel. 
MEL - Maybe I hate myself. When will 
we begin to see a realistic percentage 
of non-whites in computer games? 
75% of the world is black, brown 
yellow, red . . . 




KEVIN - There is one red, or at least a 
half-breed Indian who's the hero of 
Mattel's Lonestar, and I am beginning 
to see the occastonal tinted person in 
games adverts, California Games, 
and that Street Sport Baseball from 
US Gold/Epyx has got a shaded 
catcher squatting by the trash cans 
But to be honest, there's one hell of a 
long way to go , Anyway , where do you 
come on the Dulux colour shades 
chart? 

MEL - Me? I'm equal quarters 
German, Irish, Polish and Portsmouth, 
That makes me a 57, I think. 

'There are many humorous 
things in the world, among 

them the white man's 
notion that he is less 
savage than the other 
savages. ' 

Mark Twain, 1897 

Mind you. my pedigree is nothing 
compared to the lady over at 

Headlines . . . 



NADIA LINDA 
GAJADHARSINGH 



... is a Latvian, Trinidadian, Italian, 
Russian, French. Estonian. Austrian' 
I'm impressed. 

MEL - Have you come across such a 
thing as a racist computer game? 
NADIA - Yes, computer games can 
be racist in the stereotyping of 
characters. it's obvious thai 
relegating norr-white people to certain 
roles wtir influence kids eventually. 
MEL - So what can be done about it? 
NADIA - We have to decide what the 
computing industry sets out to 
achieve. If we want it to be 
educational, then we would have to 
follow the lead of children's books, 
These days they've made real 
progress, and they seek to increase 
awareness of other nationalities, 
depict them as they really are. and 
treat them with the respect they 
deserve. But l think the computer 
industry sets out to entertain rather 
than to educate. And racial awareness 
is just not happening. 
MEL - There's talk of censorship 
abaut. What do you reckon to that? 
NADIA - If we want to make moral 
decisions about which games kids 
should play then sure, we would have 
to bnng in censorship to deal not only 
with racism but also sexism and. more 
importantly, violence, Exactly what 
you were tackling in your previous 
GAMES MACHINE feature. 
MEL - 1 still hope that self -censorship 
is the answer. Once you begin by 
censonng ideas, you end by rounding 
up all the undesirable elements ' ana 
having them shot. But suppose it 
comes to censorship, what would 
happen then? 

NADIA - 1 can't help thinking that this 
would leave some software houses 
fumbling for ideas for games Not that 
that's a reason why it shouldn't 
happen. But as minors do make up 
the majority of the market really we do 
have a mora! responsibility towards 
them. 

MEL - You told me yesterday that 
someone called you a little 
piccaninny. How do you handle 
racism personally? 



OPINION 



NADIA - Racism in my life? Well, a 
bigger problem for me is whether I get 
taken seriously as a woman, and not 
seen as someone employed merely to 
brighten up a male-dominated 
software i ndustry, or to do the typing . 
MEL - Who does the typing at 
Headlines? 

NADIA - Simon Harvey. 
MEL - H aha. Why did you change your 
name, that really puzzles me? 
NADIA - I sometimes wonder how 
people who don't know me personally 
react to my name, I've simplified and 
shortened my name to cut down 
bamers, that's all, it's no big deal. I 
want to make Sure I'm more 
approachable. To answer your 
question about racism in my life, I'm 
blissfully unaware of any racism 
directed towards me by people in the 
software world. Maybe I have an 
easier time because no one can pin a 
nationality to me. 

MEL - What nationality are you, 
Nadia? 

NADIA - I see myself as a globe with 
a little flag on mosi continents. I'm 
very proud of my hotchpotch 
background. 

' The nggro is superior to the 
white race, if they don't 
amalgamate with the richer 
blood of the blacks they wili 
die out and wither away, in 
skinriness. " 

Henry Ward Beecher, 
1866 



CHRISTIAN PENFOLD 

, , . is best remembered in his guise 
of The PiMan hurling abuse at the 
crowd during computer shows, often 
as not sprinkled with sexist, ageist, 
classiest and especially racist 
epithets. He was my partner in 
Automata for five years, 
MEL - Hello PiMan. Why did we see 
few black Kids at the computer fairs? 
CHRISTIAN - They were all off black 
market eerirvg. I do remember one 
though, total nutter, he look over our 
stand and started blowing a bugle, I 
put him on 10% commission and he 
was bloody fantastic, worked like a 
black 

MEL - If I didn't know you better, I'd 
say you were deliberately trying to be 
provocative, as rt is you are a very 
wonderful human being and a racist 



"We never 

looked at the 

colour of their 

skin, ft was the 

colour of their 

money that 

counted." 

CHRISTIAN 

PENFOLD 



Thm grmst Ocman 
whitewash job? Ottoy 

I f JUf l^pBfl KM CM t&Vwy aft 

white on th* ntght in trw 
Spectrum version of DT-s 
Dwcathton 199* Or was if m 
p r o g r a mming convention? 




bastard, aren't you? 
CHRISTIAN - Don't blackball me, 
that's blackmail. Just like those lousy 
wholesalers who I upset so much that 
they blacklisted us. 
MEL - Ah. I see, What you're saying is 
that even in our colloquial language 
we use words like black market, 
blacklist, blackball and blackmail 
when we are talking about antisocial 
behaviour, and that this enforces 
racial prejudice even as we Speak. 
CHRISTIAN - What the bloody hell 
are you on about, you old bugger. 
MEL - Maybe not then. But we were 
just like all the other software houses. 
weren't we. We never had any non- 
white characters in our games, 
CHRISTIAN- Of course we d id ! Don't 
you remember Rastapiman, he was in 
every advert we ever did for over two 
i\ Mind you,, he was only a token 
black. I had him fed Into a slot 
machine. Seriously mate, when we 
were in the business together we 
never looked at the colour of their skin, 
it was the colour of their money that 
counted. Tight -fisted bastards. Do 
you want lo know what me favourite 
game is 1 ? 
MEL-No. 

CHRISTIAN - Black To The Future. 
Well laugh then you miserable sod. 

The biggest computing jamboree of 
the year is undoubtedly the PCW 
Show, formerly held at Olympia, but 
next September moving to Earl's 
Court, The man who organises it is 
named . . . 

MIKE BLACKMAN 

MEL - Don't you get a lot of idiots like 
me taking the piss out of your name? 
MIKE - The odd person will have a 
crack at my name, like you, you're 
very odd, l think it's an advantage, 
nobody ever forgets who I am. 
MEL - When you put on your annual 
show, there are only a handful of non- 
whites among the thousands that 
participate. 

MIKE - Yes. And I don't know why, I 
really don't. It's down lo the individual 
when it comes to success in running a 
software house. People like Luther de 
Gaie will always succeed, it's nothing 
to do with their colour, 
MEL ■ I'm not suggesting that, but is 
it in spite of the prejudice that their 
colour might evoke? 
MIKE - I am an ambitious person, I 
make plans and set objectives and go 
about achieving them, it's nothing to 
do with colour. I'm lucky. 
MEL - Do you mean to say that you 
have never been discriminated 
agai nst in the software world because 
of your colour? 

MIKE - II has never even occurred to 
me. really, it's never come up. To be 
honest with you I don't feel very 
strongly and this is the first time that t 
have ever discussed it with anyone. 
MEL - Really? 

M I KE - Real ly! I've never been abused 
in this industry. I wouldn't put money 



on the fact that there are no racists in 
computing, all I'm saying to you is that 
I have never experienced racism. 
People like Luther and I want to gel on 
in life, we don't make a big thing about 
our colour, and we expect the same 
from anybody else. 
MEL - Fine, you have made that very 
dear, and I find it very encouraging to 
hear you say that you have never run 
across a racist in this business. What 
about racial stereotypes in (he games 
themselves 9 Do they matter? 
MIKE - It doesn't bother me. 
MEL - No, but does it matter"? 
MIKE - The companies thai go in far 
that sort of thing have taken 
advantage of a media image, 
cannibals in the jungle and so on. I 
don't believe that they have done it 
deliberately You always meet bigots 
in any walk of life, but I think that the 
image of black people in games is only 
a reflection of cartoon stereotypes. 

I wanted to have my final interview 
with computer journalist Tama Yates, 
who contributed so wisely to my 
analysis of Sexism in Computer 
Games. Unfortunately. Tania is 
visiting her family in South Africa as I 
write this. Alternatively I thought about 
using one of my litt le chats wil h J eftr sy 
Archer, when he laid me: 'The other 
day I said to my son, ' David's driver is 
a black'. I said it because I was in a 
hurry to describe the man. My son 
turned round to nne and said: 'If you 
can tell me off for labelling people by 
their colour, I can (ell you off tor it'.' 

He was right of course. We are all 
still guilty of that sort of thing to a 
greater or iesser extent. But I decided 
not to give little Jeffrey any more free 
publicity after all, Then I contacted my 
old friend Anil Gupta, formerly of 
Anirog and now of Anco, but Anil 
never ever goes into print. So I must 
respect his request for privacy, and I 
cannot print what he laid me about his 
experiences in the industry of racism 
against him and his family except his 
last sentence; I detest all these 
things, but I'm not a hero like you I try- 
to survive my friend, it's a hard job.' 

So I invited freelance programmer 
Colin Jones to have the last word. 
MEL - You say thai you're working on 
a socially aware game at the moment. 
COLIN - That's right. It's non- violent, 
antl-sexist, and against all forms of 
racism, I'm Calling it Let's All Watch 
The Paint Dry . . . 

Two things have become clear lo me 
while putting this wee piece together 
for you. First, as in every of her aspect 
of living in Britain today, racism exists 
in the computer business. Secondly, 
the vast maiority of wh ites I know deny 
it, and the handful of non-whiles in 
computing dismiss it. Both of these 
facts worry me, So I'M ask the same 
question that I started with, gentle 
reader. Do you think it's natural that 
computer game heroes and the 
people that run the industry and 
attend the computer shows are nearly 
all while? Well, do you? 



Next month Croucher rakes some real Industry muck 
when ha dives into Hie issue of underage child abuse. 
The kids who made it as software writers but lost their 
souls. The kids who were ruined by success and nearly 
lost their lives. Don't miss It. 



TGM TX DATE: 02-88 21/1 16 



COMPETITION 




GET SMASHED 
WITH HEWSON! 



WIN A PORTABLE CD 
RADIO CASSETTE 
PLAYER! 
AND LOADS OF 
GAMES! 



Hewson have enjoyed a 
run of successes for many 
years with a wide variety of 
game types, culminating in 
more recent months with 
some of the toughest 
arcade games available - 
and all big hits. Now the 
company is bringing out a 
compilation of four of their 
very best - Zynaps, 
Exolon, Rana Rama and 
Uridtum Pius. To celebrate 
the release, Hewson are 
offering a top prize in this 
competition of the latest 
portable Compact Disc/ 
radio/cassette player from 
Phillips, plus a copy of the 
compilation suitable for 
your 8-bit machine, and for 
50 runners- up there are 



copies of the new 
compilation too. 

Spectrum and Amstrad 
owners should be 
especially excited because 
Uridtum Plus has never 
had a soius released on 
those computers - and it 
has translated very well 
indeed. 

To have a chance of 
winning the competition, 
you will have to put your 
historical brains in gear, 
and correctly identify the 
four Hewson games 
pictured on the page, When 
you think you have the right 
answers* put them down on 
a postcard or the back of a 
sealed envelope, together 
with your name, address 



and most importantly, the 
machine you own 
(Spectrum. Commodore 
64/128 or Amstrad CPC), 
and send it to SMASH IT 
UP WITH HEWSON 

identify the four Hewson 
below 

PICTURE t 



COMP, The Games 
Machine, PO Box 10, 

Ludlow, Shropshire SY8 
1DB to arrive no later than 
February 25, 

games from the pictures 
PICTURE 2 

HP 



22/1 1 6 TGM TX DATE: 02-88 








[f ijoa've ipkpitk ciginal from €P/)C ^cjourtt (c^e ik spoof from CfiBW. 





Why be serious when there is so much fun in taking an alternative 

view of things? This ingenious but hilarious spoof will have you in 

stitches, not to mention the river, canal, sack ... 

You'll be racing in Naples, Boot Throwing at the Colosseum, Pole 

Climbing in Verona and Running Up Walls in Venice! If you can still 

stand the pace, try your hand at Balancing Plates, Jumping Rivers, 

Pogo and Pillow Fighting. 

Recapture the very essence of competitive spirit in this comical 

collection of ALTERNATIVE WORLD GAMES! 







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Introducing ActionSoft! 



Colonel Jack Declares War to Improve Strategy /Action Software 

Colonel Jack Rosenow, President of ActionSoft, is out to turn the 
simulation software industry upside down; 



□ 



'Most current simulations are little more than games," says the 
Colonel. "They're a far cry from what can be done with modern state- 
of-the-art graphics technology. They have limited strategic depth and 
a limited sense of realism. That's why ActionSoft was created. We're 
going to redefine the state of the art in simulation software. 



"My own area of expertise is military helicopters - their flight 
characteristics, and their deployment on the battlefield. We've assem- 
bled a collection of experts in other fields (combat strategists, Fighter 
pilots, submarine commanders) to help us develop the most realistic 
strategy/action simulations ever seen. 



ActionSoft puts you at the center of the action. We take you from the 
depths of the Pacific ocean to the infinite frontiers of space. And with 
the incredible 3D graphic/animation technology provided by 
SubLOGIC, our products draw you into the simulation like never 
before. Up to now this type of relism has been available only on the 
most expensive military simulators. We're making it available to 
everyone. 



Our first Two products are Up Periscope! and ThunderChopper. Up 
Periscope! is a WWII fleet class submarine simulator. 
ThunderChopper simulates the flight characteristics of 
high-performance scout7rescue/attack helicopter. 

"ActionSoft simulations are generations ahead in strategy , action, and 
technology. Why pay for a second-rate simulation when you can have 
the best. ActionSoft simulation software sets the new performance 
standard against which all other simulations must now be judged, But 
don't just take my word for it. Try ActionSoft - you'll be convinced." 



W^ 




Colonel Jack Rosenow. L.S 
Force (Ret.) 


. i 


Kit 


j 









Captain John Patten's years of 
U.S. Navy experience provide the 
realism and submarine combat 
strategy of Up Periscope! 



1 




Action Soft 

35 Piccadilly 
First Floor 
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Tlx; 259102502695 
ACTIONSOFT UQ 



Colonel Jack's 9000-plus hours of 
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Up Periscope!, the new state of the art submarine simulation that's conquered the U.S. market! Blowing Ihe competition 

out of the water with superior combat strategy and tactics courtesy of Captain John Patten (Ret), United States Navy. 

With true animated 3D graphics from SubLOGlC. Up Periscope!, generations ahead of the pack! 



cmfaai r^«a 
***** ****** 
■vli t**m 

Itlllllt ■01»«( 

» II 111 ■■•1*11 

r«Il 1IH 

■" TM'II* 'KHI I»»mt 




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- 1967 AclwnSorti Gcuporaixxi 

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*ltu- 




REVIEWS 



Sap***' 




As traditional as Turkey, the 

ortsfaught of software over the 
Christmas period is legendary. 
The Christmas lead up 1967 was 
no exception with a lot more 
software than anyone expected - 
unfortunately a good percentage 
proved to be far from satisfactory. 
There are 37 review pages in this 
issue (including the adventure 
pages), examining 44 games. 
Obviously this does not cover all 
the games released over the 
recent Christmas period - we 
could not give every single 
product a review due to the sheer 
volume released. However, what 
you wHI find are detailed, 
informative and intelligent reviews 
qf products launched in the latter 
part of the season. 

LAUNCHING 
INTO 



So, what of the year to come? 



We're all placing our bets on the 
Atari ST computer series to do big 
business this year with a lot of new 
and innovative 16-brt software 
releases. The general standard of 
Amiga games should improve, end 
we have already seen a growth in 
the number of games. To date, 
very few Amiga games have really 
taken the machine's potential very 
seriously, That ought to be put 
right in 1988. Where does that 
leave the 8-bit market 7 Probably 
much the same as last year - 
providing a solid base for games 
development, and one on the 
Spectrum that should prove 
interesting as the rumours of a real 
alternative Spectrum, clone grow. 
In the review section next monlh 
we should have finished versions 
of ST Buggy Boy and Space 
Harrier. Road Wans on nearly 
everything, Rsstan Saga from 
Ocean, and something really 
special to look forward to is 
Rainbird's 16-bit Carrier 

Command, with a look m on the 
Spectrum version too. 



LEAD 
REVIEWS 

PLATOON 

The gamesplaying highlight has to 
be Ocean's film licence Platoon - 
a superb combination of of action 
and adventure scenes. Excellent 
packaging, and probably the best 
thing to emerge from Ocean since 
Wtzbali 

PAGE 59 

UMS 

From Rainbird comes the most 
exciting advance in strategy 
software. Universal Military 
Simulator can create any battle, 
anywhere (or anywhen} with any 
weapons. Why it was worth 96%. 
highest TGM rating yet, can be 
discovered in the extensive review 



on 



PAGE 40 



JINXTER 

Magnetic Scrolls do it again with 
their third release through 



Plain bird The Story revolves 
around the search tor pieces of a 

charm scattered throughout a land 
smitten by bad luck - fortunately 
you can't die, which should please 
a lot of people. 

ADVENTURE PAGES 

HUNTER'S MOON 

Fourth release from Thalamus 
again only for the Commodore 64/ 
1S8. takes greai shoot- env up 
action into psychedelic space. 
Written by Martin Walker the 
stylish graphics and fine gameplay 
make it a worthy 90%. 

P AGE 59 

MATCH DAY II 

Jon Hitman and Bernie 
Orummonds sequel to the highly 
popular Match Day, released 
nearly three years ago. Featuring 
new moves and a diamond 
deflection system, this is the best 
football game devised yet. 

PAGE 50 



REVIEWS SUMMARY 

COMMODORE 64/128 

Airborne Ranger 30 

Bone Cruncher 51 

Deja Vu Adventure 

Flying Shark 54 

Garfield 62 

Guadalcanal 36 

Hunter's Moon 59 

Jack the Ripper Adventure 

Out Run 60 

PHM Pegasus 48 

Platoon 56 

Match Day II 50 



Jack The Ripper 


Adventure 


Backlash 47 


The Jade Stone 


Adventure 


Bard's Tale 36 


Match Day II 




50 


Blue War 43 


Out Run 




60 


Bubble Bobble 63 


Slame 




35 


Chamonix Challenge 29 


Terramex 




64 


Deja Vu Adventure 
Dt Livingstone 1 Presume 41 

Eeo : >.4 


AMSTRAD 






Jinxter Adventure 
MoetMus €7 
Phoenix 46 


Blue War 




46 


The Hunt For Red October 33 


Chamonix Challenge 




29 


Star Trek 28 


Dan Dare II 




49 


Terramex 64 


Gryzor 
Match Day II 




52 

50 


Tanqlewood S3 
UMS 40 



SPECTRUM 48/1 28 

California Games 
Dan Dare II 
Flying Shark 
Gryior 



fifi 

49 ATARI ST 

54 

52 Academy 



65 



AMIGA 

BMX Simulator 
Crazy Cars 



Deja Vu Adventure 

Insanity Fight 34 

Into the Eagle's Nest 61 

Jinxter Adventure 

Moebius 67 

Test Drive 42 



PC 

Academy 65 

Dark Castle 55 

Deja Vu Adventure 

The Hunt For Red October 33 



SEGA 

Action Fighter 39 

68 Secret Command 39 

66 Out Run 60 



TGM TX DATE: 02-8827/1 16 



WHOOPS 
SCOTTY'S 



STAR TREK 



Firebird 



ATARI ST ONLY 




S 



tar Trek first appeared on American TV on 8 

September 1 966 and ran lor three seasons - a total 

of 79 shows in all. It never really died, thanks to 

innumerable reruns, tremendous fan adulation and 

its promotion to the big league of feature films of which 

there have been four to date. Now a new TV series has 

been completed, though it won't be seen on British TV for 

several years because the buy-in cost is too high, instead 

you will be able to hire the programmes on videotape. Star 

Trek was a natural for computer games and there have 

been many unofficial attempts, especially on the 

Spectrum. Shortly before Christmas 1986, Firebird 

announced they had secured the official licence and work 

had begun on the game. However, as John Gilbert detailed 

in THE GAMES MACHINE Issue 2 (Licensed To Knock 'Em 

Dead), Firebird ran into delays, and only now can we 

assess the results of their efforts. 
The Federation has designated a 

region of space (turn left at Saturn 
and cruise in warp eight for 20 Nghl 
years) as a quarantine zone. Their 
reason is a well guarded secret, 
but it appears that ttie crew of any 
Federation Starship entering the 
zone mutinies and turn s renegade. 

Tq no-one's surprise the 
Kiingons are involved; up to their 
usual unfriendly antics, they have 
been experimenting with a 
particular type of Diirthium crystal 
which can act as a telepathic 
amplifier when hooked up to a 
major power source (such as a 
Starship warp drive}. Any sentient 
beings within the thaughtwave 
range soon find themselves open 
to Klingon telepathic suggestion, 
even from a distance of light years. 

Voor mission, Jim, should you 
decide to accept it, is to enter this 



zone, seek out and destroy the 
Klingon Psimitter within a time limit 
of five years and avoid upsetting 
too many RomuSans in the 
process. 

BEING LOGICAL 

The very first noticeable effect in 
Star Tr&k the game is the speech 
a! the start of the loading 
sequence, it's Kirk's digitised 
dulcels ringing aut with 'Space, 
the final frontier . . . ' etc. Then 
there's Dave Whitteker's music - 
a rather dubious rendition of what 
is obviously the TV theme, but 
quite jolly nonetheless, 

Once loaded, you are presented 
with a multivision screen, the 
primary display area consisting of 
very attractive representations of 
Kirk, Spock, Scott, McCoy, Sulu. 



Can th* anginas take it? Can your ST take it? 




The Enterprise is now in standard orbtt around the plan«t Atari ST - at last 



Uhura and Chekov all at their end- 
of-episode stations on the 
Enterprise's bridge. The L-shaped 
border to the right and below <s 
filled with seven secondary 
screens which either depict 
individual crew members or some 
of the Enterprise's systems. To 
change the primary display you 
simply move the cursor (mouse or 
joystick controlled) to one of the 
available twelve secondary 
screens required and click. 

Each crew member has a 
different function, for example 
Spock keeps you informed about 
the state of the Enterprise at any 
given moment and also offers 
details on planets and enemy 
ships within ihe zone. He, too, has 
sampled speech and announces 
that he Will never understand 
humans, usually just when the life 
support systems fail due to a 
m isfudgement on the player's part- 
When you are still a novice at the 
game, this message begins to 
irritate after hearing it for the eighth 
or ninth time, and doubtless the 
kind of language directed back at 
the verbose Vulcan is unlikely to 
aid his understanding one iota, 

KLINGON BOLDLY 

There are no cast surprises in tact, 
so it's comforting to discover good 
ol' Scotty in charge of the 'She'll 
noo take it cap'n' engines, Sulu m 
the navigator's chair, Chekov 
'Locked on target' as weapons 
officer, Bones in the Medical Bay 
and Uhura relaying any messages 
she may pick up. 

Captain James T Kirk controls 
the important bits of the game 
such as the pause button (very 
necessary for those panicky 
moments when the E nterprise w itti 
only 50% power is confronted by 
sis Klingon Birds Of Prey . . . the 
player is given the opportunity of 
making the ultimate cup of tea 
before dying), the load/save 
option, the time and the contents 
of the stores. He is also in charge 
of the transporter for those all- 
important landing parties. 

Star Treflr the computer game is 
enormous, comprising many 
enemy ships, hundred of planets 
to visit and various ways of 



defeating the nefarious Klingon 
plans. To go into too much detail 
about how the game works and 
what Is possible within it would 
take up far too much of the final 
frontier ; suffice to say it is chiefly a 
game of strategy wrth a pinch of 
shoot- 'em- up and includes all the 
elements of the Sfar Trek we have 
come to know and love, warp 
speed, photon torpedoes, the 
transporter and so on. It should 
keep any player prepared 10 
persevere busy for weeks 

When Sfar Trek first beamed 
aboard THE GAMES MACHINE 
we have to report that lethargy 
ruled; it .appeared rather boring 
and, presentation aside, a 
disappointment However to 
review it fairly, extensive playing 
was instigated. We soon found 
that once some achievements 
within the game had been 
accomplished a spark of interest 
ignited urging us on. The deeper 
into the game one travels Ihe 
better It gets until, eventually, in 
the same way that Elite grabbed 
the games-playing world, Sfar 
Trek grips the player by his 
Kiingons and drags him through 
many sleepless nights to the 
ultimate goal of bringing peace 
and harmony to the universe once 
more. 



ATARI ST 

Diskette: El 9.95 
There are no plans for other 
versions of Star Trek, which 
makes you wonder how 
Firebird ever intend getting 
their huge investment back; 
ft is strange that they are not 
contemplating at least an 
Amiga Star Trek, With six 
different ways to complete 
the game and with the 
massive universe created in 
it, Star TrBk provides plenty to 
do. but we did th m k that after 
several hours play the variety 
Of do-able things began to 
look a bit thin. However, it is 
certainly a lot better than 
than tts first impression 
Implies. 

OVERALL 71% 



It should keep any player prepared to 
persevere busy for weeks," 



28.116TGM "DC DATE: 02-88 



REVIEWS 



FORD 

EVERY 

STREAM 



CHAMONIX CHALLENGE 

Infogrames 



Irrfogrames are releasing 16-bit software thrck and 
fast lately and while doing so are beginning to 
encompass many and \Jaried subjects for their games 
to tackle. No longer can the company be thought of 
as having an adventure bent, especially taking into 
account one of their latest releases, Chamonix Challenge. 
This simulation promises to take the player to breathtaking 
heights as a daring mountaineer. Imagine it; the 
experience of climbing the peaks of the French Alps 
without the physical drawbacks of freezing conditions, 
vertigo, hidden crevasses or blind panic. All these features 
are included in the game and may be enjoyed from the 
comfort of home. 




At the start the game presents 
several climbing routes of varying 
difficulty and one or more may be 

chosen, so may the starting time 
and whether the climb is~ta be 
attempted in summer or winter. 
Climbing in wintry conditions is far 
more dangerous than in 
summertime, and the same is true 
of nighttime, Choice selection is 
icon-dnven (joystick or keys). 

Every mountaineer must pay 
close attention to equipment 
needed for an ascent and 
Chamonix Challenge has a wide 
choice from which to select. Care 
must be exercised during this 
phase to ensure that you have 
everything required to ensure 
success whilst at the same time 
not loading yourself down with 
unnecessary items such as the 
microwave (?) or Walkman. 
Chosen items are automatically 
stored in the rucksack except for 
the main climbing gear - pilaris, 
ropes and karibiners (a device for 
retrieving losl ropes) - which is 
held m the hands ready for use. 

Once the player is happy with 
(he route, time and equipment he 
may begin the climb. 



UP, UP AND AWAY 

Vour experience of a lifetime 
begins in a Suitably easy way on 
(he relatively flat and picturesque 
glaciers, the most difficult part of 
which <s the walking - and it's the 
first time you encounter what 
becomes the central concern of 
Chamonix Challenge . . . rhythm- 
It is difficult to establish the 
rhythmic control required to get 
the mountaineer going and to keep 
him moving. One mistake in the 
l&ft'nght rhythm and the guy 
falters and slops; this rather odd 
control for such a simple task is at 
first very frustrating, then it 
becomes tedious and eventually 



(when eager to get onto the slopes) 
just plain annoying. 

However easy the glacial 
landscape may took there are 
dangers. The player is given 
warning of the presence of 
crevasses either by a small dip in 
the snow or a very precarious- 
looking ice bridge. When 



Tackling the vertical tockf&ta: nearly 
Own , . . ST screen 

confronted with a suspicious 
section of snow a quick prod with 
a walking stick determines 
whether it is safe to walk over or 
not - if it isn't the ground collapses 
and a deep crevasse is revealed. 
This has to be jumped and pixel- 
perfect accuracy is required if an 
unnecessarily long climb or a 
quick death are to be avoided. 

The next stage is usually a 
snowy slope, these are generally 
quite easy although they do vary 
greatly i n length. The gradients are 
not too sleep and again rhythm is 
the way to success, Never leave 
your man in a state of insecurity on 
these slopes, do not take a rest 
unless his feet are well dug in and 
his ice picks are secure or he falls, 

ON THE FACE 

The third and most difficult stage 
of Chamonix Challenge is rock 
climbing. Viewed straight qn. it 
shows the climber, back to the 
player, clinging to the rockface 
he's ascending. First problem here 
is to avoid the falling boulders 
which descend as soon as the 



ATARI ST 

Diskette: £19.95 

AMSTRAD CPC 61 28 

Cassette; £9.95 
Diskette: £14.95 

Chamonix Challenge is very pretty to look at and extremely difficult 
to play. The only rea I differences between the ST version and that 
of the Amstrad CPC are the quality of sound and graphics, the 
order in which the Items are arranged in the rucksack {last in first 
out i n die Atari version), the option to speed t i me up when a sleep 
and the appearance of the climber's face (rather than just a text 
message as on the Amstrad version) suffering from each 
dilemma as it occurs. Putting aside these elements wfiich have 
been added to the Atari ST C'lar-xsnk Challenge, both versions play 
similarly with the same number of climbing options and amount 
of difficulty. The ST graphics are the better by a margin, largely 
because of more detail. 

ATARI ST OVERALL 75% 
AMSTRAD CPC 6128 OVERALL 72% 



Mountain climbing in ttw Amstrad version of Chamonix Challenge 
ling not permitted on those long stop** 



yodBi- 




scene appears which requires 
some nifty left/right footwork Its 

really a randomising device and 
can be unfair inasmuch as once 
the climber has moved to one side 
he cannot move back and is stuck 
with that Starling point to begin 
climbing. However if you are lucky 
enough to have a decent start (and 
you are wearing the ngh| shoes) 
the actual climbing is extremely 
time consuming. addictive, 
interesting and even exciting, 

The climber's four limbs may be 
moved one at a ti me and if they gel 
a decent hold a fittle hand or foot 
icon appears, if the grip is unsafe 
the icon flashes, When at least 
three holds are secure you can 
move up and look tor further holds 
to continue the ascenl. Whatever 
is held in inventory may be used to 
assist, theprton. chocks, karibmer 
and rope ate especially helpful. 

Throughout the game items may 
be taken from or returned to the 
rucksack if the climber is in a fairly 
secure situation - such as on a flat 
surface or strapped to a slope - 
and most of these are needed 
during the climb to combat phases 
of hunger, tiredness, cold - even 
heat - that are encountered. 

The game is mu Hi -load (which 
will result in some ledium for 
cassette users) wrth a thoughtful 
save/load position option, A 
particularly nice touch ss the 
climber's face in closeup where 
his goggles show what obstacle 
he will come across on the next 
screen so that he may prepare 
himself. 

First reactions |q Chamonix 
Challenge may well be of 
frustration and perhaps even 
boredom but perseverance is the 
name of the game and once all the 
tdiosyncrasies are mastered that 
little blue sprite will be climbing. 
sliding and falling to his doom with 
l he best of them. 



COMMODORE 64 

Cassette: £9.95 
Diskette: £14.95 
Cassette owners should be 
aware of mufti -load 
problems when the 

Commodore version arrives, 
which Infogrames tell us 
should be soon, so watch out 
for an Update. They also 
insist that it will be every bit 
the same game as the 
versions we've reviewed 
here - but failed to say 
whether that would be closer 
to tfie ST or the Amstrad . . . 



(i 



. the actual 

climbing is 

extremely time 

consuming, 

addictive, 

interesting and even 

exciting." 



TX DATE: 02-88 29/1 16 




M^^^M^M 



BORNE TO KILL 



AIRBORNE RANGER 



MicroPros* 



MicroProse are generally better known for their 
realistic, high-quality simlulations (Silent Service 
and Gunship to name but two), but Airborne Ranger 
is a departure from their traditional releases and 
introduces arcade game elements. Described as a 
combat action simulator', Airborne Ranger\s also easier 
to get into than the manual-bound flight simulations as, 
pJaying an American Ranger, you are dropped deep into 
enemy territory on one of twelve dangerous missions. 



■ 
■ 

J* 

■J* 


.-. .-. ■*- .r. 

■-» »-« »*. 


- ■ — 


X-'- 


A- 

■■»■ »"■ '^■ - 


A- 


.. 


A 


* 


Jt. 



weapons (including time bombs) 
being used to eliminate larger 
defences. The Ranger can crawl 
along ditches, walk around 
hazards and nun across 
wastelands, although, realistically 
enough, the distance you can run 




depends on your health and the 
amount ol supplies carried. A 
weapons sight for accurate firing 
constantly points in whichever 
direction the player is facing. 

Stepping on mines, drowning in 
rivers or getting hit by 
flamethrowers inevitably results in 
death, but bullet wounds are 
slightly less serious; the supply 
pods carry first-aid kits to provide 
vital treatment for any damage 
taken. As it only takes three enemy 
bullets to kill, careful use of the 
medical kits is essential. 

A map i$ available to assist 
navigation of minefields and other 
defence obstacles- Once the 
northern target has been reached 
and the . mission objective 
achieved, the Osprey craft can be 
recalled, boarded and the mission 
is complete. Successful Hangers 
can be saved to disk, any Rangers 
no longer needed being retired 
from duty (wiped from the disk in 
other words). 



SPECTRUM 
48/128 
AMSTRAD CPC 
ATARI ST 
AMIGA 

Versions for all these 
machines are being worked 
on, but as to release dates 
and prices, MicroProse are 
being unhelpfully vague - 
sometime in 1 988, they say. 



Any of the twelve missions listed 
can be attempted, and in any) 
order, but if you are feeling 
particularly brave, selecting 
Campaign gives you the chance 
to try all twelve in sequence, The 
missions in Airborne R$ng&r, 
which include rescuing prisoners 
and hostages, stealing a code 
book, and the more 
straightforward destroying of 
enemy installations, provide a neat 
mixture of strategic thinking and 
Shoot-'em-up, although sheer 
speed is not the point of the game. 
Upon selecting a mission, an 
Osprey transporter plane flies over 
the combat area towards the 
distant dropzone. Once the 
dropzone is reached, pods 
containing equipment and 
supplies are dropped first, then 
you parachute into the enemy 
camp and the mission begins! 



A TANGLE 

First task is to collect your 

supplies, as long as you dropped 
them carefully so they didn't fall 
into a ravine for instance, From a 
bird's-eye viewpoint, you move 
around the four-directionaliy 
scrolling enemy base with various 
defences and hazards coming into 
view. Machine-gun posts, turret 
bunkers and robotic defences fire 
at anything that moves, whilst 
enemy soldiers patrol the area, 
mercilessly pursuing your 
character if he is spotted. The area 
is a tangle of tank traps, barbed 
wire, snipers and minefields which 
hinder movement, while ditches, 
walls and trees provide cover from 
enemy fire. 

Rocket launchers, grenades, 
knives and a rifle provide the 
firepower, the more potent 



COMMODORE 64/128 

Cassette: £1495 
Diskette: £19.95 

Airborne Ranger has similarities to the coin-op Commando in ft* 
g raphic s and play abi lity. The good use of colour, effective sound, 
neatly defined and nicely animated sprites provide a highly 
realistic atmosphere. The gemeplay may seem repetitive from 
time to time, but the variety of tasks to be performed and tactics 
to use give the game considerable depth. You may find the 
missions aren't too difficult to complete, but the game itsetf Is 
playable, a challenge, and has a lot more scope than your 
average shoot- 'em-up. 

OVERALL 82% 



"Airborne Ranger provides a neat mixture of 
strategic thinking and shoot- 1 em-up ..." 



30/11 6 TGM TX DATE: 02-88 



uw pmoE 



Odlff * CHlf/ / / / / 

[ONLY FROM SILICA 



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To: SWca Shop Ud, Dep. CftMCH . 1-4 Tn« Mwm, Halherr«y Road. Stdcup, Kent, DA14 4CX 

PLKSE SEND ME FREE LITERATURE OH THE ATARI ST 

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32' 1 1 6TGM TX DATE: 02-88 



DEFECTING 



THE HUNT FOR RED OCTOBER 



Grand Slam Entertainment 



om Clancy's thriller novel The Hunt For Red October 

T^is a best-seller, has been the cause of a NATO 
embarrassment, a film is in the pipeline and, not 
surprisingly, the computer game rights have been 
snapped up. Bought by Argus Press Software, the game 
was included in the sale of all Argus computer game rights 
to Stephen Hall, managing director of Argus Press 
Software, who bought the company from his employers in 
mid -November and renamed it Grand Slam 
Entertainment. Red October's coders, Oxford Digital 
Enterprises {ODE) have been responsible for the many 
computer versions of Trivial Pursuit, the Adrian Mole saga 
and, more recently, Yes, Prime Minister. 



The story revolves around the 
highly advanced Soviet attack 
submarine. Red October. Its top- 
secret Caterpillar drive enables the 
sub to become virtually 
undetectable by sonar or radar. 
Red October's captain, Marko 
Ramius. intends to defect to 
America, taking the submarine 
with him. The Americans want her, 
the Russians want her back and 
they'll try anything to stop the 
defection, even if it means sinking 
the sub. 

A row of icons control all the 
sub's functions (sonar, engines. 
weapons, periscope and maps) 
selected by using a hammer and 
sickle pointer. Sonar provides 
both plan views and a contour 
layout of the immediate area 
around the submarine, assisting in 
ttie navigation of deep-sea ravines 
and valleys. Enemy targets can be 
accurately positioned with sonar, 
although they are alerted to your 
position in the process. An on- 
board library of ship sonar 
Signatures allows accurate 
identification of any contacts 
made, 

SLOW BITT SURE 

Red October's drive systems 
include standard nuclear drive, a 
dteset system and propellers. 
These provide faster speeds but 
are easier to detect by enemy 
sonar. The Caterpillar drive is 
extremely quiet but its use entails 
reducing speed to a third. 



Amongst the weapons on board 
are 26 SeaHawk nuclear missiles 
(which, oddly, can't be launched - 
they have a place in the book, but 
presumably the programmers fett 
they had no part to play in the 
game) and the standard 
torpedoes. Torpedoes can be 
computer controlled or guided 
manually to their target by setting 
the torpedo's heading and 
elevation before firing. 

The periscope icon offers infra- 
red or night views Of surface 
activity, with the attack scope 
giving information on a target's 
heading, the data being fed into 
the sub's targeting computer. 
Whilst on the surface. Electronic 
Surveillance Measures allow ypu 
to intercept radio messages 
between enemy ships. This also 
updates the Atlantic Ocean map, 
displaying Red October's position 
and those last reported of the 
American and Russian fleets. 

Changes in heading, depth and 
speed are made by pointing at the 
relevant icon. Once selected, the 
sub's course, depth gr speed is 
altered to the new setting. 

EVADING THE LAW 

The Atlantic Ocean floor is coated 
with highly sensitive Captor M i nes , 
which launch torpedoes al 
unidentified, fast-moving vessels 
such as Red October. Avoiding 
them involves laying flack as a 
decoy, changing to the Caterpillar 
drive (causing the torpedo to lose 



No, I said DOWN peris cope.' ST scrawl 




REVIEWS 



The s&abed map on the ST 

your signal) or the simple, but more 
dangerous, method of outrunning 
the torpedo. 

Under maritime law. Red 
October would be instantly 
reclaimed by the Russians if it 
entered a US port. To avoid this, 
there's a secondary task of 
rendezvousing with the American 
fleet off their coast, where the 
submarine can undergo a change 
of identity, enabling you to enter a 
US naval port and complete the 
final phase of the defection. 

As the submarine traverses the 
treacherous deep sea ravines and 
valleys, strategic thought comes 
into play in avoiding sensors and 
deep probing anti-submarine 
vessels. Take too long to reach the 
Atlantic and more hostile vessels 
will arrive in the area, move too 
quickly and run the risk of 
activating the deadly Captor 
Mines. 



The Hunt For Red Oct ooer won 't 
appeal to those seeking fast 
action, a shame really as it is a 
neatly constructed, polished 

release. The game can get very 
tense (as in any submarine warfare 
engagement) when the Russian 
Fleet is approaching fast and 
you're trying to negotiate deep sea 
hazards. Unfortunately, the 
beginning 15 immensely hard, just 
getting out into open sea is difficult 
enough due to the sheer number 
of Captor mines littering the sea 
bed. But despite the arcade 
appearance, it is placed firmly in 
the strategy game field, hence the 
lengthy periods of inactivity whilst 
sailing the Atlantic, Once out into 
the Atlantic, player interaction 
reduces to a minimum, just set the 
sub on its way and leave it to itself. 
This does spread the game's 
appeal somewhat thinly, even for 
strategists. 




ATARI ST 

Diskette; £24.96 

The icon system works well, the graphics are detailed and 
realistic (If a bit flickery) and the sound effects are highly 
convincing - the engine sounds in particular are varied and well 
done. Oddty, saving your present position to disk and reloading 
it removes any enemy vessels from the immediate area. A useful 
bug for getting out of tricky situations I Apart from the main task 
of reaching the American coast whilst avoiding enemy ships an 
route, there isn't enough to the game. Great presentation, and 
neatly executed too but with not an awful lot to ft. 

OVERALL 67% 




IBM PC 

Diskette: £24.95 

The standard PC colour 
scheme of pink, purple and 
various shades of blue gives 
the game a fuzzy, peculiar 
look, especially when using 
the sonar underwater 
display, and it can be a touch 
unpleasant on the eyes after 
a long game. Otherwise it is 
neatly and effectively 
presented within the PC's 
restricted colours. With its 
high-speed operation the PC 
is the fastest version af the 
lot, responses to icon 
selections being both swift 
and accurate. But as is to be 
expected, sound effects 
aren't too varied, with beeps 
and a low growling noise 
(representing the sub's 
engines) being the order of 
the day. A word of warning: 
mouseless owners WON'T 
be able to play the game, 
which limits it in the already 
limited PC entertainment 
software scene. 

OVERALL 62% 



AMIGA 

Diskette: £24.95 

SPECTRUM 48/ 
128 

COMMODORE 64/ 
128 

AMSTRAD CPC 
Cassettes; £14.95 
Diskettes; £19,95 

Ml other versions should be 
released by the time you read 
this, but were just too Late to 
go into the review. Game 
elements are expected to be 
Identical, with graphic 
representation appropriate 
to each machine's 

capabilities. Watch out for 
version updates next issue. 



"The Hunt For Red 
October Is a neatly 

constructed, 
polished release." 



Levelling at 9 ne' 
Periscope depth SLi»f 

tin DMiiccnopt 



TGM TX DATE: 02-88 33/1 16 




MADNESS 



INSANITY FIGHT 

Microdeal 



Programmers Christian Hi Her and Jinn Six are 
members of Line), a Swiss software company about 
which it is very difficult to glean any information. Even 
the people at Microdeal knew little about their 
previous endeavours. Watch these pages, though, for 
more information about them. Insanity Fight appears to be 
Lin el's first program to be released in this country, and for 
their first venture into the 16-bit market they have chosen 
the very safe subject of the vertically scrolling shoot- em- 
up. 



White loading the game you are 

presented with a very nice 
digitised picture of the Starfighter 
yon are about to pilot, 
accompanied by a sound track 
reminiscent of a mid— European 
discotheque. It the ship reminds 
you a little of the Parallax aircraft, 
is that a bad thing? The next visual 
delight is a picture of the pilot's 
head in full battle regalia, who 
proclaims in sampled speech, as 
the visor drops down over his face, 
that the Start ighter is ready. 

The m-game screen uses the 
cockpit controls as a border to the 
action, including indicators for 
alarm status {how close an enemy 
is), Starfighter's energy, lives 
remaining, enemies destroyed, 
the score, how much time is Jeft for 
the current level and the craft's 
speed. There is aFso a radar 
system at the top of the panel 
which turns from blue to orange 
when a Mothership is about to 
attack, it also indicates from which 
area of the screen rt will appear 
and al lows the cowards among us 
to get out of the way, although the 
headstrong can attack. 

The mam aim of the game is to 
Survive. Starfighter controf is via 
joystick. and everything 

encountered must be either 
destroyed or avoided. Icons 
dotting the terrain, contain 




are more useful to collect than 
oihers. 

insanity Fight's speed is not for 
the squeamish - especially in 
turbo mode - and the enemy 
fighters attack in ever greater 
waves of ferocity. Each level 
increases in difficulty but not to the 
extent of persuading the player to 



give up and go home. 

Shoot-'em-ups are ten -a -penny 
on the 8-bit machines and rt looks 
like it's going that way for the more 
powerful computers: however, 
Insanity Fight is slick enough to 
keep its head above the 
competition for the foreseeable 
future at least. 




bonuses which are collected by 
flying over them. Some, such as 
turbo- speed, supershoi 

weaponry, energy and mirroring. 




AMIGA 

Diskette: £24.95 

Many would instantly recognise the Undium genre In insanity Fight. 
The bas-relief graphics prove highty effective, the colours 
attractive and the sound FX punchy. The speed of the action can 
be breath -taking, and what with the enemy fighters and 
installations firing at you, the lethal forcefields, tall buildings and 
giant mother-ships, it's a fire- button -finger exercise in stamina. 



OVERALL 74% 



ATARI ST 

An ST release is imminent, although Microdeal are not prepared 
to commit themselves to a price as yet. With the exception of the 
digitised speech, Insanity Fight on the ST will behave and look like 
its Amiga counterpart 



"Insanity Fight's speed is not for the squeamish . . . " 



34/11 6 TGM TX DATE: 02-88 



REVIEWS 




HAND 



SLAINE 



Hartech 



When the software industry gets its teeth into 
licensable material it doggedly hangs on to the 
theme until only the bare bones remain. Just when 
we thought they had probably squeezed 2000 AD 
dry, along comes another character in his own computer 
game; this time its Clint look-a-like Slaine and his side kick 
Ukko. Martech have delved into the Dredd world before 
with Nemesis The Warlock, which did quite well for them 
even though comic fans were disappointed by the game. 
Melbourne House burned their fingers with Judge Dredd 
and Piranha pulled theirs out of the fire smartish by 
withdrawing Judge Death for a rewrite. Earlier still, 
Strontium Dog and Rogue Trooper also proved to be 
weaker than their characters. What of Slaine? 



Lyonesse has been in the grip of 
evil Dnjne Lords for many years. 
Now ttie last of them has been 
defeated in brattle near the village 
of Tautega. Lyonesse warts and 
watches, wondering what powers 
will rule its destiny in the absence 
of the mighty Prunes. To this land 
awaiting a new balance of power, 



LWk 



travels the wamor Slaine together 
with his companion Ukko. thereto 
team what he can of Tautega's 
history. The game offers only & hint 
that you need money to be able to 
get information from the locals. 
Only then will the obscure plot 
thicken sufficiently to discern an 
objective. 



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character 

Steine displays a very different 

style of game to the more usual 
graphic adventure software. Top 
left and right are the bounds of 
Siaine's imagination, within which 
his thoughts enter, and leave. The 
idea is to move the cursor (via 
joystick or keys) onto the chosen 
command (move, status, attack, 
actions and so on) and click to 
capture it. The cursor itself is a 
severed hand, but with the 
unfortunate trend of trying to 
shock and revoit increasing in 
popularity this should perhaps 
come as no surprise, especially in 
dealing with a character as 
Supposedly barbaric as Slaine. 



SLIPPERY 
THOUGHTS 

Choosing the thought Move, for 
example, presents exits available? 
trom Seine's current location, 
after which you can then click on 
the choice of direction. Choosing 
Examine results in a list of objects 
available which may be looked at 
closely. The reasons and uses of 
the choices available are fairly 
straightforward throughout the 
game ... if only the same could 
be sai d of the control method used 
to access these options. Slaine is 
obviously a quick thinker, and all 
thoughts enter his head and leave 
it quits rapidly and in a very 
antagonistic fashion. It states 
within the packaging that this so- 
called Reflex system is confusing 
at first but should soon become 
second -nature. The idea smacks 
of gimmickry and is decidedly 
dstnmental to the gameplay. 
Ratner than becoming second- 
natu re , it runs the ri sk of becoming 
more annoying as inspiration 
arrives on how to gam progress in. 
the game, and precious seconds 
are irritatingiy wasted while trying 
to catch the 'thought' required to 
carry out an action. 

Sine's graphics are very good 
indeed, captunng the ongmal 
bravura black-and-white comic 
drawings with great feel. But the 
game's depth is limited, probably 
because so much memory is eaten 
up by its flashy design, reportedly 



s AfTrStrso incBtiiMttoti of Cfie 2DO0 A.0 



a problem with Judge 000th 
version one And there are one or 
two eyebrow-raising idiosync- 
rasies present, such as the ability 
to pick up the long oak bar but not 
take the food or ale off it. and the 
presence of the Thorm- style Kikko 
whose little messages grate 
before very long even though the 
option to hit him is mildly 
satisfying. Sl&ne is professionally 
presented and it is a shame 
that the mode of play lets it down 



AMSTRADCPC 

Cassette: £9.99 
Diskette: £14,99 

SPECTRUM 48/ 
128 

Cassette: £8,99 

There are few real 
differences between the two 
versions other than the 
positioning of Siaine's 
'thoughts'; On the Amstrad 
they are placed at the top of 
the screen and on the 
Spectrum version they're at 
the left. The feel of the game, 
its shallow depth and diff i cu it 
control method are similar in 
both versions. 

OVERALL 45% 



COMMODORE 

Cassette: £9.99 
Diskette: £12.99 

Expected at any moment, no 
significant differences are 
expected, certainly not 
graphically as the licence 
depends heavity on the 
comic-style drawings. 



it 



. the Reflex sys- 
tem smacks of gim- 
mickry and Is 
decidedly detrimen- 
tal to gameplay." 



TGM TX DATE: 02-88 35/1 16 



REVIEWS 



WAR IN THE PACIFIC 



GUADALCANAL 



Actmsion 



Alan Bird and Alan Steel are no strangers to 
wargames f having previously produced the best- 
selling, chillingly realistic nuclear wargame Theatre 
Europe. Now, moving away from the modern day 
environment, they've turned their sights back to World 
War It and the Pacific island of Guadalcanal for their 
newest release. 



A year after the 1941 Japanese 
attack on Pearl Harbour, America 
launched its first invasion of 
Japanese -occupied territory on 
the island of Guadalcanal. The 
invasion was a accounted a 
success with U S forces rectai m i ng 
much of the island and its vital 
airstrip. However, the Japanese 
counter-attacked, sending In a 
large seaborne task force to 
support their remaining troops and 
oust the Americans. US carrier 
groups and battleships were in the 
area and large scale conflict 
quickly followed. You can take 
command of either the Japanese 
or US forces as the Battle For 
Guadalcanal begins. 

Either Commander's task is 
similar, the American's to prevent 
Japanese from retaking the island, 
the Japanese commander's to 
prevent the Americans from 
holding on it. At the commanders' 
disposal are aircraft carriers 
providing air offensive and escort 
capabilities, battleships and 
cruisers giving naval support, as 
well as transport ships carrying 
vital supplies to the troops on 
Guadalcanal itself. Hidden 
movement is catered for with 
scouts on land and seaplanes over 
water providing the 

reconnaissance capability for 
detailing enemy movements- 

The Japanese need to destroy 
all US battalions to reach the 
airfield, or destroy most of the US 
fleet thus forcing the Americans to 
withdraw. The Americans need 
only to hoid off the enemy long 
enough. Two Japanese bases are 
sited on the east and west sides of 
Guadalcanal, a pincer between 
which sits the American 
advantage - the island's airfield 
from which they can launch air 
patrols and air attacks. 



MILITARY 
IMBALANCE 

Commands to units are issued 
through icons; moving the map 
cursor over a unit and selecting it 
brings up the standard icons for 
movement, combat and extra 
options available to specific units 
only (such as the dig-in option for 
land forces, or the recall -to-base 
option for aircraft). 

Units can be set to follow 
damned patrol routes 

automatically while you 

manipulate other units. Icons 
along the top control extra 
features for accelerating game 
time, using espionage to crack 
and intercept coded enemy 
messages, selecting scouts for 
reconnaisance. as well as bringing 
up status dispiays of your current 
force, weather conditions (neither 
fleet's aircraft can fly in stormy 
weather) and any ships sunk. 
Aircraft fuel levels need 
monitoring, as running out of fuel 
forces a plane to ditch. 
Ammunition is limited, and once 
used up the plane has to return to 
base to rearm, 

As the game progresses, more 
and more enemy units land on the 
island and aircraft attacks 
increase, Any vessels taking 
damage can be slowly repaired 
where they are or repaired 
instantly at a supply port, any 
critical hits taken will sink the ship. 
Direct ship confrontations are 
quick and bloody, the best tactic 
being to use aircraft to strafe 
enemy shi-js. 

The game is won if the enemy 
suffers major losses and is forced 
to withdraw from Guadalcanal. 
Three scenarios are available, 
giving the player the chance to 



13:32 STORMY MCATHER 

BIB 




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4- * 



OIO-IM 



command either side or try the 
trainer mode to get used to the 
game. Games can also be saved 
to disk or cassette for later play. 

Guadalcanal was a particularly 
ferocious and bloody fight with 
Americans fighting a Japanese 
force virtually double their 
strength. The program realistically 
captures this immense difference 
between the opposing forces, 
giving the Japanese distinct 
advantage in ship numbers. The 
ability lo define patrol routes tor 
ships and aircraft and then leave 



COMMODORE 64/ 

128 

Cassette: £9.99 
Diskette: £14.95 

The lack of further scenarios 
or selectable skill levels does 
limit the game. The icons 
themselves work well and 
prove easy to use, having to 
confirm movement orders is 
a pain though. The end-game 
is drawn out and stows the 
pace of the game down con- 
siderably. On one occasion, 
the enemy forces on Guadal- 
canal were wiped out 
entirety, yet still the opposi- 
tion refused to withdraw 
from the island. 

OVERALL 63% 



them to rt ts neatly done. Computer 
intelligence is on a high level of 
efficiency, using " hidden 

movement to attack under cover 
of darkness whilst retreating back 
to port when seriously damaged. 
But Guadalcanal is a somewhat 
disappointing release, it has the 
skeleton of a great game but lacks 
sufficient substance, 



SPECTRUM 48/ 

128 

Cassette: £9.99 

AMSTRADCPC 

Cassette: £9,99 
Diskette: £14.99 

Nothing as of yet, hopefully 
the Spectrum 12B machines 
will load in ell the missions In 
one go. Attribute problems 
won't be in evidence with this 
type of game and It should 
prove to be b faithful conver- 
sion. The scrolling map 
might not work too well on 
the Ametrad but there 
shouldn't be any problems 
with the payability and use 
of Icons. Improvements to 
the general gameplay and 
unit graphics would be 
appreciated, but this might 
not happen if it is a standard 
conversion from the Spec- 
trum, 



"Guadalcanal has the skeleton ef a great 
game but lacks sufficient substance." 



VERSION UPDATE 

Bard from 



BARDS TALE 
VOLUME ONE 

Electronic Arts 



Atari ST £24.95 

THE 6-BfT versions of this were 
released in the Autumn of 1 986, so 
a short resume may be in order. 
Small country town Skara Brae lies 
under Mangar The Dark's evil grip. 
his deadly demons stalk the 



streets of the once-happy 

community and no outsiders may 
enter and help the hapiess hamlet. 
Sards Tate is an RPG with the 
player taking the role of one of a 
team of freedom fighters made up 
of young, inexperienced men 
whose task is to explore Skara 
Brae searching for people and 
objects which may aid their quest. 



36/116TGM IX DATE:Q£-88 




The team's individual's fighting 

prowess is initialised at the start of 
the game when team members 
can be chosen from an available 
list or created by the player. 

The display is split in three. Top 
left depicts either the current 
threat to the party or the location 
(when moving around the town the 
movement is very fast and 
beautifully smooth). Top right 
displays messages about present 
predicaments and information 
concerning individual team 
members. Below is a list of the 
team and their current status. 
Character control uses the move 



Cursor and click mgcfe, and 
movement ophons appear in the 
location window as directional 
arrows. 



COMMENT 

The graphics are very 
attractive, even impressive 
here and there, with suitably 
ambient sound effects 
throughout On the Atari ST 
Bards Ta.e looks, sounds and 
even plays better than H ever 
did on an 8-bit machine. 

ATARI ST 
OVERALL 65% 



aawiaaa 




loncTels 



"A thousand centuries ago the human adventure began". At that time, survival 
depended on hunting, finding sources of water, medicinal or nutritional plants, 

and making arms from flint. 
Your tribe is sick and hungry Each day, some of your companions die in terrible 
pain, and the drought is spreading and yellowing the pastures which used to be 
green. Big game has disappeared and food is becoming more and more scarce. 

The law of the survival of the fittest replaces the ancestral 

rights in violent combats between neighbouring tribes 

and particularly with the blood-thirsty mad hyenas. 

The number of hunters diminishes every day, and many 

youngsters have to Jeave prematurely for the hunt In 

order to win, you have to become a valiant hunter and set 

off to conquer new lands where terrible trials are awaiting. 

Can YOU survive? 





-* 



LORICIELS LTD 

Elite Systems Limited. Eastern Avenue, Lichfield, Staffs WSlS GRX 



ATARI ST 5CHEEN5HQTS 



GRAND SLAM 



ENTERTAINMENTS 



PRESENTS 




THE CARTOON ANIMATION GAME . 



[IGA £19.95. 




HANG ON 
HUNTER 



ACTION FIGHTER 

Sega 



Mega Cartridge: £19.95 

Sega can, perhaps, be forgiven for using old ideas in 
Action Fighter because at least they are their own old 
ideas. Pinching the base elements of that ancient 
Sega coin -op Spy Hunter, and using the bike from 
Hang On,, they have incorporated the bits into a vertically 
scrolling shoot -em -up with a difference . . . 



Action Fighter takes place over 
five stages, Top secret 
instructions at the beginning of 
each level detail which targets 
need to be destroyed - the levei 
one objective is to destroy throe 
nuclear submarines, en two it is si x 
missile tanks, followed by mystery 
craft on later levels. 

Starting off on the Hang On bike. 
you travel along a twisting road 
avoiding other cars, bikers and 
ambulances travelling the same 
route- A helicopter flies over the 
road, dropping a mine ahead of 
your vehicle. Signs flash by, 
indicating bends in the road, and 
crashing into the kerb or colliding 
with other vehicles is, naturally 
enough, fatal, 

A timer ticks down from 999, 
during which time the bikar is 
invincible and this is the best time 



to amass enough points to get 
extra lives, because upon 

reaching zero the player is 
vulnerable to knocks and 
collisions, and with only two start 
lives some careful driving is 
required. 

The vehicle is equipped with 
twin-cannon, upgradable to air-to- 
air and air-to-ground missiles 
simply by entering a Sega 
weapons truck (a la Spy Huotio). 
As the biker roars along, letters 
from A to F float down -screen; 
collect four letters and the bike can 
transform into a Porsche providing 
added protection (useful for 
ramming other road-users), 
Collect ell six letters and the 
Porsche turns into a flying car 
(don't ask) and takes to the skies 

Once above the clouds, enemy 
planes, helicopter gunships, and 




spaceships missiles swoop in to 
the attack. The action continues 

until either you lose all lives or the 

task on each level is completed, 



Once the enemy at the end of each 
stage is destroyed, If a onto the 
next level to destroy a different, 
deadlier set of opponents, 



COMMENT 

Action is the name of the game as the bike moves along at a fair 
old speed. The control pad is a pain tp use, the slightest 
movement causing the bike to career off the road - a prime case 
of a game warranting a Sega joystick. The instructions are 
translated from the Japanese and they look it. Driving along the 
rqarJ Is enjoyable and marginally more fun than the sky sequence, 
which is a very standard shoot-'em-up. Action Fighter is not a 
demanding game, with its fairly basic graphics, limited appeal 
and simplistic gameplay. but it is enjoyable, reasonably addictive 
and provides a good few hours distraction. 

OVERALL 63% 



ASHURA AND 
BISHAMON 



SECRET COMMAND 

Sega 



Mega Cartridge: £19,95 



The pace of Sega 
cartridge releases 
continues with one of 
the latest, Secret 
Command {at least, that is 
what it says on the 
packaging, although the 
game itself insists on 
Secret Commando, which 
we feel is the more likely) - 
an Ikari Warriors clone with 
some oddly named main 
characters. 



The players step into the shoes of 
Ashura and his buddy Bishamon 
(from Japan no doubt) with two 



players playing simultaneously,, 
laying waste to all that stands in 
their way. Snipers, infantrymen, 
foeketlauncher- and 

flamethrower-wielding soldiers, 
tanks and a host of other heavily 
armed enemies charge down the 
screen In an attempt to shift the 
players from their mortal coil. To 
get the bad guys out of the way 
both players are provided with an 
M-6Q machine pun (unlimited 
ammo of course) and bow- 
launched arrows with explosive 
war heads (shades of Rambo). 

Barracks either side of the 
pathway can be blown open to 
reveal power-up items. Collect 
these to receive extra arrow- 
bombs, a stinger bomb (for the 
player who needs that extra bit of 



destructive power! or a special 

secret item which, as the 
instructions (torturou sly translated 
from Japanese) point out, "will 
surely increase your power'. 
Destroy a specified number of 
enemy infantrymen and extra 
items appear to improve your 
range and power of fire. 

Not everything is easy to kill. 
Tanks prove tough customers, 
requiring several hits before 



exploding, and the enemy 
equipped with flamethrowers can 
prove hot opponents. Reach the 
end of each level and destroy a 
barricade to progress to later 
scenes. At this point, a small force 
of enemy soldiers {and the Odd 
tank) makes an appearance at this 
point, so some frantic fire button 
bashing is needed to survive 
through to the next level. 

A second player can enter the 
game at any time before round 
three, After thai, any player still in 
the game is on his own. The 
warriors fight their way through 
lungies. forests, deserts, a. 
mountain region, a town,, through 
to the final objective - the enemy 
tortress protected by moat of the 
opposing army. 



COMMENT 

Secret Commands . is graphically very pleasant; the scenery In 
each level is attractive, varied and has made great use of colour 
- why then does the game use pathetic yellow sprites when the 
enemy gets blown away? The rest of the game is fine, it's 
playable, enjoyable for shoot-'em-up addicts, and the twin- 
player option with its partnership aspect is great fun. There's no 
doubt that the game is addictive, challenging and the difficulty 
level is about right (although it does seems a bit harsh not 
allowing another player on after the second round as the later 
levels aren't exactly a pushover). It won't appeal to everyone's 
tastes, but tf you are looking for a bit of carnage on your Sega, 
then Secret Command is well worth considering. 

OVERALL 74% 



TGM TX DATE; 02-88 39/1 16 



MILIT ARY STIMULATOR 




SIMULATOR 

Rainbird 



Rain-bird continue their 1 6-bit machine support with 
the release of the Universal Military Simulator (or, 
mercifully, UMS for short) - a quality wargame 
construction kit of un pa railed flexibility and power. 
When it was given a showcase preview on the British 
Telecom stand at last year's PCW Show it stirred up much 
interest from wargamers, especially as its author, D Ezra 
Sid ran, was there to demonstrate its capabilities at a 
bewildering speed. 



The UMS main menu gives a good 
idea of how powerful this program 
is You are faced with four 
immediate options: 

1. DESIGN MAP; probably the 
most flexible facility of the 
program. Using this option 
battlefields of any conflict from the 
past, present, or future, from 
fiction, fantasy Or from the depths 
of the user's imagination can be 
created. Terrain features such as 
hills, depressions, ridges, woods 
and level ground can be added to 
give the battlefield that authentic 
touch. The LfMSdisk also contains 
five maps of historical battles 
(including Hastings. Waterloo and 
Gettysburg) which may be loaded 
and altered. If you tire of designing 
maps there is a map function 
which places features randomly 
on the battlefield for you. Once 
created, maps can be saved to 
disk for later use. 

2. DESIGN ARMY: once a map is 
designed, it needs populating by 
an army. It is possible to amend 
the ten armies UMS provides, or 
create entirely new armies 
(anything from a group of dwarves 
to a squadron of X- Wings) to suit 
the created battlefield. Everything 
about a unit, its strength, speed. 
efficiency, moves per turn and 
name can be edited. Wildcards 
provide the basics of a unit (its type 
and value) and the rest is user- 



definable, Up to twelve types of 
wildcard units can be used on the 
battlefield. FuH Save/Load options 
are available for storing and 
recalling created armies for 
inclusion in any defined conflicts. 

3. CREATE SCENARIO - the 
heart of UMS. This facility provides 
limitless possibilities of conflict; 
you can bring armies from any 
different time together on any 
defined battlefield. First step is to 
place all units of both sides on the 
map, although anything over a 
thousand units on screen and the 
map gets rather crowded . Once all 
units are pi aoed , a II that rem ai ns i s 
to define the conflict duration and 
range of fire of any ranged 
weapons m the game. It can be 
saved to disk before being put to 
the test through Hun Simulation. 

4. RUN SIMULATION - the 
wargame itself. Here the chosen 
armies are pitted against one other 
on the user defined battleground. 

BATTLE PHASES 

The whole battlefield can be 
viewed from any compass 
direction, while a zoom option 
allows closer inspection of the 
action. Extreme zoom presents a 
close quarters view of Skny 
localised fights. If Automatic Zoom 
is selected, the computer 



automatically 200ms in on any 

battles occurring. 

The wargame itself is split into 
two phases; Command Phase, in 
which movement commands are 
issued to units, and Movement/ 
Battle Phase, which is when units 
execute their commands and 
enter into combat with opposing 
forces. All movement is made 
through the command box, 
displaying the current unit to be 
moved, its current status, number 



the player's army whilst olher units 
are user-controlled. 

Once all commands have been 
issued and the computers Battle 
Logic determined, the Movement/ 
Battle Phase is entered: all uniis 
move to their selected 
destinations and eombat takes 
place if opposing units come 
within one square distance of each 
other. Ranged weapons can fire at 
any time during this phase, The 
outcome of any confrontation 15 



}06t> and all that: Hastings On themoming of October 14 as William and Harold 
fact each artier for tho battia that changed English history - ST screen 



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Cheeking the unit status - arrowed • 

Of moves remaining and the 
directions possible. A unit is 
moved by pointing to the desired 
compass direction and selecting 
it, whereupon an arrow marker 
from the unit indicates the chosen 
route for the unit to follow in the 
Movement/Battle Phase. Each 
unit has to be moved individually 
as there's no option to move units 
en masse. 

If the 'Computer is the opponent, 
then the Battle Logic menu can be 
used to define the computer's 
tactics in the following Movement 
Phase. Using this option the 
computer can be forced to 
perform attacks, defensive 
manoeuvres or the computer can 
be allowed to determine its own 
strategies. The computer can also 
be made to move selected units of 



of a group ot untested Norman knights 

determined by comparing each 
unit's current strength, morale. 
strength of weapons, efficiency, 
weaponry accuracy and general 
unit status, the losing unit being 
forced to retreat, A marker 
appears where the battle 
occurred. 

Hidden movement can be 
induced by toggling the options 
used to display the black and 
white army positions, their 
movement arrows, battle markers 
and landmarks. The game can also 
be put into demonstration mode 
with the com outer control 1 1 ng both 
sides and all game functions. 

Ail great commanders need a 
rest at some time, so thoughtfully 
Save/Load options are provided to 
suspend battle until another lime 
Further, both Afan and Epson 



An Attractive extra for PC owners is tits row of soldier pictures shewing the 
period garb 



Tint 7imwnrs liw' ttwtlwm actm : lulU* (failed 



40/11 6 TGM TX DATE 02-88 




REVIEWS 



printers are supported by the 
program so hard copies of battles 
car be made for posterity. In the 
near future Rainbird intend 
releasing further data disks 
containing new maps and armies 
of other historical battles. 

STIMULATING 

Wargames have never had the 
mass appeal of arcade games 
and, to a lesser extent, adventure 
games, but UiUS should change 
all that in one fell swoop, UMS has 
the core of a construction Kit, the 
rest of it is open to manipulation 
and redefinition. The program's 
open-ended nature means it is 
limited only by the user's 
imagination. UMS isn't perfect 
though: a minor omission is the 
facility to define the effects of fmng 



ranged weapons, and it would 
have been n ice to be able to move 

multiple units at a time - although 
much the same thing is done 
anyway by placing the units under 
computer control via the Battle 
Logic menu. 

Each part of the program works 
tremendously well. The map 
designing facility is simplicity itself 
(pity though, about the lack of 
water or rivers for extra realism}. 
Defining units is great fun and it is 
a tremendous thrill to see 
everything come together to make 
impossible conflicts a reality 
(Napoleon versus a B-52 
Squadron, for instance. You can't 
actually fly in UMS, so you can 
imagine Napoleon's surprise 
when he saw these giant machines 
lumbering over the terrain towards 
his lines ... 1. 



VERSION UPDATE 

Another fine mess 



LIVINGSTONE, I PRESUME 

Alligata 



Atari ST £14,95 

DOCTOR LIVINGSTONE has 
gone missing while performing 
missionary work deep In ihe 
Afnean jungle. The intrepid news 



iTiretliBB Uiev: Southeast (zoon) Active; topolwn tblack) 
Auto-Zow ON Fast fade OFF UaUfloo Juie ll f 1815 





thMst East South***. South Southwest West *™«jt 

jgoM K Zoon E Zow SE 2w S Zwi 91 ow H Zoo* * 

Extrwt I Autozwn End Turn FTtb Ji towards ffitoK |i*laj 

Print tartars Amjtis Iwns Hute Black " 



UntikettnSTwrsion. UMS on the 

base for cursor selection, nrtfw 



ATARI ST 

Diskette; £24.95 

UMS is unique in setting new standards in the Raid of wargames. 
Words fall to describe the possibilities and sheer power of the 
program, and with the backing of further data disks to be 



_ (containing other historical battles} it is set to become 
a classic prog ram . The Universal Military Simulator \a slmpty brilliant 
-enough said. 

OVERALL 95% 



Where SOB oaqies dare 

reporter Stanley, has determined 
to enter (his deadly jungle and find 
Livingstone. The -0-bit versions of 
this game appeared in June 1967 
to reasonable acclaim. 
Treasures and secret temples 



discovered are merely icing on Ihe 
cake in the search far the great 
man, a search beset with 
difficulties. Stanley has to deal 
with poison darls. p't hammers, 
Spears. man-eating plants, 
snakes, bats and many more. 
Using keyboard or keyboard and 
joystick, he can leap and duck 
from danger or employ one of four 
useful items he carnes with him, 
These comprise a pole for vaulting 
over particularly large problems, a 
boomerang, a knife for the more 
straightforward kill and grenades 
for attacking from above. Food 
and waler. dotted around the 
seven game levels, maintains 
Stanley's energy, and there are 
five gems to collect which enable 
a safe passage through the secret 
temple at the end of the savenih 
level. A map of the first four levels 
is also included, showing the 
dangers and secret exits within 
each. 



L 



OTHER FORMATS 

The PC UMS (£24,95) will be released just after this iaaue hits the 
Stneta, but was not quite ready in time for review. The only 
differences to tha ST are the period selection graphics (s« 
screen shot) and the on-screen command selection rather than 
using windows. The Amiga (back to ST-style) is released in March 
at £24.95, as is the Macintosh version (E34.95). Ra Inbird say there 
are no plans for the 6-bit machines, but rumour has It that 
Matthew Stibbe, who is converting UMS far the Apple, would I ihe 
to tackle a Spectrum version afterwards. Further scenario and 
battle data disks are intended for periodic release, but no dates 
or prices at the moment. 




"UMS is a quality wargame construction kit 
of unparalled flexibility and power." 



Livingstone, I Presume is quite a tough game to complete, requiring 
pixel-perfect positioning to counter some of the dangers. The 
packaging even contains infinite lives POKEs for the Spectrum, 
Amstrsd and MSX versions - just to give the player a fighting 
chance perhaps? But even with the maps, none of this makes the 
Atari St version any easier to play. Attractive to look at and listen 
to, Livingstone contains lots to do and has just enough toughness 
to ensure self -anger and lasting interest. A pleasant game which 
should entertain for some time, and with its price tag of under 
£15, it should find its way into many software collections. 

ATARI ST 
OVERALL 69% 



TGM TA DATE: 02-8841/11 6 




PEDAL 
TO THE 
METAL 



TEST DRIVE 

Accolade/Electronic Arts 



From a team of some ten prog rammers, comes 
everyone's dream of test driving the fastest cars in 
the world. There's a steep climb ahead, vertical 
rockface to the right and a sheer drop on the left. The 
traffic's slow, the cops mean - and don/t forget, drive on 
the right, you're in America . . . 




Five gleaming dream-machines 
await your purchase: a Ferrari 
Testarossa, a Lotus Turbo Esprit. 
a Porsche 91 1 Turbo, a Chevrolet 
Corvette and the ultimate four- 
wheeled monster - the 
Lamborghini Countach, All the 
specifications are at your behest 
with a short disk access for each, 
and once a vehicle has been 
chosen, it takes a tew seconds to 
load The Rock. 

The Rock is one of those 
torturously twisting roads winding 
precariously up a mountainside so 
beloved of cheap American TV 
series, and a test drive on it is 
perfect for putting the car - and 
the player - through their paces. 
The view is from inside the saloon, 
showing road ahead, complete 
with hills, dips and hairpin bends, 
but you have to keep an eye on the 
rear- view mirror as well. Direction 
and speed-limit signs flash past 
and there is plenty of traffic on the 
road with you. Other cars and 
lorries move quite slowly so 
overtaking is essential - it risky, 
what with traffic coming in the 
opposite direction as well. 

Joystick control is simple: 
forwards and backwards to 
accelerate and brake, steer left 
and right, change gears up with 
the loystick forwards and press 
fire, backwards to change down. 
When you press lire, a window 
appears snowing the gearshift, so 
you can see what gear you are in, 

THE JOY OF FELONY 

The police are not too pleased to 
see speed limits ignored by fancy 
cars burning up the road, so they 
have set up radar speed traps 
along the route. To counter these, 
a radar detector i ngtalied i n the car 
provides vital warning of any 
police traps ahead. When all three 
of the detector's LEDs are lit the 
police are coming up behind- The 
choice is yours: either stow down 
to a law-abiding speed or try and 



outrun the smokies and run the risk 
of being caught. 

Stopping at a gas station along 
the way provides fuel and records 
the car's average speed. Points 
are allocated based on the car's 
performance so far. Ego-boosting 
comments like ' Pass any low flying 
planes back there? ' reward the 
fast drivers whilst snails must 
content themselves with; 'You 
dnve (ike my grandmother'. 

Colliding with other vehicles, 
running off the road or simply over- 
rewing the engine costs a life, And 
with only five to play around with, 



Test Drive is the ultimate wtsh-fulftilment simulation - Amiga screen 



some careful driving is needed. 
Although the controls have been 
greatly simplified, the specific 
performance factors of each car 
have to be mastered and the gears 
used skillfully if the car is to stand 
arty chanoeof reacting the top of 
The Rock in one. piece and your 
smugness remain intact, 

In fact the front-end with its 
quality speech and graphically 
excellent car specification 
diagrams hides a relatively 
simplistic first-person car racing 



game. Rather than opt for 
lastability in providing several 
courses, Accolade have gone l he 
different car route, and so while 
the single mountain road is 
interesting and enjoyable at first, it 
soon becomes repetitive simply 
due to the lack of variation in the 
gameplay. Nevertheless, in the 
Shorter term Test DrvVeisaddictive 
and there's a great deal of fun to 
be had in racing expensive, world - 
beating cars around twisting 
roads. 



COMMOOORE 64/128 

Cassette: £3.35 
Diskette: £14.95 

The 64 version is Imminent and judging by the demo we have 
seen, it plays very similarly to the 16-bit versions with a good 
match on the graphics. Test Dnve access the disk a tot, so 
cassette owners will probably find themselves with long warts 
tor the mufti-loads. No other fl-bit versions are planned. 



Other romd users arm enough to sSrivm you round rfm bend 




AMIGA 

Diskette: £24.95 

Oncoming traffic, though fast, moves in animated jumps, which 
isn't exactly realistic. However, in simulation terms the behaviour 
of your car is about as realistic as it could be without having the 
steering wheel in your hands. The colours used are sparse, 
considering what the Am iga is capable of, and they don 't improve 
much as the game progresses. The sound FX of engine notes in 
different gears and squealing tyres as you take sharp bends and 
dips in the road add excitement and give a reasonable 
impression of high-speed driving. But lastability is a fragile 
commodity with there not being enough to do in the game. 

OVERALL 69% 



ATARI ST 

Diskette: £24.95 

Ng sightings of the ST 
version as of yet, but 
previous conversions of 
Accolade titles (such aa Hard 
Ball ) have mostty been 
successful. Graphical 

depreciation may occur in 
the car selection screens 
and the sound may be 
simpler, but there shouldn't 
be any problems with the 
game itself. Inclusion of 
extra tracks on disk or more 
things for the player to do 
would Improve the game 
immensely, but as it is a 
conversion this doesn't 
seem likely. ST Test Drive is in 
the capable hand* of 
Accolade themselves so the 
results should be worth 
waiting for. 



"Test Drive Is perfect 

for putting the car - 

and the player - 

through their 

paces. 



ii 



42/116TGM JX DATE; 02-88 




■ Twin firebutton* poisoned 
right uncter your trigger finger 

H Solid steel shaft and robust 
construction. 

■ 12 month guarantee. 



■ Auto-fire to give instant 

and even firepower. 

■ Start and select buttons 
(Nintendo on<y). 

■ Micro- switches allow you to 
not only feel, but hear each 
move of the stick. 



nly the Konix Speedking joysticks can give 

you the power you need to take on the 
unknown - and win. 

Ultra fast responses to every command, 
unbeatable autofire power and complete control. 
Right where you need it- in the palm of your hand. 

Trade or export enquiries welcome on 
049525 5913. 



To: Konix Computer Products, Units 12/14 Sirhowy Hilt Industrial 

Estate, Tredegar, Gwent NP2 4QZ. U.K. 

Please send me: Speedkings with Game at til 99ea 



Speedkings with Autofire at E12 99ea. . 

Segas at £1299ea.. 

Nintendos at E12,99ea. 



(Including Postage and Packing) 

I enclose Cheque/ Postal Order for 

(Made payable to KONIX)- Or charge my Aceett/Viu 

No._ Signed 

Name rslo* £ipxt*ln 

Address 



Postcode 



Ptaiw allow 14 day* for dtdvery ■ Cf rfIT card holdm nvny tdrptim* Mi OI452S 59TU 



'J 



ALL GAMES AVAILABLE FOR: 

SPECTRUM COMMODORE AMSTRAD 

7.95 ea. 8.95 ea. 8*95 ea 

CASSETTE 




fn the knife-edge 
world of the vigilante there 
is no place to rest, no time to 
think - but look shai p - there is 
always time to die! From the city 
subways to the gangland ghettos you 
will always encounter the disciples of evil 
whose mission it is to exterminate the only 
man on earth who dares to throw down the 
gauntlet in their path - the Renegade. A 
breathtaking conversion of the arcade hit by 
Taito now for your home computer With all 
the original play features. 

PLAY RENEGADE . . . PLAV MEAN! 

m 




1 M A fc f hi f c: o c t \aj 'ads: i i A/f \ t r n 



f- c hi t n A t 




ALL GAMES AVAILABLE FOR: 

COMMODORE SPECTRUM & AMSTRAD 

12.95**a. 14.95 ea, 

DISK 



- / A 



cv? 



7 



7 



7*V 



More arcade 
magic from the 
SNK Label. Psycho 
soldier is tipped for the 
top as her thirst for action 
and adventure takes her to even i 



re strange ■ 



>- 



?& 



-< 



Having survived the 
bloodsucking monsters of the first 
phase, you progress on to the actual 
Road itself. 
This is where the fun really begins. You will meet 
vampires, two and three headed monsters - the 
head will fly at you on its own, just when you think you 
are gaining the upper hand. 
Collect icons to build up the firepower necessary to fight 
off your aggressors. 

Action and excitement all the way with thib 
macabre and unusual game; which has that 
elusive extra something to keep you 
coming back for more. 



I'M 



IT 



fa 






(B) Imagine! is a msten*) trademorlfc - 




STANDARD 



BLUE WAR 



g* ince its recent inception GO! hasn't fared too well - 
w the Commodore Captain America and multi-format 
^ Trantor both suffered, despite the fatter's excellent 
graphics. Blue War is a World War II submarine 
simulation and the first GO! release on the ST - it is also 
for the Amstrad CPC - from the oddly named Game Blot, 
a French software house. The player takes command of 
an Allied submarine patrolling the Pacific, hunting and 
destroying Japanese shipping. 
Starting out from the main Allied i operation for accurate close- 



base, the submarine receives its 
l-D code (without which il canned 
reenter port} and manoeuvres out 
to sea to begin its patrol. A row of 
icons are used to control the sub's 
movement and combat functions. 
The Map icon is used to calculate 
a heading towards enemy vessels, 
the Sonar icon comes into 



range navigation, and the radio 
icon displays any messages from 
base as well as reconnaissance 
plane reports. Movement drains 
the sub's batteries, so recharging 
and Oxygen replenishment on the 
surface has to be performed from 
time to time, making the vessel 
vulnerable to attack. 




Counting the 

batm 

Attacking Japanese cruisers, 
destroyers and aircraft carriers 
simply involves lining up the target 
and firing a torpedo. The enemy 
does not sit by idly white this 
happens, however, and they fire 
their guns if the sub moves within 
range. Damage from enemy fire is 
shown on the engine room display 
(via the Engine icon) as a red 
square highlighting the 

submarine's affected area. 

Repairs can only be made by 
either returning to port or by 
making a rendezvous with a 
supply ship, when refuelling and 



rearming can also lake place. 
Consulting the Records icon 
brings up detailed information on 
all the ships in the game, along 
with a diagram of each. Hazards 
Other than direct enemy 
engagement include running 
aground and vessel collisions. 

As the submarine destroys more 
and more enemy shipping, the 
player's naval rank increases - 
although sinking Allied shipping 
brings about a swift demotion by 
several ranks. Referencing the Log 
icon shows your current rank, with 
the Jog recording the number and 
type of ships destroyed. 

If all enemy ships are sunk, head 
back to port and enter the correct 
submarine l-D code to complete 
the mission. 



OTHER FORMATS 



GO! have no 
converting Blue v 
Other machines 



plans 

War t 



for 
an* 



ATARI ST 

Diskette: £19.99 

Don't be fooled by the impressive graphics, the game contains 
little to maintain interest for long. The ships do look good, but the 
torpedo sequence itself is graphically horrendous. Realism 
seems to have been left in port too, since when can you see other 
submarines under water? The game is too simplistic to be 
classed as a simulation, and contains none of the tense 
atmosphere normally associated with submarine warfare. 

OVERALL 43% 



FROM 
THE 




ATARI ST ONLY 

The two authors of Phoentx are ST mad. Paul Cuisset 
was bom in Saigon, is very well travelled and, when 
not working as an analyst-programmer, spends every 
waking moment on computer games. His partner, 
Patrick Guillemot, was bom at Coulommiers and is 
apparently a PEEK' n* POKE maestro. He, too, is an 
analyst- prog rammer but splits time between twanging his 
guitar and programming games for the Atari ST. They 
joined forces to write Phoenix for Ere Informatique in 
France and Infogrames grabbed and shipped it to dear 
oid Blighty for our delight and delectation. 



Don't be fooled by the title, as the 
screen shot shows, this is an 
entirely different game to the old 
arcade favourite that also bears its 
name. However, like its namesake, 



Phoenix is quite a simple idea, but 
it is fast, unusual end very 
addictive. 

Sitting at the controls of a 
Phoenix AY 2 1 rt feels as though 



nothing could harm the pilot, yel 
the task before him could well 
prove to be beyond the 
capabilities of even this amazing 
craft. 

As space travel Improved so the 
extensive need for hyper space 
routes waned. The pathways fell 
into disuse and were left alone u nti I 
now when a new need for them 
has arisen and the authorities want 
them reopened. But in their 
dereliction they have become 
unsafe, booby traps and laser 
stations infest the routes and black 

Cosmic Causaway in » 3D tunnet? 
Phoenix on the Atari ST 



holes are a commonplace. And 
that's your job, in the Phoenix, to 
clear them up. 

PRETTY REDUNDANT 

The screen displays the hi-tech 
and von/ pretty, but nonetheless 
largely redundant, Phoenix control 
panel which acts as a border to ihe 
action viewscreen. In fact the only 
relevant information contained in 
the border is the player's current 
level. In the viewscreen the 
hyperspace routes are seen, 
represented as vector graphic 
wire-frame lines of near 




46/116TGM TX DATE: 02-88 






REVIEWS 




DRtlHGE 



Disappointing seafaring warrant wrth GOt's Blue Wur 



AMSTRAD CPC 

Diskette only: £14.95 

Blue War on the Amstrad is identical to the ST version (apart from 
the ship graphics which are much simpler line drawings}, 
keeping the extremely simple submarine controls, the lack of 
game variety, almost non-existent sound and the needless 
constant disk access. Thankfully, the tedious end message of 
the ST game has been taken out. As a simulation, it is barely 
average and as an arcade game it fares little better. The sluggish 
responses and BASIC -style graphics make this very poor value 
for money. 

OVERALL 33% 



"As a simulation, it is barely average and 
as an arcade game it fares little better." 



continuous blue tiles hawing 
varying properties, arid the basic 
game objective is to steer a course 
that ensures non-destrvdive tiles 

are below the Phoenix at all times. 

To the right the player's energy 
level, which sleadily decreases 
whilst travelling, is shown. Most of 
the game's features stem from 
reactions caused by the different- 
coloured tiles, affecting the 
Phoenix in varying ways when 
touched. Red increases the craft's 
power, light blue drains it, green 
sends the Phoenix temporarily out 
of control and purple destroys it, 

Laser stations (green cubes) fire 
al the Phoenix - it can be returned 



but only at the expense of the 
power level - black holes, 
depicted as two rotating yellow 
mangles, are instant death if 
entered, but they loo can be shot. 
To get through the increasingly 
difficult levels, FhoerrrJf demands 
fast reactions (with either joysiick 
or keyboard) to turn the ship, fire at 
the laser stations and black holes 
and steer clear of the less friendly 
tiles, 

Because of the games speed, it 
is useful that pressing the R key 
after an untimely demise, 
instigates an action replay mode 
lo show you where you went 
wrong. 



ATARI ST 

Diskette: £19.95 

Phoeri . really Is a simple game, but implemented very well 
(although the sound is rather basic). H is therefore easy to get 
going, but its speed and the increasingly hard levets makes it 
very addictive. Phoenix is only planned for release on the Atari ST 
but it works so well on this machine that perhaps conversions for 
different formats would be a mistake. 

OVERALL 71% 



" Phoenix is quite a simple Idea, but it is fast, 
unusual and very addictive." 



ENEMY 
AHEAD 



BACKLASH 

Novagen 



ATARI ST ONLY 

Backlash is by Paul Woakes of Mercenary fame and is 
proclaimed, by some, as the ST version of his old 
Commodore 64 game Encounter. It says at the top of 
this review: 'Atari ST only 1 , and that is certainly 
Novagen 's plan for the game at the moment . . . but they 

said that about Mercenary. 

Backlash is a high-speed shoot - 
everything- in- sight game 

sometimes reminiscent of the old 
Baffrezone. Here, you control 
planet-skimming craft, armed to 
the teeth with a never-ending 
supply of ammunition, and face 
waves of aggressors (or is the 
player the aggressor?) each more 
deadly than the last. They hurtle at 
you in varying forms such as flying 
saucers walking drotds and 
spinning tops, but whatever their 
shape, your task is to annihilate 
each and every one before they 
return the favour. 

The screen shows a pilot's-eye- 
view of the terrain, Its obstacles 
and inhabitants, with a circular 
head-up display for sights and 
radar. Control of the craft is by 
joystick with eight- directional 
movement available, forward, 
reverse right , rotate left and so on. 
with the fire button activating 
missiles. A quit option is provided 
for wimps and a pause key for 
pinky recharging. Backlash gives 
the player five lives to start with 
and awards an extra life for every 
10,000 points scored. 

Backlash - much like THE 
GAMES MACHINE'S reviewers - 
is fast, mindless and noisy. The 
persistence of the alien attack 
certainly separates the men from 
the boys when it comes to joystick 
dexterity. 



ATARI ST 

Diskette: £19.95 

There are some drawbacks: 
the music is completely out 
of context with the game, 
tedium arises after playing 
for any I ength of ti me and the 
radar display is placed dead 
centre in the screen which is 
where all the action takes 
place. There are times when 
you may not be able to 
determine where alien ships 
are due to all the flack flying 
round the screen. Having 
said that, Backlash is very 
fast, well implemented and 
with plenty to aim at. so it 
should do well for those 
likable mercenaries at 
Novagen. 

OVERALL 67% 



— fast, 
mindless and noisy 

- certainly 
separates the men 
from the boys 



B ati ng *r* to mym with abmrragmoftlak-STs crw mn 




TGM TX DATE: 02-88 47/1 16 



FLYING BOAT 



PHM PEGASUS 

Lucasfilm/Electronic Arts 



LucasfiJm Games, offshoot of the George {Star Wars) 
Lucas company and creators of such programs as 
Rescue On Fractalus, Balibfazer and Koronis Rift 
change tack with their newest release and take to the 
seas with what is a mixture of simulation and arcade 
action. Previous UK marketing of Lucasfilm games has 
been through Activision, PHM Pegasus is the first to go 
through Electronic Arts. 



More of an aircraft than a ship, the 
Patrol Hydrofoil Missile (PHM) 
Pegasus sails across the water on 
raised skis, the ship's hull hovering 
free of surface resistance, Armed 
to the teeth with anti-sh I p missiles, 
a deck gun and anti-missile chaff, 
you take PHM Pegasus through 
eight progressively difficult 
missions ranging from seek-and- 
destroy to escorting convoys and 
the simple all-out Combat mission 
against incoming patrol boats. 

Pegasus can accelerate up to 50 
knots Dn its foils, using its 40-mile 
radius radar to locate ships. 
Binoculars give a view of any 
vessels in the surrounding area 



a time limit or they will destroy you. 
Two seek-and-destroy missions - 
Terrorist Attack and Search for 
Terrorists - involve chasing 
terrorists across the 

Mediterranean and eliminating 
thern before they reach safety in a 
distant base. Two helicopters give 
extra radar coverage to detect the 
high-speed attack craft, 

In A Better Part Of Valour', 
Pegasus's presence is required in 
South American waters, which 
means taking the ship from the 
Key West naval port through to the 
map's southern edge. Time is 
Severely limited, so try avoiding 
time-consuming combat 



feet of the ships to photograph 

them. Matters are complicated 
through your not being allowed to 
fire upon the tankers, and great 
care must be exercised when 
patrolling missile boats attack, 
Two SeaBawk helicopters give 
assistance in locating the slow- 
moving tankers. 

Surprisingly, PHM Pegasus has 
a lot of atmosphere, mainly due to 
the realism of the missions, and 
especially the last two, Supply 
Convoy and Jihad- Of all the 
missions, these are the most 
dangerous. In the first Pegasus is 
given the task of protecting a 



convoy as H makes it s way throug h 
a Caribbean warzone towards a 
safe port. Jihad is the most topical 
scenario, set in the dangerous 
Persian Gulf, protecting a supply 
ship winding its way through the 
war-torn Gulf waters and out into 
the Indian Ocean, While guarding 
the convoy at all limes, you must 
keep retaliatory action to a 
minimum. Two helicopters are 
provided to scan for potential 
threats. 

In the past mixing simulation 
and arcade action has not always 
worked, but m PHM Pegasus the 
combination has paid off. 

" [ 



COMMODORE 64/128 

Cassette: £9.95 
Diskette: £14.95 

As is to be expected with a game from Lucasfilm, I- 1 * IV 
is a polished product, The graphics are nicely detailed, sound is 
effectively used and the general presentation is up to the mark. 
Including some comprehensive game instructions. Quite why 
the view oui of the ship i s so narrow i sn t explained , but whatever 
the reason Nt looks awkward. The complex algorithms used in 
manipulating the ship sprites work particularity we il, the patrol 
boats maintaining their shape and a ppea ranee as they dra w nea r 
with virtually np jumps in animation. Action and gameplay may 
seem limited but the game is fun and the eight missions, though 
relatively easy (and a real bind on cassette), provide a worthy 
challenge. 

OVERALL 76% 




SPECTRUM 48/ 
128 

Cassette: £0.95 

AMSTRAD CPC 

Cassette: £8.95 
Diskette: £14.95 

Unavailable for review, both 
versions should be released 
before this issue hits the 
streets . Cassette m u it i - loa d s 
(for the different scenarios! 
may be a drawback, but 
allowing for a 

monochromatic view screen 
on the Spectrum version, 
hardly a detraction in this 
sort of game, both are 
expected to play very 
similarly to the Commodore 
version. Watch out for 
version updates. 



This binoculars above show the enemy craft targetted. white in {he ru> view, a shall explodes dangerously <; fose to 
Pega*ua 



OTHER FORMATS 

There are no plans for any 16- 
bit conversions. 



(both friend and foe), and accurate 
vessel identification is needed to 
prevent firing at your own side. 

The first two missions {Battle 
Training and Graduation Exercise) 
pit Pegasus against Similarly 
armed patrol boats, All enemy 
boats have to be destroyed within 



engagements. A SeaSprite 
helicopter is made available for 

locating incoming enemy missile 
hoats. 

In the surveillance mission. 
Pegasus is chosen to photograph 
eight suspected arms-carrying 
tankers. Approach to within 1500 



it 



PHM Pegasus has a lot of atmosphere due 
to the realism of the missions ..." 



48/ 1 1 6 TGM TX DATE: 02-88 



REVIEWS 



MEEK 'N' WILD 



DAN DARE II 

Virgin Games 



he cleverest move Virgin ever made with the 1986 

Dane Dare (apart from securing the licence in the first 

place to one of Britain's greatest hero characters), 

was to provide each of the popular S-bit machines 

with its own discreet game, thus avoiding invidious 

comparison and ensuring that each was a success in its 

own right. Now, two years later, Dan's back in a second 

adventure against his bitterest enemy, the Mekon, from 

Virgin's in-house programming Treen-team, The Gang Of 

Five. 



Once again the evil Mekon, aided 
by his Venusian Treens, has Lurried 
his baleful attention towards Earth 
and its Spacefleet forces. The 
attack is under way. Inside the 
Mekon 's new and sophisticated 
battleship the "littte green horror" 
has mucked around wrth genetics 
to create a rage of Supertreens. 

Supertreens. housed in 
plexiglass life support bubbles in 
embryonic form, are scattered 
around the battleship's tour levels. 
The Mekon 's plan is eject the 
hubbies from each level in turn - at 
which point the level self- 
destructs, providing trie game with 
time limits -and scatter them into 
Earth's atmosphere. where 
presumably - the scenario does 
not make this clear - they will 
eventually land, grow into full- 
Sized Supertreens and take over 
the planet. 

Playing Dan Dare - spacepilol 
of the future, your objective is to 
explore the ship and destroy 
Supertreens when you find them. 
The countdown begins as soon as 
the first Supertreen control box is 
destroyed. Advancing a level can 
only be achieved when all 
Supertreens from the current leveJ 



have been destroyed. 

Bui if you prefer to be evil for the 
day. there is a second option to 
play the Mekon. The object is 
Similar, witti the important 
exception that you are releasing 
the Supertreen life bubbles to 
continue their evil mission, but the 
game is harder because Dare's 
incursion has triggered the 
destruct sequence, leaving with 
with much less time to complete 
each level and escape to safety. 

Both characters are provided 
with the ubiquitous Mekontan 
letcar which is tricky to control due 
to its high inertia, The Mekon has 
his supporting Treens for 
protection and offense, but Dan is 
not alone, a force of Spacefieet 
pilots has boarded the battleship 
with him. The laser crossfire, 
however, can be become 
dangerously furious 

The continual effect of gravity, 
combined with the jetcar's inertia 
means that controlling it is tricky at 
first, and getting into tight spots 
can be Irustraling. On the other 
hand, this in itself lends the game 
a first level of play, just mastering 
the machine and explonng the 
multi- layered decks of the snips 




levels. It is probably best to get to 
grips with the ship's layout before 

attempting to kill or rescue 
Supertreens because the ii me limit 
is tightly calculated. 

Dan Bars ti could have stood 
alone without the licence, but the 
Dan Dare characters help to 
provide an extra sense of depth to 
this fun blasting game, it should 
already be clear that Virgin have 
not followed their earlier scheme, 
and the Spectrum and Amstrad 
games, at least (the Commodore 
version is 'behind schedule"), are 
identical in play except fc-r the start 
screen positioning. 



COMMODORE 64/ 

128 

Cassette: £9,95 
Diskette: £12.95 

The schedule having slipped, 
we will have to wait to see 
Dan Dare N on the 
Commodore, but Virgin say 
the gameplay elements will 
be identical to the other S-bit 
versions. 



Two Supertreen embryos (already dead} #rt on their platforms either side of Dan in the very colourful Spectrum voraion 



DAN DARE JJ 



SPECTRUM 48/ 
128 

Cassette: £995 

Dan Dare II makes a pleasing 
sequel, with plenty of appeal 
but somewhat less depth 
than the first one. The 
Spectrum version is a touch 
more playable than the 
Amstrad, mainly because the 
graphics (by Martin Wheeler 
who gave Virgin their first big 
hit with So'Cf^ryj are a lot 
clearer, though not as 
immediately stunning. 

Colour has been well and 
liberally used without 
attribute problems and the 
sound FX are above average, 
even In 4fiK mode. A neat 
piece of programming with 
enough entertainment to 
make it a worthy purchase. 

OVERALL 76% 




AMSTRAD CPC 

Cassette only: £9.95 

The impressive graphics have 
one smal drawback - the 
scenery tends to look very 

similar from deck 1o deck and 
room to room, making exits hard 

to find ; otherwise the characters 
are detailed and well animated. 
The general sound FX. are not 
sigTHftcantry better than those on 
the Spectrum version, but the 
explosions are nice and thumpy. 
A good seek and destroy shoot- 
'em-up. 

OVERALL 74% 



. . . the Dan Dare 

characters help to 

provide an extra 

sense of depth to 

this fun blasting 

game," 



Mt», 






TGM TX DATE: 02-8849/116 



NEVER WALK ALONE 



MATCH DAY II 

Ocean 



Early in 1985 Jon Ritman and Colin Clarke coded a 
football game called Match Day and, as these things 
happen, it went on to become as big a hit on the 
Spectrum as international Soccer had been on the 
64. Later on graphical designer Bernie Drummond 
teamed up with Ritman to bring us the computerised 
caped crusader Batman and the wacky Head Over Heels. 
Now, due to popular demand, and having worked night 
and day, they bring us the new, improved Match Day \l 



The sequel features 3 
considerable number of changes, 
most prominent being trie vast 
number of kicks and kicking styles 
available; the Kickometer allows 
you to perform backheels, soft-, 
medium- and hard-power kicks, 
volley shots or set to one type of 
Shot power for the entire game. 



the computer. When a match is 
going badly, it's possible to 
manually change the score (cheat 
in other words). 

The difficulty in recognising 
which on-field player you were 
controlling in the original Match 
Day (the footballer's socks 
changed colour} has been sensibly 




control the power of the kick. 

If you feel the urge to see your 
favourite team win the League, 
then all the team names and learn 
colours (and even the pitch colour) 
can be changed to whatever takes 
your fancy- 
It looks as though Ritman and 
Drummond have come up with yet 
another classic computer game. In 



general there is little to choose 
between the three versions in 
structure or gameplay The two- 
ptayer and twm-player options 
provide immense fun and make for 
highly addictive play, and the 
incredible number of options and 
redefinable features will keep 
armchair footballers happy for 
ages. 



AMSTRADCPC 

Cassette: £8.95 
Diskette: £14.95 

Match Day was good - the sequel is even better. Payability and 
all-round game reel has been considerably improved. Although 
the speed of the game isn't exactly fast (the Amstrad is the 
slowest version), the action is furious and the computer team 
gets very tricky Indeed on higher levels- To prevent further loss 
of game speed the graphics are semi-transparent which 
produces a few odd effects at times but it works. Miss this one 
and you will be sick as a parrot! 

OVERALL 87% 



SPECTRUM 48/128 

Cassette: £7.95 

Since the original Match Day numerous football simulations have 
failed to better it - until now. This must be the definitive Spectrum 
action football game. The graphics are functional rather than 
superlative, though better defined than the original's. What 
makes Match Day II such a great game is that it is instantly 
playable, and the twin-player option adds an extra dimension 
with team cooperation absolutely necessary. Watch Day II is a 
must. 

OVERALL 91% 



AbMMpttchm9ykn>tst>dtl r tHlt(tsttQ>vSup the ptayars better than the green 
5p#cf mm screen 

Extra realism is provided 
through inclusion of the Diamond 
Deflection System, whereby the 
ball deflects off a player at a variety 
of angles dependent on the 
player's speed, direction of 
movement and the ball's 
approach angle. 

A comprehensive front-end 
allows you to select a human or 
computer goalkeeper, different 
skill levels, the degree of game 
sound, length of play In real time 
(5, 10 or 15 minutes per half) and 
team tactics (offensive or 
defensive). Taking corners, goal 
kicks and heading the bait are all in 
the game, whilst unsporting teams 
can even resort to barging the 
opposition. 



OTHER FORMATS 

In keeping with their 'Joyce' 
versions of Batman and Head 
Over Hee r 5, Ritman and 
Drummond are doing an 
Amstrad PCW version, but 
white visiting THE GAMES 
MACHINE, Jon added that ha 
would like to code Match Day 
n for the PC compatibles as 
well- fingers crossed. 



RECOGNITION 

League and Cup matches present 
challenges for either one player 
against the computer, two players 
head-to-head or two players 
together on the same side versus 




COMMODORE 64/ 

128 

Cassette: £8.95 
Diskette: £14.95 

The wealth of moves and 
tactics available put this 
game in a league of Its own. 
The graphics are clear and 
realistically animated, It's 
quite a joy to see the players 
running around dribbling, 
heading the ball and barging 
each Other. Occasionally, a 
pair of feet might appear in 
mid -air, and some of the 
colours selected make the 
score line invisible, but these 
are minor quibbles. The 
computer team is virtually 
perfect, the speed of the 
game means you're kept on 
your toes for the full 90 
minutes. The great music 
plays along merrily and adds 
to the game's addict veness 
and high level of payability. 
Compared with International 
Soccer, Match Day II is in a 
league of its own. 

OVERALL 90% 



Tftf Amstrad action 

rectified by identifying him with a 
small version of the Kickometer 
above his head. Even more 

helpfully, this keeps time with the 
actual Kickometer at the top of the 
screen, making it much easier to 



"Ritman and Drummond have come up 
with yet another classic computer game. 



50 1 1 6 TGM TX DATE: 02-&8 



REVIEWS 



IT JUST WON'T WASH 



BONE CRUNCHER 

Superior Software 



Apart from some ancient excursions onto the 
Commodore 64 and the within -living -memory 
Repton, Superior are best known to BBC owners, 
including the elite few who own the newest model, 
the Archimedes, for which they did Zarch. Bone Cruncher, 
therefore, represents the company's most significant 
release for the Commodore 64/1 28 - it's out for the Amiga 
as well, and of course the BBC. 



H would be easy to accuse Bone 
Cruncher's scenario of stinking. 
but only because it's all about filthy 
dirty dragons and one particular 
yuppie dragon called Bono, who 
makes soap from skeleton bones 
to gives to his less clean 
neighbours. So much for the 
storyline, in this game, strongly 
reminiscent of BouldBrda&h, it is 
the geography which is important. 
Bono resides in a castle 
surrounded by the sea, and it is in 
the sea that the much larger and 
much dirtier dragons live. The 
maze of castle halls and corridors 
are packed with earth through 
which Bono 'digs' to reach the 
skeletons. To make a bar of soap 
he needs to collect five bone- p iles 
and then go to the nearest 
cauldron to boiJ them down into 
soap, The resulting bar can then 
be taken to adjacent steps leading 
up to the sea's edge and given to 
a dragon: neighbour for its toilette. 

So far, SO good, but there are 
problems. Hollow squares of earth 
within the castle contain Glooks, 
Monsters. Spiders and trap doors. 
and all except the first can kill 
Bono with a touch, Wits are 
Bono's only weapon, although he 
does have a friend called Fozzy 
who accompanies him through the 
daily tasks and who helps with 
some dangers - he can grab green 
monsters, for instance, and hold 
them while Bono goes about his 
business in relative safety, 
Unfortunately Fozzy is a bit of a 
doom brain and gets lost or 
trapped without constant 
guidance from Bono. 

The Glooks - often in groups - 



VERSION UPDATE 

Silver ST 



act as mobile maze elements, 
mostly by sitting in Bono's way 
(though they can be pushed 
around it the path is clear), hulthey 
have a soft spot tor the aroma of 
soap, This means that whenever 
Bono has successfully delivered a 
bar of soap to a sea dragon, a while 
after his return (watch the timed 
countdown on the status- panel) all 
Glooks in the vicinity move as far 
as they can in the direction of the 
aroma. This soap propensity can 
be used to Bonos advantage, but 
it can as well be a hindrance, 
blocking off doors he may later 
need to use. 

Each game level contains one 
area of dirt which explodes into a 
volcanic eruption of Glooks if it is 
dug into, spelling disaster for soap 
manufacture. Keys, dotted around 
the castle, are used to to unlock 
doors barring Bono's way allowing 
access to further areas of the 
castle maze . Once a level has been 
successfully completed you are 
presented with a password for the 
next. New games may be started 
from any level for which a 
password has been gained. 

A status panel - rather bland in 
design - shows lives remaining for 
Bono and Fozzy. numbers of keys, 
skeletons and soaps earned, last 
aroma direction, soaps required to 
complete a level and a Fozzy 
indicator which shows whether he 
is dead, active, trapped or holding 
a monster (useful as Fozzy is not 
always visible). 

The action is depicted with 
larger than life, nicely detailed and 
animated creatures. Successful 
deliverance of a bar of soap to a 




DEFENDER OF THE CROWN 

Mirrorsoft/Cinemaware 
ST Diskette; £24.95 



IMPRESSIVE on the Amiga, 
harder gameplay on the 64, 
Defender Of The Crown has taken 
its time appearing on the ST, but 
it's here and it boasts some very 
attractive screens and a stirring 
soundtrack. Set in the age of 
knights, jousting, castles and fair 



w W 


'- - 


ST A - a ' 

B,. IVJ\ 


i*-^^^^^ O^M 


M*** 


^\ t 


■>» 



maidens, the objective of your 
chosen Lord is to conquer rival 
Lords' domains, fight off attackers 
and loot castles in a quest to 
control medieval Britain. The 
action lb viewed through linked 
series of cinematically animated 
scenes. 



>sbouJ to t» grafted Oy the Gtoota . -- Onctt'CommodoraM 



FoiMyantH 
screen 

dirty sea dragon rewards you with 
a full-screen, animated sequence 
of the creature enjoying a jolly 
good scrub. 

Bone Cruncher is an old-style 
game and its general aim is a little 
tired by today's standards, 
However, it is cleverly designed, 
presents sufficient challenge for 
worthy gameplay and the 
creatures' representation adds 
considerable charm -the annoyed 
look on a Glooks face as Bono 
touches it,, is a particularly nice 
touch. Bone Cruncher begins 
easily enough to ensure some 
perseverance from the player, A 
nice game but nothing to get 
lathered up about. 



COMMODORE 64/ 
128 



AMIGA 

Diskette: £14.95 

The Amiga version is 
Imminent but eluded us 
before going to press. 
Considering the nature of the 
game, a 'budget' price has 
been suitably set. Superior 
Software say there are no 
significant graphic changes 
are expected, but the sound 
will be better than on other 
versions. 



Cassette: £9.95 
Diskette: £11.95 

The two versions are to all 
Intents and purposes very 
similar, except with the BBC 
Bono may only be controlled 
using the keyboard but 
joystick control is available 
with the Commodore 
version, and there is a music 
volume control on the Beeb 
version so that Michael 
Wintefberg'a Jolly 

decomposition need not 
deafen you. 

OVERALL 70% 



"Bone Cruncher - an 

old-style game - 

presents sufficient 

challenge for 
worthy gameplay," 



comment 

Considerable effort has been made to emulate the high quality 
graphics of the Amiga original with the result that moat of the 
screens are virtually identical. The ST*» in-game tunes are 
probably the best, rf a touch tinny. A few omissions have bean 
made, (Robin Hood no longer makes an appearance) but to make 
up for this, features like spying on other Lord's armies and rebels 
plotting mayhem throughout the lend have been added. The 
Amiga's play ability has been improved upon, making more of a 
war game than the other versions. However, it still suffers from 
being too easy to get through. 

ATARI ST 

OVERALL 79% 



L 



TGM TX DATE: 02-88 51/1 16 



SAVE THE LAST 
LANCE FOR 





GRYZOR 



Ocean 



Konamis colourful, popular coin-op has taken 
Ocean's programming teams several months to 
assimilate the graphics and pack them into 8-bit 
machines - a job difficult to succeed in well, and one 
likely to be a bit of a curate's egg. Maestro David 
Whittaker has written the music, code by Paul Owens 
(Spectrum) and John Brandwood (Amstrad), Mark 
Jones did the graphics for both versions, and Colin Porch 
did the Commodore coding and Steve Wahid the 
graphics. 

multi-load - one load per section. 

RAMBALIENS 

Beginning in the heart of a 
horizontally scrolling jungle 
infested by the alien army of bullet- 
pumping Rambos, the first 
objective is to race along across 
the scenery, making use of 
platforms, to destroy the entrance 
to a tunnel maze. The 3-D maze - 
displayed graphically in proper 
vanishing-point perspective - is 
negotiated one screen. To get 
through wall targets must be 
destroyed which breaks down the 
force field blocking your path. 
Alien troops roam the tunnels 
intent on killing you by finng well- 
aimed bultets and roiling canisters 
down the alleyways - any coflision 

Ine&rporahng graphics vary ttirntiar to that of the arcade game. 7T» Amstrad 

Gryior biasts Ns way to success 



it ^ — 

The name's Gryzor . Lance Gryior. 
Lance? r What kind of a name is 
that for a soldier of fortune, a lone 
killer and a rather gutsy Konami 
Com -op conversion? As Ocean's 
second major New Year licence 
{Platoon being the other), Gryzor 
has fared very well cm the Amstrad 
(less so on the Spectrum) where it 
produces a challenge to test fast 
reactions and manages to contain 
considerable depth. 

A bunch of si imy al ierts have set 
up base in an uncharted part of 
Earth from where they plan to 
control the weather, eventually to 
bring about a new Ice Age and in 
its freezing wake, take Control of 
the planet. Gryzor plays over three 
sections, each with a series of 
scenes, and, unless you are using 
a 128K machine, the game is a 



proves fataL 

Having cleared the four-screen 
maze Gryzor plunges into a 
vertically scrolling Gorge, 
compiete with more troops. 
Careful precision when jumping is 
essential if you are to make it 
I hrough to the I n ner M &z;e - a more 
difficult version of the first. 

The final conquest of the aliens 
themselves takes place along a 
long horizontally scrolling 
backdrop - additional fire power 
which may have been collected 
along the way will be of use - the 




* mK*Mmw *to i*mi#* Ms&!m 



A bit ttat on the Spactrum, Lance 
girds his fains to face the uitimata 
chailefjga 

aliens here are no wimps. And 
that's all there is to it , 

Tne compendium or actions and 
skiKs required to play through the 
different sections are not going to 
be quick to ieam, and on the 
Amstrad at least. Gryzor is just as 
tough and exhilarating as the 
arcade original, but the inlay 
provides some useful tips - first; 
keep moving, and second: shoot 
everything. 



tUM 48/128 

Cassette :£7. 95 

It was to be expected that the Spectrum Gryzor would be forced 
to opt for monochromatic Ime drawings for the sprites, with a 
resultant lack of colour. This is a definite hindrance to payability 
when the furious activity becomes confusing due to the 
transparent characters and bullets. However, the bullets don't 
come so thick and fast as to make it completely frustrating. More 
annoying, for 46K users,, is the serious tack of sound FX - It 
become* a real problem in the maze sequences when so much 
Is going on and a few hit or fire noises would have been a help 
No problem, however, on the 12SK because there are plenty of 
bells, whistles and tunes to kmp ears lubricated, rf the Spectrum 
Gryzor fails to rise into the major league it is probably because the 
coin-op is too difficult to suit the machine's capabilities. That 
said, there is enough in tt to keep you going for several weeks, 

OVERALL 63% 




AMSTRAD CPC 

Cassette; E8.95 
Diskette; £14.35 

Graphically superb, Gryzor Is highly colourful, but occasionally 
the amounts of colour used obscures some of the aliens and they 
don't stand oirt enough. Music and FX are not apparent on the 
64 K version, but 6128 owners will find it is all one load and there 
are plenty of aural delights. Of the two e-bit conversions we have 
»an so for, Gry/pr on the Amstrad is certainly the most action- 
packed and difficult, in fact a very powerful conversion which 
should not disappoint hardened arcade addicts wrth Itchy trigger 
fingers. 

OVERALL 82% 



COMMODORE 64/128 

Cassette: £8,95 
Diskette: £14.95 



We have only seen a static demo screen so far, which indicates 
that it wont be as colourful as the Amstrad version, but in most 
respects payability should be similar. Watch out for a version 
update soon. 



ii 



"Gryzor is just as tough and exhilarating as 
the arcade original . . 



REVIEWS 



THE MORTIFICATION 
OF ARTHUR 



TANGLEWOOD 

Microdeal 



icrodeal's 16-bit output is increasing healthily; 
Tanglewood-code by Ian Murray- Watson- is one 

IVI of several imminent Atari and Amiga releases which 
includes the commando-action Leatherneck, 
Soccer and (at long last) a licensed version of the cult 
horror film Fright Night Tangiewood is an all-graphic 
adventure boasting over 700K of pictures, by Pete Lyon 
Uncle Arthur buys the mining ' 



Arthur buys the 
nghts to the planet T'ngl-y-wd 
from a large company with a poor 
cash-flow situation, one probably 
occasioned, as Arthur discovers, 
by the Tact that the planet is not 
particularly ore-rich- Uncte Arthur 
decides to cut his losses and is 
about to abandon plans for 
becoming nch, when a dog (type), 
disorientated by an earthquake, 
attacks a local whom Uncle Arthur 
rescues in one of his mining 
mobiles. The inured inhabitant 
turns out to be the planet's 
greatest sage. In appreciation of 
his service, the local people let 
Arthur into a secret and tell him 
about the existence of precious 
gemstones. 

When the large company (the one 
with the cash -flow problem) hear 
about this, they muscle in, 
sabotaging Arthur's mobiles and 
then stealing the mining rights 



sales agreement documents. 
Uncle Arthur wants them returned 
to prove his ownership. However, 
due Tngi-y-wd's inhospitable 
atmosphere, all searching and 
recovering must be done by his 
mining mobiles from the relative 
safety of the computer control 
room, He needs help from 



someone capable of controlling 
his outdated mobiles, someone 
with some expertise in 
computers ... but who can he 
turn to? Gol it in one. 



A TANGLED WEB 

A primary screen depicts the 
current mining mobile under 
control and its present location. 
Bordering this is a control panel 
from which information and 
actions are accessed, Most 
systems are controlled by flicking 
switches. For example the panel's 
left side is lined with switches 
representing on/off modes for 
each of five mining mobiles - only 
one may controlled at a time. Four 
switches for saving/loading a 
game position, quiting a game. 
pausing and turning the sound on 



ATARI ST 

Diskette: £19.95 

The ST graphics in Tangiewood are slightly biased toward purple, 
though nevertheless they remain pretty, and everything within 
the gams worts quite well, sound, animation and the overall feel 
of rt. Unfortunately this ts a case where the mobiles' control 
method becomes sufficiently frustrating as to detract from the 
gam splay and discourage the player to continue. 

OVERALL 65% 



A mining mobile being not so me&te - STscrv*n 




or off are situated below the main 
screen, 

To the screen's right an icon 
indicates which mobile is currently 
being used, its inventory and any 
objects in its vicinity. Various 
gauges on the panel depict heat, 
time and energy remaining to the 
mobile (energy may be 
replenished during daylight hours 
by the simple act of non-use or the 
more complex routine of findmu 
and recharging batteries). The 
game is pointer-and-mouse- 
controlled, clicking on the desired 
action. 

In fact mobile movement gets 
annoying. Steering is 

unnecessarily difficult as the 
mouse has to be pushed from a 
central starting point in the 
direction required. This may not 
sound too bad. but as mobiles 
have their own paths and the 
amount of 'push' in any direction 
is the dominant one (to counter a 
move a push on the mouse is 
required which is at least the same 
length as the original move}, you 
soon find yourself running out of 
desktop as you push the mouse 
farther and farther from the central 
starting position in an effort to gel 
the mobile to change direction. 

Each mobile has a function - one 
is an ancient mining model, live 
travels on water, three has anti- 
gravity properties, and so on -and 
they have to be used cooperatively 
to complete the game. At the very 
Start you discover that mobile four 
is actually unserviceable, so the 
lirst task is to repair it using those 
that are working, 

Items dotted around the 
landscape help or hinder 
progress: telephone booths, 
churches, Dog Crystals and Ice 
Emeralds are all there either to 
provide information, resources or 
death for the player. A time- warp 
function is also available to 
mobiles although it should be used 
with some restraint as it drams 
energy at a drastic rate. 



AMIGA 

Diskette: £19.95 

Microdeal promise an Amiga 
version will be released 
shortly. 



" , e . tiie control 
becomes 
sufficiently frustrat- 
ing to detract from 
gameplay and dis- 
courage the 
player ..." 



TGM TX DATE; 02-8853/1 16 



L 



REVIEWS 



A NIP IN 
THE AIR? 



FLYING SHARK 

Firebird 



■i irebirds conversion of the arcade hit has a first 

L Telecom Soft appearance by Dominic Robinson 

(ex-Hewson), as the Graftgold prog rammer who did 

the Spectrum conversion, while Catalyst Coders 

took care of it for the Commodore. The packaging 

confuses by its (excellent David Rowe) picture of a World 

War 1 1 Kitty h a wk aero p I a ne t when t he g ame invo Ives Worid 

War J bi -planes. Never mind, the story tells of a one-man 

fight through hell and licensing deals from Taito arcade 

machines. 




This is a respectable rendition of 
the original vertically scrolling 
Taito coin-op, which basically pits 
a single player against hordes of 
Other fighter pianes, tanks, guns 
and seaborne craft, killing 
everything that flies or scrolls 
along the ground towards you. 
Flying low over enemy territory 
(which could be Japan, but is 
probably a fantasy land!), the 
objective is to get through all five 
levels of increasing difficulty. 
learning the strategies required to 
survive. 
Extra weaponry is collected - a 



la Nemesis - as the game 
progresses and dependent on the 
amount of enemies shot -doubled 
firepower and a wider field of fire 
are two earlier additions. 
Destroying an entire squadron of 
yellow planes earns 1Q00 bonus 
points, destroying the red 
squadron provides extra fire 
power through a collectable 
symbol, and blue squadrons give 
an additional plane. 

Little more than an out-and-out 
scrolling shoot -'em-up - maybe 
what Elite's 1942 should have 
resembled last Christmas - Flying 



The Spectrum version may iach colour but its gMnepiay a 
itjB Commodore 

Shark does not attempt to 
innovate over past shoot-em - 
ups, but represents some of the 



i par with 



best around. And it is a good 
conversion, if a little tricky to get to 
grips with 



SPECTRUM 48/128 

Cassette: £7.95 

As you would expect from Dominic fiofcinson, the Spectrum 
Flyirtg Shark la a firw and very playable conversion. Although the 
playing area is monochromatic, the drawing is so highly detailed, 
usmg effective shading, to highlight the different terrain, that rt 
wins out. A problem with other mono scrolling shoot-'em-ups, 
that of the bullets blending with the background so they become 
hard to see. is overcome in F lying Shark by making them large and 
so simple to spot. It is also more playable than the Commodore 
version, with mora fair levels of difficulty. 

OVERALL 83% 




KNIGH 




1 



DARK CASTLE 



Mirrorsoft 



Silicon Beach Software (those responsible for Dark 
Castte) is an American company which specialises in 
business programs for the Macintosh. This step into 
" games software is unprecedented for them, although 
they appear to have been bitten by the bug as there are 
rumours of a sequel, Beyond Dark Castte, whispered in 
the halls of the Mac User. SB Software's claim to fame is 
the eponymous graphics package Super Paint, available 
only on the Macintosh. This art bent helps to explain the 
attention to detail present in the backdrops used in the 
game. 



fireball magic required to defeat 
the Black Knight. There are also 
stones of a magic shiefd hidden 
deep in trie Knight's domain, 
which gives the bearer limited 
powers of invisibility - some help 
against the poisonous bats, rals, 
deadly vultures, mutants, dragons 
and vicious rienchmen of the Bi ach 
Knight. These are to be defeated 
or avoided if any progress through 
the 14 levels is to be made. 

Each scenario lurking befiind 
trie four doors requires the player 
to t hrow rocks at adversaries (until 
such time as he controls the 
fireball magic and his rocks 

Four doors to ctroosm from . . 



transform into balls ol fire (very 
painfull). There are ladders, 
platforms, steps, swinging ropes 
and trapdoors to negotiate before 
you reach the goal al the end of 
each level, be it a magic weapon 
or the key to get out into the greai 
hall again. 

Positioned throughout the 
castle are bottles of an elixir, which 
fights the effect of the rat/bat bites, 
and plenty of rocks are avajlable 
for throwing at the evil creatures 
which constantly attack 
Character control is via mouse and 
keyboard, keyboard or joystick 
and keyboard. 



The drawbridge slowly closes 
behind the adventurer and he 
siands alone in the great hall. Four 
doorways beckon to him, 
challenging him to enter. He 
knows that he must pass through 
each of these doors i n turn in order 
to defeat the Black Knight and his 
legions of evil, thus restoring 
peace and harmony to the land 
once more , Many have tried before 
him, all have failed, yet tales of 



their attempts include morsels of 
information which may aid our 
adventurer. This would be just as 
well; Dark Castle may be a very 
attractive looking game, but the 
Character control the designers 
have decided to employ, makes it 
very difficult, and ultimately 
frustrating, to play. 

It is rumoured that Merlin 
resides within the Dark Castle and 
is believed to have mastery of the 



54/11 6 TGM TX DATE; 02-88 





■■■ -# - - m. ' —'- m — ", 




GOItf»(IQORE 64/ 
128 

Cassette: £8,95 
Diskette: £12.95 

The attractively coloured 
graphics make Flying Shark 
pleasing to play at first But 
after a few attempts, 
frustration seeps because 
payability la sometimes 
unfairly tough, and new 
enemy squadrons appear 
infrequently enough that 
bunding extra fire power Is 
difficult. A shame, because 
the competent programming 
means the graphics and 
sound work to good effect, tf 
only the play ability could 
have been tweaked to match 
the quality of the Spectrum 
version, Flying Shark could 
have made an first-rate 
game. 

OVERALL 74% 



Mine's 
-Com 



} Shark, wtmt's Jaws? 
screen 



OTHER VERSIONS 

Amstrad CPC and Atari ST 
versions are planned but 
nothing has been seen of 
them yet The often slow and 
jerky vertical scroll of the 
Amstrad is likely to be a 
se 'ous drawback, making it 
less impressive than the 
other. However, if the 
play a bill ^' is pitched just 
right on the ST, there is no 
reason why it should not be 
best of the bunch. 



"Flying Shark does 

not Innovate, but 

represents the best 

of shoot-'em-ups." 




PC 

Diskette: £24.95 

Visually Dark Castle looks realty good; the background and 
character graphics are among the best on the PC. It would be 
wise to opt for joystick control because the keyboard controls 
for jumping, throwing and generally moving about are unfairly 
difficult and complex to use, taking into account the speed 
required to act In some situations within the game, The mouse 
control rs virtually redundant as its only use is for aiming and 
throwing rocks, movement still requires the keyboard. Sound 
throughout Dan\ Castle Is of the usual PC standard, and there Is 
an option to turn it off. 

OVERALL 53% 



AMIGA and ATARI ST 

Diskette: £24.95 

Available any day, we did not receive the Amiga and ST Dark 
Castles in time for review, and speculative comparison with the 
PC adaption is dangerous to say the least! Watch out for version 
updates. 



► ( 



Dark Castle, an attractive looking game, is 
very difficult, and ultimately frustrat- 
ing . 



ii 






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□ 



REVIEWS 




PLATOON 

Ocean 



The film, starring Charlie Sheen, was a fair critical and 
box-office success. Ocean's licensed game appears 
at a timely moment, as the hire-video rekindles 
interest. Platoon takes five raw recruits through five 
sections of original gameplay, based on sequences from 
the film, created in-house at Ocean. The Commodore 
version reviewed here is programmed by Zack 
Townsend, graphics by Andrew Sleigh and Martin 
Mac Donald, with music and sound effects by Jonathan 
Dunn, included in the package is the large film poster, and 
an audio cassette with the film's theme music. 



The Vietnam war was a filthy 
business: muddled, ill-led, drug- 
ridden, soul-destroying and 
ultimately pointless. It is to 
Ocean's credit that they have 
produced a game that, given its 
need to entertain and thrill,, still 
manages in some degree to 
convey the film's sad feeling, and 
the claustrophobia of the dense 
Vietnamese jungle where the 
enemy was as often as not the 
incompetence of the American 
officers. 

The first section, set deep in the 
Vietnamese forest, is a maze of 
bushes and trees swarming with 
enemy soldiers, viewed from the 
side. First objective is to locate a 
box of explosives well -hidden in 
the tangled undergrowth and then 
Dattle through traps, avoid snipers 
and assassins until the bridge 
leading to a village is found and 
destroyed Each of the five recruits 
can take up to four shots before 
they are killed in action, however, 
if caught by a booby trap rt means 
instant death. 

Across the bridge lies a village 
now overrun by v*C {the Viet Cong 
were Worth Vietnamese guerilla 
soldiers). Three objectives here: 
collect a map, torch and trapdoor. 
The village huts are all accessible 
and when entered the outer walls 
disappear revealing objects inside 
which can be examined. 

BUNKERED 

J ungle warfare is normally thought 
of in terms of huge trees and dense 
undergrowth, but the VC Created 

entire underground cities of maze- 
like bunkers, burrowed out of the 
very earth between the tree roots. 
They were lethally booby-trapped . 

56/116TGM TX DATE: 02-88 



The third game section takes place 
in such an underground tunnel 
maze. The platoon has been left to 
guard the village, SO one 'life' is 
available, although the standard 
four hits can be endured before 
death, However, there is a second 
chance but it means beginning the 
section all over again. 

The tunnels are displayed in 3- 
D, looking forward; to the right of 
the action window is a map to 
guide you around. Bunker rooms, 
concealed at the end of tunnels. 
hold vital supplies - medical 
supplies are invaluable to restore 
health, ammunition is also 
available to combat the enemy 
who spring from comers or rise 
from the water-flooded tunnel 
sections- When a VC is 
encountered, fire comes under 
your direct control, and once the 
enemy Is disposed of control 
reverts back to movement around 
the tunnels. Before you can exit 
the maze, two boxes of flares and 
a compass are needed to help in 
the fourth section. 



^n&snt4 









stutus ooi 



tiiiiMiiim 



HITS 



ODOOOOO 



(Aft pictures from the Commodore 64 version): Dwp in the jungle something 
blurred - Unit level. 




1 



s 



ENEMY MINE 

On emerging from the maze, night 
has fallen. You are trapped in a 



Searching the Wet Conp c**pitj) tor equipment necessary to complete the 
tunnel sequence - second level 




Down in the VC bunkers, atay alert, the 
enemy attack irom ell aide* - 
third total 

foxhole surrounded by Viet Cong. 
To provide enough light to see the 
hidden troops in the undergrowth, 
one of the limited supply of flares 
can be sent up, but its light only 
lasts for a short while and soon the 
screen returns darkness once 
more. 

In the fifth and final section, 
back in the jungle, the action is 
viewed from slightly above. 
Avoiding the bombs, trip-wires 
and enemy fire, the object is to 
locate a safe foxhole m which to 
take cover from an imminent 
American napalm strike. But 
Sergeant Bames blocks your way 
- the man responsible for the 
death of the platoon's leader, 
Barnes, equipped with machine 
gun, tries to gun you down. The 



only way to combat him is by a 
frontal assault with grenades. Five 

direct hrts are needed to take him 
out before you can enter the 
foxhole, fake cover and complete 
the game. 

Platoon has all the hallmarks of 
a highly polished game, It has 
been well thought out to provide a 



variety and depth of gameplay well 
above the normal glut of film 
licences Each section offers 
something different - from: the 
arcade/adventure of the 
u ndergrou nd maze to the out -and - 
out shooting gallery of the bunker 
scene. 



Haras show off your tarytts . - but not tor iottgt Fourth Sosml 




COMMODORE 84/128 

Cassette: E1 0.95 
Diskette: £12.95 

ft is a tough game, demanding a lot of practice and perseverance 
to get through to the later, immensely difficult screens. M this 
seems frustrating at first, it onry adds greatly to the challenge. 
The scenas ar« varied, playable > graphically detailed and capture 
superbly the harsh atmosphere of the tunnel fighting and jungle 
combat that dominated the Vietnam war. The use of dark, murky 
colours doesn't always work, but In Platoon they add to the 
game's dirty, grimy realism. Really successful film tie-ins have 
been few and far between, Platoon is one of the few. A sure-fire 
winner from Ocean. 

OVERALL 92% 



SPECTRUM 48/128 

Cassette: £10.95 
+3 Diskette: £14.95 
AMSTRAD CPC 
Cassette: £10.95 
Diskette: £14.95 

ATARI ST 

Diskette: £19.95 
AMIGA 

Diskette: £24.95 

The other 6-brt games are almost ready, and should be on sale 
by the time this issue hits the streets. Although we've only seen 
bits of the Spectrum version, it is looking good (surprising in 
comparison to the Commodore with its heavy reliance on murky 
colours). The 16-bit conversions are in the hands of Choice 
Software, should be ready during January, and we will have 
version updates hopefully for next month. 



it 



. dirty, grimy realism, Platoon has all 
the hallmarks of a highly polished game." 



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ON THE SEVENTH 
DAY . . . 



ECO 

Ocean 



F 



rom so simple a beginning t endless forms most 
beautiful and most wonderful have been, and are 
being, evolved.' - The Origin Of Species, Charles 
Darwin 1859. So begins Eco. another game from 
Denton Design {Shadowfire, Mutants, Frankie Goes To 
Hollywood, the forthcoming Where Time Stood Stiff etc), 
a surreal program and their first on the 1 6-bit machines. 



Eco, the game of survival, takes 
you into a pri mondial world filled 
with evolving creatures and 
lifefonms where only the fit survive, 
Starting off as a lowly fly or spider, 
your ultimate goal is to become a 
mare complex being, reproducing 
more capable offspring (such as 
man or a similar lifeform) in the 
fight for species domination. 

The more immediate task, 
however, is to locate food and 
prevent starvation, For flies and 
spiders food corner in the shape 
of plants and worms: selecting the 
food icon sets the currently 
controlled creature off In the 
direction of the nearest foodstuff, 
The player's meal isn't always 
willing to be eaten and often 



reproduce, a further gene can be 
unlocked for manipulation, the 
more genes unlocked., the more 
species become accessible. Once 
a species is chosen, you can then 
reenter the Eco world in a new, 
stronger, hardier form. 

Al the beginning, the genes of 
man and other complex- structure 
creations are not accessible and 
only through subsequent 
generations, as further genes are 
unlocked, can you reach the level 
of man and beyond, A skull on a 
pedesial indicates the player's 
expected lifespan; flames 
representing death slowly climb 
the slem and, upon reaching the 
skull, the current creature dies. Eat 
food and the skull rises from the 




scuttles off or flies away (plants 
merely wither away). Higher level 
creatures, naturally enough, prey 
on larger creatures. 

MULTIPLICATION 

Once food has been eaten, a 
reproduction icon appears; use 
this m conjunction with the radar 
to locate a similar creature which 
whom you can mate, following 
wh»ch the gene manipulation 
screen appears. Each time you 



flames, get injured or stay without 

food for any length of time and the 
skull falls into the ever burning 
flames below, 



HUNTER HUNTED 

Movement is controlled through 
the standard Denton icon system. 
the mouse control, as usual, 
working well. Special icons are 
used to search for food and for 
reproduction. For winged 




'«k ■ b» r 

D? B12D 



creatures there are take off and 
land icons, The jworld of Eco is 
viewed through animated vector 
graphics, and the more complex 
creatures are highly realistic in 
their movements, Watching a 
human run across the landscape 
is a beautiful sight to behold, and 
especially breathtaking is when 
the player's viewpoint pans 
around the running figure. 

Sometimes the tables are 
turned; you are not always the 
hunter, more complex creatures 
are out tor food too. Your life is 
over i f you get eaten or trodden on 
by a predator, starve to death or 



simply die of old-age. A 
subsequent post-mortem lists the 
number of generations survived, 
amount of food eaten and the 
reason for death. 

There is an extra bonus lor MIDI 
owners in the form of a further 
soundtrack, although the standard 
tune accompanying the game is 
very good in itself. Eco is brilliancy 
innovative, and a lot of work has 
gone into the game's appearance, 
character animation and unique 
graphical techniques, but 
unfortunately it has suffered as a 
result, being let down by a lack of 
real challenge. 



ATARI ST 

Diskette: £19.95 

Denton Design's trademark seems to be the use of icons at every 
available opportunity. A3 well as the mouse, a joystick option is 
provided, but it is pretty difficult to control the creature once it's 
on the move. The game has everything that shows off the ST to 
rts best, but lacks the essential ingredients of 9a me pi ay and 
content Wandering around the world of Eco is interesting at first, 
but even with the multitude of species to choose from, most are 
either of no use whatsoever or are simply minor variations on 
existing creatures (does it really make a difference if a man has 
a slightly larger nose than in a previous generation?). The 
process of reaching a higher level is rather simple, just select a 
creature with a large number of mates and an adequate food 
supply and the player should find ft pretty easy to get through to 
the human stage. Fca is an interesting game with some notable 
effects, but little in the way of game foundations. 

OVERALL 78% 



AMIGA 

Diskette: £24.95 

Should be ready about now, and be simitar to the ST Eco. We will 
do an update if we see a copy in time for next month's issue. 



11 



. . brilliantly innovative, Eco is let down 
by a lack of real challenge." 



Sa/116TGM TX DATE: 02-88 



REVIEWS 



HOME OUT OF 
RANGE 



HUNTER'S MOON 



For their games to date, Thalamus have relied entirely 
on Stavros Fasoulas s creative programming and 
the three games Sanxion, Delta and Quedex. Now, 
with Stavros tied up in compulsory National Service 
for his mother-Finland, it's the turn of Thalamus newcomer 
Martin Walker to bring us something special. Martin's 
previous credits include Rupert And The Toymaker's 
Party, Back To The Future (neither were received 
particularly well) and Chameleon for Electric Dreams, 
which did do well. Hunter's Moon is a very different kettle 
Of insects from any of his previous releases 




Travelling through space in his 
ship the Hunter, the hero of the 
game plunges into a black hole 
eventually emerging in 

Loopspace, a desolate region 
containing crystalline structures. 
hive-like space cities inhabited by 
worker- and soldter-aliens who 
maintain and protect each city. 

To escape this nightmare 
universe the Hunter has to collect 
vital SlarceHs from each of the four 
planets within each of the 16 star 
systems (are your maths good? - 
that is a grand total of 1 28 levels to 
decimate?}. Each space city is 
protected by workers moving in 
continuous circles around each 
network, constantly repairing any 
structures damaged by the 
Hunter's lasers. Worker-aliens, 



though indestructible, pose no 
offensive threat: the soldier aliens 
on the other hand, fire laser bolts 
at any moving thing. Contact with 
aliens or the city structure itself is 
fatal, losing the pilot a life in the 
process, 

The number of starcells to 
collect is incremented with each 
subsequent tevel in the star 
systems, On the first level of each 
system the Hunter needs only 
collect one Starcell, on level two it 
is two, level three, three and level 
four of each system. Hunter 
collects four Starcells to escape 
the system. Collect a Starceii 
within a brief starting time and a 
coordinate is gained, collect all 
four and the Hunter can skip 
harder levels to move straight onto 



the next star system. 

Once out of a system, Hunter 
enters a bonus game where the 
ship remains* stationary while 
soldier-aliens encircle it, firing 
from time to time. To successfully 
complete this screen and gain the 
reward of an extra life, you need to 
destroy all" eight of the orbiting 
aliens. Once through this screen, 
it's onto the next, tougher system 
with its four hive-cities, 

Hunter's Moon is deceptive in 
that beneath the simplistic 
gameplay there lurks a very 
decent, interesting, addictive 
game with plenty of challenge. 
And the extras within the game 
add to its immense appeal, 
features such as. the Loopspace 
trainer - basically a relaxation 
screen for battie-weary Hunter 
pilots (in a similar vein to 



Llamasoft's GoJourSpace, with its 
joystick -controlled lights and neat 
patterns) and a respray facility for 
pilots who want a change of 
paintwork in mid -game, 

Thalamus have come up trumps 
again wrth their latest release. 



Far from tfw nmnsi hamburger joint, battling through crystals in space in 
seiirett o f Hunlar' s Moon 







*~» 



:« & 



COMMODORE 64/ 
128 

Cassette: £9,99 
Diskette: £12.99 

Thalamus products are 
always, highly polished and 
thoroughly playable, and this 
applies to Hunter's Moor as 
well- It isn't exactly original - 
yet another shoot-'em-up - 
but rt oozes payability and is 
pure, unadulterated (and 
unashamed) arcade action, 
tar' 9 Moon has been put 
together with a high degree 
of skill and professionalism, 
the graphics and sound 
effects, coupled with stirring 
music, testify to that. This la 
a game requiring the 
dexterity of Quedex and the 
shoot-'em-up skills of 
Sanxion and Delta combined 
in order to succeed. A great 
game standing head and 
shoulders above the masses 
of shoot- "em-ups currently 
on the market. 

OVERALL 90% 






OTHER FORMATS 

Your guess is as good am 
ours! But probably not . . . 



r^i 



. . a very decent, 
interesting, addic- 
tive game with 
immense app- 
eal ... " 



TGM TX DATE02-88S9/116 






US Gulds brave attempt at 
outrunning an arcade hit 



OUTRUN 

Masteftronic/Sega and US Gold 



Mastertronic are marketing the Sega cartridge 
conversion from this very popular coin-op hit, while 
US Gold deal with the popular micro versions. US 
Gold claimed well before Christmas that Out Run 
was selling like hot cakes long before any reviews were 
written, for the copies were in the shops to meet the 
Christmas sales period before review copies were 
despatched. Was it worth the purchase? The main section 
of this review deals with the official Sega version. 



around 170 kph). There are five 
landscapes to be raced through, 
each with its own check point. An 
BQ-second lime limit is allowed to 
reach the First, 65 seconds for the 
next and so on, decreasing as you 



Aren't you a lucky chap: a nice 
sunny afternoon, at the wheel of a 
Ferrari Testarossa, girlfriend al 
your side, out for a pleasant drive. 
Well actually you are about la 
participate in possibly the most 
gruelling race of your life, as you 
sit tensely at the starting line 
waiting for the chequered flag 

Hold on though, you forgot to 
switch on the radio and there are 
three in -game tunes to choose 
from. Magical Sound Shower, 
Passing Breeze and Splash Wave, 
Having selected music to drive by, 
you are presented with a view of 
your car at the starling point - the 
chequered flag drops, and you are 
off. Control is simple, pressing up 
on the direcf ion button puts you in 
low gear, pressing down selects 
high gear, button one is the brake. 
button two the accelerator, and 
pressing left or right on the 
direction button steers the car, 

As the race starts, it is wise lo 
seled low gear until you have 
gained sufficient speed to warrant 
the Change to high (usually at 

Perhaps not unsurprisingly, it works beat of all vn thti Sega 




go along; however, crossing a 
check point within the time limit 
adds those remaining precious 
seconds to the next stage's time 
allowance. Failing to reach the end 
of a route within the limit means 
disqualification and an end *n the 
game. 

At various points along the 
track, forks in the road appear. 
These allow you to choose which 
of the goal lines you wish to 









], ' r ' - in ,'.■.. . > ■ . ■ 



- 3 1 AR I 



* ^fl 




pursue, and there are live m all: the 
Vinyard. Death Valley, Desolation 
Hill, Autobahn and Lakeside But 
whichever path you choose to 
reach your goal, there are plenty of 
people on the road trying to stop 
you, so good luck, you will 
probably need it. 

Of alf the versions, the Sega 
cartridge comes closest lo the 
Original coin-op in appearance. 
feel and addictive qualities, but 
nonetheless, it does suffer in 
comparison. The home micro 
versions have all had to make their 
own compromises with memory 
size. 



60/11 6 TGM IX DATE: 02-88 



iimij 75 1 -aaaa* 



^——— — ■ — ■ _ i 






.. ■■— - 



H 



»•■* 4*' '-f W 




SEGA 

Two-Mega Cartridge: 
£24.95 

Out Run Is instantly very 

playable, with good sound - 

although the three tunes do 

rather resemble each other, 

they do add a nice 

atmosphere. Tha graphics, 

however, are a let down; the 

backgrounds are well drawn, 

but on the racetrack things 

are not all good. Passing rival 

ears often causes them to 

judder violently or disappear 

totally, and the same fate 

occasionally afflicts your 

own car when spinning or 

flipping in an accident. 

Equally, the overhead 

gantries fail to work and 

appear to jerk forwards and 

backwards rather than pass 

overhead as they should. But 

despite the tacky graphics 

it's not all that bad- 

OVERALL 72% 



SPECTRUM 48/128 

Cassette. £8.99 

Nearly all the features of the arcade machine have been 
squeezed into the Spectrum, but at the expense of speed and an 
arduous multi-load. At the end of each track, the action freezes 
while another level is loaded, and depending on the course taken, 
waits can be teeth-gritting ly long. The sound is surprisingly good, 
and even though tha road stops a little short of the hon*on, the 
3-D effect is convincing. Payability is unfortunately poor as the 
car is often sluggish to respond to joystick or keyboard 
command, and when things get busy, the action seriously slows 
down, which can be very frustrating. US Gold still have yet to 
prove that you can squeeze a gallon into a pint pot! 



REVIEWS 




OTHER FORMATS 

The promising-sounding Atari ST version should be released 
during February (£19.99), and the Amstrad conversion (C9.99 
cassette, C14.99 diskette) should be available at tha time of 
reading. At present, an Amiga version is unannounced. 



. . . the Sega cartridge comes closest to 
the original coin-op, but nonetheless, 
suffers in comparison." 



VERSION UPDATE 

Birds of a feather 



INTO THE EAGLE'S NEST 

Pandora 



j OVERALL 61% 



COMMODORE 64/1 28 

Cassette; £9.99 
Diskette: £11.99 

Initial impressions are very favourable, with the Commodore 
version of the classic Sega race game seeming to sport nearly all 
the features of the original, including two reasonable renditions 
of the arcade soundtrack, hills, and some colourful, if rather 
blocky graphics. The 3-D is fast and convincing, and generally 
the game is playable. In fact, the only things missing are the 
intersections, which have been removed and replaced by five 
different tracks, one of which la loaded at the start to represent 
a possible course that could be taken on the arcade version. All 
this sounds good, but unfortunately Out Run has a serious flaw, 
which only becomes apparent on playing. It's far, far too easy, 
and completing a course within a few goes is a task even the 
most novice of budding Testarossa drivers won't find difficult. 
Consequently, lasting appeal is severely lacking. 

OVERALL 67% 



Amiga, Atari ST £19.95 

FIRST RELEASED at the 

beginning of 1987. the game was 
reviewed excellently on the 
Com mod ore 64 and Amstrad, and 
received 82% overall in the 
CRASH April issue, 

Eagles Nest, a highly fortified 
German garrison, poses a ma|or 



The game is a Gauntlet done, 
with an overhead view of the 
numerous and various castle 
rooms. The mam character 
green so as to be easily idenlifiaple 
amidst the teeming grey of 
German soldiers. Traverse (he 
maze of rooms and corridors 




From overhead, even the pnwies 
too* attractive 
threat to the advancing Allied 
army. Your task is to enter the 
stronghold. rescue three 
imprisoned leam-mates and 
destroy Eagles West before the 
forces within can launch a counter 
attack against you. 



picking up food, medical supplies, 
"keys, ammunition and elevator 
passes to gain entrance to further 
floors in the castle, and avoid 
being shot by the enemy. Three 
missions may be chosen: blow up 
the fortress, rescue the prisoners 
or both. 



COMMENT 

All the gameplay that existed in the &- bit versions of Eagles Nest 
is stilt present, including the extra rewards to be received tor 
recovering stolen art treasures. Although obviously neither 
machine has been utilised to its full capabilities for the 
conversion, there are some nice graphics and sampled sound 
throughout. A thoroughly competent Gauntlet style game, Eagles 
Nest is large in scale and provides stacks to do. 

AMIGA/ATARI ST 
OVERALL 78% 



TGM TX DATE; 02 -88 61/1 16 



REVIEWS 




IA 




GARFIELD 

(IN THE BIG, FAT HAIRY DEAL) 

the Edge 



Cuddly toys, cards, stickers, badges, mugs, shirts, 
pillows and millions of other things ... not only 
things Garfield has eaten, but Items Garfield has 
been, featured on or starred in. Now Jim Davis's fat 
feline gets his own computer game, pampered by Martin 
Sneep (Mat) on the Commodore and ex -M el bourne 
House programmer Steve C argil I is taking care of the 
Spectrum version. Programmers for the 16- bit versions, 
due later in the year, have not yet been appointed, but as 
Mat said, We may be doing them , . . when we learn 
68000 code!" 



Arlene, Garfield's girlfriend, has 
been taken to the Pound and for 
once Garfield decides he had 
better do something about It. 
Making use of his two faithful 
Chums, Odie (the worlds 
stupidest dog) and Nermal (the 
won d ' s cutest k itten) , Garfield sets 
about his task. The adventure 
begins in the house with the 
graphics of cartoon quality - 
everything is taken from the comic 
strips drawings, from Garfield 
himself to the trays of essential 
lasagne- and animated superbly. 
Neturally Garfield' s favourite 
pastimes are eating and sleeping: 
he gets hungry from time to time - 
well, all the time - and to keep 
track there are two status bars 
showing how tired he is and how 
hungry. Should either run out the 
game is over (Garfield is not 
allowed to die by order of the 
licence holders). If hungry enough, 



he will eat anything he is holding - 
making a light snack of the table 
lamp for instance - and 
unfortunately this may prove to be 
an object vital to solving a puzzle. 

The puzz le solving has the same 
air about It as Mastertromc's 
Magic Knight trilogy, only without 
the windows, and revolves round 
making use of a series of objects 
scattered throughout the flip- 
screen maze. Some of the puzzles 
are rather obscure, odd 
connectJOns are made from 
disparate objects, which can be 
confusing. 

What makes Garfield special is 
the humour writ large in Garfield's 
expressions and in details such as 
the way he kicks Odie around and 
smashes up the furniture. The 
graphics and the nature of the 
game capture the original cartoon 
very well, and in this lies its main 
appeal, but under its high level of 



VERSION UPDATE 

Bearing the brunt of 



BUBBLE BOBBLE 

Firebird 



Atari ST £19.95 
Spectrum £7.95 Cassette 

REVIEWED on the Commodore 

64 in THEGAMES MACHINE Issue 
One to the tune of 93% . Software 
Creations continue their 
conversions of the h it a rcade coin- 
op with the release of the ST and 
Spectrum games. Bubble Bobbie 
i$ one Of those games which uses 
basic graphics and a simplistic 
idea, but yet contains an 
unsurpassable amount of 
addictiveness mixed with 
immense payability . 




Stow me rt 's a Brvnlcmaurus 



Bub and Bob, two bubble- 
blowing bronfosaurs, bounce 




presentation, Garfield hides a 
relatively simple collect and drop 
game which is playable bui 

perhaps not of long lasting appeal. 



G.irfieid eyes the goodies on the 
tabte while Jon and Odte do what 
they dv best of- 

Commodoro 64 screen 



COMMODORE 64/128 

Cassette: £9.39 
Diskette: £14.99 

No doubt W you are a Garfield fan, you are going to find the game 
Immense fun to play, and on the Commodore the colourful 
images make it a delight. Little has been spared in presentation 
- the appearance of Odie is marked by a ridiculous fanfare as he 
bounces madly around the screen, and in general the music is 
high quality and of a suitably jolly nature. Garfield, due to its linear 
puzzle-solving nature, Isn't going to appeal to everyone, but ft 
captures the characters" essence and makes an entertaining, if 
limited, game. 

OVERALL 79% 



around platforms through 1Q0 
screens, trapping nasty cave 
dwellers inside bubbles which 
they burst to kill them, whilst 
collecting fruit and special objects 
in a quest to rescue their 



brontosauri girlfriends- Packed to 
the brim with entertain menl. 
Bubble Bobble is a classic just- 
one-more- go game with its 

irresistable appeal and extremely 

cute characters. 



COMMENT 

Bubble Bobble is fantastically playable and this is graphically 
better than the coin-op arcade game itself! The onry comparative 
criticism that can be levelled against it concerns the music, it's 
very much the basic, tinny ST sound, although Us a remarkably 
faithful rendition playing away merrily throughout. ST Bubble 
Bobble is amazingly close to the arcade original, everything from 
the introductory screen to the extended jingle is there, and the 
two player Bub/Bob partnership captures all the fun of the cute 
coin-op. Cliche or not, Bubble Bobble Is easily one the best coin- 
op conversion on the ST so far. 

ATARI ST 
OVERALL 94% 



62/11 6 TGM "DC DATE: 02-88 




ORDER NOW - ORDER NOW - ORDER NOW 



1 



Down tn the basement - bow: 



AMIGA/ATARI ST 

Diskette: £19.99 

No work has started on 16- 
bit versions, but The Edge 
are aiming to have games 
finished in the Spring. The 
more powerful machines 
should allow great scope for 
programmers with the 
graphics and music, but 
bearing in mind the typical 
market represented by 
current Amiga and ST 
owners. The Edge might do 
well to aim for more complex 
end interlinked puules, and 
give the game a more adult 
feel. 



SPECTRUM 

48/128 

Cassette: £8.99 

THE GAMES MACHINE has 
seen a near-finished copy, 
and it looks to be just as 
enjoyable as the 

Commodore version. 

Actually the style of game is 
far more suited to the 
Spectrum market. The 
graphics, though 

monochromatic, are more 
detailed and cutesy than the 
Commodore's. Spectrum 
Garfield should be on sale 
now, 



ider its high level of presentation 
eld hides a simple game 



COMMENT 

Firebird could hardly fait - Bubble Bobb is probably one of the 
easiest coin -ops to convert to the Spectrum with rta definite 
platform shapes and restricted use of colour, and Is ideally suited 
to the machine 1 * capabilities. The limited colour scheme does 
make some screens look rather dull, but the majority are pleasing 
to the eye and professionally put together, keeping attribute 
clash to a minimum. Bub and Bob and the cave creatures have 
lost very little of their detail in the transition, and the overall effect 
works very well indeed. On the 128 the arcade tune plays 
continuously, suiting the game perfectly- One of the better coin- 
op conversions for the Spectrum. 

SPECTRUM 48/128 
OVERALL 88% 



Bub and Bob on the STfOb 




BUBBLE 
OBBLE 

ft m 

215590 



HE 

DOUBLE 




THE LEAGUE & FA. CUP 



Howard Kendall says... 

This must be the ultimate 

of all strategy games... Excellent 



NEVER - EVER ■ HAS a 'aolball managemEJil game been available 10*66 TEAMS 

of which 65 AHE COMPUTER MANAGED wnrk GENUINE MATCH RESULTS (nOI random) 

using lhfl INDIVIDUAL ABU ITIES or 1DO0 PLAYERS WITH AN INTELLIGENT METHOD 

OF MATCH PLAY 

NEVER- EVER H AS *taotD«llmanagerTWnla*m«ia.lkiw*<ltH» TRANSFER OF 1.000 

PLAYERS between 66 INDIVIDUALLY MANAGED TEAMS with INDIVIDUAL SCOUT 

REPORTS on- 1. OX PLAYERS and 96 CLUBS plus squad details of EVERY CLl« COPtUmng ttie-.r 

numtser of games maye<J ana goals *EQr«]ol ALL 1.000 PLAYERS. 

NEVER - EVER ■ HAS a lombali manaoemem game allowed youtne CHOICE OF 

ANY FIXTURE Irofn ANY DIVISION *Hh ALL gosl scorer 5, ALLt**ult* 'or ALL match** 

plus League Tables and UMtlnW for ALL divisions *ilh ALL galea individually 

Calculated 

PLUS Policing, Gale income, Full *dmmls«ra|ion, Stall, Injuries. Physio. Crowd 

cotil ml. Match programmes, league enquirl**, Ground improvement*. Squad del ails 

Field positions. Hotel. Travel expenses. League <ir.es. Promolian A relegations. Banking 

With ml era sis. Sackings, Manage! approacn, Save laciMty, Primer oplion 

HOW HAVE WE DONE IT? By two years ol 'esea'Cl and planning plus using 

1hs most sophisticated dais com pad ion methods QUA AIM i**5 Ig produce 1he 

uil i ma! a i n a tool bal I si ral eg* game - we think you' 1 1 agree, we have 

WARNING - This is a. »nou$ managemenl strategy game |No S*Ml levels 

gimmich3, or random simulation) 

HOWARD KENDALL SS^s: "This must t>* t»e ultimate o> Mil strategy games erctlltnt ' 

COMPUTER GAMER says: "TJW* 'Soy '»r me mosr ttaltsttc game Otlti **rrd thate UnV 

CO/ne acnost . '" 

YOUR COMMODORE says: "On 6*ence frr* gam* t* streets iAeatf ol Fooffcarr 

Manager- " 



* NOW AVAILABLE ON SPECTRUM • 



O RDE R NOW ... ORDE R NO W ORDER NOW . . 

£10.95 Including V.A.T. Plus 50p post & packing 



ACCESS RING: 

0702 710990 [9*m-1pmi 

39JTOTTEROOWN ROAD 
WESTON-SUPER-MARE 

'. TaTrcr^ AVON BS23 4LH 
LIMUbU 0934 2204^1 

COMMODORE 64, SPECTRUM 

TGM TX DATE: 02-8863/1 16 



PLEASE SEND CHEOUES/P.O. T0> 

JOHNSON 

SCflNflTRDN 



INTERNATIONAL 




TERRAMEX 



Grand Slam 



mi hen he fi™ shecl mak ' n 9 The Devils, film director Ken 

[ Russell turned to The Boyfriend - a light-hearted 

f musical set in the Twenties. His reason for the 

change was that the gruesome horror of The Devils 

had upset him so much. A similar reason has been given 

by the designers of Terramex, who having finished Death 

Wish III, wanted to do something of gentle fun. They are 

Pete {Monty Mole) Harrap and Shgun Hoi ling worth - 

for several years associated with Gremlin Graphics, but 

now part of Teque Software Development. 



Doctor Albert Eyestrain, Of 

renowned eccentricity, has pre- 
dicted that a large and rather solid 
asteroid is on a collision course 
with Earth - and it seems he is 
right. An international band of five 
intrepid explorers are meeting to 
stop this calamity. The five all 
agree that if one explorer can 
locate Doctor Eyestrain, maybe he 
can save Earth, But the odd doc is 
a recluse, hidden in a secret labo- 
ratory in the wilderness. 

One of the explorers (chosen at 
the beginning of the game) needs 
to scour the wilderness, collecting 
all sorts of objects ranging from 
umbrellas and unicycles to 
vacuum cleaners and even a party 



manifesto (!). All these servg some 
purpose in the game, but there are 
some red herrings around too. So 
the first task really is to look for 
whatever there is and find out just 
what it does for your mission. 

The wilderness is a vicious 
place, infested with venomous 
rock snakes that leap out at you, 
acid rain clouds and the Terramex 
of the title (strange Reradactyl* 
hke creatures). Running into any 
means losing the explorer one of 
three lives. Sheer drops also lie in 
wait for careless explorers to fall 
down (although a certain object - 
no prizes for guessing which - 
does help by softening the 
landing), 



Mr Wu-Pong flips down the ladder into the caverns in searvh of further objects 
needed to H«t fh# world -Atari ST screen 



MEAN TRICKS 

Objects collected are carried by 
bearers (more cause for Mel 
Croucher in his battle against 
racial discnmination . . . ), 

pygmies who appear in the status 
display carrying the objects 
collected. As the game 
progresses, hazards and 
obstacles are overcome by using 
the correct object - the flute 
charms some snakes, but what 
about the Acme suit case? 

A lot of the evident humour in 
the game is familiar in strain as 
being pure Pete Harrap, and 
Terramex is full of the mean tricks 
which characterised the Monty 
Mole series. For instance, there is 
a Think option for those awkward 
moments when the explorer is 
nonplussed, but it isn't always 
right! The five explorers are slightly 
different in behaviour, some refuse 
to do a particularly dangerous 
task, standing firm and shaking 
their head. But try persevering. 

Eventually reaching the Doc's 
secret laboratory; where he paces 
up and down, checking diais and 
twiddling knobs, a Positronic 
Asteroid Deflector (PAD for short) 
must be constructed. Doc 
Eyestrain requires several items 
including cups of tea , a battery and 
your average atomic pile. Collect 
the items in the correct order and 
the PAD slowly takes shape. Once 
complete, it is up to you to ti se your 
pinball skills and deflect the 
asteroid away towards some other 
hapless planet, 



LOST HUMOUR 

Even if on completed, there are si ill 
four more routes to take, as each 
explorer needs different methods 
and different objects to pass 
obstacles and achieve goals. The 
Frenchman Henri Beaucoup has 
to use a unicycle at one paint 
whilst the German, Herr Wolfgang 
Schmuck, has to engage in bier 
drinking competitions. The arcade 
adventure has been played to 
death over the pas) few years but 
Terramex brings back the long- 
lost humour (last seen m Jet Sef 
Willys. 

Across the various lormats and 
reviewers, we have to report, there 
have been serious disagreements 
as to the game's merits, and it is 
only tair to add here, that the 
ratings given must inevitably 
reflect personal prejudices for or 
against the notion of a platform- 
style arcade adventure, Terramex 
is intended to be fun. it is very 
much of a cartoon nature, with 
humorous graphics and some 
neat effects (try loading the 
cannon with too much 
gunpowder). Trying to conquer 
puzzles that pop up and finding 
out what objects do is an 
adventure in itself. Most are 
relatively straightforward but 
some are positively obscure. It is 
hard to avoid invidious 
comparison, but for players who 
enjoy the Monty Mole/Jet Set Willy 
game notion with some fiendish 
puzzles, Terramex should prove 
highly popular, 



Edgar J sucking up to the clouds in an attempt find the umbreHa that wilt gel 
him down again . . . sound* Okm helping the Prof divert the asteroid from 
Earth 'a path is going to be a barrel of laughs - Commodore 64 screen 




64 116TGM IX DATE: 02-88 



REVIEWS 



SPECTRUM 48/128 

Cassette: £6.95 

The Spectrum is Hdrrap's and Hotlingworth's main medium, arvd 
as a result Ten-amex works extremely well, albeit without the 
colourful appearance of the ST version, The drawback of a multi- 
load for the five characters is diminished since it doesn't affect 
the actual game, unless you want to re-play or change character. 
In many respects, Ternamex is ideally suited to the Spectrum and 
its only real detraction is that the machine has seen many similar 
games in the past, but this one is very involving and playable. 

OVERALL 84% 



COMMODORE 64/128 

Cassette: £9.95 
Diskette: £14.95 

It sometimes seems hard to credit that there are games which 
suit one machine better than another, but it's true, and Terramew 
does not suit the Commodore, Some of the puzzles are 
intractably difficult to the point of frustration. The graphics, while 
attractive enough, are not particularly outstanding. By and large 
Terramex is a very run-of-the-mill platforms-meanie-dodging- 
collecting- puzzle game, whose originality lies only in the 
deviousness of some of its conundrums- 

OVERALL 65% 



ATARI ST 

Diskette: £19.96 

The ST has been starved of the platforms and ladders style 
games - whether that's good or not is debatable - If you can put 
up with the unoriginality of it all, you should find the ST version is 
playable, funny, has great colourful graphics and a suitably 
quirky tune running throughout, It is a thoroughly good romp in 
general, 

OVERALL 80% 



AMSTRAO GPC 

Cassette: £8.95 
Diskette: £13.96 

Sitting somewhere between the ST and Spectrum versions, the 
Amstrad's graphics are well detailed and colourful. Payability is 
high if you are partial to the sort of game it represents and there's 
the advantage of a reasonable tune. 

OVERALL 81% 



OTHER FORMATS 

We haven't seen the version yet, but Tr-aramex is also due for 
release on the MSX system, price £8,95. 



. for players who enjoy the Monty 
Mole/Jet Set Willy game should 

prove highly popular." 



VERSION UPDATE 

House of learning 



ACADEMY 

CHL 



Atari ST and PC £19,99 

TAU CETt was a big Spectrum hit 
for Pete Cooke , as was the sequel , 
Academy. Both games found their 
way onto most popular formats, 
with Tau Ceti recently released on 
PC and Atari ST. Now Academy, 
too, hits the 16-bit market. 




Given the colour differences, th* PC 
version's graphics took vary similar 
to the ST^s 

The Academy is a training 
ground for star pilots of the future 
presented in tilted- in 3-D vector 
graphics, To graduate 

successfully, each star pilot has to 



attempt 20 increasingly difficult 
missions designed to test their 
combat and flying skills to the limit. 
Missions range from 

Straightforward alien blasting to 
ha It ing a n uclear reactor melt down 
(shades of Tau Cefy. If pilots 
desire, their skimmer ship 
specifications can be redefined, 
me craft's armament, shields, 
engine rating, defence systems 
can be altered and evert the main 
display rearranged to suit the 
pilot's tastes. 

Th& ST Academy shows little 
i mp t ma mmnt graphically over the 
Amstrad version, ami compare* 
badly with the Sp&ctrum original 

m 




COMMENT 

Great things were expected of this conversion, but surprisingly, 
the graphics, sound arvd general gameplay have not been 
upgraded. The front-end, with its attractive graphics and 
excellent use of the mouse, gives a deceptive idea of the game 
itself. The design-a-shlp feature is a particularly neat effect, 
allowing endlass skimmer combinations. The bad news is that 
graphically and sonically there has been little improvement over 
8-bit versions. Use of colour is limited, as a result the screen 
looks rather bland. Excellent use has been made of the ST's 
faster processor and the game now plays at a ferocious speed, 
combat with robotic defences is swift and deadly. The lack of any 
major Improvements or extra features In this conversions is a 
great shame considering its ST potential. 

ATARI ST 
OVERALL 61% 



COMMENT 

Something of a disappointment on the PC too, as yet again, little 
has been added to the game. The graphics keep to the PC's 
standard colour scheme which means the game looks unimpre- 
ssive, although the shadowing effect of buildings at dusk and 
dawn works better on this version than on most other formats. 
Speed is well up with the ST, the game belts along st quite a rate, 
the screen update and enemy movement working effectively and 
realistically. Due to the limited colours and simple sound 
capabilities of the PC, expectations were lower for this conver- 
sion, so in that respect It has worked reasonably welt. 

PC 

OVERALL 67% 



TGM TX DATE: 02-8865/1 16 



ROAD 
ROARS 



CRAZY CARS 



We know little about Titus beyond the fact that they 
are a French software house from Montfermeil. But 
their first product to be reviewed in THE GAMES 
J MACHINE deals with what is becoming a genre of 
its own - automobile wish -fulfillment. These are the 
familiar words: have you ever wanted to drive a Ferrari or 
a Lamborghini, but find that around £50.000 is a bit out of 
your price range? Fear not, Titus brings you the next best 
thing; four cars, rising in power and performance, starting 
with a Mercedes Benz, followed by a Porsche, a 
Lamborghini and finally a Ferrari. 



The game is spirt into four 
sections, one for each car, each 
section consisting of six challenge 
races, namely Florida. New York, 
Space Shuttle, Mountain, Arizona 
and Maiifau. 

As you progress through each 
car. the section starts with a 
picture of the vehicle perched 
above 3 list of its technical data, 
especially shown for the budding 
mechanics among you. A click of 
the joystick fire button informs you 
of the challenge track to be raced 
upon, and another cttcfc puts you 
Onto the starting line. 

As with most race games your 



enemy is time; 75 seconds is 

aliowed tor the Mercedes and, 
needless to say, the time limit 
decreases tor each successive 
car. Conversely each new car is 
also much faster than the last, 257 
kiJometers per hour is the top 
speed of the Mercedes (we did say 
' perform a nee cars ) , and every erg 
of power is needed to complete a 
course. But be warned, at 
increased speed road handling 
becomes progressively more 
difficult. 

TRICKY STEERING 

Playing Crazy Cars inevitably 



Trad-Bin your Mere fortfte toveV two car- none othwthan a PorsetwSII Turbo 

fiH competition on pstge 109) 



SCORE 
156668 



HIGH 
13618790 



o 



T T #*f I 



epai*€ 





66 116TGM TX DATE:02-88 





Your Mercedes frres to overtake the sluggish Lamborghini - Amiga screen 



brings to mmri the arcade Out Run. 
although it is less expansive, 8u1 
great fun is to be had zooming 
around in cars that most of us will 
never be able to own. Crazy Cars, 
like Out Run, has hill effects, but 
they are far more exaggerated and 
graphically amusing - more 
effective too. The only real letdown 
of the game is the control . which is 
tricky- there is no diagonal 
movement, so it becomes near- 
impossible to steer found corners 
and accelerate at the same time. 
Ttie fun elements, combined with 
unusually bright and oddly 
designed courses, makes Crazy 
Cars a decently addictive and 



entertaining game of modest 
pretension, 

Part of the fun comes from the 
cither road users, lor you are not 
alone on the track: other 
contestants are doing their best tg 
bump, |Osfle and be generally 
obnoxious, causing much 
gnashing of teeth and toss of 
valuable time. Once a course is 
completed withinthe time limit, the 
game continues onto the next 
course, and so on, until all six are 
completed. Only then is the car 
upgraded to the next model, and 
the process starts over again. Will 
yw be lucky enough to dove the 
Ferrari? 



AMIGA 

Diskette: £24.95 

The Amiga graphics are very nice with large, well defined cars 
whizzing around a solid looking racetrack, while the sound is 
also good, going from a twangy guitar solo on the intro screen, 
to qu ite realistic engine roars a nd tyre squea Is in the actual game. 
Of special note must be the Game Over screen, a French 
Impressionist painting of the famous Chicago car graveyard with 
the cars nose down in the grass, sat among trees while a bird- 
song effect plays- 

OVERALL 78% 



OTHER FORMATS 



Graiy Cars is al so being released for the Atari ST , PC at E1 9,95 and 
Amstrad CPC (C9.95 cassette, £14,95 diskette) by the end of 
January, and Spectrum (cassette E9.95) during February. Version 
updates when we get them. 



. . unusually bright and oddly designed 
courses, make Crazy Cars a decently 
addictive game." 



VERSION UPDATE 

Martial arts 
for martial 



MOEBIUS 

MieroProse 



Amiga, Atari ST £24.95 

ORIGIN SYSTEMS INC, 

publishers of fantasy rote play 
software Such as the Ultima series 
and Ogre, now release the 1 6-brt 
Moebtus for Atari ST and Amiga. 

To retrieve the Celestial Orb Of 
Harmony, stolen from rvtcebius. 
courage, cunning, ingenuity (and 
an almost ruthless devotion to the 
Pope) and some knowledge of an 
intricate magic system are 
required to make any progress 
whatsoever in the game. Four 
differing planes, (fire, wind, air and 
water) each with their own 




Moebius la obviously babbit forming 



obstacles and variables, need to 
be completed before the final 
confrontation is reached and the 
Orb successfully returned to its 
rightful owner, Before the chosen 
one embarks on the quest, 



sufficient mastery of barehand and 
sword fighting and mental self- 
control must be mastered, No 
game advancement may be made 
until the player is thoroughly 
competent in these skills. 



The look and feel of Moebius 
on the Amiga and ST is very 
similar. Although graphics, 
animation and sound are 
considerably enhanced 

compared to the 

Commodore 64 version, 
sadly the gameplay is still the 
same. The training 

sequences are slow and 
tedious, most adversaries 
are dealt with using only one 
or two repeated moves. The 
game is large but, again, 
lacks the grab factor which 
should encourage the player 
to enjoy Moebius and strive to 
get somewhere within it, 
Nice to look at but naff to 
play. 

AMIGA/ATARI ST 
OVERALL 53% 



TGM TX DATE: 02-8867/1 16 



REVIEWS 



VERSION UPDATE 

Summer Charleston 



CALIFORNIA GAMES 

US Gold/Epyx 



REVIEWED in the first issue of 
THE GAMES MACHINE, California 
Games was rated at 92% on the 

Commodore 64, and considered 
as one of the most impressive 
events games to dale. We have no 
new?; of the Amstrad version, and 
those for Amiga and MSX owners. 



slated tor October 1 987, still have 
not materialised. The Spectrum 
version, however, has The gams 
consists of six events: Half Pipe 
Skateboarding, Foot Bag. Surfing, 
Roller Skating. BMX Bike Racing 
and Frisbee. 



Spectrum £8,99 



COMMENT 

With the possible exception 
of Winter Games, Epyx 
Spectrum conversions have 
in the main been pretty. The 
graphics in California Games 
are monochromatic, poorty 
animated and with little or no 
attention to detail, while the 
sound is limited to 
unimpressive spot FX, This 
does not bode well for the 
rest of the game, which uses 
a multi-load system for each 
of the events. This can be 
tedious, but borne with if the 
game is compelling. 
Unfortunately the events 
themselves are boring to 
play and not a patch on the 
Commodore. A very 

disappointing conversion of 
a-once excellent game, 

SPECTRUM 48/128 
OVERALL 45% 



L 



Looks a bit itke a Charleston dnnce demonstration , 




VERSION UPDATE 

Recycle 



BMX SIMULATOR 
Code Masters 



Amiga £14,99 



IT HAS taken its time arriving or 
the Amiga, having first appeared 
on the Commodore in November 
1986 (ZZAP! 64 gave it 83%), and 
in fact the Amiga game is really 
only an upgraded version, as the 
gameplay remains the same. 
Selection of the options 



available is made on the title 
screen, consisting of keys (which 
are displayed at left and right hand 
of the screen), joystick and a 
choice of competing against a 
friend or computer rider, The view 
is from overhead . At the beginn i n g 
of each track you are placed on 



Code Master* first 18-ttit product is pretty but essentially the seme 8-bit game 




the starting grid. The computer 
then sounds three high -pitched 
nates, displays: Riders n 
pedals ready, go 1 " Then it is all up 
to you to beat your opponent in 
the frantic race against time. 



COMMENT 

Graphically, the Amiga BMX 
Simulator is superb, Every 
jump, barrel, flag etc Is 
excellently detailed. Sound is 
improved over the 64 on the 
title screen, but is scarce on 
the racing. Colour is well 
implemented throughout 
even though fairly dark 
colours are used for the 
tracks themselves. 

Movement of the riders is 
continually smooth 

throughout the whole game. 
If you complete a track in the 
allotted time, you have the 
option to see how well you 
have (or haven't) managed to 
overcome those obstacles 
by pressing the A key when 
prompted. In this mode, if 
you hold down the S key, the 
action replay goes into slow 
motion. When the track is 
completed it's on to the next, 
except this time the going Is 
a little bit harder. 

AMIGA 
OVERALL 76%% 



68 1 1 6 TGM TX DATE: 02-88 



ARCADES 




COIN 
CONFRONTATION 



Setting out at dawn, fearless GAMES 
MACHINE coin-op commandos ventured 
deep into occupied Manchester on a do-or - 
die mission to bring back vital data on the 
latest arcade scene. Robin Hogg wielded 
the joystick and Cameron Pound took the 
pictures. Thanks to Avrll at SunSpot for the 
use of the machines. 

ing. These prove lough oppo- 
nents, but they're Ghicken feed 
compared with the Mega-Baddy 
waiting at the end of each zone - 
these can be anything from an 
immense fire-spitting dinosaur to 
a massive rocket-launching tank 
literally taking up half of the 
screen 1 Survive long enough to 
destroy this and the captured 
comrade is released, and entering 
a futuristic time travel machine 
takes you on to the next tune-zone 
and even greater hazards. 

77me Soldiers bears more than a 
passing resemblance to Ikat f War- 
riors in its style and general 
gameplay, but that's where the 
similanties end. The high quality 
graphics are rich m detail, varied 
and interesting, atmospheric and 
suit each zone perfectly, In fact it's 




Time Said isr : a Roman god. One 
of thm larger baddies, goes 
up in smofce 

TIME SOLDIERS 

Producers: SNK 

TRAVEL BACK and forth through 
time wreaking havoc in the new 

release T7me Soldiers. The evil 
being Glyned has trapped com- 
rades of the Time Soldiers and 
they need resc u i ng pronto: not the 
easiest of tasks considering they 
are scattered throughout different 
time-zones, with each zone 
guarded by an army of soldier- 
warriors. 

One or two players can take the 
role of the Time Soldiers as they 
battle their way through the land- 
scape of each zone, fighting cave- 
men in a prehistoric age, blasting 
at centurions inthe Roman era and 
subduing many enemies through 
time right up to the present day 
with its tanks, helicopters and 
flamethrowing infantry. 

Occasionally, a red warrior - 
appropriate to the time period - 
comes on screen, if you shoot him 
extra weapons, such as lasers, 
mega-lasers (double the width and 
double the firepower!), npple-fire 
guns, rockets and more are 
awarded. The weapons are only 
effective for a limited time so 
before they run out of power it is a 
good idea to destroy as many of 
the enemy as possible, 

Progress through a zone causes 
further, larger foes to appear, that 
require several hits before explod- 



A Tim* Soldier razes guard towers with rockets in the Modem Age 




Tim* SoWiorr fighting through the Roman Age - note tfw tn^utitulfy dotaiied 
floor graphics 




extremely difficult to find fault in 
the graphics and general appear- 
ance. Right from the start the 
game is playable, with a progres- 
sive difficulty which makes later 
levels very tough going indeed 
(thankfully 3 cpntmue-play option 
is included). Unlike Ikari Warriors, 
it is not immensely difficult in one- 
player mode and is a challenge for 
novices and experts alike. Of all 
the games in this genre (and to a 
certain extent this includes 
Gauntlet) this is the most playable 
and enjoyable to dale, ikan War- 
riors fans will fall for this hook, line 
and sinker 1 

XYBOTS 

Producers: Atari 

AN ALTERNATIVE title for Xybots 
would be 'A Vastly Reworked 
Bezerk Meets Gauntlet In 3-D' 
which is probably the best possi- 
ble description for this new two- 
player game. 

An alien race, the Xybots no 
less, have invaded, and con- 
structed an immense mufti-level 
fortress patrolled by deadly laser- 
bolt -tiring robots. Only Major Rock 
Hardy and Captain Ace Gunn are 
macho enough to enter the for- 
tress, fight through to the lower 
levels and exterminate the Master 
Xybots themselves. The players 
run down the 3-D corndors and 



TGM TX DATE: 02 -88 69/1 16 



passageways, rotating the joys- 
tick to face other directions and 
using a hand-held laser to dispose 
of attacking droids. Pressing the 
stun button harts the robots 
momentarily but costs ten percent 
of the player's energy - energy 
capsules, found lying around, 
restore the ebbing life-force. To 
reach the next level, a lift platform 
is provided for transportation, 
stopping off at a supply centre 
where extra armour, speed, 
strength and firepower can be 
bought in readiness for the battle 
tocome. 

SimpFy running down a corridor 
towards a distant, shadowy junc- 
tion brings out the incredible 
atmosphere of the game. The 
excellent shading and colours 
used combined with the frantic 
pace of the action, add enorm- 
ously to the game's superlative 
play and high quality. Mystenous 
passageways invite players to 
explore further, not qmte knowing 
what lies in the darkness ahead. 

The twin-play er/partnership 
facility of Xybots works so much 
better than the four-player chaos 
that often occurs in games like 
Gauntlet More emphasis is 



k<m;k 

84' 



ROOK 

96XEM£RGV 



SCORE i 



^ I r-f- ■ 



4 CREDITS 



QXEUZf 

p 
S C D R E 
1700 



LEVEL 1 



O CREDITS 







INSERT 
COIN 

TRV TMO PLAYERS 



* MORE COINS ^_. 

* MORE STRATEGIES 

* DOUBLE FIREPOWER 

* P LA VERS CANNOT^ 
HURT EACH OTt« 



Who knows what turks round that cornar? T7m Xybots dare you to look! 



RCtu 






i i kihi i 



42GOO 



LEVEL 



O ClfEDITS 



^ 


i 


B * lL 


l.i 

i 



INSERT 
COIN 



rurosr 



placed on strategies and team- 
work, which adds a new dimen- 
sion, and two players working in 
unison make for a deadly force. 

The game's addictive qualities 
are immediately obvious and the 
temptation to play on and on is 
impossible io resist. Xybots is 
immensely playable, highly addic- 
tive, and most important of all, it is 
thoroughly enjoyabie. 

Entering the forfnos of the Xybots 
- *w lata to turn bach now! 




Arriving at the. ground floor supply 
centra toraxtra Xybot-smnshint) 
squipmmnt 



A.P.B. 

Producers: Atari 

ENTER THE crazy and wacky 
world of the American Police (the 
world of Police Academy 
perhaps?) in Atari *s cop coin-op 
AP.8. (All Points Bulletin). Al I man- 
ner of criminals are Out on the 
streets and it takes an expert cop 
to round them up, 

To fill his quota, the player needs 
to patrol the avenues and free- 
ways chasing speedsters, litter- 
bugs, road hogs and other ne'er 
do welis in a vein attempt to 
enforce the law - even the litter- 
bugs can be pains in the butt I 
Sirens will do for most of the offen- 
ders but some downright stubborn- 
criminals require a rear-end shunt 
before they give themselves up. 
Crashing your car, or colliding with 
another vehicle, results in 
demerits - too many of these and 
it's resignation lime. 

A policeman's lot is a hungry 
one so stopping off for doughnuts 




Stopping off for ona of Don'* 
Honuts (sic), yov wallop a vehicla, 
and that's another demerit for A.P.B. 

boosts the time allowed on each 
level. Later levels mean more and 
more to do in. less time with some 
real tricky characters to 
apprehend. Fortunately goodies 
like a turbo accelerator and a set 
of nifty brakes can be bolted on to 
give those big-time crooks a run 
for their money. 

What with the plethora of 'seri- 
ous' shoot-'em- and bash-'em- 
ups around at the moment, AP.B. 
is like a breath of fresh air. Totally 
original as an idea, it is a laugh-a- 
minute coin-op with some excel- 
lent touches which proves you 
don't have to have fancy graphics 
and non-stop violence to make for 
an enjoyable game. 



70/11 6 TGM TK DATE: 02-98 





AFTERBURNER 

Producers: SEGA 

HOTTEST SEGA release so far. 
Afterburner, is an air combat coin- 
op of awesome proportions. The 
game objective is simple - take out 
as many enemy targets as possi- 
ble whilst f tying through a mul- 
titude of land- and seascapes. Trie 
simplicity of the task is con- 
founded, however, by the sheer 
Speed of it all - Afterburner's 
action is the fastest and most vio- 
lent to date. Enemy aircraft, their 
incoming missiles and ground fea- 
tures flash past at a horrific rate. 




ARCADES 



Afterburner: stopping off at a trmndh/ airfield tor fuai t weapons and. what's 
that 'Hang On ' biker doing on the runway? 

almost certainly repeat the suc- 



Use the afterburner, and the 
opposition become mere blurs. 
Although the layered graphics are 
extremely detailed and a joy to 
behold, they're impossible to 
appreciate at the speeds they 
move, 

To provide an offensive capabil- 
ity, the fighter is armed with alt 
manner of missiiesand a devastat- 
ing cannon. Landing on friendly 
runways to rearm is vital if the 
plane is to survive through the fol- 



Goodneee gracious,' Great balls of 
fa*/ Banking herd fight in 
Afterburner to avoid the Inferno of 
another exploding baddy 

iowing stages. Refuelling tankers 
regularly fly overhead to top up 
thirsty tanks. 

Controlling the plane isn't easy 
at the best of times as it lurches 
wildly (even performing complete 
rolls) at the slightest movement. 
The game's pace makes it look vir- 
tually impossible to progress more 
than 50 feet without losing a We. 
but m play it all boils down to the 
rather simplistic process of rapidly 
banking left and right and firing the 
guns an awful lot. Afterburner will 




A happy moment in flashback - the start of Wardner before evil enters the 
happy couple's Ufa 



cess of Out Run due to its fantastic 

graphics and estremely fast blast- 
ing action, but the ridiculously high 
cost of a game (up to El a go) will 
put many people off. 



WARDNER 



Recipe: put in base ingredients of 
cute graphics, mix in a good dose 
of platform s-and-ladders action, 
and with some fiendishly addictive 
gameplay and you have Wwdner. 
Walking through a forest with his 
girlfriend one day, the hero Of the 
game is most peeved when his 
beloved is spirited away by a nasty 
piece ot work known as Wardner. 
To rescue her, he has to enter 
Wardner's. There's a small matter 
of dark forests* swamps, lava pits 
and other hazardous areas littered 
with platforms and ledges to be 
navigated first. Inhabitants of 
these regions include bat 
creatures, mutants, spinning 
blades, tanks, witches, wyvems 
and even stranger and wonderfully 
detailed creatures intent on ending 
our hero's rescue attempt once 
and for all. Thoughtfully, a 
flamethrower is provided for 
protection, and it can be upgraded 
to rapid fire by collecting crystals, 
Gold chests and other currencies 
lie around awaiting collection and 
by an incredible coincidence 
there's a shop at the end of each 
level where extra weapons and 
other goodies can be purchased 
to aid in the quest. No money'? - 
No purchase! 

Some pretty nifty footwork and 
accurate timing is required to 
avoid the wandering creatures, 
shoot back at them and stay on 
the high-up ledges at the same 
time. It gets real tough on later 
levels, with some screens being 
very unfair, crammed full of nasties 
and sheer drops requiring perfect 
timing to cross, whilst others 
prove deceptively simple. 

Wardrwr is infuriafingly 
addictive, highly playable and a 
prime example of a just-one- 
more-go game, it scores no points 
for originality {very few games do 
nowadays) but it has brought 
together the best elements of 
Ghosts And Goblins and other 
games of the ilk and played on 
them to great effect. 



HI-££3R£ 



HEVI ! TWO FRIENDS*! 
IL TAKE VOU TO 
ASIA. 
FOLLOW ME! 






I 



L 



■ - - -- ' - ■ 



Down in in Wardner's deep dark woods ktrk platforms, sheer drops and ail 
sorts at unpleasant thing* 

wmm 




SOMETHING HORRIFYING AND IN 



\ 



\ 



\ 



\ 



\ 



IACTIVISION.I 

© 1987 Twenhetti Gentry Fo* Film Cap .M rights reserved 
Trademata a*ned by T^enheih Cenluv Fox Film Gap 
ard used bv Activdon Inc. Under Ai/ftxjnsaton, 
Gome concept, design end graphics bv System 3. 




§ 



Commodore 64,128 Cassette (£9.99) and Disk (£14.99). ZX Spectrum 

48K/128K/+ (£9.99). Amslrad CPC Cassette (£9.99) and Disk (14.99), 

Atari ST (£14.99). 

Mall Order: Act) vision (UK) Ltd. Units 3 & 4 Lloyds Close 

Finedon Road Industrial Estate Wellingborough 

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ATADI" New Year Special 
•IVMIMKI 1040STF only £399.00 

520 STFM good availability, good price £269. OO 

520 STFM with lmgg memory upgrade ,.„ E338.00 

1040 STF yvrih SM125 mono monitor ,.,,„,. £499.00 

Mega ST2 with mono monitor , £869.00 

Mega ST4 with mono monitor ,, £l 169.00 

Atari SLMB04 laser printer, great value at £1 199.00 

Atari SM125 mono monitor , £134.00 

Atari SCt224 ooiour monitor, lew at , £299.00 

Atari SH205 hard disk, new style £539.00 

Cumana CSA3S4 i meg drive , „.„ £129.95 

Cumana CDA354 2mag (dual} drive £229 00 

Philips CMS833 colour monitor c/w ST lead £279,00 

Philips CM88S2 as above, higher resolution £299.00 

(Eidra EiQ.Gfl dacouni on Philips monitors N bougtl wtfi an ST> 



All ST prices include; mouse etc. PLUS 5 disks of s'ware 
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get it right with a St&r printer at 
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Stele computer type when ordering. 



The Star LC-iO is the new printer from Star. It replaces 
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include VAT, delivery & printer cable PLUS 2 spare 

ribbons (value £ 13.90) alitor £199.00 

Star NX 15 wide carriage version of NL-10 £319.00 

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Star ND- 15 wide carriage version of ND-10 £419.00 

Star NR-10 240^e0cpS £379 00 

Star NB24-10 brillianl 24 pin, 2lG/72epa £479 00 

Star SF-1 OD cut sheet feed, 1 O" models „,.. £ 59,00 

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COMPETITION WINNERS 




From Issue One of THE GAMES MACHINE 



Mastcrtromc's Sega 
Competition * 

Jeremy Murphy, Avon BA3 1 DW 
wins the Sega Master System 

with Light Phaser and the choice 
of Six games from those released 
by mid- November, plus a TGM T- 

Shirt. And the l en runners up. each 
receiving a TGM T- Shirt are: 

Chris Abbott, Beeslon, Notts, (MQ9 2BD. 

Marcus Tumor. Nottingham, NG21QO; 
Siu.irt Frasai, Holyhead, Gwynedd, LLfiS 
2HF Andrew Davis. Bet kenham. Kent, BP3 
1TF; Mr Hon Cheng, Hertford, Haul*, 3Gt4 
3 AY. Michael Cook, Enfield, Middx. EMI 
3AQ; H Brown. Nnw Maiden, Surrey, KT3 
3HP: Juhn Ruddick, Northumberland. NEA2 
5 J 5: S Singh, Handsworl h , Birmingham, 
BZ1 DAT, Neil Ciena, London. NW2 ILL. 



Mattel UK's Nintendo 
Competition 

Robert Collier from Leominster, 
Herefordshire wins the Nintendo 
Deluxe Set and six cartridges, and 

we're throwing in an ubiquitous 
TGM T- Shirt as well. And then 
there are a further ten runners up, 
who each receive a TGM T-Shirl: 

M Easlon. Weslerham, Kent, TN16 1 LIB: 
Brian Dick, flovinqton, Dorsal, BH20 6HY 
MilPE Ruherl &tirt , KirirjSwmlOrd, Wesl 

Midlands, DYfi ARK; T Patterson, Harborne. 
Birmingham. E1 7 9JT; Stephen Left 
Otlewall, Chaddenden, Derby, DE2 6TE : K 
E Ripoon. Preston, Lanes, PPJ4 DYD;. Jason 
Brown. Mellon, N Yorks, YOIT OrVQ, Luke 
GietiiniBrenchJey Gardens, London. SE23 
30N; Chris Matthews. Sl.Neols, Cambs, 
Pti9 1UJ; Tim Cutler, SheHiflld, S Yorks, 
57 1SF. 

Infocom petition 

Courtesy of ActivisionUK, the full 
range ot superb Intocom 
adventures wg 5 up for grabs, and 
the winner is Miss J Hewett from 
Upper Norwood. London SE 19. A 
Copy of Nord And Bert Could Not 
MakeHeadNor Tate Of if acts as a 
fine consolation pnze for ten 
runners up, and they are: 

nana Bismjlt, London, N14 SPT; JP Shell. 
Tyrte A Wear, NE26 3AS; Peter Chalcraft, 
W BUUHH, BN4 3LN; E Wi^on. 

Cambridgeshire, CBS 2TQ; Alejiander 
Kclls, Livrrpnnl, L?1 'AIJ; Simon 

Harrowing, Norfolk, PE31 8ST. Jan Heinde 
Vrov. Blaricum , The Netherlands; Jason 

Quest. Leicester shir e, LEE 5TD. Rofa«rt 
Pocock, Derbvitrira. SK1T9BG: Mark 

Topping, Bath, HA1 3RL 



Ocean's Athena 
Competition 

CJ Finnie from SqlihuH, 
W Midlands wins the exciting 
Ocean-made, custom-built 
portable Athena arcade 
machine, with leads. Tatung 
Monitor and a" Qutckshot IX 
[oystick, 50 runners up gel a copy 
of Athena (or Renegade if they are 
Amstrad owners), and they are 

Michael Nicholson. Wirral, L49 SMF; 
Mahmood Sultan, Wurt ester. WFU 9PQ; 
Michael MUchell, N Number side, HUB 'J t'H 
Rabin Cavill, W Yurks, WFT2 TBE . Jnhn 
Parchment. London. E5 OAD. Andrew 
Holmes, S Hun-ibs. ON32 9QJ J Brjimh.im. 
S Yorks, S3i OWG. JSimmomle. Sheifield. 
S1 1 STD; J Temple. E»**t. COS *PE; S 
Gulamalr, Wills, SPilAT Oavid 
MacLauc hlan. Somursst. BA22 9LF; 
AMhofly S Burke, Lanes, WNS SSW, John 
Pnjntice, SurNolk. IPU 2HQ; Howard 
Thorpe, Souinamptan; Chris Taylor, 
Co Durham, DHJ 2JP:. Daniel Owen. 
Swindon. Wilts; Philip Guudwm, Eisei. 
SS1 1 7EL; Daniel Henderson, Dublin: C 

Boyle, London, N22 4 YJ; Diiirrrvuirt 
McGowan, Derr>. BT4S9JE, Chris Garbult, 
Essen, SS1 3 1 HR; H Morlhonsen, 
Co Durham: RM Thorpe, Co Durham. SHT 
7JD; J;imes,Hcntlrio, London NWl 9AK. Tim 
Patterson, Birmmghatn, B1 7 9J1. Ddminn 
Lunny, CO Fermanagh. B774 6HB; Greg 
Shea, Kent; Nicholas Henitutk, S York*, 
S«1 2UJ; Jon Rose. WSusseH. POZl WZ; 

Al.in MlHer. Carluke, MLS SOD: K 
Wohnenhotnre. Manchestn M3 ZNH. 
Kevin He N am.-irji.. Lanes, OL6 4SY; M 
Ashcroh. Aberdeen. ABE flBZ. Lewis 
Cohen. Cambs. P^7 IMP; Jon Dawson, 
Notts. NO 1 S 6HW; Andrew Surteirs 
Cleveland, TSS7 *£Z. Shane Hassan, 
Co Derry,aT474Tn;MatBrooktielr] • 
SSI S «LH: R ic hard J Hole, Devon. PLfl rON , 
Amhinvy Qoddard, OnPorrl. OX? 7TE. CM 
Lee, London. Ei 7 SUt; Clive Peedell, 

Onfard, DXZ 9HQ, Paul Mnrrl*. HerU. WDZ 
1HH; Martin O'Connor, Derbys. S41 JHA. 
Stephen Flo«l, Co Down, BTM 3HA; Mo* 
Gr altie, Chesfur e. W A 1 6 9QU .John McNeil, 
Co Durham, DH3 3SD: Neil Dearie. StaWe, 
ST 14 SOH; Russell Bird, S Yolks, 565 1UL, 
Mark Thompson, Soythamp| n. SO! SON. 



Electronic Arts and 
Chessmaster 2000 

Ten winners each receive a copy 
of 1 he Chessmaster 2000 

program: 

SJ Cooper, Clwyd, LL 1 2 BJF , O Of osun, 
Staff* ST1 300: John Watson. Perthshire. 
PH1&2AT; Paul Brattan, Hull. HU6 00U, 
Thomas Hrisbeneen, 3420 Farum, 
Denmark, Andrew Hirst, M.mchcrtlrr, M2a 
SSW: Alislar May, Moray, IV30 10T; Robert 
Lines. Hants. P012 2QW; C*t 
Kuttehvascher. Surrey. GL» 11 1 E G. Brian 
Neilson, Lenerke, ML6 bow 



ADVENTURE 



ROB STEEL'S 

GETTING 
ADVENTUROUS 



JACK THE RIPPER 

CRL 

COMMODORE 64/128 Cassette: £9.95 Diskette: £14.95 

SPECTRUM 48/128 Cassette: £3.95 

AM5TRAD CPC Cassette: £9.95 Diskette: £14.95 



J 



oint authors {you can decide among yourselves in 
which context you wish to view the word joint!) of 
Jack The Ripper, the latest adventure release from 
CRL. are none other than the St Brides ladies - or 
more specifically - Marianne Scarlett and Priscilla 
Lang ridge These writers' previous claims to fame include 
Bugsy, The Secret Of St Brides and Tine Very Big Cave 
Adventure, none of which impressed me very much. 
However, it seems that the ladies have matured somewhat 
in their approach to the adventure world (even if they do 
still behave strangely in public) and Jack The Ripper is the 
first of their games which has actually held my interest for 
more than 20 minutes. 



Sel in the year 188fl, when olde 
London Towne was in the grip Of 
the evil Ripper, the player is put in 
the unenviable position of being 
suspected by the Peelers as 
having more than a passing 
interest <n the recent horrific 
murders. They do in fact seem to 
think the player is the Ripper and 
are intent on both catching him 
and putting an end to his 
gruesome vocation. 



at them) but also two scraps of 
paper and a bloody, knife. Taking 
the weapon is a dumb move so 
stick with the paper and don't 
forget to pocket it before leaving 
the scene of the crime. 




The adventure begins as you 
discover the horribly mutilated 
body of a young woman, 

examination of which not only 
produces one of the many 
tasteless pictures to be found 
within the game (as Mel Croucher 
discovered in THE GAMES 
MACHINE Issue 2, even the St 
Brides ladies couldn't bear to look 




Events at the start of the game 
tend to lead the player through 
without much interaction but the 
prose is very readable and quite 
descriptive- Once control of the 
hero has been gained there are 
many problems to solve, mostly in 




* -^ — la 




the form of covenng your tracks. 
The general atmosphere created 
within Jack Thg ftjopier smacks of 
Rod Pike (adventurous author of 
Pilgnm, Dracula and Fr$rik$ri$tein) 
although this is by no means a bad 
ttiingandStBrldasdOllverywell- 

Putting aside the censorship 
hype and the less than agreeable 
topic of the adventure. Jack The 
Ripper is professional 

implemented and quite exciting to 



play, the three parts included also 
add to the package by making it 
value for money ... a must for 

those of us over 1 S! 



ATMOSPHERE 82% 
INTERACTION 73% 
OVERALL 78% 



JINXTER 

Rainbird/Magnetic Scrolls 
AMIGA Diskette: £24.95 
ATARI ST Diskette: £24.95 



ichael Bywater wrote 

Jinxter, He's the 

gentleman 

responsible for 

Punch magazine's 'wild 
invective', so if you are a 
reader of this mildly 
amusing mag you will know 
what styie of humour to 
expect from the game. The 
award-winning team 

Magnetic Scrolls also had 
quite a lot to do with the 
program, you remember 
them, they're the bods 
(except for Anita Sinclair 



who is definitely un-bod- 
like) who brought us The 
Pawn - winner of twelve 
international awards - and 
Guild Of Thieves - winner 
of the British 

Microcomputing 
Federation's Game Of The 
Year award 1987. 



The story opens with the player on 
the local bus on his way home. 
What could be more innocent? 
The only worrying thoughts on the 
player's mind at present concern 
the general level of good fortune 
within his country which has been 



I 



TGM TX DATE: 02-83 75/116 



decreasing rapidly of late 

The reason for this is somewhat 
abstruse to say the least. It 
appears that a secret masonic 
society of Green Magicians (here 
we go!) has been working behind 
the scenes subverting society and 
changing the land's fortunes and 
that of its inhabitants. To counter 
these nefarious dealings, a 
Guardian from beyond the realms 
of time has chosen the player to 
undertake the great quest and 
save civilisation as he knows It 
(Stop yawning!). However, this 
particular Guardian is not what 
one might expect, he wears a 
herring-bone overcoat, lends to 
forget words and his main aim in 
life appears to be avoiding his wife 
and kids (not as daft as he looks 
perhaps). 

Jfhxter's cast of supporting 
characters include a 

megalomaniac gardener, a 
postmistress who thinks she's 
Caiamity Jane and a dim-witted 
postman who goes by he name of 
Poor Bloody Lebling (nothing to do 
with Infocom's David I trust?). 

Whilst being crushed at the last 
PCW show. Anita Sinclair took me 
on whirlwind tour of an unfinished 
Jmxter. she demonstrated the 
pretty graphics and the general 





Like a red rag fa a buli - take 
nothing at face vaive becauaa thin 
is the first Magnetic ScroHs 
adventure where objects 
m the pictures that don 'I appear 
in the text m*y be EXAMiNEd 




A bndge nor ter enough -don't dally, staring alihe towi/r^f landscape, thermSmuvh tobadone. (AN three pictures arm 
from the Amiga) 



feel of the game She also told me 
that the player cannot actually die 
within Jinxter. This was music to 
my ears as it meant I could be as 
careless in the game as I am i n real 
life and no harm would come to 
me. It appears to be true, as on- 
coming buses, rampaging bulls 
and the like do thetr very best to 
end your enjoyment without 
success. This approach may at 
first seem a trifle wimpish, but 
within the game's context it works 
very well and allows the player to 
get full enjoyment from playing 



without fear of death , And what are 

you doing in this deathless 
existence? The basic aim is to find 
a n umber of ch arms and a bracelet 
(that needs reassembling) with 
which the evil wizards/witches can 
be defeated, and peace and 
harmony restored be to the land, 

Jinxter has everything that its 
predecessors had and more. The 
system used to create Magnetic 
Scrolls adventures has obviously 
been tightened up. and works 
extremely well in this game. 
Graphics on both ST and Amiga 



versions are very attractive and 
seem to get better as the game 

progresses. The prose is 



In pale, sunlit hues, the 
C onservfll ory where may 
a tabte-clom be found 

exquisite, full of ambience and 
often very amusing. 1 particularly 






OTHER FORMATS 

No clear indication yet as to release dates, but other machines 
to be covered are Macintosh £34.96, Apple II £19.95, Amstrad 
PCW £24 .95 and CPC 61 28 £ 1 9.95. Atari BOO £t 9.95, Spectru m » 3 
£15.95, Commodore 54/126 E 19.96 and PC £2495 (all diskette 
prices) 



76/116TGM TX DATE: 02-88 



- — 




ADVENTURE 







enjoyed the path joke but won't 
ruin potential players' enjoyment 
by revealing it. What else can i 
say? It is Magnetic ScroliS"S best 
adventure to dale and with a 
record like theirs, how can you 
resist . . . go and buy it. 



ATMOSPHERE 93% 
INTERACTION 91% 
OVERALL 92% 



THE 

JADE 

STONE 



Martin Games 
SPECTRUM Cassette: £2.95 



Every so often an adventure comes my way which, 
although haying been written using a utility such as 
GAC or the PAW, stands head and shoulders above 
the rest of the normally non-inspirational efforts I get 
to peruse. One such game is The Jade Stone by Linda 
Wright of Martin Games, if this lady's name sounds familiar 
it is probably because her previous adventures include 
Black Fountain and Sharpens Deed, both of which were 
written with GAC and both achieved some success for 
Incentive Software. Linda has decided to market this 
particular game herself and so far it is only available direct 
from her company - the address is at the end of this 
review. 



Text The Jade Stone - a PAW 
adventure - tells the story of a 
Princess and her attempts to 
rescue her lover (Amanton} and at 
the same time (probabfy during 
lunch breaks) save her father's 
kingdom of Nulorn. It transpires 
that the evil sorcerer. Mallumo of 
Kradoom, is about to declare war 
on Nulom and, wishing to impress 
the princess's father, Amanton 
sets off m an attempt to thwart his 
dastardly plans. Unfortunately it is 
not long before news of 
Amanton' s progress ceases, and 
indeed all knowledge of his 
whereabouts is lost. The reason 
soon becomes clear; Mallumo 
sands a ransom note to the king 
demanding an exchange: either 
give up Nuiom or the princess in 
return for Amanton's freedom. 

The king is enraged. He 
immediately orders his army to 
venture forth and put an end to the 
evil sorcerer's insolence. 
However, the princess does not 
quite share her father's confidence 
in the army and decides to lend a 
helping hand. She learns of the 
existence of the Jade Stone, a 
magic gem which may have the 
power to stop Mallumo . . . if only 
she can find it. 

The first element in The Jade 



Stone to impress me was the 
obvious thoug ht that has gone i n lo 
its creation. Most inputs have 
been anticipated and the player 
usually gets some sort of coherent 
answer to valid commands. The 
parser on the PAW is fairly 
versatile, and Linda appears to 
have used it extensively so that 
quite complex sentences may be 
input and understood. There is 
also a speech-mode which allows 
you to talk to most of the other 
Characters - and there are many - 
you may meet during the quest, 
and a reply is often forthcoming 
for most commands- 
Location descriptions are a Utile 
sparse but are well written, and 
obviously memory, or the lack of 
it, must be a factor to be taken into 
consideration. It's no good having 
dripping prose if there is nothing 
to actually do in the game h while 
on the other hand plenty of p Lizzies 
and no atmosphere (which seems 
to be the norm with adventures 
created on this type of utility) can 
make a game very dull to play. The 
Jade Stone has the balance about 
right, although from a personal 
point of view I think the graphics 
within the game are wasted space, 
they add nothing to the game, but 
from the marketing angle 



adventures with graphics lend to 
sell better than those without. Why 
this should be is, and probably will, 
remain a mystery to me. 



AFOUL 



While in winge-mc-de I'll |ust 
mention* the swearing syndrome; 
if you input a four-letter word mio 
The Jade Stone, the game replies 
by quitting and restarting, I've 
never understood why people do 
this - by making the game react to 
a foul input surely the aulhor is 
recognising, even hoping, that 
players will try out these words 
when playing, after all authors 
obviously go through the effort to 
input the wofds into the 
vocabulary in the first place and 
then program the game to react 
appropriately. Why nol |ust ignore 
the fact that these unnecessary 
words exist , , , al least >n the 
world of adventuring. Before any 
clever dick writes to ask why I 
don't ignore such wofds myself 
and nol input them, every game 
has to be thoroughly playtested, 
and ail avenues must be 
attempted to get a fair idea of how 
they work. 

The Jade Stone comes in Iwo 
parts and consists of some clever 
puzzles and some obscure ones, 
sufficient ambience and lots of 
user-friendliness. For the meagre 
sum of under three pounds this 
game is s must for adventurers 
who fancy being a princess for a 
while, and are fed up with being 
ripped off by over-priced, utility 
written games. 

The Jade Sfonemay be purchased 
from Martin Games. 19 Briar 
Close, Naitsea, Bristol BS19 
roc 



ATMOSPHERE 71% 
INTERACTION 72% 
OVERALL 76% 



1 



TGM "DC DATE: 02-88 77/1 1 6 



ADVENTURE 



DEJA VU 

Mindscape/Mirrorsoft 
AMIGA Diskette: £29.95 
ATARI ST Diskette: £24.95 
COMMODORE 64 Diskette only: £14.95 
PC release is imminent 

I'm sure Tve played this adventure before but I cant 
remember when. 
From behind a grey empty mist, reality shimmers into 
focus as consciousness slowly returns. The bump on 
your head and the blood stain on your clothes indicate that 
perhaps the events leading to this predicament were 
somewhat nefarious- If only you could remember . . . 
everything around you is vaguely familiar and yet you 
cannot actually recall where you are or, perhaps more 
worrying, who you are. 

The mystery begins in thejohn of 
Joe's Bar, A coat and gun are 
hanging on a peg here, they will 
probably be of some use later 
especially as there is money in the 
Coat pocket and bullets in the gun. 
An examination of the mirror 
above the sink results in a face, 
which you feel you should know, 
staring back at you with a variant 
gaze. Is this you? Exploring the 
immediate surroundings reveals a 
number of small clues including, 
on the landing wall, a poster of a 
once famous boxer whose face is 
the same as that of the guy in the 
mirror, so you now krvow what you 
took like and even what you are or 
were. Now all you need to do is 
discover why you have a bump on 
the head, blood on your clothes 
and no memory. 

After finding the secret elevator 
and various odd objects (i r>cl ud ing 
one dead body) tying around it is 
time iq leave the bar and venture 
forth onto the streets of Chicago, 
Buying a newspaper loosens the 
vendor's tongue and he informs 
you that the police are currently 



investigating a murder and the 
man they are looking for fits your 
description exactly. It looks like 
your task is obvious; find out who 

and what you are and clear 
yourself of murder in the process. 
Nothing to it. 

IN A HURRY 

P£j£ Vy (French for 'seen before') 
is an icon -driven adventure, a 
genre which seems to work much 
better on the IS-bit than B-bit 
machines, although the 

Commodore 64 version tries very 
hard to disprove this theory and 
indeed is at least as playable as 
the ST game if a little slower and 
with less impressive graphics. The 
screen is dominated by a 
representation of the player's 
surroundings, with windows to 
one side depicting the inventory 
and any items which may lurk 
inside opened objects. Below is a 
text window filled with location 
descriptions, messages and 
results of actions taken by the 



77m face staring back from the ST at you looks familiar . 




Let's open this corpse end 9*9 what its carrying - ST screen 



p»?MHI!U of eh KlC*l * UTTWlWAd ' 

■•i'j;n'ji» m t r.vj •§ 



Office 




the desk. His left hand 
still grips the phone 
receiver. in tho background 
there is « wail safe, a 
window, and a telephone. 



f~^ttlT*' 



77» GommodorB 64 graphics are no match tor the 10-bit machines but the the 
gamepiay is aH thwe 



player. All graphics are very nicely 
done and are enhanced here and 
there with suitable sound effects. 
At the top of the screen is a 
command box. This includes all 
the actions available to the player 
at any particular time, such as 
EXAMINE, OPEN. OPERATE and 
SPEAK. The idea is to click the 
cursor on, for example, OPEN in 
the command box and then click 



M File Special 






_^ 






* 



Click to Continue 




I 




It's a nan who appears to Ee lacking 
sonething; nanely, life. There are 3 
bullet holes in nin. He suggests a 
ienory, The face rings a sour bell. 
Vou feel as though you should be ablj^ 



on the desk within the location 
graphic and voila. if there is 
anything In the desk, a window 
opens with the contents of the 
desk pi Claris I ly displayed. If you 
want any item then you can click 
on its pictographic and then drag 
it into the inventory window. 
Without going into all the game's 
little idiosyncrasies I will just 
mention that by moving the cursor 
onto closed doors and double- 
clicking the button {mouse on 16- 
bit, joystick on 8-bit) the program 
understands you want the door 
opened and will do it, The same 
double-Click technique goes for 
examining items and going places, 
very useful for those of us in a 
hurry. 

D£j& Vv includes a few oddities 
(such as having to open the corpse 
to find out what it is carrying!) and 
can be a mite slow where 
movement from one location to 
another is concerned, but overall fi 
is a well -implemented, polished, 
graphical adventure. It succeeds 
in involving the player from ihe 
very start and slowly dragging him 
deeper into the world 
of ... er ... oh, what is that word 
used to describe loss of 
memory . . . ? 



ATMOSPHERE 84% 
INTERACTION 78% 
OVERALL 81% 



COMPETITION 



TERRAMEX THE 

WORLD GO 

ROUND! 




FROM GRAND SLAM ENTERTAINMENT 
ESSENTIAL INGREDIENTS TO BE WON, PLUS 

THE GAME TERRAMEX! 






FROM DEEP within the COlel 
emptiness of space a spinning 
ball of death hurtles on an 
unknowing path of destruction. 
Its place of origin may be 
unknown, but its destination is clear: 
Earth. Only on© man has the the 
power to stop its destructive course, 
a mad professor who resides deep 
within a mountain complex. His plan 
to deflect trie asteroid by constructing 
a massive bat, which wilt hopefully 
knock the rock ball safely away, relies 
on finding several vital items with 
which to build the crazy construction 
This is where you come in. Whilst 
viewing the title screen of Tef7^mt?x 
you may choose to be either a Ger- 
man. English, French, Japanese or 
American explorer - and your choice 
affects whiGh objects you need to 
complete the game (for more details 
see the review elsewhere in THE 
GAMES MACHINE). 

Grand Slam Entertainment and 
THE G AM ES M ACH I NE h ave put their 



Terramex is 
available 
for: SPEC- 
TRUM, COM- 
M0- 
DORE 64, 
AMSTRAD 
CPC, AMIGA, 
ATARI ST 
and MSX. 



heads together (not a pretty sight) and 
come up with a crazy clutch of 
goodies for the lucky winner of this 
Terramex competition. First prize is a 
list of the items which may or may not 
be found in Grand Slam's Terramex. 
These every -home-should-have-one 
items consist of: a cricket ball, a mini 
vaccuum cleaner, an umbrella, a cup 
of tea (mug and teabags). a flash gun, 
a six-pack of beer, a uni-cycle and a 
silvery coin. For 1 2 runners up we shall 
be awarding a copy of the game Ter- 
ramex, so don't forget to include the 
particular make of computer you own 
{the Terramex formats are listed here). 

All you have to do is correctly ans- 
wer the five questions below and write 
them down on a postcard, or the back 
of a sealed envelope, together with 
your name, age, address and com- 
puter, and send your entry to TER- 
RAMEX COMPETITION. THE 
GAMES MACHINE, PO BOX 10, 
LUDLOW, SHROPSHIRE SYS 1DB. 



The first correct entry pulled out of the 
hat will win. Entries must reach us by 
February 18 Please note that as one 
one of the prizes is an alcoholic liquid, 
entrants under eighteen years of age 
cannot be considered for the first 
prize, otherwise our standard com- 
petition rules apply - see the masth- 
ead for details. 



TERRAQUESTIONS 



1 ) What are cricket balls trad it ton- 
ally made from 7 

2J What do suction carpet cleaners 
and the FBI have in common? 

3) Which famous nanny (the one we 
see every Christmas) can fly with 
an umbrella? 

4) Which American seaport is 
famous for its tea party? 

5) Who invented the camera? 



TGM TX DATE: 02-88 79/1 16 



PARANOID 
PSYCHOTICS 



Stay Alert! Trust no one! Keep your laser 
handy! John Woods reviews two RPGs - 
one a rules system, the other a board game 
- likely to keep the winter cold at bay but as 
likely to chill the spine. 

Two Games Workshop products feature this month - hardly 
surprising since the prolific Nottingham-based company are the 
only sizeable British games manufacturer outside the family' 
market. There's been some debate as to whether this is good for 
jrthe industry, and I for one would be glad to see a little more 
competition. Whilst Games Workshop have had deserved successes 
with British printings of American games, some recent home-grown 
releases have been less thrilling. In particular, I felt Warhammer Fantasy 
Ftoie-Play (featured last issue) and the boardgame Stood Royaie- full of 
good ideas - were let down by patchy overall design and irritatmgly bad 
proofreading. 

This month's two offerings are a refreshing contrast - both excellent 
m their very different ways. 



PARANOIA 2nd 
EDITION 

Role-Playing Rules 
Games Workshop/West End 
Games Inc 
Hardback 160pp, £12.95 



"SERVE THE COMPUTER 

THE COMPUTER IS YOUR 

FRIEND! 

The Computer wants you to be 

happy. If you are not happy, you 

may be used as reactor 

shielding,' 



Mmdn»nin*poit-tiolQCSU»tCttyttpra*nf*dtn ttt*updmtmdm»condwdttfoft of 



West End Games describe 
Paranoia as 'A lighthearted game 
of terror, death, bureaucracies, 
and scientists, mutants, 

dangerous weapons and insane 
robots', which just about says it 
alii Set in en underground, post- 
holocaust city - Alpha Complex, 
players take the role of 
Troubleshooters chosen by the 
insane ruling Computer to carry 
out special missions for it: such as 
terminating a group of heavily- 
armed Traitors within the 
Complex, making safe a melt- 
down reactor, or even travelling 
out of Alpha Complex to the 
mysterious. Outside. 

No other RPG otters 
gamesmasters a better chance to 
indulge in sadistic and 
megalomaniac leanings, as. they 
become the all-powerful 

Computer and its vast 
bureaucracy of faithful minions, 
sen-ding unfortunate players into 
ludicrously dangerous situations 
with hopeiessly unsuitable 
equipment (expenmental Plasma 
Generator anyone?) and 
misleading or impossible 




instructions. And if by same 
chance the players survive the 
dangers the GM has in store for 
them, (hey still have each other to 
reckon with; in this paranoid world, 
wherR a single ill-considered word 
or deed is proof of treason, player 
characters are liable to be instantly 
executed by quick-thinking 
'comrades' if they give so much 
as a hint of disloyalty to the 
Computer, 

Characters drop like flies, with 
the rules recommending a typical 
casualty rate of 50-100% per 
adventure. Fortunately, each PC 
has several clones ready to 
replace him or her in ihe common 
event of an early demise. 

The Second Edition of the 
rulebook is attractively set out, 
with heaps of cartoon illustrations 
adding nicely to the game's darkly 
humorous atmosphere, A tew 
changes have been made, most 
noticeably the streamlining of the 
PC skill system. There is a section 
on converting characters from old 
rules to new. bul few PCs are likely 
to be around long enough to be 
worth the effort! The rulebook' s 
layout and organisation has 
improved greatly, with tables and 
charts - that cluttered the first 
edition - moved to a pull-out 
reference section, Most welcome 
are the new introductory sections 
tor beginning players and GMs - 
Paranoia is a more difficult game 
than most to GM well, so the new 
hints and lips make a real 
difference. The book aiso includes 
a complete 25-page adventure to 
get you Started. 

Paranoia is a lighthearted RPG, 
ideal far a group fed up with over- 
complex rules and players who 
take their characters too 
seriously . . , and for GMs who 
want to get their own back? The 
new edition is tar more suitable (Or 
those with little or no RPG 
experience, and is excellent value 
for a complete system (just add a 
20-Sided die). First Edition players 
should consider moving up too - 
t he nj le changes aren 't drast ic, but 
improved book organisation 
makes the GM's life easier, 

' Remember: Stay Alert! Trust no 
one! Keep your laser handy 1 ' 



THE FURY OF 
DRACULA 

Board Game, 2-4 players 
Games Workshop £12.99 

The atmosphere of gothic horror 
that pervades this boardgame 
began to have a strange effect on 
me as soon as I opened the box. 
As I thumbed through the arcane 
lore in the sinister black rulebook, 
gingerly assembled the four-part 
parchment-coloured map and, 
with shaking hands, examined the 
dozens of event cards with their 
marble-look backs and playing 
counters covered with strnnge and 
horrible designs, I knew it could 
not be long before I was 
transformed . . . mto a vampire! 

11 is 189S. Count Dracula is 
terronsing Europe. Only Lord 



BO/116 TGM TX DATE; 02-88 



ROLEPLAY 



GorJalmmg, Doctor Seward and 
Professor Van Heteing dare stand 
against bim. Tfiey must battle 
against Dracula 1 s evil henchmen, 
destroy vampires he has created, 
and finally confront the dread 
Count himsett The action ranges 
over ihe whole of Europe as the 
fearless hunters use every means 
at their disposal to find the trail of 
the Prince of the Undead, track 
him and finally, with luck, rid the 



world forever of this terrible fiend. 
But the Count is devilish 
cunning . . . 

One player takes the role of 
Dracula, who moves around 
Europe m secret on a chart hidden 
from the view Of the others, leaving 
traps, hoaxes, henchmen and 
vampires in the cities he passes 
through. The other playerfs) 
control! the three Hunters who 
must move around the map on the 



Count's trail. They have the 
advantage of superior numbers 
and occasional assistance 
provided by the results of Event 
Cards, but they must be sure to 
obtain suitable weapons or they 
will be no match for Dracula in 
combat. 

Tension builds early as the 
Hunters pass through city after 
Ctty with no trace Of Dracula. 
Suddenly, one stumbles upon the 



ExcaHent quality component* adit to thm gottiic Horror at tttm fury Of f> acuta 




Count's trail and has to deal with 
whatever nastiness has been left 
lying in wail. If the Hunters survive 
encounters and finally trap and 
confront the Count, the game is by 
no means over! Dracula is more 
than a match for an ill-prepared 
Hunter, arid combat may result in 
the Count escaping, leaving the 
Hunter bitten. Another bite and the 
unfortunate victim himself 
becomes a vampire? Hunters win 
as a group if they destroy Dracula, 
with the individual Hunter who 
gamed the most Valour Points 
(awarded for courageous deeds) 
being overall winner. Darkness 
(and the Dracula player! triumphs 
if the Count infests Europe with his 
vampire minions, A typical game 
might last up to three hours. 

The game's physical 

components are of excellent 
quality, even including metal 
miniatures to represent the four 
protagonists. The rules take a 
couple of caretut readings to 
digest, but after that the pull-out 
reference section and the tables 
on the Strategy and Movement 
screen that hides Dcacula's 
actions from the other players, 
make the rulebook largely 
unnecessary dunng play. 

Great fun and good value at the 
price. The gradual build -up of 
tension and the sudden and 
dramatic confront at ions make the 
game a real, er, scream to play 
Just the thing to while away the 
long. dark, sinister winter 
evenings , . . Heh heh tveh 1 



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TGM TX DATE: 02-8881/1 16 



BOARD GAMES 



GOING 




The success of Trivial Pursuit two years ago 
made board games trendy again and has 
returned them from the loft to the coffee 
table. THE GAMES MACHINE reports on - 
and evaluates - four recent releases for 
kids aged eight to eighty, plus the new 
office toy. 



GAMES 
NEWS 



hile Legoland and 

If Transformers still rank 

I number one and two 

f respectively in the Toy 

charts, the highest entry for 

an adult board game is at number 

1 1 (in December) for Trivial Pursuit 

And that's the only adult game in 

the top 25. 

San Serif have new range of 
games they hope will reach the 
heights of their Trivial Pursuit, The 
boards open up on an adaptation 
of Central TV's quiz show Sporting 
Triangles. Later in Spring comes 
(he relaunch of Ubi by Home- 
Abbot, creators of Triviat Pursuit. 
And thai will be followed by 
Seaside Frolics. Back words, I- 
Ouesi, Veroostts and The Antiques 
P,oads to* game. Licensing in the 
board game market is as big a 
business as it is with software. 

Milton Bradley Ltd, better 
known as MB Games, have 
squandered further moral 
considerations for a sequel to the 
best-sellmg Scruples, due early 
this year, Scrupfes JJisn't really any 
different from the original but 
provides the pi a yers with a new set 
of moral dilemmas and 
embarrassing situations. 

AJso from MB Games js a rather 
amus'ng offering called Game Of 
Games, incorporating a standard 
board which the players move 
around, each square having a 
different sporting event on it such 
as golf , skittles , r m g toss a nd many 
Others, all made in miniatures. 
Having landed on a square,, the 
player plays one of the 14 game 
and then moves on. Good family 
fun. 

A favourite which came in too 
late to be fully played was Kenner 
Parker's Spitting Image game. 
Playing the world leaders, Maggie, 
Gorbyand Ronnie, the objective is I 



to uncover secrets about the other 
leaders whilst keeping yours 
hidden. And their other newie is a 
great party- play. It is called Dare 
and, like Trivial Pursuit the object 
is to move around a board 
answering general knowledge 
questions- but should you get one 
wrong a forfeit must be paid in the 
form of a dare, All the dares are 
silly and can cause an awful lot of 
embarrassment - not for the shy 
games players by any means. 



from your guests as possible. 

The game plays like an 
elaborate version of Monopoly* 
and the more players the better, 
Moving around the board, players 
landing on unoccupied squares 
may buy and thereafter build 
hotels. Buying involves stumping 
up cash for the plot of land from 
the reserves given at the start or 
from profits made during the 
course of the game. Building 
requires planning permission - 
granted by the roll of a die, which 
let you build free of charge, at the 
double the cost, or not build at all. 
The bigger the hotel, the more 
value it has. 

Entrances, placed around the 
board force other players who Sand 
on them to stay in the hotel. The 
size of the bill depends on the 
number of nights stayed - chosen 
from the roll of a die - and how 






mill 



H _ 




$hck packaging ami Dallas ■ styte 
hotels add up to a game aimad to 
improve 9hill% in graad and meanness 

HOTEL 

MB Games, £17.99, 
2-4 players 

Although Hotel itself has been 
around for some time MB have 
done an excellent rerelease for it, 

giving a stylish new look lo the 
packaging and adding a beautiful 
collection of 30 model hotels 

which you build from cardboard 

kits. 

The objective is to join trie ranks 
of the stinking rich by building 
hotels and taking as much money 



large the hotel is. 

Playing Hotel can lead to 
making enemies because as soon 
as one player begins to make s lot 
of money and gains control of the 
board it is very difficult to hit back. 
Like Monopoly, the game can last 
for several hours if played until 
compietion. 

THE VERDICT 

Hotel, although armed at eight- 
years-old and up, can become 

involved' and time consuming. It 
proves immense fun to play, and 
ihe board and accessories are 
such an attractive sight it is quite a 
disappointment when the whole 
thing gets packed up in its box 
again. Concentration is a must. 



although actual brainpower is not 
over-used, A worthwhile game to 
play with friends and a good 
supply of food n 'drink. 



THE 
GAME 
OF 
QUOTATIONS 

MB Games, £20.00, 
2 players and more 



After an extensive advertising 
campaign, MB Games have finally 
released Quotations - and to our 
Surprise, it is very good and highly 
entertaining. 

Quotations is played with 
nothing but the actual question 
bards themselves, several 
hundred in ail, each containing 
four questions. The cards are 
divided up into five categories - 
Who Said That? (straightforward. 
a quotation is read and the 
author's name has to be given), 
Quote Vote (iike Who Said That? 
but with muflipie choice answers 
given). Buz* Words (which makes 
you guess what quotation is 






82 1 1 6 TGM TX DATE: 02-88 




DINGBATS 

Waddingtons, £10.99 
2-4 players 



The Dingbats series of puzzles 
began in ttie Daily Mail years ago 
and now creator Paul S&Uers has 
devised a board game around 
them which draws its origins from 
the age-old classic Snakes And 
Ladders. The object is to get from 
one end of the board to the other 
by rolling dice. As in Snakes And 
Ladders, you can fall down the 
board or move up - or sioeways 
by landing on a directional arrow. 
The Dingbats are encountered 
when a player lands on a Dingbat 
or Diabolical Dingbat, square, and 
If you haven't seen a Dingbat 
before, they can be tricky. I mean, 




hidden in a story). True or False 

(Did Princess Anne really say 
PeopJe expect me to neigh, grind 
my teeth, paw the ground and 
swish my tail' - yes she didl) and 
Missing Words {guess the word 
missing from a given quotation), 

Each player is given seven cards 
and has to get hd all of them by 
answering the questions correctly , 
Quotations is not very difficult to 
play - even if you don't think you 
know any quotations it is amazing 
ho w many sudden ly come to m ind 
when playing the game. 

THE VERDICT 

Without a board Quotations 
appears to lack a competing 
element, but still manages to 
provide plenty of enjoyment. 
Although you probably won't be 
playing it oay-in. day -out, it is the 
sort of game to return to often 
when you have friends around. 
And H has a rather nice designer- 
type box to boot! 

Who said what, if anything? 
QUOTATIONS 




what does a card with STEP PETS 
PETS mean to you? One Step 

forward, two steps back - that is 
what it should mean anyway. And 
so it goes on. 



THE VERDICT 

We didn't really think a awful lot of 
the game, it has a tendency to get 
annoying because of 

inconsistency in the difficulty of 



DINGBATS 

Snakmm And Ladomrw for 

the atymoiQ^ist 

the puzzles - but good marks for 

effort and decent packaging. 






GARY LINEKER'S 
FOOTBALLER OF THE 
YEAR 

Gremlin Board Games, £14.99, 2-4 players 



Gremlin Graphics have spread 
their proverbial wings with their 
first board game release - 
unfortunately it's a bit of a half- 
hearted effort. Playing Mr Lineker 
{a rather wobbly bit of while 
plastic), the object is to move from 
the Fourth Division up to the First 
and become Footballer Of The 
Year. 

Players automatically move a 
square per go, throwing a 
combination of five dice (one for 
skill and two each for home and 
away scores) to determine the 
outcome of the square's matches, 
thus gaining or losing status 
points- SLalus points are also 
affected by the outcome of 
random incidents, picked from a 
pile of Incident Cards when on an 
appropriate square. Additionally 
there are squares for League Cup, 
UEFA, Winners Cup and World 
Gup matches involving up to a 
further six dice, and doing weli 



EGGZILLA 

MB Games, £5.99 Or less 

Eggzilla is really just a small toy, 
but one that has entertained us 
GAMES MECHANICS and guests 
for many an hour. You press the 
baby Godzilla down onto a 
secured spnng released by a 
timer, and attempt to reconstruct 
the shell from several fragmented 
pieces which only fit together in 
one way. The object is to complete 
the shell before Godzilla pops up. 
Simple and highly amusing, it 
makes a rather nice shelf 
ornament waiting for some 
unsuspecting guest to play with. 

Tha vary imtmtt m &gg-tim*n 



here raises the player's status 
.considerably. The game ends 
simultaneously for all players 



when they reach the last square 
on the board, 

THE VERDICT 

Very young football fanatics may 
enjoy it, but it is too repetitive and 
too slow moving to hold any 
serious interest. This is entirely a 
game of luck with no skill elements 
involved , and with 1 1 dice there is 
hardly any need for thought, 
Ail dive rolls and incidents: a gam* 
mora tor tha yovnaur football fmti 






~v 




Commodore Screens 





■■■■ < 



-fE 



-*T?i 



They called International Karate the best beat-em-up so far. And who are we to argue? 

But Archer Maclean has come up with a stunner: A Third Fighter, 

Amazing animated background. New moves- Re-mixed music. 

And Balis! 

Commodore 64 128 Cassette (£9 99} and Disk {£12 99} Coming soon tor Spectrum and Amstrad home computers 

Mail Order Activisen (UKJ Ltd, Units 3 & 4 Lloyds Close Fmedon Road Industrial 1 Estate Welti ngborough. Northampton NN9 4FR Tel (0933) 76768 

Access. Visa and American Express Cards welcome 



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1 


1 













THE DYNAMIC 

BRUSH 




In the second of our reviews on state-of-the-art 
graphics utilities, Robin Candy reckons Deluxe 
Paint II is the program by which other art utilities 
should be judged. 

Explaining thefacilities of a complex art program such as Deluxe 
Paint //is a bit like being a tour-guide on a seven-centre package 
holiday lasting a few minutes - it can leave you breathless and 
bewildered! And yet there is so much to this utility that it is 
probably inevitable reading this that you will end up feeling like 
a guest who has eaten too much at a vast banquet. Meanwhile, 
I should sit back comfortably and study the menu, 

elvx& P&inl II is an updated and pixel to the whole work area can be 

designated as a brush'. Situated at 
the screen's top right- hand side are 
ten preset brushes varying in size and 
shape, two consisting of dot patterns 
which are useful when airbrushmg. 
Below them are ten functions which 
tan be used in conjunction with the 
currently selected brush. Selections 



One of the most 
exciting fea- 
tures in Deluxe 
Paint II Js the 
Brush Grab 
function. 



Dvery improved version two Of 
the highly successful Amiga 
Deluxe Paint, Written by Dan 
Silva and marketed in the UK by 
Electronic Arts, Deluxe Paint /'makes 
creating sophisticated, high quaJity 
graphics on the Amiga simple. The 
program operated in a full WfMP 
environment, negating the need for 
screens fu I! of text 

The first requirement is to select a 
working resolution; Deluxe Paint II 
caters for four: low. medium, interlace 
and high. The number of on-screen 
colours available at any one time is 
dependent on the resolution selected 
and the Amiga's memory size. Low- 
res accommodates up to 32 colours; 
medium-res 16 and high-res 16 with 
the pixels occupying a quarter of the 
space taken up by low-res pixels. 
Interlace represents the middle 
ground between medium- and high- 
res while still allowing a maximum of 
32 colours. A drawback to interlace 
and high-res is that the screen is 
subject to flicker because it updates 
at a slower rate (every 30th of a 
second as opposed to- every 60th in 
low- and medium-res), 

TEN LITTLE ICONS 

The basic drawing functions are all 
available on the main screen. This 
consists of a work area with the 
drawing functhons down the right of 
the screen and another bar across the 
top from which further functions can 
be accessed. Both bars can be 
switched off to reveal the entire work 
area. 

Every utility has its own jargon and 
preferred working style; with Deluxe 
Paint If the brushes are the whole 
program - everything form a single 



The Colour Palette 
Requester, showing both 
the RQB and HSV mixing 
panels, animation cycle 
range below end cycle 
speed controller 



are made by pressing the left mouse 
button, and each function is 
represented by an icon which is 
highlighted when in use. While this 
cuts out the need for text, the Icons 
are not always indicative of the tool's 
function , which can be very confusing 
at first, in most cases, clicking the 
right mouse button on an icon 
produces a window with modifiers for 
the current tool. Here's a brief look at 
the tools- 

The Dotted and Continuous 
Freehand tools have obvious 
functions, but Dotted is fast and 
keeps up with the cursor - useful for 
roughing in shapes. They both follow 
the cursor's path. Continuous 
drawing a solid line behind it. 

Straight Line draws straight lines 
trom one specified point to anothef 
with the click, drag, release method. 
Curve operates similarly; having 
specified the curve's start point and 
dragged to its end point, the arc 
between the two points i$ created by 
moving the mouse. The potential 
Curve is shown, and once the desired 
arc is achieved, clicking the left button 
fixes it on screen. With both Straight 
Line and Curve, the right button pull- 
down sub- menu - Spacing 
Requester - allows you to create 
spaces, giving a broken line effect. 
The spaces can be absolute - 
specified pixels - or relative - a 
specified number of spaces along the 
length of the line. 

GRADED GRAINS 

Deluxe Paint //starts to come into its 




86.-11 6 TGM TX DATE: 02-88 



GRAPHICS 




own with the Fill fool . At the basic level 
you can fill any enclosed shapes with 
either the selected foreground (left 
button) or background (right button) 
colour. Over the icon the right button 
pulldown sub-menu is the Fill 
Requester, with which fills can be 
customised Under this menu Pattern 
provides tor the creation of user- 
defined pixel patterns, and is used m 
conjunction with the Brush Grabber 
(more of that later). 

Gradient is one of the most 
powerful fill options I have ever seen. 
It is used in conjunction with the 
Colour Palette Requester [and more 
of that later) to fill areas with a range of 
colours that gradually fade from one 
to the next. First the desired range of 
colours is specified from the palelte. 
Then returning to the Fill Requester 



A picture takan tram th* P*t 
Shop Boy*, fl«ni. 
rapidly tiand-Ktrawn by 
Robtn Candy. The icon bar* 
top and right fravff bwrr 
Reared to show the srttira 
work area 

HSV, provides 
a flexible, 

alternative col- 
our-mixing 
system . . . 



D»kuic» Pfrltrt II fwJs vary 
profession at m&gritfiC8tion 
and loom facilities, 

reaching up to 40C timet 

t<at pirei nze 




the graduation between colours is 
defined by using the Dither slider; the 
further rl is to the right, the greater the 
mining of colours, when set to the far 
left colours do not mix at all but appear 
in bands. The next stage is to select 
one of the three possible fills. These 
are Vertical, Horizontal and 
Horizontal Line. Vertical and 
Horizontal fill with the colour gradient 
going up/down or left/right 
respectively. Honzontal Line 
calculates the distance between the 
left and right borders of the area to be 
filled and fills each honzontal line 
individually so that each line receives 
the full complement of colours in the 
colour gradient; so if something is 
drawn in perspective, the fill will follow 
the edges of the shape so that it is 
filled-in realistically. An excellent 
function! Effectively realistic spheres 
become easy - draw a circle then use 
a graduated Horizontal Line fill. The 
end result is pleasing and has taken 
virtually no time at all. 

SPRAYING AND SHAPING 

The Airbrush tool in Deluxe Paint tt is 

equally excellent, reproducing a 
random effect with the current brush 
shape. The longer the left button is 
depressed the denser the effect 
becomes. The right button sub-menu 
over the spray can icon allows for 
alteration of the distance from the 
cursor that the airbrush effects, 
catering for a range from very coarse 
to extremely fine airbrush! ng in small 



areas - a function which many art 
utilities neglect to include 

Shapes are not skimped either 
there are four icons dealing with 
drawing shapes and each can be used 
m conjunction with the Fill Requester 
to give either filled areas or outlines- 
Options available are Rectangles 
Circles. Elipses and Polygons 
tmulti- sided irregular shapes}. They all 
work in a similar manner to the Curve 
and Line functions by clicking the 
shape's start point, dragging to the 
termination point and releasing. 
Polygons are not complete until the 
final line meets the start point 

GRABBING 

One of the most exciting features m 
Deluxe Paint it is the Brush Grab 
function, which lets you pick up any 
section of the screen and paint with it. 
This can be used to create a pattern 
for the Pattern Fill command. Brush 
grabbing is the equivalent to the block 
commands found on many other art 
Utilities, but in Deluxe Paint W the brush 
manipulation commands have been 
developed to a high level so thai 
complex effects can be easily 
achieved. Taking an already 'painted" 
bit of the screen, grabbing it and then 
smearing it rapidly over the work area 
in swirls, creates a dazzling effect in 
seconds! Brushes can be rotated 
through any angle, flipped, stretched 
to any size, recoloured and bent 
through either honzontal or vertical 
planes to give a distorted image. Any 



TGM TX DATE: 02-3887/11 6 



GRAPHICS 




brushes whtch may have a use at a 
later date can be saved out to disk. 

Further dazzling effects can be 
rapidly created through the 
Symmetry tool; with this in operation 
the brush is made up of a number of 
mirror images of itself. As it moves, the 
mirror images move, producing 
effects similar to those seen in a 
kaleidoscope. The nght button sub- 
menu is the Symmetry Requester 
through which the default values may 
be altered, including the number of 
mirror images that appear and the 
central point of the symmetrical 
pattern. Mirror gives each brush a 
reversed- twin which mirrors its 
actions. Cyclic draws around a point 
but without the mirror images - the 
end result is not necessarily 
symmetrical. Tile lets you draw with a 
number of brushes at the same time 
but without mirroring them around a 
central point, creating a definable 
number of identical images on a 
selected grid. The distance between 
tile points can be specified in pixels so 
thai the size of the pattern can be 
altered- 

SETT1NG THE PALETTE 

Picture is a pull-down sub-menu with 
a host of options including loading 
and saving routines, screen 
resolution, page ssze and quit. It is 
here that you find colour control 
options, through a further sub-menu 
which accesses the Colour Palette 
Requester. 

You mix your own palette of up to 
32 colours from a possible 4096- 
There are two methods to colour 
mixing. Thefirst uses the RGB method 
- that is mixing red, green and blue in 
different proportions. This popular 
method is used on other art utilities 
such as Degas Elite (reviewed last 
month). The second,. HSV, provides a 
flexible, alternative colour-mixing 



The Fill Requester, which 
demonstrates the way 
Deluxe Paint II funis 
anything Into a 'brush'. 
Spheres, using Horizontal 
line fill, are simple to creale 
with the gradient and dtther 
slide* setting the 
parameters. Than part of 
the picture can be grabbed 
(centre inset panel) and 
used fust like a brush to 
create the smearing effect 
seen on the screen's tower- 
leftside 



Stencil is an 

innovative tool 

which soon 

becomes 

essential with 

use. 



system that has identical end results. 
HSV breaks down each colour into its 
hue. saturation and value. Hue refers 

to the colour's position in the colour 
spectrum; saturation refers to the 
hue's strength - whether it is relatively 
pure or contains some proportion of 
white; value refers to the amount of 
black in a hue and how much light it 
would reflect. 

Deluxe Paint II can produce a tight 
palette spread between two colours. 
The first colour is specified, Spread is 
selected and the last colour defined. 
The program then works out the 
intermediate shades between the 
two. It is in the Colour Palette 
Requester menu that the colour 
ranges for the gradient fills are 
defined, and different speed ripple 
animation effects created by cycling 
through a colour range. 

MESSING ABOUT 

Mode covers various brush effects. 
They are Shade. Blend, Smear and 
Smooth Shade and Blend depend on 

colour ranges being defined within the 
Colour Palette Requester. Blend 
creates a blending effect between the 
two colours beneath the brush, if they 
are in the colour range, by adding 
intermediate shades from the same 
colour range. Shade is similar bul 
paints with the next higher or next 
lower colour in the range depending 
on which of the mouse buttons is 
pressed, Smooth and Smear do not 
depend on colour ranges being 
defined. Smooth uses the entire 
palette as its range to derive an 
average of the colours under the 
brush. Smear takes the colour unrifir 
the brush and smears it into the 
adjoining coiour to get rid of harsh 
boundary lines. All of these effects 
woik well producing airbrush effects 
in a fraction of the time. 
The Effects menu lets you make 



stencils, fix the background and 
define planes for the purpose of 
perspective drawing - all massively 
powerful features. Stencil is an 

innovative tool which soon becomes 
essential with use; it creates masks to 
protect areas defined either by their 
coiour or for defined areas - so the 
foreground of a picture can be drawn 
followed by the background without 
the latter erasing the former. A simple 
example: if you have taken care over 
painting ragged mountain peaks and 
now want to airbrush a sky 
background (or use a gradient fill right 
up to the broken -line edge of the 
peaks), making a stencil of (he 
mountain shapes means you can 
airbrush or fill to your heart's content 
without damaging the already painted 
mountains. Useful stencils can be 
saved to disk, 

When Fix Background is selected 
the current picture is 'locked', so you 
can draw other elements over it but 
when CLR is selected the 'locked* 
picture is not erased - very useful 
when you want to modify a picture but 
would rather see the effect that has, 
without the risk of losing Ihe Original 
drawing, before committing yourself 
to adding the new element. 

Perspective Only operates when 
using a custom brush . The brush ' s X,V 
and Z coordinates can be altered so 
that it occupies a new plane. A brief 
description indeed of what rs an 
extremely powerful command which 
makes the creation of pictures in 
perspective as simple as pi\o master! 

AND THE REST . . . 

Deluxe Paint It also offers all the 
standard ad utility functions you 
expect, Undo last command, erase 
screen CLR), addition of Text (with 
several fonts, styles and sizes, all 
brush- grabbable for repealing and 
manipulation) and x,y-definable 
invisible Grids through the Gridding 
Requester menu, 

Magnify allows examination of any 
section of the screen in greater detail, 
which is used in conjunction with 
Zoom - and it is a real zoom, 
continually enlarging the 

magnification up to an amazing 400 
times original size. When magnified, 
the unenlarged area is shown on the 
left, duplicating the changes made in 
the enlarged area, and tools can be 
used m both areas. 

JUDGING OTHERS 

Deluxe Paint I! is an art utility which 
others should be judged by. The 
options available speak for 
themselves. Not only can 
complicated effects be achieved 
easily but the program produces them 
at breath-taking speed. My only 
niggle is that the utility is not instantly 
usable; the icons aren't always clear 
and it isaiJtooeasyforthebegtnnerlo 
get bogged down m the deiailed 
manual, though the 'tutorials' 
provided do give a good guided tour 
of the program's capabilities. Deluxe 
Paint SI is a marvellous utility with 
features which were previously only 
available on computers costing much 
more t h an an Am iga. In fact it ' s almost 
worth buying an Amiga just to use (his 
graphics package, 



38 1 1 6 TGM TX DATE: 02-88 





TGM 



Compunet, a thriving comms Industry, has been 
up and running for the Commodore 64/1 28 for 
three years. How it is ready for ST and Amiga 
users. First timer Richard Eddy (l-D TGM) 
previews the Amiga and ST sections and gives 
a tour of the existing Commodore 64/1 28 net in 
the first of an occasional series. 

Compunet is a modem network offering communication with 
thousands of other micro users down the phoneline. Its ever- 
growing facilities include private mail, free programs, graphics, 
demos, music and scores of bulletin boards all controlled 
through one large mainframe computer. 

t began in 1984 as an alternative really,' comments Jane Firbank, 



I to Preste! and Micronet — which 
were then merely on-line 
magazines - the Compunet 
organisers wanted to offer 
entertainment and a high level of 
interaction with its subscribers The 
mainframe system and Compunet 
software took two years of 
development - originally using a Deck 
10 (very large and now obsolete) 
mainframe borrowed in the evenings 
from the Business Bureau, 

As the system grew, Compunet's 
organisers f ou nd it a necessity to have 
their own. and more advanced, 
mainframe - a VME System, which 
they now use. Almost everything 
accessible on Compunet is under the 
general heading of Jungle, It was first 
designed tor small advertisements, 
educational features and a bulletin 
board system. However, as the user 
base expanded so did the use to 
which the net was put by its 
subscnbers, who proved to be no 
respecters of Compunet's originally 
modest early intentions. Graphics 
began popping up. just done for the 
sake of it, and suddenly the 
Compunet crew discovered a file 
called Toany Poonz, created by The 
Mighty 8ogg {GM3) - it was the first 
music program, something they had 
never anticipated would be available 
on the net. 

Today the net flourishes - 
sometimes almost drowns — in music, 
graphics and combined demos all 
created by its7,000-plus subscribers, 
The beauty of using the net is the 
power of creation. Anyone can form 
another branch to the Compunet tree 
by adding new directones 

COMPUCENSORSHIP 

Compunet rs capable of constant 
expansion and alteration as people's 
tastes shift; it may appear extremely 
busy on the surface, but behind what 
is already there, the net is still an 
empty wilderness waiting to be 
cultivated by your uploads (UPLOS). 
You can actually put anything up. type 
anything you want. 

With such freedom for 
irresponsibility, does Compunet have 
to censor subscribers' UPLDs? "Not 



comments Jane 
Compunet's Editor, although when 
things get out of hand we put people 
m ' solitary' whereby they can still view 
the net but are unable to UPLD or 
download (DNLD). - 

However, in three years of 
operation, Compunet has only 
expelled two people for crimes of 
vulgarity, racism and general 
stupidity. It is a testament to the 
regard in which subscribers hold the 
net. and ostlers tend not to abuse a 
system that was created for them 

COMPUCOSTS 

After paying the quarterly Compunet 
subscription rate of £15. all you have 
to worry about is your phone bill, In 
most areas you can use the local call 
rate to log-on to the net through one 
Df 66 pick-up points around the 
country, British Telecom's unit charge 
is subject to alteration of course, but 
currently, the local rate is about 60p 
per hour off-peak (after 6.00pm) and 
around C4 per hour during the day - 
one of the reasons why you'll find 
more activity on the net in the 
evenings. A notable cost exception is 
Hull where, through a privately owned 
telephone company, calls will cost 
you |ust the 5p connect charge. 
Compunet has a lot of users in Hull. 

But there is a major saving to be 
made by paying Compunet an 
optional £3.00 (exc VAT) quarterly 
charge for continuous off-peak 
connection, effectively a prepaid 
subscription that entitles you to free 
off-peak phone time. They then make 
the arrangements with British 
Telecom to adjust your bill when you 
dial one of the the 66 local Compunet 
stations. 

COMPUSIXTEEN-BIT 

Having earned their spurs among 
CBM 64/128 users, Compunet has 
moved into the 1 6-bit field and 
previewed services for the Atari ST 
and Amiga at last year's Personal 
Computer World Show. Both services 
- GO AMIGA and GO ST (more detail 
m the Compuguide section) - should 
be available for use by the time you 
read this. And soon, PC users ' will be 
able to log -on to their own Compunet 



LINE 



section too. 

The Amiga system looks most 
promising - by using the Amiga's 80- 
column display and muiti -tasking 
routines the Amiga nel can handle two 
independent windows 

simultaneously. One window displays 
the directory while the other shows 
text frames - making it possible to 
UPLD or DNLD while editing. 

The ST system remains in 4Q- 
column mode like the Commodore 
64/128. The Compunet ST software 
was written by John Marshall and is 
full GEM operated. The system has 
taken three months to write and has 
some advantages over the 
Commodore system, such as 
logging -on to Partyime takes only a 
few seconds. As a special bonus 
when using Compunet with an ST 
there's a free ultility allowing the ST 
and Amiga to exchange full colour hi- 
res pictures - something never done 
before. 

COMPUSETUP 

To get started and log -on from home, 
you will need more than just a 
computer - although that is definitely 
an essential: a Commodore 64/128, 
Atari ST, Amiga or a PC (when that 
Starts). You also require a suitable 
modem, a Commodore Modem or a 
Hayes compatible modem such as 
Pace, Miracle WS40O0 or Astrocom, 
Compunet hopes to offer modems at 
cheaper prices, around the £125 
mark. At the moment the net uses a 
1200/75 baud rate, but Compunet is 
looking to offer a 1200/1 2 rate, which 
Should UPLD and DNLD tiles 1 5 times 
faster. 

Then of course you need a standard 
modem British Telecom phone wall 
socket m which to stick your Modem 
plug - you can use the same one as 
your phone uses. If that sounds rather 
obvious, remember the chap who 
wondered why his Compunet system 
wasn't working correctly until 
someone told him he was supposed 
to plug the modem into a phone 
socket! If your phone goes through an 
internal exchange, such as you find in 
many offices, you will need a splitter, 
which costs around C2- That's 
because with an internal exchange, 
the modem can't autodial, so you 
need to dial out first with the phone, 
then the Modem can log-on when the 
connection is made. 

Finally. of course, there's the all- 
important Compunet SubSCnption. 



The beauty of 

using the net is 

the power of 

creation 



TALK TO US! 

Yftu can MBX THE GAMES 
MACHINE by using our l-D fTGM) 
-any comments you would like to 
make about the magazine, and 
suggestions for ideas for the On- 
line page. We'll try and repry to 
you! 



TGM TX DATE; 02 -88 89/1 16 



ON-LINE 



COMPUGUIDE 

A whistle-stop tour around the net . . . 



INDEX 

Like a contents page, the Index is the 
complete guide to the net, and to all 
telesottware - which is anything you 
can DNLD (GOTO INDEX). 

NEWS 

Compunet Editor Jane Flrbank's own 
section informs natters about the 
latest happenings on the net — how 
the continual debates are raging, 
whether any regional connection 
points are not working, and generally 
anything which is new. Updated two 
or three ti mes a week , News i s a good 
section to GOTO as soon as you log 
on. 

MAIL 

Direct and personal communication is 
achieved on Compunet by sending 
other subscribers electronic letters in 
the form of Mailboxes (MBX). After 
selecting GOTO WWL from the main 
options you are asked who you want 
to send to. You enter their l-D and a 
reference to inform them what the 
communication's about. That refer- 
ence then appears when they check 
their mail directory. 

From there you can do what you 
want using a text frame which can also 
incorporate low-res graphics. Next 
time the person logs on, the MBX will 
be waiting. And if you are using Par- 
ty line (see below) a message pops up 
informing you that mail has arrived at 
your MBX. 

TALENT 

The main heading tor seven sections 

which cover the majority of subscrib- 
ers' 1 creative inpvt Into Compunet 
HALL OF FAME represents a selec- 
tion of the best of art on the net for 
three years - a sort of permament gal - 
lery. You can't UPLD Or DNLD, it's 
only there tor viewing. Hall Of Fame 
actually incorporates three of the Tal- 
ent sections within three sub-divi- 
sions: (GOTO ATRH'I - graphics, {GOTO 
MLGCH) - music, and demos (GOTO 
DEMOH). The 'exhibits' are changed by 
Compunet officials, who take con- 
tributions from the next three direc- 
tories: 

ART is a free netting space for sub- 
scribers who enjoy an artistic bent. 
MUSIC is similarly a free area for 
funky bop made up by contributions 
from natters. 

DEMOS acts as a combination of 
music and art - usually with a serolry 
message - based around games or 
derived from pure inspiration. Sub- 
scribers a re free to UPLD or DNLD any 
items from these last three sections. 
ART AID speaks for itself, offering 



help with creating pictures for the Art 
Directory. 

BIZ 

A free-wheeling, newsy round up of 
Demo highlights compiled by Jason 
Firbank, Jane Firbank's brother. 

HOTBED 

Compunet' s alternative comedy sec- 
tion hosted by the in finitely peculiar Dr 
Fogg of Whoooosh Laxatives Ltd. 
Offerings such as Breast Mounted 
Joysticks for the bored housewife 
illustrate the good Doctor's sense of 
humour. One of the oldest sections on 
the net. 

PEOPLE 

Fanatics comer with text input spec- 
ially designed for clubs catering to 
interests such as Ice Hockey, Photo- 
graphy and Radio - at a random 
selection!. If you think the directory 
could do with another which appeals 
to you, you can always create your 
own. 

COSMOS 

A directory containing specialised 
interest subjects such as astronomy* 



(GOTO ART) - as displayed 
on tfw Amiga, whiio a sltghtiy 
eomp t ae*ed to w-ras Pooh 
desr leaks on, The ONLINE 
pull-down menu givas 
accBS-s to options which 
normalty scroll along the 
bottom Una on the 
Commodore 04/129 



science fiction, comics and the like. 
Very popular at the moment. 

CHATUNE 

Chatline provides an example of 
Compunet democracy al work; rvet- 
ters vote with their fingers. Once a 
highly popular section in which test 
frames could be UPLDed so that other 
subscribers could respond, Chatline 
has lost many of its attractions as 
people have turned more to Partylme. 

MULTI-USER GAMES 

MUGs operate in a similar way to Par- 
tylirte in that several people can use 

the system at the same time - this is 
interaction for real 

As I write, MUD, the famous Multi- 
user Dungeon game, is off the net for 
a while, but it Should be lully function- 
ing again by the time you read this. 

A new M UG is a Iso joining the ranks 
- called Federation. Wntten Alan 
Langton, Compunefs Manager, it's a 
'economic' adventure which takes 
players around the universe explor- 
ing, hunting treasure and trading - 
and it will be on free-play for one week 
just to entice you. Currently being 
developed on Atari's Mega ST, THE 
GAMES MACHINE'S Rob Steel 
should be bringing you a Compunet 
column full review soon. 




90/116TGM TX DATE 02-88 




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JUST UNVEILED! 

GO ST and GO AMIGA 

Two new sections for the specific 

machines. This reaNy is your section 
to fill - and without your input Go 
Amiga (GOTO AMIGA) and Go ST (GOTO 




Partyline, (GOTO PARTY) installed on 
Compunet in early 1986, is an easy 
and enjoyable way to talk directly with 
other Compunet subscribers. The 
screen displays two windows, the 
lower used for typing in your mes- 
sages while the larger one at the top 
acts as the main drsplay area where 
the actual conversation appears. 

When Partyline was first launched it 
was slow and lacked atmosphere. But 
over the years its response speed has 
improved, now there's no waiting time 
at ail. But Partyline is more than a 
keyboard multi-user telephone, a 
fictional element has been added by 
the means of setting the action in a 
house. Yes, it's a real party In an imag- 
inary home, 

The party begins in the lobby of the 
house a/id from there extensions can 
be built in the form of rooms such as a 
toilet, bar or anything which takes 
your fancy - simply achieved by typ- 
ing "ENTER followed by the name of the 
room you want to create Eight rooms 
can be created with a maximum of 
eight users in each room; giving a 
theoretical total of 64 people all on line 
at the same time, it can get noisy! 

PARTY POOP6RS 

Like any party you have to be careful 
with whom you mix. There can be a 
very vaned selection of people party- 
ing at any one time, and, as in real life, 
there's a fair number of troublemakers 
who just come on and begin abusing 
people. Their favourite targets are 
programmers - especially the well- 
known ones, a lot of whom use the 
system - and people like myself. 
Sometimes they can combine their 
daggers: You! Your last game wag 
RUBBISH and as for the TGM review, 
wetl . . ' That kind of thing. And so it 
goes on until everyone ignores them. 
Luckily the doesn't take long, 

It's not difficult to find people m the 
party house - typing "WHERE followed 
by their name reveals which room they 
are currently in. Or If you can't be 
bothered to go tramping after some- 



ST) could degenerate into an empty 
wilderness. However, to get things 
moving the Compunet crew have 
already put up some directories. 
There's an Amiga user group, prog- 
ramming hints, programs to DNLD 
and help with modems 



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The Amiga Ctub directory {GOTO AMIGA) display* 
a Hurt Aim* Overlay of the latest from Jartt Firban 





ii 






The front-end screen at 
PBrtyiine before you 
actumlfy go to the aoftwmre 
ami start chaffing 



one, you can use the command 'CALL 
to give them a shout. 



PARTY PRINTOUT 

if you want to keep records of who 
you've been chatting with (or insult- 
ing), a printout may come in quite 
handy. Approximately one hour's 
worth of partying tan be stored up in 
the buffer and then dumped out to a 
printer using the PRINT command en 
the selection reef. If you can't wait for 
everything to be printed, it is possible 
to save a conversation out to disk in 
the form of an ASCII file. However, to 
do a printout from that afterwards you 
will need to run the file through a word 



processor first. 

Keeping track of a conversation can 
be difficult depending on how many 
users are in the same room. By using 
the up cursor a third window appears 
at the top of the screen displaying 
roughly an hour's-worth of conversa- 
tion. 

Partyline costs C1 per hour to use, 
and In a strange way it is has the same 
disgracefully addictive powers asaTV 
soap opera, Just as you think it is 
about to log-off, m comes a new l-D 
and starts nattering away. And 
because the best parties don't start 
until late in the evening, there - s a ten- 
dency to finally log-off by falling 
asleep at the keyboard 




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TGM TX DATE: 02-88 91/1 16 





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f*2 




SPtCTRUM, 

AMSTRAD, 

COMMODORE 

CASSETTE 



it on 
December 1st 



'OIUIl.TAlrty AAOO~7"7 



OPINION 



THE 

CHAINSTOR 



MASSAC 



Jack The Ripper Is the first computer game with 
an 1 8-certrficate. In Germany and Australia 
many computer games, fre el y published In the 
United Kingdom, are banned for their violence. 
Are wra going to have to go the same way? John 
Gilbert talks to cult horror novelist Shaun 
Hutson, among others, about the future 
of violent games. 



Mark Keaton's intestines gushed between the torn strands of his stomach. 
His body jerked and bucked against the hard floor. His mind rolled like 
white paper looping continuously against the black barrel of a typewriter's 
roiier. in and out, black and white. The kilter stood above him, a shuddering 
black outline, white the outstretched clever flashed a sharp picture of 
frozen steel through Keaton's dying eyes . . . 

the body lies broken on the ground, Hs head bent back, the gash in its 
stomach red, a pool of blood on the dark floor beside it. The knife, eerie 
white in the blackness? tuts towards the horribly scarred man who 's widely 
distorted eyes seem to register the moment of his potential death ■ , . 




ef ore you rush off in disgust and 

B start to compose a long letter 
about the evils of such gore as 
contained in the two 
descriptions, stay your hand a 
while. They're included because they 
illustrate some points about 
censorship better than any diatribe 
could do, and they also pose some 
questions wtiich I w«ll endeavour to 
answer later. 

Take the first scene. It is a slightly 
censored extract from one of the 
Fnday The 13th movies. It is from two 
camera angles - ttie victim's and the 
killer's - and, more importantly, it 
shows detail and movement. 

The second sequence is a 
description from a so-called horror 
computer game - of graphics, not 
text. It is static, so once the initial 
impression is cvef there's nothing else 
to come - no more shocks - and the 
graphics are distorted because of the 
comparatively low resolution. 

The horror in this type of sequence 
is more implied than that of a film, but 
nevertheless it is still there. Movement 
on the parts of killer and victim are 
replaced by a greater degree of 
participation for the viewer/player 
who may be cast in the role of Victor 
Frankenstein or a thug killer in Death 
Wish 3. 

Censors of computer software are, 
therefore, dealing with a different, 
cruder, medium than films or videos 
but they have a greater responsibility 
Id the public because of the places in 



which the products may be bought - 
WH Smith. Boots, Woolworths - and 
the buying habits of the pubiic. You 
may make an impulse buy of a 
computer game but going to see a film 
or taking out a video is a more 
regulated business, Cinema and 
video shop managers are more like 
publicans in their attitudes towards 
under-18s. but shop assistants have 
so far had no experience in dealing 
with X-rated products - cigarettes 
and porno magazines excluded. 

Jack The Ripper, from CRL, caused 
such a furore last year because it was 
the first gamete carry an 1 8 certificate 
from The British Board Of Film 
Censors. The dealers didn't know 
how lo handle it, retailers were 
worried about the effects on 
customers white MPs, Mary 
Whitehouse and the 'if it's not Andy 
Pandy censor it' brigade had 
something new about which to 
complain. 



BIRTH OF CENSORSHIP 

To see how Jack The Ripper has 
started a new trend in computer 
software which could lead lo the 
classification of all computer games, 
let's take a look at how the film, video 
and book media are controlled. 

Jack was certified by The British 
Board Of Film Censorship because 
there is no general government 
censoring body - yet. The BBFC has 



"Friday The 
13th was like 

any other 

game, player 

against the 

machine, and 

In most arcade 

games you've 

got to shoot 

something." 

- Mark 

Strachan, 

Domark 




no legal powers but was set up by the 
film industry, and any films which are 
not registered with a certificate do not 
go on release through the big 
distributors like Cannon EMI and 
ABC. As those companies have a 
virtual monopoly on cinemas m this 
country a film must be certified 
to go out for big - or small-screen - 
showing. 

The same is not true in the United 
States. Movies over there are 
submitted to The Hays Office, named 
after its first president, Will Hays, The 
US's cinema industry is a much looser 
body than in Britain, There are more 
independent movie thealres, and, r( 
you "re offered nothing but an X-rating 
for your film, you can try to sell it to 
individual cinemas for general 
showing without fear of legal action. 
The audiences will, however, be small, 
and if you want to put a film out to 
general release you will have to cut, 
cut, cut, because the US censorship 
lobby at the Hays Office is stronger in 
its views than our liberal BBFC. 

During the British censorship 
process a film is taken as a whole 
product with soundtrack, music and 
image linked. We also have the notion 
of artistic expression which the Hays 
Office doesn't. 

The Hays Office takes a film apart, 
counts the number of swear words, 
the number of sex scenes and violent 
episodes and awards points against 
these black spots. For instance, you 
will score different points for different 
swear words, win more points for 
bondage rather than normal sex, and 
a note to cut an impaling whereas a 
stabbing may only get you an X- 
certificate. 

The US censorship procass seems 
so logical and statistical bul your 
certificate can also depend on your 
prestige as a film maker. Certain 
sequences in Steven Spielberg's 
Gremlins should have made it an 1 El- 
equivalent in the US, but it was given 
a 15-equivalent, Similarly, Luke 
Skywalker's hand ampliation in The 
Empire Strikes Back should have 
picked up an IS -equivalent. But, the 
people involved. Spielberg and Lucas 
- and the types of film these features 
were meant to be - made sure of the 
15-equivalent. 

Neither censorship body deals with 
books, plays or even computer 
software, but they will look at and 
classify any material which is thought 
to include violence against women or 
animals. 

In late 1985 Clement Chambers, 



TGM TK DATE: 02-88 93/1 1 6 



managing director of CRL, decided to 
have his first so-called horror 
computer game, Dr acuta, classified. 
It received a 1 5-certificate, as did the 
Frankenst&n follow-up, but when the 
Board saw the script and screen shots 
fw the Jac* The fl'pper game, it 
thought CRL had an IB-certificate 
product. 

WITHIN THE LAW 

Many members of the press dub 
Chambers efforts to get an tS- 
certificate as a cheap publicity stum 
to drum up business and draw 
youngsters who will even break the 
law to see what's inside the gory 
packaging. 

Clement, however, sees the deal 
differently: I onfy want to obey the law 
of the land, The British Board Of Film 



"Any game 
which shows 
mutilation, pri- 
vate parts, or 
private func- 
tions should be 
censored." 
- Clement 
Chambers, CRL 





Gfuasome images in CRi-'s 
Jack The Rippsr ms-uited in 
its being given an 18- 



Censors is interested in all matters of 
censorship. Any game which shows 
mutilation, private parts, or private 
functions should be censored. 
Dracula and Frankenstein got >5- 
certificates while Jack The Ripper got 
an 1 8, If it had been in high resolution 
we might have had to cut it. 

We're onry following statute and I 
think the real criminals are the people 
who wouldn't submit if they thought 
their product had mutilation in it and 
who think we're only doing it for cheep 
publicity.' 

Chambers also believes there are 
ame software products which 
should have been submitted tor 
i classification to the BBFC. The 
controversy started in the earty 
Eighties with some sex games from a 
company called Silver Fox," he says. 
■Then Artir came along with Ship Of 
Doom, {a text adventure), where you 
could type in RAPE ANDROID and the 
game would respond. You had to 
know about that response before you 
could use it. but it was still there. 

'There are hundreds of games on 
the market which could be classified. 
Take Outrun (the Christmas arcade 
smash from Ocean), there's a woman 
thrown out of the car in it.' 

I asked Clement whether he'd had 
any trouble with retailers, particularly 
WH Smith, with the Ripper game. 
'We've had no trouble with the shops- 
WH Smith are pies sad that a piece of 
software has been taken so seriously. " 
Now, that's odd, because shortly 
after my conversation with Clement it 
was time for the retailers to have thmr 
say, WH Smith, for instance, decided 
not to stock the game because of 
some of the screen shots - gory in the 



"What I do 
object to is 
pornographic 
software, such 
as these strip- 
per games/' 
- Ian Stewart, 
Gremlin 
Graphics 



extreme - and certain passages in the 
text. 

WH Smiths buyers have always 
been careful with games they feel are 
on the fringes of good taste, and 
rightly so, Their customer audience is 
wider than any of the other retail 
chains and independent retailers. 
Anything that is controversial is not 
allowed into the stores. 

Boots has a similar moral policy and 
an even tougher line on technical 
excellence. The company also takes 
very few adventure games, favouring 
arcade and strategy simulations 
instead, so the Ripper censorship 
issue is not as hot for the company as 
it is for WH Smith. 

Woolworths has not made a 
decision about Jack The Ripper 
because its stores stock only the top 
20 chart hits and Jack, as an 
adventure game, is unlikely to make it 
to those heights. 

Independent dealers, supplied by 
distributor Electronic Arts, have the 
most to worry about. During initial 
release Electronic Arts thought it was 
a game in line with Dracula and 
Frankenstein and sold it as such. The 
packaging looks harmless enough, 
but there is that IB-certificate 
displayed on the front - which is all 
that's required - and any independent 
retailer selling it to an under- 18 could 
face a fine of £2,000. 

CRL's next 'horror' release is 
Woftman, which Chambers says is m 
line with the old film series. Jack The 
Ripper was never a monster in the old 
Universal horror film series. Maybe 
that's why the game stands out like a 
slit throat. 

ARCADE VIOLENCE 

Adventures are not the only games to 
have caused controversy during the 
past five years. Arcade games, and 
the packaging used to promote them, 
have had morally-outraged running 
for the Obscehe Publications Bill - 
which has yet to be fully ratified by 
Parliament. 

Veterans of the home computer 
world will no doubt remember 
Domark's Friday The TSfhsaga. while 
newer citizens may still be surprised 
at Death W,sh 3. from Gremlin 
Graphics, but the first horror arcade 
games were produced in the United 
Stales three years ago, 

A company called Wizard Video 
Games, from Los Angeles, bought the 
rights to Halloween and The Texas 
Chainsaw Massacre The games, 
which were little more than stalk and 
slash in mazes, had very low 
resolution and were only available on 
cartndge tor the Atari VCS games 
console and Sears Video Arcade. That 
did not stop angry parents berating 
the company for selling uncertified 
games to their children which 
contained links with two of the most 
notorious movies in US film history. 

The packaging caused the most 
concern about the Wizard video 
games and the same held true when, 
a year after the US horror launch, 
Domark announced Friday The 13th, 
The arcade game, in which you have 
to stop mass killer Jason from hacking 
your high school buddies to bits, 
involved no on-screen gore. The 
computer graphics were lousy, but 
the packaging - which showed a 



bloody 'hockey mask with a knife 
through one eyehole - had computer 
magazines refusing to carry the ads or 
put the pic on their front covers 
(except CRASH). H also had the 
retail stores looking io their 
IslicsIs 

Eventually WH Smith and Boots 
took the package without alteration 
but John Menzies was not so 
accommodating. Mark Strachan of 
Domark explained: 'We had to do a 
specially redesigned package for 
Menzies before they would take it. 

'Friday The 73(h was a reasonably 
non-violent game, after all you play 
the hero, not the killer. It was like any 
other game, player against the 
machine, and in most other arcade 
games you've got Io shoot 
something. ' 

Domark is unlikely to do anything 
like Friday The J3th again, although 
Mark thinks the package, with its two 
blood capsules, was exciting. You 
can take a look for yourself as it is 
being rereleased as a budget package 
from Prism Leisure ^ minus the blood. 

ARCADE SEX 

Mark's also quick to give his views 
on computer censorship; I think 
shops shouldn't stock anything wHh 
an 18-cerlificate rather than having a 
separate shelf for it, But, I also think 
general censorship would be bad for 
the computer industry. It would be 
bad if 75 percent of the games 
released were banned, ' 

Ian Stewart of Gremlin Graphics 
holds a similar view, although he 
thinks that it should be up to the 
individual software house to draw its 
own boundaries Of good taste. ' I think 
Clement's 18-certrticate is just a 
cheap form of promotion. I mean, it 
has got everyone talking and writing 
about the game, and the magazines 
that give it editorial are giving it more 
exposure and playing straight into his 
hands. There's nothing wrong with 
that, though, it's all to do with 
marketing. ' 

Asked about Death Wish 3. which 
WH Smith and Boots are stocking, he 
replied: "Yes, it is a bit gory, isn't it.' 
Ian is obviously referring to the little 
old ladies who you can baiooka into 
mounds of biood and the white- 
coated ambulance men who cart the 
lumps from the street and oft the 
screen. But. he has no qualms about 
the game's UK or export sales, What 
1 do object to is pornographic 
software, such as these stripper 
games. ' 

However, lan also points out that 
sex is being used to sell products: 
'With Barbarian, Palace is selling 
Maria Whrttacker not the game, but 
that's what marketing's all about, and 
I only wish I'd thought ol the idea first. ' 
The big companies , mastheaded by 
Ocean, have all used sex to sell dunng 
the past year - though, I must stress, 
not in the pornographic sense, so no 
lawsuits please. Ocean's Game Qv&r. 
with its picture of the vdlainess and 
her nipple had artists at Newsfield 
running for their airbrushes and other 
magazines refusing to publish until 
thingies were covered Up. 

Gremlin is also using a coved 
sexual angle in its Masters Of The 
Universe - The Movie, with Dolph 



94/11 6 TGM TX DATE; 02-88 



■ 



OPINION 




Lundgren's pecs in prime position, as 
well as selling the macho image Bui. 
as Ian Stewart so nght ly says, it's all in 
a day's marketing. 

OBSCENE 
PUBLICATIONS 

When the latest Obscene Publications 
Act passes through Parliament such 
normal advertising practice as using 
nubile young women on ads, book 
jackets and in magazines will be 
called into question. 

The act's aim is simple- To outlaw 
anything which is thought to be 
distasteful by a 'reasonable' person. 
The act will most surely affecl 
computer games, such as Jack The 
Hipper, and Sam Fox's Strip Poker. 
but rt could also be taken by the likes 
of Mary Whrtehouse to remove all 
manner of products from shops. You 
may, for instance, never see another 
Stephen King book in vVH Smith, not 
be able to by Beverly Hills Cop II over 
the counter because of thestnp show 
and swearing scenes in K. The same 
goes for any other similar products 
which involve sex, death, or fighting. 
We could end up with a media like ttial 
of Australia a few years ago where 
even murder scenes were banned on 
TV. and you had to guess when a 
person disappeared from a film 
whether he had d>ed or had just 



77m faafy cover of Shaun 
Hutson '* Victim* - a nmet 
about a film special effects 
make-up man wtto finds 9 
psycopath can better his 
e m tt wi using 
slaughtered human 
flesh 



(i 



. if I had a 

kid of 15 I'm 

not sure I'd 

want him to 

see some of the 

things around, 

I'm fairly puri- 

tancial really." 

- Shaun Huts on, 

novelist 



vanished. 

The censorship campaigners have 
had a wide platform on the media but, 
very often, those in the business of 
fantasy or horror production, in films, 
books, or computer games don't have 
their say. Maybe the attitude — as 
shown by the press towards Clement 
Chambers and Jack The Ripper - is 
that someone who creates fantastic 
horrors cannot be \r\ favour of sensible 
censorship. 

To test the case l went to meet 
Shaun Hutson. a horror writer who's 
been labelled The Grand Master Of 
Gore and The Emperor Of Excess, in 
London. 

He's the archetypal Iran Maiden 
fan, with an incredible sense of 
humour -to rival Stephen K i ng 's - but 
a very logical outlook on life. His views 
on censorship are surprising for a 29- 
year-old who deals in mulilation 
during his work day: I do think there 
should be censorship in some form. 
maybe in f ilms, but not in books. To be 
quite honest with you, if I had a kid of 
15 I m not sure I'd want him to see 
some of the things around. I mean, 
have you seen The Untouchables. I 
reckon that could have-been an 18 
without any problem, t'm fairly 
puritanciai really. ' 

He is not, however, m favour of 
censoring computer' games. 'With 
something like that you need a certain 
amount of intelligence to appreciate 
it, whereas with TV and film that 
interpretation is there whether you like 
it or not, So, I certainly wouldn't 
censor anything like that. 1 

AFTER THE MASSACRE 

We passed on to the Hungertord and 
Bristol massacres and their 
ram m ideations on the Rambo-iype 
films and their computer game 
conterparts. ' I feel very, very sorry. It 
was terrible what happened, but l just 
don't know how ihey can say it was 
because he watched Rambo or it was 
because he watched horror films. I'll 
tell you one of the most giaring 
examples about Hungertord. Three of 
Hie reasons given for the way that he 
{Ryan) was were that as a kid he read 
Mein Kampf, went to see Judgement 
At Nuremburg and liked horror films. I 
mean I did all those things as well. 

' Hungertord was terrible but many 
people are just looking for excuses. I 
mean the first thing on Ihe front page 
of The Daily Mirror today was 'There 
was a startling similarity between this 
(the Bristol killings) and Hungertord - 
he liked Rambo films'.' 

We then talked about the definitions 
of horror and thriller fiction where 
there seems to be a case that the 
moral brigade are looking in the w ro n g 
direction as to what they should 
censor. Horror media seek to unsettle, 
scare and often repulse. Where's the 
killing impulse there? - unless a player 
already has an attraction towards 
mutilated corpses and goes to the 
seamier side of horror to try and fulfill 
his baser instincts. 

Psychologically, the thrilba-mmute 
gun -toting games where Ihe only 
mission is to kill, kill, kill are the most 
likely to prove harmful, and look at 
some of the titles that are included in 
that category. Rambo, Miami Vice. 
Gunboat, and Renegade. 



As Shaun Hutson sees ii the 
fascination with horror and fantasy in 
computer games «s based on a need 
for the unknown and for new, 
unnatural experiences, as far as the 
'ordinary' player is concerned. We 
should, rather, be concerned with the 
potential murderers who seek out 
such games because of a need to be 
satiated. "Some people may find 
something disgusting while some 
people may laugh. A classic example 
is somebody who fails down the 
stairs. Now, you know people who're 
going to laugh, while someone else' II 
think ' poor sod' and go over to see if 
they're alright,' 

THE FUTURE 
PROPOSES 

So, It's all a matter of personal 
reaction rather than some innate evil 
within a computer game. Many would 
agree, many not care, while others 
wourd start to argue against all forms 
of violence in entertainment and the 
media, But. what's worse, a dead 
body in a thn I ler or the blood spattered 
bodies we're constantly shown on the 
news but no one complains about 
because they're real 7 

The questions will go on forever, as 
will the permutations of answers, but 
someone will have to decide 
eventually on^some form of action as 
computer games become more 
realistic. 

Three workable systems of 
censorship were put to me by 
members of the software industry, 
while I was preparing this article. The 
first suggestion is in line with the top 
shelves of newsagents and video 
shops: put all the contentious games 

- not necessarily the 1 8-rated ones - 
on a separate shelf behind the 
counter. Thai puis the onus on the 
shop assistant. 

Alternatively, you could classify tH 
computer games through a software 
review body, but that's something 
none of the people I talked to want. 

Finally, you could ban all 
pornographic, horror or gore-related 
games tram shops, or perhaps 
relegate them to places such as video 
hire shops where the counter staff are 

- usually - expert at dealing with 
under-agers, 

From the views expressed from "the 
ban', don't ban' and "don't care 
camps', the answer may lie 
somewhere between the suggested 
solutions, with some form of 
censorship - reliant on producer and 
retailer. The system appears to be 
forming well enough, with the careful 
watchdog eyes of WH Smith and 
Boots on ihe lookout for anything 
distasteful - though, no doubt the 
censorists will want more. 

Let me leave you with two pieces of 
information, both of which I hope will 
encourage a considered and 
constructive response from you. In 
Germany computer game violence is 
banned, as are other forms of fictional 
media violence. The same is true of 
Australia and the British government 
wants a similar form of legislation in 
the UK, 

Since the placement of those acts 
the violent crime rates of both 
countnes have shown no significant 
decline. 



TGM TX DATE: 02-8895/1 16 



HUMOUR 




96, 1 1 6 TGM TX DATE; 02-88 



MUSIC 



WEENY 
MEANIE MIDI 

MODE 



(multi-track home recording) 

Man of many parts (most of them purchased 
second-hand), Rial Croucher complements the 
efforts of Jon Bates by sampling some budget 
recording machines 



any years ago, in a galaxy far 
I away, after he had shed his 
nil rocker's leather but before he 
I had grown his hippy 
innocence, a young Mel 
Crqucher first blundered into the 
recording studios: whether it was by 
good judgement or unbelievable 
ignorance, Mel got involved with the 
likes of PAUL SIMON: '/ paid him 
fifteen quid for a two-hour session in 
1964, he was crap. PtNK FLOYD: 
m we were all student architects, 
when Syd Barrett did his pastoral 
bit the Teds began chucking beer 
glasses. ' IAN DURY: 'he used to go 
for physiotherapy with my friend's 
Mum. During 'Deu$ ' he couldn't even 
light his own fag he was that iti, ' T 



fl EX: ' Mark Bolan just sat there, cross 
legged, with snot pouring out of his 
nose, trying to read a poem about his 
dick. ANDTHE LEGENDARY ALEXIS 
KORNER 'he knew ail there was to 
know about music, that's why I lasted 
about an hour and a half as e bass 
player.' 

After 25 years in the music business 
you would have thought that a sane 
man would have given up. but while 
he's still fending off senility (just), we 
decided to tap his recording 
experience, the only condition is that 
he sticks to home cassette recording, 
and gets the whole lot down on the 
one side of a C*30! take it away 
M«J 



Mat Crowchar taking i 
nonMAM from 
Vocoder 



■fteen minutes? No problem* 

Are we on? Right then. 'The 
Definitive Guide To Multi4rack 
Home Recording', what's the 
pnce limit? CSOO, are you 
kidding? - you don't have to spend 
half that. Do you know that MICHELLE 
SHOCKED laid her first album down 
on a Walkman! Do you know that 
DAVE STEWART recorded the whole 
of the first Eu rythmics on a three 
hundred quid Teac Poriastudio? 
What I'm saying is that anyone can 
produce an acceptable demo 
cassette in the piracy of their own 
bedroom. Is this for THE GAMES 
MACHINE, yes? Well that's a good 
start, the reader is going to be 
intelligent, articulate and have access 
to some sort of micro, so the chances 
are that anyone who reads this will 
know how to link up their computer to 
a MIDI or a Casio keyboard or a Sooty 
Xylophone, some might even be able 
to sing a bit. or play guitar. 

First write your thrash metai 
anthem, or your radio jingle. Or 
symphony. Or answerphone 

message, whatever it is you're into. 
then choose the correct father; 
someone with the surname Wklde or 
Lennon should do. Finally cut your 
music down to the bare mi nimum , you 
, can always ponce it up afterwards 
When you're testing your recorder for 
sound fevel please don't say "One, 




TGM TX DATE: 02-8897/1 16 



Two . . . ", that's what the roadies do 
just to make sure they've plugged the 
amps in. A test recommended by the 

SBC is the phrase, 'Papa had 
cornflakes for breakfast'. This lets you 
hear if your Ps are popping, Fs are 
eMmg and so on. (Actually, Barry 
Norman taught me that, but one so 
hates to be a name dropper, doesn't 
one). 

Start me at the cheapest end of the 
market and work upto your price timit. 
above that you would do well to read 
the specialist, magazines like Home 
And Studio Recording and comb the 
small ads in the music press and 
Exchange & Mart- they're full or more 
advanced gear at knock-down prices 
from people that are upgrading to 
open-reel machines and digitals, OK, 
what's the first one? 

STUDIOMAN (£39) 

This is a poxy little machine by 
Turnkey; about the size of a small 
packet of tampons, with about the 
same dynamic range. Lay your rhythm 
and melodic tracks down on your 
computer, or into your keyboard 
memory, or record it on your 
Walkman, and feed it into the 
Studioman, which mixes the input 
with a 'live' track of you singing in the 
bath or force feeding the budgie your 
sax. The bath tub bit can be faked up 
on the Studioman, as it has a very 
basic reverb unit built into it. I don't 
recommend that you use it for 
synthetic inputs, but it enhances a flat 
voice very nicely. When you're happy 
with the mix, lay your master tape 
down on your cassette recorder, 

PERSONAL STUDIO (£40) 

Voice Over's Walkman -sized answer 
to the Studioman, with a very similar 
spec, except the reverb/echo sounds 
more realistic to my waxy ears. All 
these cheapo machines do is to 
provide the sort of ping-pong effect 
that certain tape recorders have built- 
in. You build up tracks by bouncing a 
mix and adding to the result lime after 
time. Trouble is every time you 
bounce, your earlier tracks will 
degrade and the tape hiss will build 
up. That's what 1 mean about keeping 
your ideas to a minimum, 
POCKET STUDIO 

(Arbiter £00) 

i don't really see the purpose of this 
machine, It's simply a Studioman with 
a cassette recorder glued to it. If 
you're going to spend a hundred quid 
you may as well buy a half-decem 
mixer/fader and a cheap Walkman 
and plug them into your existing 
cassette player, That would give you 
much more flexibility. You can get 
some excellent echo effects and 
phasing just by rerecording your 
music alongside itself, with a slight 
delay between the two tracks. The 
pocket studio is a compromise 
machine I don't like compromises. 

VESTAFIRE MR-30 (£229) 

Aaahl Take it away! Pass me the 
garlic! This is the cheapest 4- track on 
the market as far as I know, and it's 
about as useful as a chocolate kettle. 
There's some sort of a fixed routing 
system which . . . nah, don't bother, 
gel it out of here! 
FOSTEX X 15 (E299) 

Great! The ZX Spectrum of 4- track 
recording, make that the ZX-81, you 
can play f ootbal I with it and i t w ill wo r k . 



(the last sentence is not applicable 

under the Trades Description Act). An 
inspired piece of kit, see, about the 
size of a paperback book, battery- 
powered and a doddle to use. 
Remember those Graf pads you used 
to get for jotting down pixel graphics? 
It's like that, an instant musical 
notepad. You can onty use two of the 
mixer inputs at a time, but l he quality 
is superb, not bad for a Dolby-B. 
Definitely my tasst buy far under three 
hundred quid, and because they're so 
robust, second -hand cheapos are not 
to be missed. 

VESTAFIRE MR- 10 (£320) 

Hmm. This one does everything that 
the X-15 can do, and it has stereo 
inputs for a CD player, or record deck, 
but golly. I mean, that might 
encourage people to sample 
copyright material! I suppose it's 
useful if you've got these prerecorded 
backing tracks, and you want to add 
your own stuff over the top, but I don't 
see the fun m that, and besides, you 
may as well use a far cheaper system. 
Wo, I'B stick with the Fastex X-15. 

TEAC PORTA OS 
(Tascam, £329) 

I used to have a mobite toilet called a 
Porta -05, when I lived in a caravan, 
but don't let that put you off. Tascam 
machines are bloody marvellous! 
They invented the portable studio as 
far as I'm concerned. The main thing 
about this 4 -track model is that it can 
play standard cassettes. I mean al 
normal speed and with a traditional 
stereo format. With most other 
portables of this standard you get 
one-side-only recording, that is to say 
all four tracks banged down in the 
same direction, and the cassette 
flashing through at double speed. If 
you're into MIDI, this has got to be the 
one. i he synchronisation is as near as 
you can get to error-free, and they've 
included a DBX noise reduction unit. 
Some people will tell you thai DBX 
mucks up your computer's sync code. 



but I've never found that a problem as 
long as you record your MIDI signals 
completely flat. Leave all your lone 
and effects controls set to zero. On 
this machine they've solved the 
problem, by including a special sync 
socket, and all the garbage 
frequencies that normally confuse 
yo u r computer get f i Itered o ut What ' s 
more, each of the four channels has 
got its own effects control, so you can 
start up each track at any stage in the 
recording, and not fust when you are 
ready to master. The dinky little LED 
console is practically idiot-proof. 
Yeah, it I had to choose a machine for 
my desert island, this would be it. 

POSTEX X-30 (£340) 

I've got a Fostex 8-track system at 
home, for my demos, and I love it, so 
I have to admit that I was disappointed 
with the sound quality of this d-track, 
especially as it weighs m as more 
expensive than the Tascam. I have an 
idea thai the designers went in for 
style over content with this one. Just 
look at it! Horrible! Control knobs like 
some sort of an art deco suspender 
belt, and the way the panning controls 
are laid out is crap compared with the 
Tascam. Also it only works at 
standard speed, so you immediately 
lose a lot af quality ihere, and biggest 
crime of all is that you can only record 
two tracks at a time. Well, that's fine if 
you're playing with yourself behind 
locked doors, but if you are part ot a 
siring quartet, two of you are going to 
have to fake it up In other words, it's 
useless for live recordings. On the 
plus side, banging in FSK time codes 
can be done via a Sync input, here in 
the backside. The manual is really 
terrible about this, but I think it means 
that you lose everything on track Fgur 
far the privilege of communicating 
wi th your computer . Finally , no battery 
option, only a mams adaptor, which is 
stupid for anyone who's ever tried to 
record in a garage without a power 
point, or in the street to get some 
sound effects, In a word, "shove It' 



"... chances 
are that anyone 
who reads this 
will know how 
to link up their 
computer to a 
MIDI ..." 




98/1 1 6 TGM TX DATE: 02-88 





II 



. don't 

expect to be 

able to afford 

to go digital for 

a long time 

yet." 




TECZON 4X4 (£439) 

A pig of a machine, Hornblf? to look at. 
aod the tracks are permanently 
routed, like input Two always goes to 
Track two, and so on . Th is sort of thing 
went out with the ark. It only runs al 
the standard speed, but it's got Dolby 
C, and the sound isn't bad at all. 
Teczon are revamping it, and it will 
weigh in at about £479, maybe they 
will provide a blindfold so you don't 
have to look at the revolting layout. 

TEAC PORTA-ONE 
(Tascam, £409) 

The only advantage that I have found 
with this one, over its little brolher the 
Porta- 05 is thai you have a separate 
Eq for each channel. This means that 
you can record your MIDI (or FSK or 



SMPTEJ sync pulses flat onto your 

first Irack, and then your computer- 
generated sound. Or drum machine or 
synth can automatically sync up while 
you're still fiddling about with the 
arrangements before you record a 
thing, but with all the tone and effects 
modulation in place. So what you hear 
►s what you master. My biggest 
crit ic ism >s t h at the Vu * meters a re very 
slow to respond. The 05 's littte pillars 
of light are instantaneous. 

How much tape have we got left 7 30 
seconds 7 Alright , to su m up: if you are 
serious about interfacing with your 
computer as a MIDI controller, the 
TASCAM PORTA-05 is the one. The 
data filter gives absolutely error-free 
synchronisation, even wheh you use 



the pitch control to about plus or 
minus 15%. The sound quality is as 
good as you axe going to get without 
spending an absolute fortune. Unlike 
most hardware, you won't have to 
keep hanging on for prices to fall, and 
new technology to supercede 
everything you've got after a few 
months. This is state-of-the-art-stuff 
for the next few years. The digital 
machines are coming in now. AKAIare 
launching a fantastic 1 2-t rack in about 
three months time, based on the 
Video- 9 format, and expandable up to 
36 tracks, but don't expect to be able 
to afford to go digital for a long lime 
yet. Finally, here's how to get your 
demo tape published, and into the 
charts. All you have to do is , . , 

{Unfortunately we ran out ot 
tape ai this ponntf 



MACHINE 

Studioman 
Personal Studio 
Pocket Studio 

MR-30 
X-1S 

MR-1Q 

Porta-OS 

X-30 

4X4 
Porta-One 



MANUFACTURED 

Turnkey 
Voice Over 
Arbiter 

VestaFire 
Fustex 

Vestafire 

Tascam 

FosteK 

Teczon 
Tascam 



PRICE 
E39 

E99 

£225 
£299 

£320 
£329 

£340 

£439 

£449 



SOUND 

QUALITIES 

* 

* * * + 

* * + 

* * * * * 

* * * + 

* * + 4 

* # * * 



EASE Of 
USE 

* * 

* * 

* * 

* 

* * * * 

+ * * 

* * * * 

* 

* * * 



VALUE FOR 
MONET 

* * 

* * 

* 

* * # * 

* * * 

* * * * * 

* * * 

+ * 

* * * 



TGM TX DATE: 02-8899/11 6 




WOK* 



Introducing four pages of great mail order 
shopping for your home entertainment All the 
software you could want, plus joysticks, con- 
soles and clothing make this a selection worth 
browsing through! Check out our special 
offers for those extra savings and remember, 
all prices include VAT and postage & packing. 




Join in ori the fun everyone's ^v I w ^^^^ 

having with Domark's Trivial £ gj; 

Pursuit with this pursuable 
deal 

Buy a copy of th© Trivial Pur- 
suit start-up 'Genus' cassette 
(Spectrum, CBM 64,Amstrad» 
BBC} al £14.95 and get both 
add-on packs of questions 
FREE -Save £15.90! 

If you already own the TP 
Genus Edition - then buy both 
add-on packs for £7 .95 : A sav- 
ing of £7 95 ! 

Get other versions of TP 
Genus - Cassette or isk - at 
HALF the normal pries - saving 
up 10 £12.45! 
Atari ST Disk 




Amstrad PCW B256 DrsK 

Atari a- bit Disk 

All normally £19,95 -HOW 

EMM 

Atari 8- bit cassette down from 

E14.95toE7.45 

IBM Disk hatved from £24. 95 

to£lZ.45 




LED LIGHTS FOR 
ELECTRONIC TUNING 



PERMANENT ADJUSTING KNOB 



ACHIEVES 100% LOADING SUCCESS EVEN ON THE MOST 
OB 



LOAD IT GIVES YOU: 

■ 100% LOADING SUCCESS 

■ PERMANENT HEAD ALIGNMENT ADJUSTMENT 

■ LED LIGHTS FOR EASY TUNING TO OPTIMUM SIGNAL 

■ GUARANTEED FOR ONE YEAR 

APPROVED BY COMMODORE AND LEADING SOFTWARE HOUSES 



YOURS EXCLUSIVELY FROM 

£39.99 



FOR ONLY 



100/1 1GTGM TX DATE: 02-88 



Please send me a LOAD IT cassette deck, as fast as you can! I have 
tilled out the coupon and enclosed a chsck/postal order for £39.99 
made payable to Newifteld Ltd. 



Name . 

Address ......... 



IIIIIITlH>">* 



■MMMl ■+>■■"*■ 



IPf.l- LJ J1JI 



......ilr. + 4 * + !*•-•-• ■-«■ i.nriilHIHfH ......... 



■H..--1-" 



'iiHIHI1*ML 



Postcode 



:-TSM 



LOAD 



oo 



LOAD IT OFFER, 

PO BOX 20, LUDLOW 

SHROPSHIRE SYS 1 DB 




* v * 



1/ 



ft 



Stop vacuuming your machine with 



TGM COVERS 

One day they'll ban dust, but in 

the meantime it's one of the 
biggest single keyboard killers 
around. But don't worry! We've 
had somesupet quality covers 



made specially for your 
keyboard. 
Amiga 500 £6.00 
Atari 520 ST £0,00 
Amstrad PC 6250 Set 
(Monitor, Keyboard and 
Printer) £13.00 




SHOPPING 



writable m twn ov*»_3S 1P a 

£5.30 



I •K.iitabJein two siZBs-tJLJth 
1 <»*>** MWpJr&Sj* 






JOYSTICKS GALORE 

Don't let those aliens get at you - tool up with a brand 
new joystick from our selection to suit alt needs 

KONIX 

SPEEDKfNG 

The joystick that actually 
fits your hand, with a tire 
button angled for your 

trigger finger to ensure 
accurate high-speed 
action. Solid steel break- 
proof shaft with neat 
clicking sound for every 
precision move you 
make. 

Normal pncettt.99 - OUR PRiCEj 

TERMINATOR 

Built like a hand grenade 

and just as fethat in action, 
this totally new Danish 
design packs top Quality 
micro switches for top- 
notch control and koot 
high-scores. 

Normally £19.95 - TGM PRICE £14.95! 

Two winners from Euromax . , . 

EUROMAX 

PROFESSIONAL 

STANDARD 



High durability, rapid 
response and ultra sensi- 
tive movement accuracy 
from this advanced 
ergonomic design, Ideal 
for left or right hand play. 
1 .5m cord 
£15.95 

EUROMAX 

PROFESSIONAL 

AlfTOFIRE 

AJI the quality of the stan- 
dard, with the added 
bonus of the Auto Fire 
Option for when (he going 
gets tough 1 
£18.95 



n 





For Amstrad owners 

EUROMAX JOYSTICK 
AUTOFIRE INTERFACE 



Specially made tor the 
Amstrad 464, 664 and 
6128, this interface pre- 
vents continuous use of 
Autofire Joysticks caus- 
ing equipment malfunc- 
tion. 
£5.95 



55£ 



p&s*"" r 




Score tike a pro with Dynamics.' 

COMPETITION 
PRO 5000 (Normal) 

Features arcade quality 
microswitehes, dual fire 
buttons, robust steel 
shaft and rubber return 
for smooth control and 
longer life. Extra long 
1.5 m cord- 
Normally £14.95 -TGM 
Price £13,50 



COMPETITION 
PRO 5000 (Clear) 

The designer joystick has 
arrived! All the features of 
the Normal PRO 5000 but 
with the added thrill of its 
unique see-through cas- 
ing which offers a tantalis- 
ing peek at the hi-tech 
innards. 

Normal priced 5.95- 
Our price £14.00 



Ultimate cursor control wiz zee 

EUROMAX 

WIZ CARD 

This neat little box of 
tricks offers two fire but- 
tons an d left o r n grit h and 
8-way directional control 
through hypersensitive 
graphite contacts with 
minimised moving parts 
for added durability 
£4.95 






PLEASE NOTE: JOY STICKS AND DISKS ONLY A VAILA- 
BLE IN UK AND EIRE! 



Interactive Video Entertainment with 

THE SEGA MASTER SYSTEM 

Put an arcade machine In your living room with this great new 
extra to your exsisting computer. It's the ideal gift tor yourself 
Or a friend, and the collection of games cartridges is growing 
steadily? 

Sega Master System: The complete and ready to use system, AH 
you need 15 a TV. Package includes games console (to run card or 
cartridge, a free copy of the hit arcade game Hang On, 2 control 
pads, a TV aerial f ixtu re to let you watch TV even when the console' s 

still connected and a 3-pin plug already fitted. Plus a built-in mystery 

game! 

£99.95 

Sega Light Phaser; Take aim and fire at your target with ease and 



accuracy. Comes with free game. Marksman Shooting/Trap Shoot- 
ing. 
£44.95 



3-D VISOR GLASSES 

Glasses plug into the card port ■ 
playing the special 3-D games' 
£39.99 



and you get extra realism when 



AND THE GAMES 
CARTRIDGES! 

Mega Cartridges - alt at 
£13.95 

Choplifter 




World Grand Prix 

Action Fighter 

The Nmja 

Black Belt 

Pro Wrestling 

Wonder Boy 

Quartet 

Fantasy Zone 

Enduro Race** 

Alex Kidd in Miracle World 

Zillion 

Secret Command 



Sega Cards - all at £14.95 



Super Tennis 
F-1 6 Fighter 
Ghost House 
TransBol 

My Hero 



Two-Mega Cartridges with 
twice the power - all at 
£24.95 

Space Harrier 

Rocky 
Outrun 

Mega Cartridges for the 
Light Phaser at £19.95 each 

Shooting Gallery 
Gangster Town 



3-D Games (only for use with 
glasses} - £24.95 each 

Missile Defense 3-D 
ZaxKon3-D 



Enter the world of 

NINTENDO HOME 
ENTERTAINMENT SYSTEM 

Enjoy the amazing 52 colour graphics and arcade quality sound 
of this great new system from the top ma kers of coin-op arcade 
machines! 

Nintendo bnngs you the control deck, mains transformer, two hand 
controls, and one free Super Mario Br osGame Pak -only £99.99! 



Super Nintendo Oeiux aJao gives yoo the amazing Zapper Gun. 
which lets you shoot moving targets on screen from up to 1 6ft, and 
your very own Robotic Operating Buddy (R.O.B), plus two free 
gasmes. Gyromite and Duck Hunt, All lor £159. 9 A 



Or choose to complete your set in stages: 
Zipper Gun at £19.99 

R.O.B. at £44.99 



And now for a selection of game* 

Wrecking Crew £28.50 
Excite Bike £28.50 
Mach Rider £28.50 
Coif £19.99 
Soccer £19,99 
Kung Fu £19-99 
Urban Champion £19.99 
Super Mario Bros £19,99 
Donkey Kong £19*50 
Popeye £19-60 



Zapper Gun Games 

Duck Hunt £28-50 
Wild Gun Man £28,50 
Hogans Alley £28.50 



Gum Shoe £28,50 

R.O.B. only Games 

Stack Up £31.50 



Please note that Games C onsoles and Ca rt ridge s are only ava il - 
able for the UK. Also Cartridges and Hardware are NOT 
included in our Special Software Discount Offer elsewhere on 
these pages! 




1 02 1 1 6 TGM TX DATE: 02-88 




PLACE 
YOUR 

ORDER 

HERE! 



UMSjRambirdj 
Platoon /Ocean) Jinxter jRainbirdj 

Terramex (Grand Slam) Match Day II (Ocean) 
Hunter's Moon (Thalamus) Gryzor {Imagine) 
Flying Shark /Firebird) Eco (Ocean) 
Dan Dare II /Virgin) Test Drive (Electronic Arts) 

Bone Cruncher /Superior) Action Fighter (Sega) 
Garfield /The Edge) Secret Command /Sega) 

Crazy Cars (Entertainment international) 



The Special Software Discount Offer Prices do not apply to 
software bargains highlighted in the previous pages, nor do 
they include Console Cartridges, blank disks or any hardware 
listed. 



htf0& 



SPECIAL 



OFFER 



CITA^ 



PR! 



Bfif OFFEB SA* 



4.99 

5.9& 

7.95 

8.95 

9j 95 

9.99 

12.95 

14.95 

19.95 

23.00 

24.95 

26.95 

29.95 
34,95 



3-99 

4.75 

6.40 

7.20 

7.95 

7.99 

10-40 

11-95 

15.96 

1&4° 
19.95 

23 15 

23-gt 

27.95 



1.00 
1.20 
1.55 

1,75 
2.00 
2.00 
2.55 
3,00 
4.00 
4.60 

5.00 
5,80 
600 
7.00 



THE MEGA CHOICE: 

Apart from our highly recommended Jwm 
list, you tin Order any game released by the 
major software houses to dale on any ot the 
following format*: 

SPECTRUM 4B& 1 2GK COMMODORE C64.t 1 28. 
AMSTSAD CPC. MSX II. ATARI 51 AMIGA IBM PC/ 
XT 

RULES; 

OUR OFFER PRICES ARE YAUD FOR ANT 

GAMES AND INCLUDE POSTAGE AND 

PACKING - NO OTHER EXTRA CHARGES 

LOOKUP THEPRtCEOFEACHGAmtm THE 

OFFER TABLE, ENTER THE OFFER PRICES 

ONTHEORDERCOUPON, THEN ADD THEM 

UP, 

ORDERS FOR TITLES WHICH ARE WO 

L ONCER IN DISTRIBUTION WILL BE 

RETURNED 

YOU WILL BE RECULARL Y NOTIFIED OF 

ANY DELAYS CAUSED BY LATE RELEASES 

REMEMBER; USE THE CORRECT RECOM- 
MENDED RETAIL PRICE WHEN LOOKING UP 
PRICES IN OUR SPECIAL OFFER PRICE TABLE 
DON! FORGET TO MENTION THE COMPUTER 
AND MEDIA FORMA T {CASSETTtDtSX OR CAR- 
TRIDGE; REOUtREO - OUR MAIL ORDER DEPART- 
MENT IS NOT CLAIRVOYANT pETtf 



mmmmisi 

Write required game® on order list 

Check in review or ad for correct recommended 

retail price ffIRP) 

Lookup special otter price and write on order form 

Don 't forget to fill in boxes indicating computer 

format and media type! 

Add up total and enclose cheque or postal order 

or alternatively useACCESSMSA facility 

(Don't forget to indicate trie Expiry Date 1 ; 

AEMEHKff; incomplete order forms will be 

returned, so don t forget formal media, shirt site. 

Expiry Date etc.. \ 

r*»se ring 10584} 5620 If in doubt! 



BUDGET RANGE 

ORDER FOUR GAMES IN THE 11.99 RANGE 

AND PAY FOR THREE ftS,97 PA YMENT 

TOTAL) A SA VING OF £1.991 

ORDER FOUR GAMES IN THE U, 99 RANGE 

AND PAY FOR THREE (IS. 97 PAYMENT 

TOTAtj A SAVING OF £2991 

JUST FILL IN THE NAME AND PUEUSHER OF THE 

FOUR GAMES SEOUIREO ANQ THE PA YMENT 

TOTAL Of £5. 97m 97 {DON 7 USE THE OFFER 

PRICE TASLE) 



PRICES VALID FOR 

UVEtREJEUROPE ONLY 
FOR OVERSEAS ORDERS 
PLEASE ADD €2.00 
PER HEM FOR AIRMAIL 
DELIVERY 



m*a 



I nave 



bee*i 



-"•"ST* 1 " «••*» 






ITEM 



SIZE 



QTY 



COMPUTER 



TOTAL 



PRICE 



(sjame 



Address 



Postcode 



PLEASE DE B IT MY VISA/ACCESS AC COU N T t 



I wish la P4V by Vis*/Acc**s {6*1*1* as applicable) 

Signature 

P|»dsp Charge My Account No: 



E npiry Date 



1 



SEND THIS FORM TO 

TOM SHOPPING, PO BOX 20, LUDLOW, 

SHROPSHIRE SY8 tDB 

Please note that Hardware, Consoles and 
Cartridges are available in the UK only 

j 

TGM IX DATE: 02-88 103/1 16 





fo 








ION. 




W) 


its 00 


> 


l^r 


f- 


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< 



CYBORGS AND 

ANDROIDS 
VIDEO 





In the last of their articles starring computer 
technology In film, Martyn Lester and Martin 
Coxhead don sterile gloves for some gory bio- 
micro-chip surgery, 

This month we look at both cyborgs and androids in movies and 
on video, and again some definitions have to be established. 
For our purposes an android is a purely robotic creation which 
is meant to pass as a human, while a cyborg is part-organic and 
part- mechanical. The Oxford English Dictionary might not 
agree, but we're writing this - so there! 



he cyborg idea forms the basis 
^P of the current international box- 
office hit, Paul Verhoven's 
Robocop - a violent, thrilling 
and often blackly funny look at 
law enforcement in the future. 
Directed with an eye for violent action 
and stylish design, the plot is set at 
the turn of the century, where the 
Detroit police force is about to come 
under private owenership. The first 
plan is to have hulking robots, 
codenamed EO-209, as the police on 
the streets, but the idea gets put on a 
back burner after a prototype blasts 
one of the multi-national's executives 
to death while malfunctioning. 

The alternative plan is used: to 
encase what is left of a wounded 
officer in an armoured mechanical 
suit, computers interfacing with what 
is left of his pared-down brain. When 
a young cop called Murphy (Peter 
Waller - also seen in the excellent and 
off-beat The Adventures Of Buckaroo 
Bartzat) is blown to bits by a gang of 
cop-killers, it is the perfect 
opportunity to try out the Robocop 
project. 

The movie is truly entertaining. 
while offering some witty asides about 
the perceived society of the future. 
Two ex -Presidents are killed when an 
orbiting peace platform goes berserk 
and strafes Santa Barbara with lasers, 
and the TV commercials of the future 
offer the latest in mechanical 
replacement hearts, including a 
Yamaha sports model. 

On a technical level the film is 
exemplary, from the Rob Bottin- 
designed Robocop armour to Phil 
Tippett's stop-motion animation of 
the ED-209 robots, Director Verhoven 
throws m advanced technology 
subtly, rather than making it too 
upfront. CD Video is used to deliver a 
death threat via an assassin, who 
happens to tote a hand grenade with 
an inset LCD timer. 

The performances also work, 
including Nancy Allen as Murphy's ex- 
partner. who realises just who it is 
under the metallic helmet, and Waller 
himself, slowly regaining his memory 
and trying to re-establish his Own 
h u inanity. I n all , and u nderstan dably a 



smash, although the violence is 
sometimes truly upsetting. 



TERMINATE FOR THE 
FUTURE 

Ever mindful to spot a trend, Italian 
producer Fabrizio De Angelis. maker 
of the Bronx Warriors movies, is 
currentry preparing Cy~ Warriors: 
Special Combat Force, which he 
admits to be a RobOCOp imitation. 

Rather less humane than Waller's 
Murphy was Arnold Schwarzenegger 
in another cyborg hit of a couple of 
years back - The Tgrminator (Rank 
Video), a clever and breakneck SF 
tale directed by James Cameron, who 
went on to direct Aliens (CBS/Fox 
Video) 

Cameron's plot broke the accepted 
rules of time-have! by having a cyborg 
travel from a future lime where robots 
rule in order io kill the woman whose 
son, should he be born, would lead 
the uprising against the robotic 
dictators- It you think about it long 
enough there's a definite flaw in there 
somewhere. 

A soldier from the future in the form 
of Michael Biehn follows Big Arnie 
back to 1986 in order to save the 
woman - played by Linda Hamilton - 
but the battle against the seemingly 
mdeslructable future warrior is a 
tough one. 

Again pace and action carried the 
film through the gaps in the logic of 
the script, and running jokes with the 
Terminator's computerised, data- 
filled point-of-view (le written VDU- 
style options superimposed over his 
own visual images of his 
Surroundings) and his running repairs 
to himself added the levity the movie 
needed- 

Interestingly Stan Winston's 
running repair special effects were 
repeated almost shot for shot by 
Italian technician Sergio Stivaietti in 
Fisfs Of Steel {Veatron Video), a 
surprisingly intelligent little tale known 
in some countries as Atomic Cyborg. 

Here Daniel Green played the 
cyborg, Paco Quertak. created for a 



106/1 16TGM TX DATE; 02-86 





political assassination, but who goes 
haywire. Director Martin Dolman 
(Sergio De Martino) raised some 
interesting ideas about a cyborg's 
identity (would it remember its human 
origins 9 ) before settling for a final laser 
shoot- em-up. 

De Martino. again under his Dol man 
disguise, ail offered us the odd cyborg 
or two in his extravagantly named 
2Q19 _ After The Fait Of New York 
(VTC Vkteo} a post-apocalypse 
ihriHer with a ione fighter called 
Parsifal (Michael Sopkir) fighting a 
cyborg regime in order to find the test 
fertile woman on Earth. Still, it was 
fun . . - 

VILLAINS AND HEROES 

Cyborgs in l he movies usually turn out 
to be untrustworthy. Take your eyes 
Off them for a moment and they'll 
defect. 

Action star Robert Ginty finds this 
to his cost when terrorist Sandhal 
Bergman is reconstructed with robot 
parts in Relaliator (Imperial). Saved 
from the dead in order to work for the 
power of good, she soon turns out to 
be even meaner than ever. 

Occasionally they see the light, as 
in The Humanoid (RCA/Co* umbla} 
where Bond movie star Richard Keil is 
a space pilot, robotised by the 
baddies, who switches to the aid of a 
little lad and his dog, 

Wes Craven, director of the 
excellent Nightmare On Elm Street 
(CBS/Fox Video), rather blotted his 
copybook with Deadly Friend 
[Warner Home Video), a limp tale of 
a boy genius reviving his dead 
girlfriend with a robotic brain implant 
in order that she can get revenge on 
the father who abused her. 

Apart from the fact that she looks 
like an extra from Night Of The Living 
Dead, nobody seems to notice 
anything different about her. 
Occasionally hilariously inept, the film 
proves that Craven should stick to the 
Elm Street vicinity and not dabble In 
semi-negrophilic teen -love stories, 

Michael Ironside made a 
memorable villain in Spacehunter 
(RCA/Columbia), playing Overdog 
McNab, a cyborg pitched against the 
heroic Peter Strauss. McNab was 
virtually a prisoner in a large metal ic 
web of hoses and pipes, but 
Ironside's snarling presence was 
memorable as was David Warner as 
The Evil One m Time Bandits (Thorn 
EMI Video), the Devil in disguise, and 
having such handy qualities as 
whirling blades which emerged from 
his head . . . 

Other cyborg oddities have 
included Ming The Merciless's 
minions in the Dino De Laurentiis 
version of Flash Gordon (Thorn EMI). 
Michael Renniem the very low- budget 
Cyborg 2069, Katherine Ross and the 
secret of Ira Levin's The Stepford 
Wives (VCL Video) and the lead 
character in the hit D-A.R.Y.L (RCA/ 
Columbia}, the acronym standing for 
Data Analysing Robotic Youth 
Lifeform. Here a young boy with 
amnesia astounds his foster parents 
and friends with his strange abilities - 
he turns out to have a computer for a 
brain. Scientists are looking for their 
lost creation to dissect him. but Daryl 
has developed into a virtual human. 



Even Darth Vader of the Star Wars 
series (C8S/Fox Video) was a 
cyborg, being hooked into that 
curious breathing apparatus. 

CHEAPOBORGS 

Low-budget King Roger Corman 
introduced a few man/machine 
combinations into his enjoyable Battle 
Beyond The Stars (Warner Home 
Video]' while the heir apparent to his 
throne, Charles Band, has had a few 
brushes with the subject in several of 
his Empire and Wizard productions. 
The best was the very entertaining 
Eliminators (Entertainment In 
Video), in which Patrick Reynolds 
gave a very good performance as the 
Mandroid, a man/machine, heavily 
armed and complete with a tank track 
base should the going get rough, 

He escapes from mad scientist Roy 
Dotrlce and with three companions - 
a scientist (Denise Crosby from Star 
Trek - The Next Generation), an 
adventurer (Andrew Prine coming 
over like a low-life Indiana Jones) and 
a Ninja (Conan Lee . . , honest)- and 
they set out to stop Dotnee's mad 




. . , the Ter- 
minators com- 
puterised, 
data-filled 
point-of-view 
added the lev- 
ity the movie 
needed. 



Possibly the 
most imagina- 
tive Idea of 

organic/ 

mechanical 

mayhem came 

in the Dutch 
thriller The Lift. 



scheme. Very much live- action comic 
book, it's a delight - highly 
recommended, 

A villainous cyborg also featured in 
Metalstorm - The Destruction Of 
Jared Syn (Entertainment In Vkteo). 
a space opera directed by Band 
himself, which was bearable in 
cinema 3-D but just mundane In 2-D 
video Although called mutants, 
cyborgs were Ihe villain in Mutant 
Hunt (Entertainment In Video} from 
Band's subsidiary Wizard 

Productions. Some goad Ed French 
"melting - effects aside, it was dross. 

Sounding interesting is Robojox, 
believed to be Band's biggest- 
budgeted production yet (which may 
not be saying much}, which shows a 
time whan wars are fought by having 
each nation's supreme champions 
battle each other in massive 
Transformer- style robots, controlled 
from within, 

Although it has been completed for 
some time now, Robojox has yet to be 
released anywhere in the world, but 
the direction presence of Stuart 
Gordon (maker of Re-animator, From 
Beyond and Doffs) is reassuring. 

Possibly the most imaginative idea 
of organic/mechanical mayhem came 
in the Dutch thriller The Lift (Warner 
Home Video}, where the menace was 



an office block lift that seemingly had 
a mind of its own. trapping and 
suffocating passengers and luring 
blind men down the shaft Director 
Dick Maas resolved the tale by having 
the fiend exposed as organic memory 
chips in the lift's control system which 
had developed a form of intelligence 
and turned against man. 
intriguing . . . 

DISGUSTING DALEKS 

TV cyborgs have been relatively 
plentiful if not always obviously 
apparent. Dr Who's Daleks were ratty 
cyborgs, their rather disgusting forms 
- resembling animated spaghetti 
Bolognaise — inside the cybernetic 
shell. We still remember the outcry in 
the early Sixties when all taste was 
thrown to the wind in The Evil Of The 
Daleks series, where the finale was an 
epic of the Daleks bursting and 
showering everywhere The BBC 
switchboard was jammed with 
calls . . . 

The senes also gave us the Autons. 
sinister looking cyborgs disguised as 
tailor's dummies. If we remember 
rightly they also had, in the same 
senes, plastic daffodils which sprayed 
your face with poison. 

One of the most memorable, and 
recurrent, foes of The Avengers were 
the Cybernauts. who appeared in at 
least three episodes, including the 
revived New Avengers, while on the 
side of the good guys were Lee Majors 
and Lindsay Wagner as The Six Million 
Doitar Man and The Bionic Woman, 
Available on video are the original TV 
pilot for The Six Million Dollar Man and 
The Return Of The Six Million Dollar 
Man And The Bionic Woman (CIC 
Video), Ihe title of which says it all. 
The end of this sees Steve Austin's 
son m his dad's heroic mould after 
being mangled in a car crash and 
bionicaiiy patched up. So far the 
series has not been taken up in the 
US, 

Even the martial arts genre has 
given us an ottering with Bionic Ntnja 
(VPD) 




ANDROID TOO 

Androids have generally had a lower 
profile m the cinema, although 
theoretically they are much simpler to 
portray. No complicated make ups - 
just say in the scripl that the guy is an 
android and the audience will believe 
you. 
A naive switch of character came in 



TGM TX DATE: 02-88 107/11 6 



VIDEO 



the Alien/ Aliens pairing |CBS/Fox 
Video) In the original, Ian Holm was 
Ash. the member of the spaceship 
crew who was a little different from 
tha others. When Ripley (Sigcumey 
Weaver) discovers that Ash's purpose 
is to ensure that the Nostromo picks 
up the Alien of me title, she's nearly 
killed for her pains, Yaphet Korto 
saves the day by beaning Ash with 3 
fire extinguisher taking his head off 
and revealing him as a droid. 

Come the return Paul. 57 years later 
in Aliens. Ripley is perturbed to tind 
out that Bishop {Lance Hendnksen) is 
also an android, although he prefers 
to call himself an 'artificial human'. By 
the rousing finale. Bishop is the hero 
! of the day, Hendriksen gives a very 
good performance, in a very subtle, 
almost doll-like make-yp, and with a 
touching sense of near innocence. A 
very delicate performance in a 
situation in which acting was 
secondary to the frights and tension. 

Another interesting 

characterisation came from Don 
Opper as Max 404, the title character 
of Aaron bpstadfs Android (Af E 
Video), a fascinatingly clever 
independent production featuring 
Klaus Kmski in one of his mosl 
controlled performances as a robotic 
scientist working on creating a female 



the cast list. Max 404 1$ designated as 

being played by 'Himself. 

MAKING A MAN 

Androids were the potential source of 
amusement in Michael Crichton's 
Westward (MGM/UA), where 
androids took over from Redcoats as 
the entertainers at the Theme Park of 
the future. Choose from Roman 
World, Medieval World or Western 
World. Everything seems fine to 
vacationeers James Srolin and 
Richard Benjamin, but when a 
malfunction sets the robots against 
the humans - especially in the form of 
android Wild West gunman Vul 
Brynner, slyly sending up his 
Magnificent Seven role - the action 
starts. 

A sequel, Future World (Video 
Collection), with Peter Fonda and 
Blythe Danner. was also interesting, 
putting forward the androids m a 
political takeover conspiracy headed 
by Arthur Hill. 

In the classic SF movie, Fritz Lang's 
Metropolis, the mad scientist 
Rotwang makes an android who will 
lead the masses against their 
masters. Interestingly the movie is 
available in two versions - the original 
1926 print on Thorn EMI 




android. Max 404 is fascinated with 
the details of life on Earth, having 
never left Kinski's space station, and 
the chance to escape comes when 
three interstellar freighter robbers 
arrive on the station while on the run. 
Lipstadt's film is fast -spaced, good- 
looking and actually quite charming. 
with Opper's performance being 
memorable. Interestingly Opper, whD 
co-wrote the movie, isn't credited on 



accompanied by a piano score, or on 
Vestron disco composer Georgia 
Moroder's adaptation, incorporating 
a loi of footage previously believed 
lost and with a new soundtrack 
including songs from Bonnie Tyler, 
Freddie Mercury and Jon Anderson. 

To be released later in the year is 
Making Mr Right, directed by Susan 
Siedlemgnn {Smithereens, 

Desperately Seeking Susan), a 



. . . studio 
interference, 

including 
recutting and 
the addition of 
a limp voice- 
over, under- 
mined Blade 
Runner. 



romantic comedy in which scientist 
Anne Magnuson creates an android 
for a space flight. Inevitably she falls 
for him, and ends up with an awkward 
choice. Complete the mission and 
send him into space, or make him a 
permanent lover? 

The Mr Right of the title is played by 
John Malkovich. the quirky actor from 
Sen;. The Hilling Fields and Empire Of 
The Sun, and whose performance has 
garnered a lot of praise. We should 
see it around June- 
Ridley Scott's Blade Runner 
{Warner Home Video) bnngs us a 
whole new sub-division - Replicants. 
These are seemingly organic psuedo- 
humans whose existence can only be 
detected by intricate psychological 
tests. Shedding the clean-cut image. 
Harrison Ford played Rick Deckard, a 
Chandleresque private eye on the trail 
of some escaped Replicants. 
including Daryl Hannah and Joanna 
Cassidy and led by Rutger Hauer 
(from L&dyhawke and Wanted - Dead 
Or Alive). The style and visual impact 
of the film was superb, aided by a 
strong Varvgelis score, but studio 
interference, including major 
recutting and the addition of a limp 
voice-over, undermined the etfect of 
the movie. 

Androids are few yn the catnode 
tube, the only notable example being 
the android butler In the kid's series 
Luna, whose eccentric speech 
patterns were amusing. 

Totally forgettable was the 
mercifully short-lived US TV series 
Holmes And Yoyo, taking the basic 
concepl of Isaac Asimov's The Caves 
OfSteetby having a human cop paired 
with an android. 

It was meant to be a comedy . . . 

It was grim . . . 



PROSTHETICS 

There seems to be one indespensibie prosthetic used 
when the scriptwriters on a production either run out of 
ideas or want to make their baddie even badder - the 
multi-purpose and very deadly false hand, 
Joseph Wiseman as Or No (Warner Home Video) 
merely had two solid black ones, handy for hitting people, but 
James Bond's adversary eight years later in Live And Let Die 
(Warner Home Video) had a large, stabbing mechanical clew. 
Tee Hee. played by Julius Harris, was a baddie played with 
manic glee and a terrible taste in suits. 

Roman Geer in I he aforementioned 201$ also had a 
useful for putting out eyes, while Chuck Conn&rs in 99 And 
44/1Q0% Dead (CBS/fox Video) - unsurpnsingly also known 
under the less cumbersome title Call Harry Crown- was Claw 
Zucker man , with an appendage onto which many attachments 
could fit. including a corkscrew, a cleaver and, for those 
intimate evenings at home, a. cat o'nme tails 

Director John Lanriis toon this idea to its zany conclusion 
with his Oriental megalomaniac in Kentucky Fried Movie 
(Replay Video). Based on the similarly-equipped Han in Bruce 
Lee's Enter The Dragon (Warner Home Video), Landis's 
despot has a vibrator nad electric toothbrush attachment for 
his false hand, a joke ripped-off for Joe Dante's current 
Innerspaca. 

A bionic arm was one kid's weaponry in Joe D'Amato's Mad 
Max rip-off Exterminators OF The Year 3000 (Medusa), very 
handy for lobbing rocks at the speed of sound 

But the last word belongs to Charles Sand, whose Infinity 
Piclures arm makes even lower budget movies than erther 
Empire or Wizard, In Maximum Thrust (unseen in this country 
and unlikely to be so either), the hero is a spy who has weapons 
built directly into him - gun barrels and rockets built into his 
fingers, toes, elbows, etc. Consequently, when he is 
ambushed by a horde of bad guys in the gents, we suddenly 
find out where they put the machine gun , . . 



1 08 1 1 6 TGM TX DATE: 02-88 



COMPETITION 



ANY PORSCHE 
A STORM 





TWO RADIO-CONTROLLED PORSCHES TO 
WIN! 

Plus 25 copies of TEST DRIVE from Electronic Arts 






Fancy yourself behind the wheel of a 
Porsthe? Who doesn't? 

Suitably inspired by Electronic 
Arts's posh car driving simulator Test 
Drive (the review's on page 42). we 
are offering as a purnng first pn2e in 
this cruising competition a Porsche 
911 Turbo. Sadly neither Electronic 
Arts nor THE GAMES MACHINE (even 
combined!) could actually afford a real 
Porsche lo give away, so we got the 
very raxl bast thing . . . well, not 
quite; the VERY ne«t best thing would 
probably be a Lotus Esprit or an Aston 
Martm DBS. But. though it is a little 
smaller and not perhaps quite as fast 
as the real thing, it «s nevertheless a 
Porsche - a radio-controlled model 
which lets you do nearly everything 
the real car will except sit in it . Oh, and 
it isn't a German Porsche, this one's 
from Japan, 

From the neat radto remote unit you 
can control the car in two forward 
speeds and one reverse. The 
headlamps operate, and in turbo- 



TEST DRIVE is 

available for 

AMIGA 

CBM64/128 

Cassette 

and Disk) 

ATARI ST 

PC 



mode the roof Kips up to reveal 
flashing red lights and a police siren 
sounds. 

And it doesn't end there. For a 
second prize there's another radio- 
controlled, silver replica of a Porsche 
959 with working headlamps, We 
couldn't photograph it because 
before the session, it turned left at the 
junction and hasn't been seen since. 
We will get it back in time though I 

To each of the 25 runners up 
Electronic Arts are giving away a 
copy Tesr. Drive. Check out the list of 
formats Te$l Drive is available for and 
let us know the make of your 
computer. To have a chance of 
winning these great prizes you musit 
correctly answer the seven motoring 
questions set out below. Send your 
entry complete with your name, 
address and computer (state disk or 
cassette where applicable) on a 
postcard or sealed down envelope to; 
PORSCHE COMPETITION, THE 
GAMES MACHINE, PO Box 10, 



Ludlow SY8 1D0 to arrive no later 
than February 1S. First correct 
answers drawn win, and Our standard 

competition rules apply - if you are in 
any doubt, check out the details in the 
masthead. 



3) 



4) 
5) 



6) 
7) 



In what make of car was Mrs 

James Bond killed? 

What was the name of the 

famous vintage Car which 

successfully finished the London 

to Brighton run thanks lo 

Kenneth Moore and Co? 

In what make of car was the gold 

stolen via the sewage system in 

the film itaiian Job? 

Who won the 1 987 RAC rally? 

What was the name of the very 

special car that Mike Mercury 

used to pilot? 

On a car, what do the letters OT 

stand for? 

On some makes ot car,, what 

does the name Ohia come from? 



TOM TX DATE: 02-68 109/1 16 




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MUSIC 



IHOW TAPELESS 
CAN YOU GET? 



Following last issue's Falrllght thrills, Jon 
Bates conies down to earth to look at some 
cheaper options In the quest for the Tapeless 
Studio, and examines how far along the road 
you can go to kick the magnetic tape habit. 

If you're semi-serious about setting up a studio at home or an 
area where you can mess around with music if you like, it would 
be to your advantage to know where to start. This is not a Best 
Buy guide but a plethora of hopefully useful advice, much of it 
gained by having gone through the hoop of acquiring equipment 
and software to set up two such places, one at home and the 
other at a local college. The last issue considered the rnulto 
expensive Fai flight Not as a buyers' guide but as an example 
of state-of-the-art. But as we are not about to shell out for one, 
on with the business of the humble home studio. 



You don't have to have a degree 
in acoustic physics to know thai 
if you copy tapes the sound 
degenerates just a little bit. It 
can be likened to recopying 
photocopies. The more you do it. the 
worse the quality becomes, until the 
result is a rather splintered and faded 
image of the original, And until the 
introduction of sensibly priced digital 
home recording (HDat or whatever), 
that is where things must sadly 
remain. 

So where does that leave us? 
Follow the sound chain backwards 
from sound that has ended up on an 
ordinary stereo cassette: before that 
it may have been on a four-track 
cassette machine, maybe a reel-to- 
reel two-track machine or even the 
luxury of a greater number of multi- 
tracks; but where was it before that? 
The most likely option, if you are using 
a four- track machine, is that you 
bounced tracks together on the 
machine to give you more room . , . 
and inevitably suffered a lack of final 
control over each instrument and a 
drop m the quality. There are several 
options left open for us. Each involves 
a little brt of investment bul there again 
you don't get anything for nowt 



FLAVOUR OF THE 
DECADE 

First a preface about the actual bits 
that create the sound, then onto how 
we can control and record it. 

The basic dilemma is the recording 
machme itself, Any copying process 
degenerates the quality so long as it is 
made in analog - electrical/magnetic 

impulses. Enter MIDI, very quickly. 
MIDI is a universal standard that 
allows music information to be 



transmitted digitally between different 
instruments and processors so Song 
as they all are equipped with a MIDI 
pod. Thus keyboard A can hook up to 
keyboard B and not only access 
sounds but also sustain, volume and 
other peripherals, and change the 
voice programs in parallel with the first 
keyboard. New additions to the very 
open areas of the language appear on 
a regular basis, and consequently it is 
the thing - flavour of the musical 
decade. There are articles galore on 
MIDI m other specialist magazines 
and so I don't propose to go into it in 
great depth here. If you knew all that 
before, please carry on reading now. 
Okay, Good. 



One of the 
boons of MIDI 
Is that you can 
update equip- 
ment without 
having to trade 
in. 



One of the boons of MIDI is that you 
can update equipment without having 
to trade in. Imagine a world where all 
micros had the same common 
language and you will see why it is so 
useful. You retain your anginal 
instrument and purchase another to 
go with it. Or more to the point, ygy 
purchase a port with another set of 
voices, as you won't need two 
keyboards unless you are really 
greedy. MIDI can receive and send on 
up to 16 separate channels, In theory 
this means you can hook up 16 
individual instruments and control 
them from some sort of central 
service. In practice this >s a lot of 
expense! In terms of our tapeless. 
cost -conscious studio we would do 
better shopping around for a tone 
module thai wiU work on two or mora 
channels simultaneously with a 
different sound for each. 



LOW TO MIDI COST 

From the correspondence I've had it 
seems that many of you have spotted 
that the humble Casio CZ101 is a 
device worth investigating. A rather 
weedy looking synth with only mini- 
keys and a lousy set of factory voices, 
it has been around tor nearly three 
years. But It will receive on four 
separate Channels at once, although 
only sonophonically - one note at a 
time - and it has a lot of sonic 
capabilities. From this you can 
generate four separate music lines, 
each with a different tone. Shop 




la* hi* tdlT Niter; Um .;\'}fls "iuv.t* 



:?: < -nc*; 



)fl Sequences r^coroed Seq. 64-SEC e* 

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around, they are available second- 
hand. 

The next stage up is the C3QQ to 
£500 bracket, which includes Yamaha 
tone modules and one from Roland. 
Eight simultaneous channels. 
performance set-ups and lots more 
sounds. The Roland, by the way, has 
on rt percussion voices which may 
save you purchasing a drum machine. 
And while we are talking about things 
like thi$. it is worth bearing in mind 
that several of the upmarket single 
keyboards can be persuaded to act 
as mutti-channel tone- modules - 
drums and all - with variable control 
over the voices and channels 
individually. Technics have always 
been good at this, and the Yamaha 
PSR 70 is a very good exam pie of an 
instrument that will do tar more than 
its appearance would suggest. If you 
get one of the latter, write away for the 
special MIDI guide to the PSR from 
Yamaha - they neglected to pack one 
into the original documentation and it 
is quite an eye-opener. Whatever you 
choose, the more channels it will 
respond to the merrier. 

KEEP THE SPECTRUM 

Even if you have only taken a passing 
interest in the music side of 
computing it cannot have escaped 

your notice that there have been a fair 
few programs and associated 
hardware with the MIDI acronym to 
the fore. From the humble Spectrum 
through to the more powerful 16-bit 
machines, there are programs that will 
record and playback MIDI data, edit it, 
and generally sequence blocks of 
musical data to form song patterns. 
The input is usually from a MIDI 
keyboard, although there are some 
that will <nput data from the QWERTY 
keys. 

if you own a Spectrum and are 
thinking of upgrading to a 1 6-bit. don't 
throw the Spectrum away, because 
there are several sequence and edit 



I give M 

« thumbs- 
up as a real- 
time recorder 
anil man- 
ipulator of 
data. 



programs that can be MlDl'd up with 
a more powerful big brother program 
to give you even greater power. By 
combining your existing set-up with 
the new, thanks to a common 
language, you can expand and 
update, not only with sound 
capabilities but also with controlling 
possibilities, at a far lower oosl than 
totally upgrading the system by 
throwing it away and starting all over 
again. The more information you can 
Confine to MIDI the more tapeless 
your home studio will be. 

It will probably be the case that you 
will be able to record and sequence 
on more MIDI channels than you have 
available Dn modules. This means 
more expense in buying another 
module, or pooling resources with 
friend, or you can go for the third 
option which is to have a four-track 
that can take a Sync track. A sync 
track lets you put a synchronisation 
pulse onto one track whilst you record 
some of your sequences. You then 
record the other sequences on 
another track, but driven by the code 
pulled off the sync track - most 
decent sequencers respond to an 
external clock (MIDI also transmits its 
own clock pulses). Howevertodothis 
you will need a device that converts 
MIDI pulses lo tape sync pulse -there 
are various ones about marketed by 
Yamaha and XRI systems, to name 
but two. Using a sync track does 
reduce you down to three tracks of 
sound but there are advantages. 

THREE TRACKS AND 
SYNC 

Let's take an example to see how this 
could work, The equipment is a 
CZ101, a computer sequencer, a 
sync-to-tape box, drum machine and 
a four-track tape machine, First, you 
can record four separate lines on the 
sequencer and check these. Next, set 
up an additional four lines {remember 
they can ail have different sounds) on 



the next four tracks of the sequencer. 

By using control codes and program 
change numbers, you can flip 
between your first and second set of 
four lines and compare By careful 
manipulation of the relative volumes. 
either by MIDI control or by attermg 
the actual voices used on the synth. 
you can achieve an astonishing levei 
of smooth sound. One set of four is 
recorded on one track. Then you set 
the sequencer to work to an external 
clock, and let the tape sync track 
govern the speed so thai the second 
set of four voices is perfectly 
synchronised and recorded on a 
separate track. Depending on the 
sequencer, you could either have a 
completely separate drum track or set 
the drum machine to chain its own (or 
your) patterns. 

Three separate recorded tracks so 
far, and eight lines of music plus 
drums all individually controlled. As a 
final touch you can wipe the sync 
track and add some chords as fillers, 
or maybe an acoustic instrument. Mix 
down on to stereo cassette, and you 
have a final recording that has had 
control over every line played, and the 
facility to after each one. More to the 
point, only one tape copy has been 
involved so there is going to be very 
little loss of quality. 

ATARI ST SOFTWARE 

A decent sequencer gives you lots of 
Control over MIDI peripherals, and 

should let you chain phrases together, 
edit out bum notes, and should be 
generally easy to use, It doesn't take 
a lot to work out that the Atari 520/ 
1040 ST has more music software 
available for it than any other 16 -bit, 
due mainly to its built-m MIDI pods, 
Inevitably there will be more programs 
reviewed for this machine than any 
other at present. The following three 
are representative of real- time 
sequencers available, two from the 
lower pnce range and one from the 
mid- to upper-price range, 

Superconductor from Microdeal is 
a E49.95 package that lets you record 
sequences, name them and assemble 
them visually into song type formats - 
assembling them on 16 tracks running 
horizontally across the screen. Blocks 
can be copied and ordered anywhere. 
Individual tracks can be turned oft or 
on and the MIDI channel il puts out on 
specified. To edit n otes (as is often the 
case with real- time sequencers) is a 
laborious process whereby the screen 
flips to a list of the MIDI data stream 
and you have to do some head 
scratching lo work out which note is 
which, as well as which code does 
what. 

SuperConductor can also control 
the woefully inadequate internal chip. 
(Why bother! - unless you haven't got 
a MIDI keyboard and want to play the 
Demo tunes, in which case why buy 
the program, as you can't enter notes 
other than via MIOP). Recording is 
very simple: choose your tempo, click 
on record and it gives you a four- beat 
count-in. Having finished, you name 
the block/sequence and place it 
anywhere on any track. Blocks can be 
copied, split, mixed and merged - this 
is very useful for putting a control 
track on separately, say for pitch bend 
and program change, and then, when 



112/11 6 TGM TX DATE: 02-88 




MUSIC 



perfected, merging it with the note 
track, Slocks can also be transposed, 
codes referring to aftertouch filtered 
out, and quantized, rounding up your 
rotten arhythmic playing id something 
that sounds m lime. 

There are a tew reservations 
though, it asks you to define the block 
length before you start, which is 
sometimes rather difficult, especially 
as <t demands that you tell it by the 
number of beats. 11 automatically 
strips off the channel code, so that in 
effect it records in what is known as 
Omni mode. Okay for single-channel 
instruments, but not so good for 
transferring from other sequencers 
and multi-channel instruments; te the 
single keyboards referred to 
previously. Moreover it will not 
respond to an external clock pulse, so 
any Slave options are well and truly 
scuppered. But it does use the 
sophisticated Song Position Pointer, 
so that if you want to stad recording 
half way through a song, some drum 
machines can work out how far you 
are through the song and Jump ahead 
accordingly lo the correct point - very 
clever, but not found on the low- 
budget products that you might 
associate with the market for a low- 
buriqet sequencer. 

The MIDI send commands are quite 
good and let you kill notes that hang 
on - why they should have i ncl uded a 
system reset and MIDI tuning function 
I'm not sure- they are very rarely used 
except on the most upmarket of 
packages that control myriads of 
synths al once. Perhaps these would 
have been worth sacrificing, along 
with the internal voice and song 
position option, in favour of a little 
more practical flexibility for the home 
user - a bit like equipping a 2CV with 
anti-lock brakes but at the expense of 
a heater! 

What I was very impressed with was 
the Systems Exclusive code writing 
part. This is realty useful for talking to 
your synth in its Own language and 
getting it to stand on its end. You will 
have to pillage the owner's manual, or 
pester the manufacturers for info, but 
it does giv& access to functions that 
are usually unavailable to the average 
user. There are very few packages 
that have this function - one not as 
hard as that to include - and it 
certainly makes up for some of the 
packaged oddities. It is well 
documented and comes with the full 
spec of MIDI protocol. 

SINGING ALONG 

Add an extra tenner to your 



. the Sys- 
tems Exclusive 
code is really 
useful for talk- 
ing to your 
synth in its 
own language 
and getting It 
to stand on its 
end. 



If you own a 

Spectrum and 

are thinking of 

upgrading to a 

16-blt, don't 

throw the 

Spectrum 

away . 



purchasing power and you can have 
the EZ-Track sequencer from Hybrid 
Arts. This will play back up to 20 
tracks, each track being a song. Like 
many sequencers it emulates the 
controls of a tape recorder. All 
operations take place on the one 
screen which is split down the centre: 
track display and control to the left, 
recording and playback control to the 
right. All other facilities are pulled 
down. Looking at the track control on 
the left you have track number, name, 
arrow, on/off. end of track maker, 
defined MIDI channel and whether or 
not it is write/record protected and 
how much memory it has used up. 
When a track is playing a set of 
symbols flash, showing you how 
many notes are playing at any one 
time, and a protect marker, Pit very 
straightforward. 

The right- halt of the screen shows 
the record/play, stop and pause 
buttons, tempo can be altered and the 
song transposed- There is also a 
metronome to keep timing 
reasonable, MIDI in can be routed 
Thru to the out port if you are using 
sounds from another module. 
Quantizing is pulled down and 
displayed in notes rather than 
numbers. To correct tracks like this 
you copy from one to another and thus 
retain the original. It will work on either 
internal or external clock pulses and 
recording is a very easy process. 
There is step-time option but it is very 
slow. Editing is where this program 
falls down as there isn't any, but there 
is the promise of an editing update. 
Certainly it is a very painless and easy 
introduction to sequencing. 



QUANTIZING POWER 

Masterpiece from Sonus is a much 
bigger and more comprehensive 
program, dongle protected ; without 
the dongle it runs in demo mode only. 
It records and plays back on 32 MIDI 
tracks. Up to 24 sequences can be 
recorded and chained together. 

Where it scores over the previous 
two programs is that you have 
complete manipulation and control 
over every feature that you record. 
You can jump to cue point in the 
sequence and record by punching in 
at predetermined points. All tracks 
and sequencers can be named. The 
clock facilities are much more 
thoughtful - you can choose internal 
or external, whether or not it will start 
from your first note or not, wait for the 
start byte from a drum machine, 



specify mtro count etc. etc. 

Trades can be copied by dragging 
the track icon to the track you wish to 
copy lo . Tracks can also be appended 
toothers, transposed, and quantized 
As you might expect, the latter two 
options are very comprehensive. You 
can transpose just a single note, a 
defined set of notes, or the whoJe 
track. Quantize will also allow a 
tolerance range so that a degree of 
'feel' is possible. There is an offset for 
time values so that you can offset for, 
say, the slow attack of a synih 
perhaps, or if you want a specific drum 
to 'lean' on or off the beat. You can 
alter volumes gradually or Suddenly 
and edit the velocity sensitivity. A 
whole track can be shifted backwards 
or forwards in time. Any track can be 
sent on up to four MIDI channels and 
you can run two sets of 16 channels 
(hence a 32-track recorder) if you 
purchase the optional hardware thai 
splits between MIDI A and MIDI B 
outputs (it uses the modem port) 
These are all playback features that 
don't alter the original recording 
unless a 'harder' option is selected. 
There is full MIDI filtering and control, 
and the reset features are definable 
so that certain parameters can be 
reset at any given point. There is also 
a Mapping control that will turn any 
control parameter into another, so 
that pitch bend could become a pan 
control {if you have stereo module that 
is). 

Step-time is not well catered for 
though, but really this is more of an 
afterthought than a main feature. 
Editing is a brt of a pain as you have to 
store yourfile and boot up another edit 
disk; this is no doubt because Of the 
large area that the main program uses. 
Editing itself is reasonable: you can 
search for specific events, playback 
the displayed section and edit any of 
the displayed notes and parameters 
by clicking on them. 

I haven't covered Masterpiece in 
mega -depth as it is a very 
comprehensive program and one 
which could take an awful lot ol space 
to describe in full. Personally I give it a 
fairly large thumbs-up as a real-time 
recorder and manipulator of data. It is 
designed on professional standards 
and as such, at a mere touch under 
E200, the price reflects this. The extra 
MIDI port is another C50 It will also 
import and export data to Sonus's 
SuperScore score writer which is due 
for review in a later issue. 

For all three programs I used the 
same test: interfacing it with a Casio 
CZ. and also a Yamaha CX5 Music 
Computer with a large and complex 
progam on it which I wanted to edit in 
full The Sonus Masterpiece would fit 
the bill for the latter, but 
Superconductor gives, systems 
exclusive control, and the EZ '-truck is 
a very fast and watertight storage and 
playback program. 

Next month Jon continues on the 
sequencing front plus a look at 
other music utilities, and offers help 
and info. If you have any ideas or 
queries send them to Jon Bates. 
THE GAMES MACHINE, PO Box JO. 
ludtow, Shropshire SYS 108. Jon 
cannot guarantee a personal reply 
but the most useful and usual 
queries will get answered in these 
pages. 



TGM TX DATE 02-88 113/1 16 



END 



UNCLE MEL'S TRIVIA QUIZ 



1) Whwe would you find an 

AZERTV keyboard? 

2) Which of the foilowing fruits is 
not a computer: Apricot, Apple. 
Acorn, Peach, Prune? 

3J In the classic science-fiction film 

The Day The Earth Stood Still what 
were the only words that could 

stop the robot from destroying the 
world? 

4) Whkch software houses can be 
found in the folio wrng insults: 
DIRER FI8, SLUG DO, 
TOSSER C DAME, RICE TRAM 
SNOT? 

5) In 1 702 a 3^D ClocKwor k 
computer was invented to predict 
planetary movements. What was 
it caJled? 

6} In the movie Demon Seed, what 
did the computer do to Julie 

Christie? 

7) Amstrad wordy process 

advertymold geriatric sillisodde's 
namey? 

B) Edgar Varese invented the 
sound sampler in 1916. True or 
false? 



Fresh from tramping the streets in search of 
stereotypical computer industry figures desperate 
for press coverage in tits famous TGM columns, Mel 
Croucher has some more tricky questions for you. If 
you can get more than 17 questions out of 20 right, 
consider yourself a Person Renowned In Computer 
Knowledge . . , 



9) In 1 900 the theme from The 
invaders, called Computer Game 

was a Top 20 hit. Name the band. 

TO) What have the following got in 
common; Rin Tin Tin, Lassie, the 

Spectrum +3? 

1 T) What was the name of the 

Paranoid Android in Tha Hitch- 
Hiker's Guide To The Galaxy? 

12) FilP in the missing words: 
'------ BIKE' 

YOGI 

' POINT" 

' FREDDY - 



13) The word 'computer' comes 

from the Latin 'computo' . What 
does it mean? 

1 4) If it takes seven men l wo years 
to program Star Trek, how long 
does it take me to review it? 



15) What company manufactures 
the intelligence chips for both the 
Speak'n'Spell machine and the 
Tomahawk Cruise Missile? 

16) Which of the following is a real 
software house: Thalamus, The 
Ram Jam Corporation. Andrex? 



Barnes about to take Pnnce 
William 'in hand'. 

1 8) What do you get when you 
cross a giant piano with Mel 
Croucher's trousers? 




17) Who is this madwoman? {a| 
Marianne Scarlet of St. Brides, (b) 
David Ward at the Ocean 
Christmas panto H (c) Nanny 




19) Which compuier named after 
a zodiac sign failed to herald the 
dawning of a New Age? 

20) Which cities are associated 
with the following: TauCeTt. Judge 
Death. Batman. Barbarian 



ANSWERS 

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NEXT MONTH 

A GAMES MACHINE EXCLUSIVE! 




p-l-w** the tsnmm 



For almost four years the name of Ultimate (Play The Game) 
stood for the very best of home computer games. The com pany 
had an unbroken string of 1 4 hit Spectrum games and several for 
the Commodore 64. Sales topped the quarter million on some 
titles, and with Knight lore. Ultimate virtually invented the forced 
perspective 3-D arcade adventure. 

Despite Uftimate's renown, very little was ever known about 
theeompany. They rebuffed reporters and shunned publicity. No 
proper interview was ever conducted. 

And then U I timatt s i m ply faded fro m the scene an d so d i d the 
people behind it. But they are about to emerge once again as a 
new and powerful force in British software, and they chose to talk 
exclusively to THE GAMES MACHINE about their past and their 
resurrection. 



Now you can read the startling true inside Ultimate story 
in next month 's packed issue of TH E GAM E S M ACH I NE, and 
find out just what it is they are doing. 



We go on the Bulletin 1 0OO trail, and talk to the people who heip sell 

games mtD the chainstdnes. 

■ Mei Croucher talks to well -known programmers aooul how the 
industry ripped them off - a form of software Child Abuse, And as 
a complete change he looks at home video recording on a budget 

Jon Bales gets to grips wrlti the finer points of MIDI. 

■ PLUS the latesl multi -format games reviews, previews, board 

games, fantasy games and adventures. 

■ Don't miss out. Ihe next issue of THE GAMES MACHINE goes on 
sale from February 16 at all goad newsagents etc. 



ADVERTISERS' INDEX 



Action Soft 
Activision 



Compumart 

Creative Devices 

Evesham Micro 
Grand Slam 
Gremlin Graphics 
Herwoods 
Imagine 
Infogrammos 
Johnson Seanilron 



24, 25 
12. 13. 7,2, 73, B4 

as, 104. ids 
55,57 



43 
63 

3e 

23 
26 

44, 45, B/C 

its 

74 



Loriciela 37 

Mills Associates 18 

Ocean 2, 3, 92 

Pandern 9 

Pirate Software a 1 

Psygnosis 4 

Silica Shop 31 

Sublogic 6 

Teetrics n 

TGM Mail Order 100 

TG M Subscription s 1 1 

Video Vault 32, 81 



114/1 1 6 TGM TX DATE: 02-88 







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Lards thai pTOtoce men of lege nd. dragon slayers. Re id his shadow - 
jfatM diarti - ^ evft feaT his fire*TJe»Tng sward, the axe he well it* as swift as 
ghtning/SiaEe oi the art programming makes a [rue simulation of the 
cade for*obr home micro, enjoj superb graphics and realistic action as 
RASTAM takejen a world of dangers - magical Hoards, fire breathing lions, bats, 
snakes. skeJHftMisand finally the living dead. 

Is It more than you can handle? 



Sp*rtrum ?,95 C«s SPECTRUM -^ J DISK 14.93 

Commodore B.95 Cass 12.99 Disk 
Amssrad 6-95 Cass 14,95 Disk 



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Imagine Software Limited - 6 Central Street Manchester M2 5NS TeJ 061 834 3939 Telex: 669977