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JOYSTICK JURY | ||
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What's on your software shopping list for Christmas? Let Ross Holman, Dave Nicholls and Roger Willis help you make your mind up! | ||
This month, our motley crew of Joystick
Jurors include Dave Nicholls, a self-
confessed adventure fanatic and seasoned
hacker; Ross Holman, ace games player
and winner of the Jet Set Willy prize; and,
last but by no means least, Roger Willis, a
relative newcomer to the Spectrum scene. Dave and Ross you'll already know from our monthly major games reviews. Roger Willis, on the other hand, is probably more at home in the saddle of a massive motorbike ... but that was before he discovered the thrills and spills of the Spectrum. Check out what they thought of the latest in games software ... |
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![]() THE PRIZE Arcade Software / £5.50 |
Dave The Prize is a variation on the maze
theme. You have to control your
spacecraft through the maze, collecting
'code pods' as you go. The pods are
numbered and must be gathered in the
correct order; reaching number five
promotes you to the next level. Those hitting the fourth level are asked to find the 'special code', photograph it, and send the evidence to Arcade Software. This entitles you to enter the competition that goes with the game. The competition has a prize (cunning title isn't it!) of £5000, but the catch is that the money will be divided between all the people who send in correct answers before January 1985. On the game front The Prize is quite good, the maze is very large and your ship moves nice and smoothly. This is, however, really a game |
that will appeal
more to cartographers than to
shoot 'em up freaks. 2/5 ![]() Ross A very colourful maze game with a large prize for the winner. The nasties aren't that clever, so only the overall size poses a problem. It loses its appeal very rapidly. 2/5 ![]() Roger Being quite unable to imagine what five thousand folding green drink vouchers will look like stacked next to my keyboard and as I've never had that much wonga in my short and miserable life, I find it hard to imagine this game holding anybody's interest ... 1/5 ![]() |
![]() DALEY'S DECATHLON Ocean / £6.90 Dave Daley's Decathlon is, of course, one of the several attempts to transfer the arcade |
game Track and Field onto the
Spectrum. In fact, it's just about the best
attempt so far. The object of the game (in
case there's anyone out there who doesn't
know!!) is to compete in each of the ten
decathlon events scoring points for speed,
height jumped and so on. In the running events movement is accomplished, as usual, by either hitting two keys alternately or wiggling a joystick back and forth; a further key is used to throw or jump in the other events. Graphically, Decathlon is very good, the only problem being the rather stiff running motions of your man. Ocean's logo scrolls past at the top and a crowd applauds when you do well. Although there are a few small bugs (for example, I have it from a reliable source that it's possible to |
clear
over 400 metres in the long jump!) the
game simulates all of the events very well,
including an energy limit on the 1500m. For anyone on the look-out for a Track and Field -type game, this is the best buy at the moment. 4/5 ![]() Ross Certainly the best track and field game for the Spectrum, although it doesn't contain some of the nicer touches in other versions. 3½/5 ![]() Roger Put a few quid in a deserving shamateur's pocket. After all, our boy Daley must've flogged the right to use his name. Good luck to 'im, too, because Decathlon earns its keep in screen time and gave me a lot of much- needed exercise. 3/5 ![]() |
![]() DELTA WING Creative Sparks / £6.95 Roger This was the one that kept me up at nights - not that I broke any 'high scores'. Delta Wing is definitely a game for patient technocrats. |
It's based on only two
screens, but these are complicated and
composite. Simulator tendencies are
confirmed by the continuous presence of
cockpit instrumentation across the
bottom. Altitude, air-speed, fuel gauge,
radar and artificial horizon add in to a total
of 14 informative variables to complement
the pilot's hand moving the on-screen
joystick according to player instruction. All it takes is a tweak of the old handlebar moustache and there you are, blasting 'em out of the sky or bombing their bases. The second screen flashes up on request and is made up of a map showing your bases (which can be landed at for fuel and ammunition), their bases (which can be bombed), and the current position of enemy planes (which got me reciting 'Tally Ho' and 'Wizard Prang' epithets ...). A significant attention span and a great deal of |
perseverance are vital though,
because in this game nothing comes easily.
Just taking off, involving correct ground
speed related to flap position and timed
pull-back on the joystick, is a thoroughly
skilful operation. Being honest, I could
barely get off the runway
but I felt like an RAF pilot! 4/5 ![]() Ross Slightly simpler controls here than with other flight games. It's good and fast, but too similar to existing products to sell that well. 3/5 ![]() Dave This game drops in somewhere between the flight simulators and Zzoom. It's quite playable and easier to fly than most others of its type. If you want to fly, but don't want to be able to tell your flaps from your ailerons then this is the one for you. 3/5 ![]() |
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![]() KOKOTONI WILF Elite / £5.95 Ross Elite has taken the little white man out of the realm of the superhuman jumper and more |
into that of winged
avenger; he's now a decidedly unheavenly-
looking angel! Wilf can be made to move
left, right or flap up the screen; the 'flap'
key repeats so you don't have to wear out
your keyboard. Kokotoni Wilf is a game of 60 screens divided into six time zones. To progress from one to the next, you have to collect a number of flashing pieces of an amulet - and then find a time gate. Incidentally, Elite forgets to mention that you can start in any of the first three time zones by pressing keys '1-3' and then you'll find that all the objects on the previous levels will be credited to you. Each screen consists of large fixtures like trees or dinosaurs (some of which may animate a little) and smaller, moving graphics. Tunnels and recesses have tended to replace the |
familiar platforms.
The graphics aren't really up to Jet Set Willy
standards and the difficulty I had
controlling Wilf's spritely extravagances
spoiled any appeal
that the game had. 2/5 ![]() Dave This is a reasonable game with above average graphics, but it gets annoying after a while because the controls are not precise enough. Elite advertise this as the successor to Jet Set Willy. It's good, but not that good! 3/5 ![]() Roger Maybe 'Flapping Fred' would have been a better name, or perhaps 'Blundering Budgie', because our hero Wilf's mishaps can't all be blamed on Spectrum keyboard insensitivity. Shame 'cos there's enough screens to last a long time. 3/5 ![]() |
![]() BRAXX BLUFF Micromega / £6.95 Roger Mission Control, Houston, heaved a collective sigh of relief the day my careers master decided I was much too stupid to |
become a space pilot because - as this
game finally proves - I would have been
very bad at it. Nevertheless, tantrums at
my inability to land the naffin' rescue pod
on the planet Prolon were unavoidable. I
couldn't get past the first three superb
screens in Braxx Bluff ... who knows how
many more I missed! Moving 3D graphics are 'the biz' right from the beginning of this rescue mission. The screens I actually got at involve descending from the mother ship's orbit down to skimming the planet's atmosphere, before diving towards a landing - the point where you'll need fine stabilising control to score sufficient points to achieve a safe descent. Getting onto the planet and beginning the search for the three crewmen, trapped in a stranded hydro-crawler by alien lifeforms, means acquiring eight points during 'Lander Phase'. I only managed to clock a maximum of |
four and a bit.
All the same, expert space jockeys can
move on to Walker Phase, Land-Crawler
Phases, Sea-Crawler Phases and a finale
where the Commander's 'enigmatic' boat
race appears on-screen to say 'Ta very
much' ... Pass the joystick,
Gladys! 5/5 ![]() Ross Definitely a disappointment after the last few Micromega games. The 3D effect is not very awe-inspiring and the supposed finale is dull. If it didn't have a 'save to tape' facility, I wouldn't have played it for very long. 2/5 ![]() Dave The 3D graphics are unconvincing and the game is quite easy to beat. Even so, the last stage goes so long that I was just crashing into rocks on purpose for excitement! 1/5 ![]() |
![]() BEATCHA Romik Software / £6.99 |
Dave At first glance, Beatcha looks a bit
like Gulpman, which was one of the first
Pacman-type games to come out on the
Spectrum. It takes, however, a few more
glances to realise just how similar they
actually are!! The object of the game is to move around various 'classrooms' and collect keys. When all the keys are collected you have to reach the main door and escape. Your man is a single cursor 'Smiley' face which moves at a ridiculous rate and is chased by unhappy little faces (the teachers) which in some cases move so fast that you lose several of your 26 lives before you can get out of the way. In fact the game's only redeeming feature is that there are quite a few classrooms to be killed in. |
In short this game is about as much fun
as a three-hour 'partly predictable'
broadcast on behalf of any party you care
to mention. It might make a
useful dustbin filler. 0/5 ![]() Ross This is a standard maze-type game which proves difficult merely due to the speed and persistence of the chasers. I don't think it has much going for it. 0/5. ![]() Roger Why did I used to fall asleep at school? Why does this game remind me of what fanciful commentators refer to as 'the best days of my life'? Beatcha, in relation to teacha(s), is as boring as the real thing. 1/5 ![]() |
![]() H.E.R.O. Activision / £7.99 Dave H.E.R.0. is a game in which, as the name implies, you get to play the hero - Roderick Hero |
to be precise. Roderick's
job is to rescue trapped miners caught
when Mount Leone erupted.
To help him he has a miniature helicopter thing strapped to his back which allows him to fly up and down the vertical shafts, a microlaser helmet for shooting nasties, and several sticks of dynamite which are capable of 'removing' any thin walls that happen to get in the way (if necessary the laser can also be used to break through walls, but this uses up a lot of power). As well as having to shoot his way past spiders, bats and other mine- dwelling creatures, Roderick also has to contend with lamps that can be put out by careless shooting or flying and, in the later stages, 'molten lava' walls that kill on contact. Graphically the game is simple. The walls are large blocks, and the control of the backpack |
leaves a lot to be desired.
But it has got that 'one more time'
addictive quality that keeps you playing
and, because after level 17 the mines are
randomly generated, there's
no way it'll be mastered. 4/5 ![]() Ross The delay on our hero's contraption makes control tricky - though not to a detrimental extent. But the plain blocky graphics for the cave walls are very dull. 2/5 ![]() Roger Wot is Roderick Hero doing with this 'rescuing miners' stuff? Doesn't he know the political consequences? Being an 'all-round Good Guy' does have its advantages and sleep inducement seems to be one of them, despite increasing difficulty. 1/5 ![]() |
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![]() PYJAMARAMA Mikro-Gen / £6.95 Ross Pyjamarama is the second of Mikro- Gen's games to feature the infamous 'Wally'. This |
time, our Wal' is having a
nightmare (He'd dreamt he'd just bought a CBM 64? Ed.) and the only way he's
going to be able to wake himself up is to
find the key to his alarm clock and wind it
into action. The setting for the game is
Wally's home, each screen representing
one room and each filled with beautifully
drawn and coloured furniture. In a way
that's similar to Atic Atac, you guide our
sleeping hero through the rooms - this
time seen from the side; just like Jet Set Willy, you can move left, right or jump.
Only a few screens have things for Wally
to jump on - chairs, tables or staircase. Each room of Wally's house has a number of doors. Some can be opened just by jumping at the handle but to get through others you need to be carrying certain 'objects'. |
You also have a limited amount of
energy per life which decreases each time a
moving graphic hits you ... so watch out
for the hands which burst from the floor
and grab you! Touches like this make
Pyjamarama a humourous
and enjoyable game. 4½/5. ![]() Dave Mikro-Gen says you'll never dream a program could be this good, and for once the advert is right. It's worth buying for the games room. 5/5 ![]() Roger It's hard to play but easy to watch. Wally's nightmare won't put you to sleep - just the opposite. It's both pretty and pretty funny, err, if you know what I mean ... 4/5 ![]() |
![]() HUSTLER Bubble Bus / £6.99 Ross Is there really a market for another pool |
game? Answer ... probably only if it's
sufficiently different from the others to
maintain interest. Bubble Bus must have
recognized this because Hustler provides
six different games to choose from. Having selected your particular poison, you see on-screen the table, balls and a status line at the bottom. The screen is white with green bars representing the cushions, and the balls are black - thus avoiding attribute corruption problems; they also have their numbers on them. To make a shot you move a cross to some point along the desired line between cue ball and object ball, and hit the 'fire' key. The speed of the shot is controlled by a strength indicator. Unfortunately, the speed of the balls never gets much beyond sluggish ... they just bounce for longer. An added refinement is the |
kind and strength
of spin. If you haven't got a pool game then this isn't bad. 2/5 ![]() Dave The balls move accurately, but rather too slowly for my liking. The choice of games keeps it interesting for a while but isn't good enough to knock CDS's Pool from the top of the Spectrum pool game league. 2/5 ![]() Roger It's impossible for me to be objective about this pool package because I find the original game as objectionable as any programmed simulation. Trying desperately to be fair, I can only say that it must be possible to create better visual representation and action than this offering. 0/5 ![]() |
![]() EYE OF BAIN Artic / £6.95 Ross The task set in Artic's Eye of Bain is to locate and hang on to a priceless emerald. You |
don't, however, start off in
the easiest of circumstances. At first you
seem to be in a hut, and typing 'Look' will
instigate the drawing of a full screen
picture of your surroundings. It's not until
you start to try and move around that
you're told a chain is clamped to your leg
- which in turn is attached to a pole. To
free yourself you have to type in two
absolutely correct words. This problem of
syntax and vocabulary is one that I find
very annoying with adventures in general
and Eye of Bain is no exception. For
example, words that are used to describe
objects at a location are not recognised if
you try to use them yourself. All the locations I visited had an associated picture and most had some useful objects, or tasks that needed to be performed. The top few lines of the screen are devoted to describing the location ... its exits and objects. |
This is quite useful but
my more hardened adventuring friends
suggested that it detracted from the
atmosphere of the game. A reasonable adventure, but I got stuck because I hadn't quite got the language right. 2/5 ![]() Dave It took me about ten minutes to get started and I'm nowhere near finished yet. The game is interesting enough for me to keep on trying. 3/5 ![]() Roger Tarl the mighty warrior turned out to be a bit of a wimp thanks to my erratic, misspelt or incomplete commandments. Adventurers should have patience with the lame lexicon, though, because I haven't declared the sacred emerald on my tax return yet ... 3/5 ![]() |
![]() DRAGONFIRE Cheetahsoft / £7.95 Roger Prefaced with barking hokum about militant rebels and their house-trained dragons depriving young Prince William of his treasure, |
this program is enough to
put even you off royalty for life. Our regal hero begins his attempt at regaining his birthright on the first screen depicting the castle gates and drawbridge. All the young lad has to do is nip across quick, dodging the odd gob of lethal dragon fire, to gain entry to the treasure. So far, so good, and on to the second screen, which has even cruder graphics. The noble prince can be shuffled round safely out of dragon-range and the relevant goodies scooped up into His Highness's Post Office account - or wherever yer Royals keep their negotiables. Prince and player should then be trembling at the dire warning about how hard life gets after the second level ... Although there's a voluntary choice of four difficulty levels, the game automatically gets more serious with success - but the grandiose let-down is that there isn't anything past the |
second
level. That's your lot, mate! It's back to the
first screen ... it just gets harder. What we're actually looking at is a stunning lack of program content and detail. Boredom grows faster than skill rating and, quite frankly, Dragonfire has got about as much future as the feudal system. 1/5 ![]() Ross How they ever managed to write this code in such a way that you need 48K to run it, I'll never know. This is one that wouldn't have been well received two years ago! 0/5 ![]() Dave A real contender for the Turkey of the Year Award is this one, the graphics are awful (the jumps are particularly hilarious) and the game has no real challenge to it. 0/5 ![]() |
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![]() COMBAT LYNX Durell Software / £8.95 |
Dave Combat Lynx is a battle simulation
program that has you flying your Lynx
helicopter around a three-dimensional
battlefield (which is randomly created for
each game); you have to perform the dual
function of destroying enemy forces and
supplying your bases. Controlling your helicopter can be a bit of a nightmare, because there are four command modes and some keys are used in more than one mode to perform different functions. Even allowing for this, there are nearly 30 control keys (most are re-definable) although any keyboard reading joystick can be used for five of them. The screen shows your flight instruments and a rather peculiar view of your helicopter. It's strange because, although you can fly in any direction, the view of the landscape is always |
North,
South, East or West, with the helicopter
graphic turning through up to 45 degrees.
When you turn far enough, the screen
blacks out and re-draws with the
landscape turned through 90 degrees.
These factors neatly conspire to turn what
is basically a very good game
into a mess. 2/5 ![]() Ross The representation of the hills and valleys is well performed and fast. 2/5 ![]() Roger Sorry Colonel, but it ain't simulator material for hackers with Falklands Factor aspirations and it ain't simple enough for all us conscientious objectors still hiding in arcades. 2/5 ![]() |
![]() HYPERACTION Silversoft / £5.95 |
Ross Silversoft's more recent output has
tended to be colourful, well written and fun
to play - and Hyperaction is no
exception. At first glance it seems a sort of
cross between Pacman and Pengo, but it's
actually different again. To begin with,
each screen cleared means another almost
totally different game, strategy-wise. In screen one you're a spider in a maze consisting of blocks of greenery separated by patches of mushrooms. Also tucked up inside the maze are four 'ZX' symbols and the object is to collect all of them and return pronto to the centre of the maze. The only problem is that Pacmen also live in said maze and if they touch you - whoops, there goes another life. You can push around the blocks of greenery to alter the maze and block in the Pacmen - but watch out! |
The next game has you trying to destroy
all the blue maze pathways by walking
over them. The following screens are
variations that get increasingly more
difficult. I couldn't get past screen five,
where marauding 6502 chips soon
polished me off. Good graphics and a fun game. Careful thought is needed if you're going to be good at it. 4/5 ![]() Dave A nice Pengo variation with good graphics. Possibly a bit too fast but very addictive. 3/5 ![]() Roger I'd like to say it only had one screen, but that'd just be an excuse for my bad play! Pure arcadia in the best sense of the word. 3/5 ![]() |
![]() KENTILLA Micromega / £6.95 Dave Kentilla is a text and graphics adventure by Derek Brewster, and a follow-up to his very |
successful Velnor's Lair. The story follows on from the
previous adventure with 'baddie' Grako
taking over from Velnor; he's hungry for
the Moonstone of Algrath - the source of
Velnor's power. Mr Brewster writes an
adventure column for a certain Spectrum
games review magazine, where he gives
each adventure a rating under five
different headings. It seems fair, therefore
to rate his own adventure in the same way. Atmosphere: The graphics are good but, as Derek has himself said, most graphics are no substitute for good text; his are no exception. Vocabulary: Kentilla has a very good input editor which behaves rather like the Basic line editor. Logic: After some three hours of play I was still stuck within a 10-location section while trying everything I could think of to progress. I must have missed something but either it's |
too obvious to notice (if so,
then apologies to Mr Brewster) or it's
completely illogical.
Debugging: Very good. Overall: I'd have expected something better from someone who tells people what's wrong with their adventures. 2/5 ![]() Ross A reasonable enough adventure with good edit and recall facilities. I didn't like the way it lists out objects, exits and so on, and the puzzles were a bit too puzzling for me. 2/5 ![]() Roger Is our hero's surname meant to be Livingstone or do we need to move further North and interpret this as a mystical allegory on a quiet day at the National Union of Miners? Did Grako cross picket lines when he returned to the abyss? Am I mad? 4/5 ![]() |
![]() ENDURO Activision / £7.99 Roger Although we're talking racing cars here rather than motorbikes, the scenario and |
practical action of Enduro is very
similar to Micromega's Full Throttle. The
player uses a pair of keys to steer, and has
both throttle and brakes on the keyboard.
Joystick control is easier and obviously
more instinctive, with a simple pull-back
on the stick to hang out the anchors. The challenge is to keep on going in any weather or visibility condition, overtaking the requisite number of other cars each 'day'. During the first cycle, 200 cars must be passed and in subsequent 'days', the opposition increases to 300. Apart from 'day' and 'night' driving conditions - only tail lights are visible during the latter - ice and fog also appear, demanding slower, more careful and precise car control. The essential similarities to Full Throttle are tracking control and graphics, in as much as the visuals are dominated by a wiggling ribbon |
representing the road,
tapering off to the horizon. I suppose it's
got the same ability to excite, amuse and
addict 'go-faster' merchants, but it ain't
sufficiently different to justify acquisition
if that other program's been LOADed in
the recent past. To be honest, I got quickly tired of it, but there again, I've been tired all my life ... 3/5 ![]() Ross Very similar to the VCS version. An outdated game more like a dodging blobs session. 1/5 ![]() Dave The graphics are quite good. The cars coming towards you are not exactly perfect but they're reasonable and they move fast. It seems quite easy to master and will probably get tedious once you get the hang of it. 3/5 ![]() |
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![]() TROUBLE BREWIN' Silversoft / £5.95 Roger Never mind Trouble Brewin', I had |
trouble playing this game! Typically, most
of the aggro came from a complete lack of
instructions or explanations with the test
sample, which meant that I had to suss out
the required action on each of five screens.
Fortunately, a 'practice' facility accesses
any of the screens and erratic key-stroking
soon identified the point of it all. Imagery is mostly concerned with alcoholic beverages, a subject extremely dear to my heart. Barrels, vats and glasses of bubbly proliferate. In the first screen, a deadly corkscrew is just one of the things to be avoided and in the fifth, the champagne realistically knocks you out - well, it always makes me comatose! Altogether, despite my 'orrible suspicion of things arcade, I must say that the game did |
seem a bit - dare I say -
easy. The mobile nasties and fixed
obstacles are far too predictable and crude. Maybe it'll be a big success with Real Ale' freaks, but I think I'll stick to lager. 2/5 ![]() Ross Silversoft has come up with more pretty graphics. It also seems to have the knack of making the nasties just intelligent enough to cause problems, but not so you can't escape. 3/5 ![]() Dave Just the job if you're looking for another 'jumping around and collecting' game. It has nicer graphics than most but calls for arcade skill rather than planning. 3/5 ![]() |
![]() ZENJI Activision / £7.99 Dave Zenji is the latest in a long line of computerised puzzles and it comes complete |
with the obligatory mish-mash of
philosophical bits and pieces that are
traditionally used to jazz up this type of
program.
In order to achieve 'Zenji' you must rotate the maze 'elements' (straight lines, corner pieces and 'T' shapes) so that they all join up with a particular element known as the 'source'. Rotation is achieved by moving your face-shaped player to the centre of the element you wish to turn and pressing a special key (or the joystick button) along with a rotation key. In normal use the rotation keys move you left and right, with two more keys for up and down. There's a time limit for the completion of each maze (which get bigger as the game progresses) and 'Flames of Desire' appear which follow you around and quite rightly provoke fatal consequences if touched. Zenji will appeal mostly to puzzle enthusiasts |
but on the higher levels it
becomes quite a test of arcade skill. As the
cassette sleeve says, you have to 'let go'
and leave your fingers to do
the work on their own. 3/5 ![]() Ross Quite an intriguing little mind-twister with reasonable graphics and easy-to understand instructions. However, that's not saying it's easy to play. If you like 'thinking' games, then this could be worth a look. 2/5 ![]() Roger The 'Flames Of Desire' are not a threat I learned to fancy much but that's not because I suffer 'illusions' ... Lust for success and puzzling enlightenment failed to overcome my lack of skill, Oh Grey One ... 4/5 ![]() |
![]() BEACH-HEAD US Gold - Ocean / £7.95 Ross One of the Commodore 64 gamester's most popular releases, Beach-Head has now been implemented on the 48K Spectrum - courtesy of |
the combined might of US Gold and Ocean.
Personally, I never found it that brilliant
on the 64, but certainly it's easily as good
on the Speccy. Beach-Head is a multi-screened (six in all) arcade/war game where the aim is to penetrate the defensive power protecting a piece of coastline, and capture the enemy fortress. The first screen is a plan view of the coast you're going to attack; you move a cross (representing your fleet) through a secret passage and into combat with the opposing forces. The other five screens are rather more lively. They involve steering your ships through a barrage of torpedoes, shooting down attacking planes, sinking the enemy ships, guiding your tanks through the shore defences and finally blowing up the enemy's Big Gun. This is definitely the best piece of code ever |
written by Ocean. It has good
instructions, comprehensive player and
control options and a good
range of skill levels 3/5 ![]() Dave Ocean has done well in converting this from the Commodore 64 version. The game is very playable and the graphics are good, especially the plane attack phase Even so, it hasn't got very much lasting appeal. 3/5 ![]() Roger Not enough authentic strategy to please committed wargames recruits and not enough zap-splat-kapoww! to satisfy the electronic bloodlust of trigger happy arcade troopers. Nevertheless it's got sufficient entertainment and complexity value. 2/5 ![]() |
![]() PSYTRAXX The Edge / £7.95 Roger A sample tape with hardly any instructions didn't increase the likelihood of my establishing instant rapport with this game. I'm |
still not completely sure what
you're supposed to achieve and/or
whether there are hidden programming
secrets that incompetence and general lack
of Willis-interest failed to unlock. If my eyes haven't deceived me - which is always possible - the on-screen action occurs on a circuit board and involves the usual four-key control of movement plus the ability to zap any opposition with what one can only assume are graphic attempts to represent electro-magnetic energy. I would call it a one-screen stand even though it's claimed to have over 1000! It's not that other screens didn't exist, they're just not that different. The graphics are abysmal - unclear and unoriginal. The screens seemed to suggest the programmer had defined a few characters at the most, and then used them around the edge. If your vocabulary in Basic is even smaller |
than your basic vocabulary, then it
might just hold your interest for longer
than it did mine, but I doubt it. I'm afraid I
have to report that this is one of the most
boring and overrated games I've had the
misfortune to play since an old
school friend brought out
his conkers! 1/5 ![]() Ross A competent piece of software but rather dull in play and certainly not original. If you like mapping games, look no further. 3/5 ![]() Dave Very like Atic Atac in approach but with less interesting graphics. The Edge is claiming a new programming technique called Synergy allowing it to get over 1000 screens in 48K; Similar would probably be a better name 'cos that's what the rooms are. 2/5 ![]() |
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