TheGamesMachine01

Page 1

A NEWSFIELD PUBLICATION

TX: 0 0 1 OCT/NOV

1987

£1.25

EVALUATED]

Laser Tag Systems The New Breed Of Consoles Anglia T V s KNIGHTMARE

WIN!

f

A Full Set Of Infocom Software, A Modem and Micronet Subscription A Nintendo Deluxe Set A Portable Arcade Machine A Sega Master System

FEATURES

Software Sexism Free Software Computers At The Movies "'Fantasy Role-Playing

AND INTRODUCING

The Entertainment Medium Of The Future: The Robosystem

REPORTING WHEREVER TECHNOLOGY IS APPLIED TO ENTERTAINMENT


MORE FUN THAN A BARREL FULL OF MONKEYS ' "

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our ofdarting lit tit Jack. Off to ' where many of your kind were hed long before. Off to AtutrnlU -- mast golll

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Gremlin Graphic Software Ltd., Alpha House. 10 Carm Stfwt. Sheffield SI 4FS Tefc (0742) 753423

CBM 64/128 Cassette £ 9 . 9 9

Disk £ 1 4 . 9 9

SPECTRUM 48/128K Cassette £ 7 . 9 9

AMSTRAD Cassette £ 9 . 9 9

Disk £ 1 4 . 9 9


The Battle \ Continues!!! N. loin wtth the forces of MASK, skilfully commanded ^ S . by the brilliant strategist Man Trakker and combat the evil of the \ villainous VENOM In their quest for domination of the world. No longer need you stand by and passively observe the evil deeds of Mayhem and his co-conspirators. Here Is your chance to dig deep Into your a and put your skills to the test against possft)

the greatest master criminal ^^r the world has cwp ^ ^ seen, fact or fktfon. Lf This dasskcoalict of good versusevIiKportrayed with a J realism jiMttxdtesnent that can only J take I q Je«l from the world's most famous * iottedlon of superheroes and supervlllalns. " There are creations of adventure, there are creations of combat but there Is not a creation quite like MASK!!!

C B M 6 4 / I 2 8 « Amstrad

Gremlin Graphks Software Ltd. Alpha House. 10 Carver Street. Sheffield SI 4FS Tel: 0742 7S3423

£9.99 £14.99


COMPUTER S ELECTRONIC ENTERTA/i OCTOBER 1987

THIS ISSUE LIGHT WARS

Editor. Graeme Ktdd Co-Editor: Gary Penn Contributors: John Minson, Jon Bates, Ciarin Brervnan. Martin Coxhead. Mel Croocher. Sue Oando. Simon Goodwin, Martyn Lester. Barnaby Page. Jeremy Spencer, Nik WHd. John Woods Editorial Assistant Fran Mable

The laser tag craze is about to sweep Europe, so we put the available systems to the test Page 20

Art Director: Oliver Frey Production: David Western, Gordon Druce, Mark Kendrick. Matthew Uffindell. Jonathan Rignall. Nick Orchard 1 King Street. Ludlow. Shropshire. SY8 1AQ a (0584) 5851

Dedicated consoles are set to make a comeback. Or are they? Page 29

HOME ARCADES

THE SILVER SCREEN The computer: film star and director Page 46

Advertisement Manager: Roger Bennett Sales Executive: Andrew Smales B (0584) 4603 OR S (0584) 5852 MAN. ORDER P0 Box 20. Ludlow. Shropshire, SY810B a (0584) 5620

FEATURE PREVIEW Morpheus - a new game from Andrew Braybrook Page 83

Typeset by the Tortoise Shell Press. Ludlow with colour origination taken care of by Scan Studios. Wallace Road, London N1. and printing achieved by the Artisan Press, Gorse Hill Industrial Estate. Beaumont Leys. Leicester Distribution effected by COMAG of Tavistock Road. West Drayton. Middlesex

SOFTWARE SEXISM Mel Croucher polls the industry Page 88

(bite tMplt.realty.Tin (MAW* decision IttealIn all matters retaOag to comptttton adjudication and wMt we otter prttet In pood taMfc. bofcevtng tham to tM tvaUabK. it uxrwtNr^ untoward happont (Ue a gama trial hat baea ottered It I prtie tw-nj scrapped) we rtum tha right to futxt'tulA pwM or comparaMe »»io» We'l do oor »ery bestto( l of winner* in the r mteu wev 'e wrttttn to you stating that youm ' won a prize and It doeant' antw. In which era drop Fran Mabe l a haa at tha P0 Box 10 Kttnm) Natorafly. no-one who hat any a, to a person, lvtfig or dead. wto works (ottering print may entar one of our or any of the e l 90<Mtoa lot of trooMe and eftod to preface tha I In Mi Ium of tha mapaxine. and at the goingtobe wry annoyed If wefindIt tunaap op says whee they pet a )ucy eiduuve. O ' or lawyers artSo don't wit | byai wBotod worts or pfeotoorapha that we use. we'l pay tor ual rata*. That M about wraps up the alienors... © 1987 Photography by Cameron Pound

Cover by Oliver Frey

NEWSFIELD

A NEWSFIELD

PUBLICATION

TV GAMING Anglia TV's new adventure game examined Page 94

FUTURE CINEMA?

LIGHT GAMES

Electronic tag is fast becoming big business - in America there are special indoor arenas to play team games. Players shoot light at one another, registering hits on light-sensitive receivers worn by their opponents. The craze is coming to Britain-while no-one has firm plans to set up a light tag centre on these shores, eight laser tag systems are available in the shops. We evaluate them. ___ •. ^

SEE PAGE 20

A whole new entertainment medium is just around the comer Page 100

COMPACT BUT CAPABLE CD Rom could open up whole new worlds . . . Page 104

THE MUSIC MASTERS

Ben Daglish and Rob Hubbard speak out Page 111

ON THE RACKS Hewson launch a new budget label Page 124


CONTENTS

inprakmoo paulX'frnnn

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GOING SOLO

Role-playing on your own is tricky - unless you get a gamebook SEE PAGE 41

A NEW WAY OF REVIEWING GAMES

VERSION UPDATE keeps you in touch with the movement of games across formats, and then it's into the REVIEWS. We look at as many versions of a new game as we can, offering information not speculation. Separate ratings are awarded for each version of a game we get to play - none of this' review the Amstrad version before anything else is ready and pronounce the game a hit' rubbish! We tell you what we think of what we've seen . . . SEE PAGE 50

WIN AN ARCADE MACHINE

Ocean offer an Athena arcade machine, carefully packaged in an aluminium camera case SEE PAGE 108

THE CONSOLE BOOM

Two new dedicated consoles have arrived in time for Christmas, and two older machines have acquired some new injection-moulded clothing. We examine the history of console game-playing, evaluate the new machines and look into the future . . . SEE PAGE 29

REGULARS WIN!

TECHNOFUN A look at what's new

Page 7

Prizes worth thousands of pounds on offer

HEWS

WIN A NINTENDO

A look at plans being laid at software houses across the country Page 9

Mattel offer a Deluxe Set and software, we throw in ten TShirts Page 34

PREVIEWS

WIN A SEGA

What The Edge have been up to Page 127

FANTASY GAMES Solo gamebooks scrutinised Page 41

VERSION UPDATE Older games arrive on new formats . Page 50

REVIEWS A close look at new releases Page 53

MATTERS MUSICAL Micro music-making Page 110

MORE SERIOUSLY . . .

Mastertronic provide a Master System and software, we keep throwing in T-Shirts Page 32

WIN THE INFOCOM RANGE Someone's in line for every Infocom game released. Ten copies of Nord And Bert for runners-up Page 44

WIH THE CHESSMASTER Ten copies of The Chessmaster 2000 offered by Electronic Arts Page 83

WIN WITH MICRONET

Atari and Commodore slug it out... Page 115

Two modems, two Micronet subscriptions and lots of free time on Shades Page 86

Software for little money Page 119

WIN AN ARCADE MACHINE

ENDPIECE

Ocean offer an Athena machine in a camera case and 50 8-bit cotn-op conversions for runnersup Page 108

Trivia Quiz and a peek into next issue Page 130

WELCOME TO THE GAMES MACHINE

This is the first issue of a brand new magazine, a magazine that represents something of a departure for Newsfield. the publishers of best-sellers CRASH and ZZAP 64!. THE GAMES MACHINE aims to keep you informed of all the latest developments in the world of entertainment in the home, and while computer games (on all formats) are still going to be covered in depth, as you can see from this issue there's a whole lot more to having fun with technology than playing computer games. Everyone who has worked on this issue of THE GAMES MACHINE on the words, the look, the pictures, is waiting with baited breath for your reaction. We hope you like it. When you've read this issue, drop us a line at OPINION. PO Box 10. Ludlow. Shropshire. SY8 1DB and tell us what you thought about individual features, reviews, previews or THE GAMES MACHINE as a whole. Otherwise, look out for Issue Two. on sale November 19th.

TGM TX DATE: 10-87 5/132


Kl

AND STILL AVAILABLE... BY STAVROS FASOULAS

CBM64/128S*tiS Thalamus Limited

SANXION

2 Minerva House Calleva Park Aldermaston Berkshire R G 7 4 Q W Tel: (07356) 77261


TECHNOFUN

WORLD'S FIRST HOLO-TOYS Holograms have been getting cheaper. After first appearing as prestige logos for up-market companies - the only people who could afford to commission holographers - new techniques for producing holographic 'prints' make mass-production of holograms possible at a reasonable price. Fairly expensive holographs can be purchased in specialist shops but for most people, credit cards are where they see their first hologram - banks began using holographically-produced images printed on foil as security markers some while ago... Now Tonka have achieved a World First, launching a range of figures that incorporate two-channel holograms. A detailed scenario involving ghostly transformations accounts for the dual holographic

images that are the central feature of each figure - and prices start at around £4.00 for the 3" tall Ghostl-

INTERACTING WITH THE TV If you've ever felt like throwing animation. You stand some dissomething at your telly - read this! tance from the screen and blast Instead of lobbing a brick with a away, while they fire back at you. cry of'BanzaiI', load up a video This is the clever bit. As well as and shout. Bandai!' being able to scan the screen, so That's the company which will that it can tell if you've targetted correctly, the Video Challenger have Video Challenger in the gun also registers pulses from the shops by Christmas - the first of alien lasers, and records direct hits the interactive video games to on a display panel. appear in the UK. While it's still early days and the system won't Though the first release is properly come of age until we've space-based the potential is endall got video CD's which can use less, and other scenarios will folinstant access to provide full low at a tenner a time. Imagine interactivity (see Mel Croucher's being able to shoot it out with Gary feature on page 104), for around Cooper at High Noon or take on a £59 the VC system lets you take MiG piloted by Clint Eastwood. out your aggressions on the At the moment Video Challenger screen. may be more suited to younger Using a standard VHS cassette, players, but as the first step on a which you play back via a standard road which its American developrecorder, the screen is filled with ers are already chasing down, it's an exciting development... waves of alien ships, all in the shimmering colours of computer

ORIENTAL CUNNING A new challenge for puzzle fans arrived in our office from Tag Toys, claiming to be a fiendishly complex oriental lock, used by oriental emperors to safeguard their treasure. A looped metal bar passes through seven linked plastic pegs andrings- and it looks as if the ends of the metal loop were

threaded through theringsand then joined together. After several hours of intensive puzzling we admitted defeat. We weren't up to revealing the mystery of the Dragon Lock, but we knew a man who could . . . Robert Henderson, a lad who romps through Rubik's Cubes and

ings. Larger Ghost Warriors are also currently available, for around £6.00 featuring two holograms, and soon an elaborate Tomb of Doom is to be released, including a five-channel hologram and a special flashlight to ensure the viewer gets optimum holographic effect. Each 'chest holoaram' on the

figures includes two images - for instance one Ghostling has a hologram of a magician pulling a rabbit from a hat which changes to an image of a giant rabbit pulling a magician from a hat as you change your viewpoint. The 3D effect of the Supematurals holograms is quite pronounced.

RADIONIC MAN

rudimentary gear shift when he is placed in the driving seat, or the driver can be taken out of the cockpit, placed in a recess in the back of the buggy and used to operate a winch. Cybon I adds a neat twist to the concept of radio-controlled vehicles, but the vehicle itself, although elegant, lacked power and despite the rugged looks didn't cope too well with relatively mild gradients or deep pile carpet - even with a fresh set of batteries installed. Amusing, but a bit expensive at the 'recommended' price of £150.

Magic. As our picture shows. David duly handed the dragon back, unlocked, but admitted that he'd found it quite a challenge. If puzzles appeal, £4.95 should secure you a lock that looks like it will never come undone. We weren't up to revealing the mystery of the Dragon Lock, but we knew a man who could . . .

Robert Henderson, a lad who romps through Rubik's Cubes and Magic. David duly handed the dragon back, unlocked, but admitted that he'd found it quite a challenge. If puzzles appeal, £4.95 should secure you a lock that looks like it will never come undone.

Rainbow are set to break the mould of radio-controlled toys in this country during October by releasing a radio-controlled vehicle that is uncontrollable! Instead of sending commands through the ether to the vehicle, you take control of a driver. The dune buggy in the Cybon I set can be driven by the radio-controlled 'bionic' driver, who manipulates the steering wheel and


TECHNOFUN

COME ON DOWN!

So. you're the kind of person who shouts out the answers to TV Game shows, and always values the prizes just right when you're watching The Price Is Right ? How many times have you told people that you could walk off with all the prizes, if only a TV company would let you into the Game Show studios? Now here's a chance to prove your skills in the comfort of the family living room. Rainbow Toys are launching a brand-new dedicated computer this October, and it emulates the TV Game Show style of play excellently. Mr Gameshowis a very different

creature to your bland Spectrum or dull Amiga - it includes flashing lights, a 700 word vocabulary of synthesised speech, three onboard games that may be played at three skill levels and an animated Game Show Host figure! During play, Mr Gameshow himself keeps up a continual banter, praising players for correct answers and being viciously rude when someone makes a mistake. If he was human. TV companies would rush to sign up Mr Gameshow for his insincere laugh and horrendous accent. The speech is stunningly realistic. loud and crisp and much better

VIDEODETECTIVE

Not to be outdone by Bob Monkhouse. Waddingtons have also released a game on video - a Cluedo clone which allows viewers to test their detective skills by watching short set-pieces packed full of clues before getting down to the brainwork. Three decks of cards are supplied: clue-cards that offer a snippet of information useful to would-be detectives, personality cards that represent the characters involved in the mysteries and gamecards that allow players to demand that the scene is replayed or nominate another player to read out one of his or her own clues. The three decks are shuffled at the

start of a game and hands are dealt to the participating players before the next mystery on the tape is watched by everyone. A booklet explains the rules of play and contains the solutions to all the mysteries - a strip of red film is used to reveal the guilty secrets when a player makes an accusation, and following Cluedo rules, you have to get nominate the locations, weapons, murderers and victims correctly in order to win. Good fun, providing gameplay that is quite complicated enough to satisfy even the most case-hardened Cluedo boardgame player. Available on both VHS and Beta formats for around £30.

MEGA-BUBBLE

If you fancy emulating the antics of a starter pack of the special solution. the Brontosaures in Bubble Bobble (lead game this issue), MHL have just the product for you. The Incredibubble allows truly monster-sized bubbles to be created using the specialfluidsupplied with the package. A fair bit of practice is needed to get really big bubbles going - but then being a Brontosaur was never meant to be easy . . . Around £5.00, including

then the built-in speech on the Amiga used in games such as The Chessmaster and Guild Ol Thieves. The games themselves are relatively straightforward and should be a lot of fun to play with friends - once you stop marvelling at the antics of Host. The basic starter set, which includes the three on-board games, overlays for the panel on the stage and your host himself will sell for around £130. A cassette is included in the package, and further cassette packs containing extra games will be available in due course. Mr Gameshow really has to be seen to be believed!

Another Game Show Host, this time the flesh and blood Bob Monkhouse, has taken a new route into the home entertainment market. Bob's Video Trivia comes on videocassette in a boxed set that includes a sheaf of pens and multiple-choice quizcards, courtesy of Mastertronic's video label, Mastervision After playing an introductory round to get you in the mood, Bob takes you through a host of visual quizzes assembled from library footage and accompanied by the usual Monkhouse patter. Available for VHS owners only, for under £10.


NEWS

GOLDEN NEWIES We take an early peek at US Gold's schedule of Christmastime releases, and get the low-down on their brand,new label... A Britain's biggest software house, Birmingham-based US Gold, is due to launch a new label and recently held a press conference in London to announce a few major releases due to appear before Christmas. Two arcade conversions which should be available by the time you read this are Tecmo's horizontally scrolling beat 'em up Rygar, and Atari's Indiana Jones And The Temple Of Doom. Probe Software are behind the Commodore 64/ 128, Spectrum 48/128 and Amstrad CPC conversions of Rygar (Spectrum version seen here), while Paragon Programming, the team that brought you conversions of Accolade's Ace Of Aces, have almost finished Indiana Jones for the Commodore 64/128, Amstrad CPC, Spectrum 48/128, and Atari ST. Now here's a taster of what's to come from US Gold . . .

CHARLIE CHAPLIN

Commodore 64/128, Spectrum 48/128, Amstrad CPC, Atari ST In October you can expect to see one of the most unusual licensed games ever to appear on a home computer. Charlie Chaplin was designed, and is being written by, Canvas - the people who did the conversions of Road Runner and who are working on Wizard Warz for GO! In Charlie Chaplin you have to produce a silent movie starring none other than . . . the King of comedy. After choosing a script, detailing how many characters and backdrops are needed, and how many scenes you need to produce, a budget is given and filming begins . . . You then take control of Charlie in an arcadestyle game, in which you need to avoid being caught by the Bad Guy - he holds onto Charlie, wasting valuable production time and money. When the whole flim has been recorded and - budget allowing - any cuts and retakes made, it's shown to an audience in a cinema to see how they react. If it bombs, so do you - but if it's a success, you can make a sequel with the profits, and so it goes on...

here Is an eerty screenshot from the Atari ST venion of CHARUE CHAPLIN

IMPOSSIBLE MISSION II Elvin Atombender has returned! ject to minor changes . . . Epyx's long and eagerly awaited The setting changes from Elvin follow-up to the timeless classic Atombender's infrastructure to a Impossible Mission is on its way. high-tech office building, comprisCommodore 64, PC and Atari ST ing a central, circular tower surversions should appear first, with rounded by eight smaller circular Spectrum and Amstrad versions towers, containing facilities such not far behind. as a gym, garage, and executive office suites - apparently, Epyx Here is Epyx's prospective game plan - please note, it is sub- want it to look similar to Westin

Boniventure Hotel in Los Angeles! Naturally, the overall aim is to defeat Elvin once again, by getting to the top of the centre tower - and then you've got to get out. Gameplay involves completing rooms in towers, which vary in difficulty, and opening safes after discovering combinations in furniture. Inside each safe is a PIN - Per-

sonal Identification Number, and they're needed to access the lift to take you to the top of Elvin's tower. At the start of a game you select an entry point, and by so doing commit yourself to leaving by same route. Of course, there's a sneaky twist when you actually get inside Elvin's room . . . Each satellite tower has to be

TGM TX

DATE: 10-8715/132

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NEWS competed within a time limit, otherwise your air supply is cut off. and to make life a bit more tricky, some rooms are in darkness while others can only be accessed via lifts in other rooms. As in the original Impossible Mission, the basic objective is to collect pieces of puzzle, but the sequel is due to feature a modified pocket computer, mines, time bombs, trap doors, and new adversaries - robots, of course but a security guard may also make an appearance. And it's likely that the rooms will have a more 3D look about them.

INFILTRATOR II Commodore 64

Canadian Chris Gray, designer of Boulderdash and the programmer behind Infiltrator has recently finished a sequel to his Number One best-seller... entitled Infiltrator - The Next Day. Three new missions have been created for Johnny 'Jimbo-Baby' McGibbits to undertake in order to save the world once again from the despicable Mad Leader (seen here gloating on the Commodore 64 version). This time around, Jimbo has to neutralise a deadly nerve gas compound and deactivate a supply of neutron bombs, before eventually confronting the Mad Leader in a fight to the death. A release date is set for October, at a price of £4.99 on cassette and £9.99 on diskette - or together with Infiltrator I for £9.99 on cassette and £14.99 on diskette.

GAUNTLET II Commodore 64/128, Spectrum 48/128, Amstrad CPC, Atari ST

At the end of October the sequel to one of last year's best-selling home computer games is due to make an appearance . . . Gauntlet II is a reworking of its predecessor, and first appeared in the arcades many months ago. It's essentially more of the same, but with several new features thrown in - new creatures such as a fireInslde Gauntlet It on the Atari ST-coming toon on all major format*

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selection screen from the Atari ST version of GAUNTLET 0

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breathing dragon, and new artefacts including stun tiles, moving acid puddles, deadly forcefields. moveable blocks. Then there's the' IT' monster, a creature that follows the players around, then tags one of them so they are 'if. A pain for the unlucky player, as attacking creature? then only home in on the player who is 'it'. Two players can assume the persona of the same character, but each player is assigned a different colour. Conversions are nearing completion, and they are being produced by a team from Gremlin Graphics - roughly the same group that brought Gauntlet so successfully to your computer.

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DATE: 10-87


5TRRTEGY SIMULATION

THE ST COLLECTION RALANCE of POWER

filK M UPA TKOJtCT

1. ORBITER

8. SPITFIRE 40

COMING SOON

COMING SOON

The most accurate space shuttle simulation available, taking you from launch to landing.. and every possible hazard in between.

2. BALANCE OF POWER

'Balance of Power is simply the best strategy game out on the ST.' Popular Computing Weekly. £29.95

5. DEFENDER OF THE CROWN

The most realistic simulation yet of flight and combat in one of Britain's most exciting fighter planes. £24.95

4. GATO

Take command of a GATO class World War II submarine in this award-winning simulation. £29.95

£24.95

COMING SOON

Defender of the Crown brings back all the romance, action, thrills and adventures of the days of chivalry.

£29.95

3. STRIKE FORCE HARRIER

Fly the most famous warplane of all and save your flight log. Rise through the ranks of the RAF towards the coveted title of Group Captain, DSO, DFC, VC.

The publishers reserve the right to alter prices and specifications without notice. Please check prices and availability before ordering.

6. BERMUDA PROJECT COMING SOON

Danger and adventure in the mysterious Bermuda Triangle.

7. SDI

The screen burns with forbidden passion and global war! £29.95

Mirrorsoft Limited Athene House, 66-73 Shoe Lane, London EC4P 4AB Telephone: 01 377 4645. Fax: 01 -353 0565 Telex: 9312100112


DEATH WISH 3

The big screen dassic.in which modern day vigilante Paul Kersey wreaks his own form of revenge on the scum and filth that terrorise the streets of modern day New York. For too long the gangs have run wild, unchallenged in their peverted attacks and violations of innocent citizens. Muggings and robberies have become a daily feature of city life. So • • when the chief of police turns a blind eye you decide to take over where the law left off.

Strap on your famous 475 WILDEY MAGNUM, turn yourself into a one man fighting force armed with pump action shotgun, machine gun and rocket launcher. Now turn the tables on the punks and creeps who certainly know how to dish out the violence but may not be so good at being on the receiving end

SPECTRUM 48/I28K Cassette M S X

£7.99

Cassette

€7.99

CBM 64/128 €r AMSTRAD Cassette £ 9 . 9 9

Disk£l4.99


NEWS

720 Commodore 64/128,

but promised not to tell), Commodore. Amstrad. Spectrum - and even MSX owners - can expect a veritable cornucopia of releases from Gremlin over the coming months.

Spectrum 48/128, Amstrad CPC Atari's innovative arcade skateboarding game is currently being converted by newcomers to the craft, Teartex, and is due for release in November. Skate City is the setting, where all surfaces are ideal for skateboarding. Avoiding hazards such as cars, BMX bikers and Frisbee throwers, points - and more importantly tickets to skate parks - are awarded for performing skillful manoeuvres. Entering a skate park, you can win money in skateboard competitions and buy extra equipment such as faster boards, helmets, pads and shoes.

OUTRUN

Commodore 64/128, Spectrum 48/128, Amstrad CPC, Atari ST Undoubtedly US Gold's strongest arcade licence is the one they've won for Sega's graphically astounding driving game - one of the major hits in the arcades this year. Probe, in conjunction with Amazing Software, are busily coding away in time to meet the deadline for a December release.

VENOMOUS MASK I is reviewed elsewhere this issue, and its sequel is due for release in November. Once again the evil forces of VENOM are doing what evil forces are best at, and it's up to you to stop them. Four missions are offered, and once you've selected your team of three from the MASK members grouped around a table in the start sequence. it's off to do battle with VENOM. Each member of MASK is associated with a particular vehicle, and the vehicles have different attributes, reacting differently to the terrains encountered during a mission. Careful team selection is part of the recipe for success. Fuel and armour gauges monitor the status of the three vehicles used in a mission, and once a vehicle has taken too many hits or run out of fuel, it's out of the game.

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GREMLIN GROWS

ore than a few software houses are likely to be should be available for the ST by rendered green with envy as they watch the releases the time you read this, and it may pouring out from Gremlin Graphics between now well be transferred to the Amiga and Z80 machines, possibly in and Christmas. During the year Gremlin has time for Christmas. Then there's a expanded from its Sheffield HQ, opening an office in Derby plan to incorporate the techniques and taking space in US Gold's Birmingham premises. learned during the programming Imagitec Design (not Imagineering as stated elsewhere) of Galax into a full-race, filled 3D has been signed up to produce a computerised version of space trading game along the lines of Elite... the two-player Fighting Fantasy gamebooks Blood Valley, Passing over the other 16-bit and Gremlin are dipping a toe in the boardgame market. product currently under develop-

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The company's philosophy is simsoftware so stunning that people ment (we saw it, were impressed pie - they plan to continue produc- will be crying out for 8-bit versions. ing original games - like the sequel If the plan works, Gremlin should to Jack the Nipper- while acquirsoon be in a position to license ing licences from outside the coin- games to itself! op industry - such as Basil The Great Mouse Detective and MASK to name but two. But the planned ST ONLY expansion that has taken place this year should allow the comGremlin's first product written pany to take maximum advantage specifically for the ST is 3D Galax. of the growing 16-bit marketplace. Programmed by newcomer Paul Blythe, it represents a new Games such as MASK are unlikely to appeal quite so strongly interpretation of the classic shoot 'em up Galaxians- this time round to ST and Amiga owners, the though, the action is viewed in Gremlin management team filled 3D vector graphics and you reasons, so the 16-bit programfly in amongst the aliens rather mers have been sent off on a different route with orders to produce than fighting them on a single original, arcade quality games that plane. Aliens attack in 25 formations and there are 99 waves to stretch the more powerful survive - just to complicate matmachines to the limit. Already, ters, there's an asteroid field to several impressive games for the negotiate between every fourth ST are well underway and the ATARI ST: Qromlln'm OALAX wave of aliens. With luck, the game dltforonco eventual aim is to produce 16-bit

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Although MASK II was at a comparitively early stage when we saw it, there's little doubt that it will succeed. For once, a company has produced a game that really allows the player to identify with the characters on the inlay - you get a biographical summary on each member of MASK as you browse through the files, assembling a team.

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TGM TX

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DATE: 10-87 1 3 / 1 3 2


NIPPER Frankly, Gremlin would have been foolish to pass up an opportunity like that of producing a sequel to their hit game Jack The Nipper. Gremlin aren't foolish, so any day now expect to see Jack The Nipper In Coconut Capers. The diminutive rascal is currently being coaxed into a jungle scenario by the team working in the Derby office, and once again the aim is to romp around performing naughty tasks and annoying the locals as much as possible without being spanked. Jack's on the rampage in the jungle and points are just waiting to be collected for annoying Tarzan. teasing crocodiles, wiping

mats. We narrowly missed a working demonstration of Alternative Games-, the latest disk had been delayed in its travels from Hungary. Andromeda, the Hungarian contract house responsible for many a release, including Scarabeus from Ariolasoft (and who's going to be releasing Scarabeus II? we ask as an aside . . . ) are working on Alternative Games, an unashamed spoof on the Epyx Games genre. Featuring weird and whacky events including sack racing, log flogging, boot throwing and running up walls played against backdrops in Venice, Alternative Games should have 8-bit Commodore. CPC and Spectrum owners chuckling away during November alongside ST gameplayers. Although the events

US GOLD'S NEW LABEL IS GO! the grins off hyena's faces, and generally frightening the animals and natives who are trying to go about their business peacefully. The ultimate aim is enter the Temple of Naughtiness and find the Staff of Toucan, while performing ten core naughty tasks en route. There's plenty of opportunity to collect naughty points on the way, by using coconuts as ammunition or discovering a blowpipe (the jungly equivalent of a pea-shooter). Neat touches abound — if Jack falls from too high a ledge in this platform game you can save him from a messy death by prodding the fire button at the right moment, which causes him to whip off his nappy and parachute safely down to the ground. On landing, Jack gets embarrassed and turns round to adjust his dress before play can resume. Leave the controls alone for too long, and Jack gets bored - so he starts picking his nose . . .

are silly, the games are deadly serious and should present a fair old challenge. Gary Lineker's Superstar Soccer is already available as a board game produced by Gremlin in partnership with Birmingham Board Games , and should be a computer game on general release by the middle of October. (Look out for the reviews next issue.) October should also see Compendium in the shops - a set of games for one to four players being produced by the duo of programmers behind Hewson's City Slicker, while two more Gremlin games, Basil The Great Mouse Detective and Blood Valley should accompany each other into the shops in good time for Christmas.

EARLY STAGES Other titles that were still at a relatively early stage when we paid our visit included He Man The Movie, taken from the film that is yet to be released and due out in time for Christmas across most 8-bit for-

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Following a fairly extensive advertising campaign, US Gold are set to launch the first release on their new GO! label - Trantor - The Last Stormtrooper, an original development from Probe Software, designed by Dave Perry - author of Mikro-Gen's Stainless Steel. Other original projects include Fast 'n' Furious, a scrolling shoot 'em up of sorts, set in Old Bhagdad, which puts you in control of a flying carpet, and Wizard Warz, an arcade adventure with role playing overtones that should offer more arcade-style gameplay than, say, the Ultima series. Bravestarr, licensed from the Mattel action figure who also stars in a cartoon television series is joining the GO! portfolio in a horizontally scrolling shoot 'em up. Also licensed from Mattel is Lazer Tag, and yes, you've guessed i t . . . the game is being designed and written by Probe. It takes the form of a vertically scrolling shoot 'em up, set in a Lazer Tag arena, in which you have to progress through six ranks. And news has just come in that Mattel have signed an agreement with GO!,

who will be distributing Nintendo software and hardware . . . looks like the two companies are entering into a fruitful partnership. Marvel Comics' Captain America has also been licensed to appear in a computer game based on Captain America And The Doom Tube Of Dr Megalomann. The Bad Doctor wants to rule America, and if the President won't let him, he intends to unleash a missile containing a deadly virus. Enter the American dream. Captain America, who has to penetrate the six levels of the doctor's underground bunker and destroy the missile before Megalomann. And finally, there are three conversions of Capcom arcade shoot 'em ups in the pipeline... the high-speed Salamander- style Side Arms, plus Bionic Commandos and the multi-directional scrolling Speed Rumbler. Incidentally, the flip-side of five of the first releases on the GO! label (including Trantor and Side Arms) will feature music from a Birmingham group called Resistor.


NEWS

MORE KARATE

On the ST, WiZBALL starts; a Mack then the colour Is suddenly added

M O R E ^ ^ H

[PSYCHEDELIC WIZARDRY Paul Johnston, the talented BBC programmer who wrote both the BBC and Atari ST conversions of Arkanoid for Imagine, recently shocked Ocean when he sent them a demo of his latest project on the Atari ST - and it prompted an ecstatic Gary Bracey to telephone from out of the blue to say: "I've got something you're going to love." He was right... a disk arrived and on it was a conversion of Sensible Software's Wizball. This ST version, unlike some of the others, retains the payability of the excellent original - but Paul has greatly enhanced the graphics, adding a multitude of brilliant touches. He hopes to include digitised sounds too. The ground now scrolls in parallax, the icons flip, and maybe,

Following the successful rerelease of First Star's classic Boulderdash and its sequel Rockford's Riot at budget prices, Prism Leisure Corporation have now re-released another, similarly priced classic . . . System 3's beat 'em up International Karate is available for the C16/Plus 4, MSX. Commodore 64, Spectrum and Amstrad. All are available for £2.99. Meanwhile, System 3 are also set to release a version of IK- this time for the PC and compatibles, with International Karate Plus for the Commodore 64 and Spectrum not far behind. Author of the Commodore 64 version, Archer Maclean, is currently putting the finishing touches to what Activision's Ambassador Andrew Wright claims to be "an incredible game". "It's easily the best fighting game I've seen," he added enthusiastically. Mr Maclean himself jokes that "it uses white title screen fades In - and of colour 'explosions'. 101 % of the machine" - or maybe he's not joking . . . played against a fully animated scenic backdrop, with a setting sun reflecting off just maybe the eyes of the Presiundulating water and leaping fish dent's heads in the mini-Mount and birds flying past, up to three Rushmore will follow you, and fighters are on screen at the same smile when you get killed. Paul is also working on a version time, two of which may be computer or human controlled. for the Amiga, which he wants to have ready along with the ST version by November. fr-y

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Halls Of Kyros is a highly playable multi-directional scrolling arcade game in the Gauntlet vein. The coin-op has yet to be released in the UK, butUS Gold already plan to make the home conversion available around Christmas. And no. Ultimate haven't quite disappeared just yet - the good news is that Jet Pac III is in the pipeline and providing Director Tim Stamper is happy with it, you may get to see the new game before Christmas.

West Country software house Durell also have a few goodies up their sleeve, including the followup to Critical Mass, entitled Chain Reaction and an as yet untitled game involving a Spitfire and some V2 bombs from author of Thanatos. Durell were kind enough to supply us with a working demo on the Spectrum, and very nice it looks too, with the scenery scrolling by Thanatosstyle and the Spitfire able to perform a variety of impressive manoeuvres.

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Three extra moves are at your disposal - a backflip, a mid-air double head kick and a headbutt. The judge is no longer static - he now walks on screen and passes judgement by means of a speech bubble. Just to round things off. Rob Hubbard has provided the soundtrack - a funkier remix of the original International Karate theme. Sounds like this could be the sequel to end all sequels . . . find out in October. Also on the way from System 3 are the Spectrum and Atari ST versions of The Last Ninja.

blocks

OCEAN Due to appear around Christmas is the Atari ST version of Jon Ritman and Bernie Drummond's classic Head Over Heels. It's being converted by Ocean in-house programmer Colin Parrot, who was also responsible for the excellent Commodore 64 version. The conversion is being written In his spare time, what little of it is available - Colin is also converting the Konami shoot 'em up Gryzor to the Commodore 64 for Imagine.

AMSTRAD

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BATTLE ACTION

S

imulator specialists Microprose are planning to offer visitors to the Personal Computer World Show a special treat - at great expense they're shipping in a real Gunship Link Flight Training Simulator. If you can get to the head of the queue between 25th and 27th September, you'll be in for a ride that should knock the socks off even the most sophisticated versions of arcade games like WEC Le Maris and Space Harrier. We managed to steal a sneak preview of two games that Microprose, are launching later this year Airborne Ranger - a cross between a battlefield simulation and and a purely fictional arcade game that takes you on a commando raid behind enemy lines - and Project: Stealth Fighter, a simulation of a military aircraft that's so secret, no-one in the American Air Force will admit that it exists! Of course, when it comes to military simulations Microprose are fairly well placed - the man who runs the company is also Chief Advisor to the Joint Chiefs of Staff at The Pentagon, so if anyone has the contacts that ensure accuracy in simulations, it must be Microprose.

later.

TOP SECRET

Major 'Wild Bill' Stealey. Microprose's Man In The Pentagon, insists that Project: Stealth Fighter is a 'fairly accurate' simulation of one of the most sophisticated (and most secret) of airborne military systems. It seems a little belittling to refer to such a complex piece of equipment as a mere 'plane'...

COMMODORE 34: a section of the multi-directional ling playing area seen in Mlcroprose's AIRBORHE

As to be expected, there's a thick and detailed manual to wade through before you can fully get to grips with all the nuances of controlling your stealth plane, but a keyboard overlay helps novices

LESS COMPLEX Although there's a fair element of arcade action in Airborne Ranger, the package includes a detailed manual that runs to around a hundred pages. In Microprose terms, though, this game is a little less complex than usual. Before setting out to deal death and destruction, the first task is to select the mission to attempt-and they range from knocking out a SAM base to rescuing hostages. The actions starts with a parachute drop behind enemy lines, and you are preceded by packs of supplies that may contain ammunition, extra weaponry and medical equipment in case the going gets particularly rough. Steering the parachute, you come into land and the first task is to salvage the equipment that dropped into the combat zone with you. The battlefield itself scrolls in four directions and is crammed with ditches, barbed wire, enemy gun emplacements - and the odd sniper. A map screen can be toggled to help plan a route to the objective selected at the start of the game. Play is fast and furious, calling for the temperament of Rambo and the cool skills of a five-star general. Weapons systems, including rocket launchers and more humble grenades, are controlled with a cursor. There are plenty of neat touches - when you lob a grenade, for instance, a little shadow accompanies the missile to indicate its height... Commodore 64. Amstrad CPC and Spectrum versions of Airborne Ranger are imminent, and plans have been laid back in Microprose HQ for ST and Amiga versions, which will follow a little

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scrolRANGER

get into the game rapidly. Aided by an on-board computer that targets missiles and cannon and provides a head-up display for the pilot, this flying wonder can be taken on a range of missions - including a fairly topical one. the Gulf. The most important read-out to monitor is your stealth-meter - the aim is control emissions from the 'plane' as you fly below radar level on a mission of sneaky, surprise destruction. Fail to pull off a mission and the game ends with your lonesome figure sitting over a drink in a deserted mess bar. American pilots don't like losers, it seems, and no-one wants to buy you a drink . . .

OUT SOON

COMMODORE SA: so humh hush, not t v e n the military will admit to It... a view from the hi-tech fighter piano In PROJECT: STEALTH FIGHTER

PIRANHA Piranha have two comic licences on their way in the form of IPC's Roy Of The Rovers and Judge Death (incidentally. CRASH and Z2AP! 64 will be carrying a special 16-page Judge Death supplement, as drawn by (gasp) comic artist extraordinaire Brian Bolland.) Don Priestley's eagerly awaited sequel to Trapdoor promSPECTRUM: problems abound THROUGH THE TRAPDOOR

ises more similarly innovative puzzle solving - Through The Trapdoor will be rearing its head on the Spectrum and Commodore 64 in October. And finally. Mirrorsoft have Andy Capp and a tentatively titled little number currently on the PC called Tetris - simplistic but deceptively addictive - sadly the screen shot cannot convey the addictive nature of this apparently simplistic little game. for Berk In Don

Priestley's

A selection of Microprose 'favourites' is due for 16-bit release over the coming months. ST owners should look out for F-15 Strike Eagle and Kennedy Approach while Gunship, Moebius and Ogre are due soon on both Amiga and ST.

ACTMSION ACTION Apart from International Karate Plus, Activision are due to release a Spectrum conversion of the American Aliens, along with a C16 version of English Aliens from Electric Dreams. Lucasfilm 4: The Prestige Collection is the title of a compilation featuring four Lucasfilm classics: Ballblazer, Rescue On Fractalus, Koronis Rift, and The Eidolon - for C9.99 on Commodore 64, Spectrum. Amstrad CPC and Atari 800 cassettes. Conversions of the Atari arcade game Super Sprint should be available on Spectrum and Commodore around now, with versions for the Atari ST and Amiga appearing in October. Spectrum and Commodore 64 conversions of Data East's Firetrap and Sega's Super Hang On are due to hit the streets in November, along with an Atari ST version of Sega's Enduro Racer — already a Number One best-seller on the 8-bit machines. December sees the release of Rampage for the Commodore 64,


NEWS Spectrum and Atari ST. and you can expect to see conversions of Nichibutsu's UFO Robo-Dangar, Lock On and Karnov in early 1988.

ACCESS Anyone who enjoys a quick round of the classic golfing game Leaderboard and all its sequels may be aghast to hear that Access duo Bruce and Roger Carver have produced another sequel of sorts. World Class Leaderboard Tournament Courses is a data cassette featuring new courses which are loaded into the original World Class Leaderboard in much the same way as the four previously released Tournament Courses were loaded into original Leaderboard. Could there be a Universal Leaderboard on its way? No. please - only joking lads. Maybe you should rename it Leaderbored...

ENGLISH English Software have Atari ST and Amiga versions of their Zaxxon-style shoot 'em up Leviathan in production - both are graphically improved, but whether the control mode remains as awkward as it is in other versions remains to be seen. Captain Courageous and Knight Games II: Space Trilogy are both under development for the Commodore 64. Captain Courageous involves a super-soldier's tortuous trek through a jungle, and rivers, rockfalls and sniper attacks need to be avoided before partaking in a shoot out on a highly strung bridge. Knight Games II on the other hand, is Jon William's sequel to the Mediaeval beat 'em up Knight Games - only this time the action is set in space.

NOVANEWS

1984 saw the release of an astounding high speed shoot 'em up for the Atari 400/800 and Commodore 64, featuring solid 3D graphics, the likes of which have not been seen since. Encounter developed from a graphics routine written by Paul Woakes, and the complete game quickly built up a cult following. The Commodore 64 version features a fast loader by the name of Novaload, which has been used by many UK software in the three years since its appearance. A year later, Paul had written another graphics routine - this time to plot line drawings of geometric shapes on the Atari 400/800. It was fast, effective, and like Encounter, it soon developed into a game... the timeless classic Mercenary. Mercenary: The Second City followed - a unique concept: when the data cassette is loaded into a machine containing Mercenary as if it contains a saved game, you get a complete reworking of the Mercenary program itself. Paul then moved on to the ST, found he enjoyed writing for it and so began to develop not one. but two incredible new concepts Mercenary II: Damocles and Backlash. In Damocles the action takes

BACKLASH

place in a solar system, featuring nine planets, 19 moons, space stations and with luck, some star constellations. The ship under your control is flown from planet to planet, and the effect as the solid, shaded planets move in relation to you and the sun is uncanny - it's like something out of 2001. On each planet there is a city to explore, similar to those found in Mercenary, although fortunately not as huge or complex. But the puzzles and action most certainly will be - 8-bit conversions should appear early in 1988.

Paul's second project Backlash could be described as an Atari STonly version of Encounter - only it's far, far superior in terms of gameplay. and offers an even greater improvement in the filled 3D graphics. Solid, detailed objects move around, in and out of the screen at incredible speeds, even when there are dozens of them on screen! The effect is mindblowing - find out for yourself by going to the Novagen stand at this years' Personal Computer World show. Paul, Damocles and Backlash will all be there.

ATARI ST: this screenshot falls to convey the impressive planetary movement in Paul Woakes' sequel to MERCENARY . . . DAMOCLES

ATARI ST: Mo Warden provided the detailed graphics for Paul Woakes' clever bits In BACKLASH

TELECOM British Telecom's software arm Firebird, has a few interesting titles in the pipeline. The appropriately titled I, Ball II - Quest For The Past is, quite unsurprisingly, the follow up to the successful budget blaster I, Ball. Written by Timothy Gloss, the Spectrum programmer who wrote the original. /, Ball II features improved graphics, sound and gameplay, and is much more playable than I, Ball. Commodore 64 owners will have to wait a little longer before it's converted to their machine . . . Simon Pick, who provided the sampled speech for the Commodore 64 version of I, Ball, has been tinkering with yet more sampled sound - only this time for a product of his own design . . . Slimey's Mine is a simplistic but very playable single-screen shoot 'em up, in some ways similar to the ageing William's arcade game Robotron. The title screen' music' is basically a bizarre arrangement of samples, including a barking dog, a pig and a few words from Simon himself! As for the game . . . well, the

aliens littering the screen scream 'OW!' 'Aaargh!' 'Aaeeii!!' when shot, and there are many more sampled sounds thrown in for good measure. Micro music maestro Rob Hubbard has also been playing around with sampled sound recently (see page 111 for more details), providing the exceptional soundtrack to Arcade Classics - formerly known

as The Big Four Pack - complete with sampled guitar and organ. Before popping off to the States. Rob wrote a tune for Firebird Silvers soon-to-be-released BMXKidz... 'GoGoGGGGo' shouts a sampled Rob. before your ears are treated to an incredible, sample-laced Electro Bop soundtrack. On a quieter note, it looks like

Firebird will be the first to launch a range of budget-priced arcade conversions . . . kicking off with Atari's Peter Pack Rat for ÂŁ2.99. Oh, and Design Design s Halls Of The Things, Dark Star and Tankbusters will soon be rereleased along with eight of their other titles at a budget price, courtesy of Firebird Silver.

TGM TX DATE: 10-8715/132



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It's 7.00 in the evening. You've just finished another meal. You should do your homework but something is calling you from the garage. Something that would terrify the neighbours. Something agile, fast and deadly. Pegasus-the Patrol Hydrofoil Missilecraft. The temptation is just too much.

4 the authentic handling of NATO ally hydrofoils: US, Italian and Israeli. 76mm water cooled naval gun, Harpoon and Gabriel missiles.

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8 real life missions and on-screen maps.

1M W 1 9 8 7 lucashlm Ltd (LF1) All rights reserved Screen shots represent C64 version Others may vary Electronic Arts software is available on a wide range of home computers including Commodore C64, Commodore Amiga. Alan ST, IBM, Spectrum and Amstrad

Electronic Arts 11-49 Station Rd langley Slough Berkshire S13 8YN England


Fantasy battle games in which no-one gets hurt are starting | to catch on as non-contact sports. Every year, large sums of J money are harvested from the public in America, where ? games like Combat Zone and Photon Center are franchised i by parent companies to independent operators - the route ;• that McDonalds used to get a fast-food outlet in just about every major town in the civilised world.

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everal 'battle-emulations' like $3.00 for a game - a game that lasts Combat Zone exist, where for less than seven minutes. This year, people tire harmless splodges the original Dallas Photon Center is ,of paint at one another using likely to take nearly $Va million dollars special guns - satety glasses at the door, and there could be as are needed, and if you value your many as 40 Photon Centers in exisdesigner jeans or executive suit, protance by this Christmas. tective clothing is vital. Teams com- P P " * 1 pete against each other in short games lasting around half an hour with the overall aim of capturing the opponents' flag. The rules are simple - no physical contact is allowed, and . . . . . . . . " a player who is hit by paint Is removed from the current game and relegated to a 'dead zone' until the next game begins. Bystanders to such pigment pugilism stand a good chance of What do you need to set up a being splattered, or even injured, so Photon Center? Well, for a start the play needs to take place in isolated franchise costs $75,000. and then you zones, generally under the control of need premises and equipment marshals. Companies buy the franchwhich could set you back anywhere ise for a geographical catchment area, between $400,000 and S1.2 million acquire sites and charge players for according to a report in USA Today. ; the loan of equipment and use of the The game itself is played inside a large site. Several types of paint-gun game Indoor arena which is usually filled ; have been set up in this country, and with artificial mist, accompanied by \ you should expect to pay at least £20 loud music and flashing lights. Players i for a day's play. There's no way any use a special gun that fires harmless, ; sensible person would attempt to buy invisible light and don special equip;.' and use paint-finng equipment priment, including a helmet which regisjj vately - at the moment the only way to ters hits received on an internal buzzer I participate in this kind of gaming is by It all sounds great fun, but at the i joining organised sessions. time of writing there's no news of the Photon Center coming to these shores in the foreseeable future. Don't despair though. George A Carter III is LIGHT FANTASTIC a resourceful businessman. He's In the past three and a half years elec- licensed the Photon concept to a number of companies, including tronic tag has swept across North t America and Japan - now the craze is American toy manufacturer LJN and 5 catching on fast in Europe. The princi- 'home' versions of the Photon Center I pie is straightforward: send a beam of kit are currently available all over the * light at a target on your opponent and world. You, too. can become a Photon Warrior. I if it hits a sensor you remove a 'life' 8 from your 'enemy'. Light is clean and | non-messy, and providing there's not ? too much of it. totally harmless to WORLDS OF WONDER J people and property. You don't need I protective clothing to play electronic Another leading American toy comI or 'laser' tag. and there's no real need pany. Worlds of Wonder, developed for formal game organisation - you a light-tag system called Lazer Tag can practice or play in your own back- which has achieved a phenomenal yard. level of sales in the States. Lazer Tag George A Carter III, (who could only attracted interest from TSR (the people who brought you Dungeons be an American) founded a company way back in 1984 after seeing the film And Dragons amongst other games), and is now developing as role-playing Star Wars. That company. Photon Entertainment Inc. has already made sport, with tournaments being organised between teams of Amerhim millions of dollars. It all began in ican college-students. The action Dallas where the first Photon Center was opened in April 1984, and people takes place In a scenano set in the year 3010:' No player is truly complete are still queueing up today to spend

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until he is on a Lazer Tag team competing against other teams across the galaxy.' Last year in America, UN's Photon Warrior and World of Wonder's Lazer Tag were amongst the biggest selling toys in the run-up to Christmas. A 0 whole host of electronic tag systems . is now available through toyshops in ;' Europe, and toy industry predictions for this Christmas see electronic tag sets amonst the best sellers in Britain. You can spend anything between £20 and £100 or more equipping yourself for laser tag. and price isn't the only difference between the systems on

offer. Whether it's paint or light you're firing, these techno-tag combat games are a lot of fun to play. We've already started to get to grips with the paint games and should be able to bring you the results of our investigations next issue, but at £20 or more for a day's play such games quickly t i g l r f ^ l ^ prove expensive. A one-off investment in laser tag equipment opens up a world of endless fun - providing your fnends buy 9»milar equipment too. We decided to check out the electronic tag systems currently available, so we conducted fairly rigorous tests and can now report back on their performance. If you're thinking about ftmSffm asking Santa for a laser tag set this Christmas, there's some essential reading coming up . . .


LIGHT GAMES

TESTING STRATEGY . . . All the laser tag systems work on the same basic principle: the gun fires a light beam - white light, infra-red or other wavelengths - and a 'hit' is registered by a sensor, which detects the arrival of the beam. All the systems currently available use separate lightsensitive sensor units with their own power source, with the exception of Laser Combat which has the sensor mounted in the gun and detects light reflected back from special reflective matenal on the target. Sensors (or the reflective tabard in the case of Laser Combat) may be worn by a friend who runs around trying to shoot you, or they can be used as stationary targets in games or for practice. Some of the sensor systems are quite elaborate in that they keep count of the hits or 'lives' lost, or offer several modes for target practice, while others are simplistic, only capable of announcing single hits with a bleep not too dissimilar to that issued by a cheap, Taiwanese digital watch.

HARD TIME

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Most of the glossy cardboard boxes that try to tempt you buy their contents show dramatic action pictures of the laser tag sets they contain, and generally there is some mention of the range from which the gun can hit the target. Obviously, as the sensors £ detect the arrival of a beam of light, they tend to perform better in the dark. and claims for 'indoor' and 'outdoor' ranges are often made by manufacturers. Not many people have access to a large hall that can be plunged into '••'; darkness during the day. and while midnight laser tag might be fun, it could land you in all sorts of trouble . . . So we decided to give the ; tag sets, under review a bit of a hard time - they were all tested one sunny afternoon in a car park which is completely open to the glaring rays of the sun. One set of equipment performed • rather strangely under these conditions. and so was tested again as night was falling - but it still exhibited the same rather idiosyncratic behaviour...

Industry prethis ( J f e ^ i i ^ see ei

TGM TX DATE: 10-8721/132


LIGHT GAMES

PHASER F ACTION SI

RANGE-FINDING

attempted to assess how the sensor targets reacted to near-misses. Only two of the guns have adjustable We did our best to determine the sights, and while our tests weren't maximum range for each system conducted using a gun stand and fairly, and the diagrams that accomshouldn't be regarded as definitive, pany each review show the point at the results showed that there was a which it became difficult to achieve wide range of sensitivity among one hit out of ten shots. After testing the range, we tried to find out the' field targets. The accuracy test was conof view' of each sensor. Standing on a ducted by shooting from 32 feet and aiming at points above, below and to line 32 feet away from the sensor either side of the stationary target, under test, we moved further and moving progressively further away further to one side, firing continually from the centre of the sensor. until it became impossible to score a hit. As you will see from the results, A few words of caution: the prices there's quite a difference between the we have included in the review panels systems when it comes to trying to are intended only as an indication of score hits from an angle. the retail prices. Considerable savings may be made - up to £20 - by shopFinally, as some measure of accuping around. racy is called for in shooting we

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UK Supplier: Bandai UK Guide Price: £20 Contents: one gun, one chest target with webbing, decorative stickers BATTERIES REQUIRED

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Gun: 4 x AA Sensor: 1 x PP3

AVAILABLE EXTRAS

LASER TANK SET - not exactly an' extra'. Includes an attractive, militaristic pistol and a tank that is driven by wheels. A receiving sensor on the front of the tank detects hits. Scoring hits has a dramatic result, apart from the obligatory explosion noise - first one track springs off the tank, then the other track, to be followed by the entire turret unit. Finally the carcass of the tank tips to one side and expires. All this for around £35 . . . The tank requires 2 x Cand 1 x PP3 batteries to operate, while the Tank Pistol take 4 x AA batteries. Given the attractive nature of the pistol that accompanies the Laser Tank, it is a shame that so little effort has gone into the design of the Lasertron Pistol. It's plain, grey, and even when the stickers have been applied, it remains a fairly dull-looking object that squawks when the trigger is pressed and emits an infra red beam. The Lasertron breastplatereceiver on the other hand is elegant and features a LED matrix that counts the hits received from 0 to 9, beeping out their arrival fussily, just like a digital watch beeping out the hour. The tenth hit zeros the display and causes a higher pitched sequence of beeps. Unfortunately for cheat-free gameplay, the unit resets to zero silently when the side-mounted reset button is prodded.

which allowed very accurate shooting in a straight line up to the 50 foot mark. The chestplate detects a 'shot' from 32 feet when it arrives within a foot of the sensor, and the digital read-out is visible at quite a distance. The sensor's 'field of view' compared favourably with those of other systems.

PACKED UP Our review Lasertron gun packed up before we had completed the tests, so we carried on with the gun that came with the tank, assuming their performance to be similar. In straight-line firing we discovered that the gun has a range of around 60 feet. The Lasertron pistol has a ridge running along the top of the barrel which aids sighting, while the Tank pistol has 'proper' pistol sights

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The Phaser Force generates a beam of white light with a Xenon tube - like the ones in found in pocket cameras that have built-in flash units. The gun doesn't come with any stickers and apart from silver 'Phaser Force' lettering, relies on a couple of transparent, horizontal plastic bars for decoration. When the trigger is pulled, light shines through these decorative bars, giving a futuristic. 'Dr Who' type of effect. The sensor unit can be clipped onto a belt and is similarly utilitarian in appearance. featuring coloured LED's that record hits, and an on-off switch that can be used to set the unit for daylight or artificial light conditions.

Once again, the final word goes to our Technical Department... 'The Lasertron gun is a simple transmit-only device that uses an infra red LED to make the beam. The ubiquitous 555 timer chip used in everything from doorbells to parcel-bombs - generates the firing sound, directly driving a small earpiece. The receiver uses a photo-diode and a LM567 amplifier to sense incoming shots. A custom chip counts up the shots on a clock-radio-style single-digit display.'

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circuit that

PHOTO

Licensed from the original Photon Center game in America, the full Photon Warrior set is without doubt a visually impressive system. The beam is generated by a LED that emits an invisible infrared frequency, rather like a TV remote control. The gun is a bulbous, black moulding that fits into the hand easily and sports the preapplied Photon logo on either side. Three red LED's arranged in a window at the user's end of the barrel count up incoming hits registered by the photo-diode mounted on the muzzle of the gun. Sighting is a little tricky - there are no sights as such, just a raised ridge down the centre of the 'barrel'. Sound effects are impressive - pressing the trigger activates the beam and generates a four-pulse futuristic noise, while an incoming beam registers a hit with an falling, electronic ricochet sound. The fourth time a gun receives a hit a fairly impressive explosion noise is made to indicate that this particu-


FORCE SET

UK Supplier: Michael Angel Toys Guide Price: £49.99 Contents: two guns, two targets BATTERIES REQUIRED

unit is switched off and on again to reset it.

ROUND BEAM

Gun: 2 x AA and 1 x PP3 Sensor: 1 x PP3

The Phaser Force gun shoots visible light in a circular beam - the AVAILABLE EXTRAS diameter widens over distance RIFLE SET - one rifle, one target: £29.99 and has an effective range of some BATTLE GAME - one gun. one chest target, one head target: £39.99 50 feet when firing straight at the TARGET SET - one gun. one target: £24.99 target, which has quite a wide field of view. The sights are part of the moulding which makes up the baralthough the noise could become drives the flash tube whines just rel and so can't be adjusted - they like a camera flashgun after you've irritating when holding the gun take a bit of getting used to. When close to your face in order to aim. pulled the trigger and a quiet, firing from 32 feet, the sensor Successive hits on the sensor squeaky creak noise is generated cause the next LED in a row of nine tended to accept shots aimed to accompany the flash. The reto light up, and each hit is denoted within a foot in any direction. charging cycle is rapid, allowing by a short squeak until the LED one shot to be Tired every second Our Technical Department above '100' is lit up. when a con- and the whine isn't likely to give adds: 'The Phaser Force receiver tinuous tone is emitted until the you away to an opponent. is a straightforward design - it

DOUBLE WARRIOR SET UK Supplier: LJN UK Guide Price: £80 Contents: two guns, two helmets with chest sensors and webbing, a target and two 'ammunition' belts BATTERIES REQUIRED Gun: 1 x PP3 Sensor: 6 x AA for the chest unit and helmet 1 x PP3 for the target

AVAILABLE EXTRAS

uses three low-power CMOS chips to drive its nine-light scoreboard and small earpiece. There's a hefty transformer to generate the voltage required by the flash tube, and you could get quite a shock by touching the board inside the gun, even after the batteries have been removed. Don't take your Phaser Force apart or play with it in the bath!"

true!) and encountered the same problems. As the sunlight could have been affecting the Photon Warrior guns adversely, we waited until night fell. Sadly, the same random hits were recorded on all four guns during the foray into the night particularly if we waved them in the direction of the sodium streetlights. Other strange effects were noticed - the Photon guns we had wouldn't fire if they were within a foot or two of the Phaser Force gun. for instance . . . None of these problems involved the static target unit, which accepted shots placed within a foot of it in the accuracy test.

This is the top-of-the-range set, containing all that is needed to equip two players fully. Photon equipment may be collected in modules: SINGLE PHASER SET - one gun and one target: £20 DOUBLE PHASER SET - two guns and two targets: £30 SINGLE WARRIOR SET - one gun. one target, one helmet, chestpack and webbing together with the ammunition belt: £50 ACTION FIGURES - model figures, measuring a little under 9" tall that ROMPING AROUND require one PP3 battery and are capable of firing at you or at each other and registering hits on their opponents. If a figure ishit. its firing pattern is dis- Despite these problems, we disrupted for a while. The Action Figures cost £9.99 each and four are availablecovered that the Photon Gun has in the UK - one 'goodie', Leon, and three 'baddies'. Bhodili. Warriarr. and an effective range of some 50 feet Destructarr. - although it is a bit disappointing to lose a life periodically when lar Warrior is out of the game. wheel governs the duration and you're not firing and no-one's Pressing the Reset button on the frequency of the flashes - and the firing at you! The target sensor had side of the gun refreshes the stock unit only records hits when the a wider 'field of view' than either of lives, and a loud squeak is made LED is showing a green light. The the helmet unit or other gun. as to make sure that no-one gets target is mute - the reward for hitshow by the diagram. The gear is away with cheating. ting the sensor when the green a lot of fun to romp around in. but light is showing is . . . a red glow while the strange effects we from the LED. CHESTPACK noticed may have been particular to the two units we received (from The helmet and wired-in SHORT-RANGE SNAG two separate sources) it seems chestpack is effectively a repeater unlikely. If the the problems we unit. A coiled lead that ends in a Unfortunately the Photon system discovered are in fact universal, standard D-Type joystick plug has a snag - the black plastic case they would mar Photon Warrior connects to the butt of the gun and doesn't stop all infra red radiation, gameplay. allows a two-way transfer of infor- so you can set off the sensor at mation to take place. Hits on the short range by shooting into the Over to the Technical Departreceiving diode mounted on the side of the gun. More significantly, ment for a few concluding words: forehead of the helmet are the fact that the gun unit resets if 'The Photon circuit board uses a recorded by the gun. and the gun's the trigger isn't pulled for two bizarre mixture of old and new sound effects are amplified via a minutes means that gameplay technology. Most of the elecspeaker on the chest unit which is could be marred - remember, a tronics is packed into a 20-pin held in place with webbing reset eradicates the record of lives custom chip, but about 15 sepawhether connected to the helmet supplied. For extra fun, five red lost. Lively games with plenty of rate transistors are also used, and units or not. had a strange habit of LED's mounted on the brim of the action shouldn't be affected by the half-watt speaker is driven recording hits at random, even helmet flash during play. this design quirk, however... through a transformer, just like a when the other gun hadn't been 1960's pocket radio. It's not obvitired. Thinking we had a faulty set, Applying our' standard test proThe target unit is rather less ous why the sensors should miswe tried another we happened to cedure' to the Photon Warrior set exciting. It contains an LED indibehave as they did.' have in the office (strange, but proved difficult because the guns, cator that flashes on and off - a

TGM TX

DATE: 10-87 23/132


LIGHT GAMES

READ ABOUT

LASER COMBAT CHALLENGE SET UK Supplier: Action GT Guide Price: £59.99 Contents: one gun, one target vest, one mobile target (the Bio-Activated Roving Target, BART for short), spare reflective stickers BATTERIES REQUIRED

Gun: 3 x AA Sensor: not strictly applicable as the sensor is part of the gun, and picks up light reflected from the target. BART needs a PP3 to get moving

AVAILABLE EXTRAS

LASER COMBAT PATROL SET - essentially the Challenge Set without BART: £45 maximum Like several of the laser tag sets, this one looks rather dowdy when first removed from the box - BART and the gun are made from mattblack plastic and need to be decorated using stickers taken from the sheet supplied. The gun itself has an over-large trigger guard which doubles up as butt and grip, and is a little awkward to hold. BART is capable of trundling across any smooth surface in one of three modes of movement and makes target practice more exciting than usual, although the little beast doesn't travel too well on carpet and can't cope with car-park grade tarmac. Despite its name the Laser Combat gun fires ordinary light from a torch bulb which lurks under a clip-on cover - so you can replace the bulb easily if it bums out. Unlike all the other laser tag systems on offer, Laser Combat doesn't have a remote, separately powered sensor but relies on light reflected back from the target to activate a photo-diode in the gun itself. Special reflective stickers are included in the set and need to be added to the front and shoulders of the chest-hamess and to BART before the gun will start registering hits. A few spare stickers are included, which may come in handy for target practice games.

PULSES

can actually see light hitting your target, and are never in any doubt whether you've scored a hit as the gun responds by hooting loudly to an incoming shaft of light. Success is recorded by a trio of coloured Light Emitting Diodes (LED's) mounted inside a wedge-shaped panel on top of the gun - just as well, because the gun's firing noise could be confused with sound made by an incoming 'hit'. A red LED on top of the 'barrel' glows when the trigger is pulled, and may help to avoid confusion.

RANGE A range of 50 feet was comfortably achieved when shooting straight at a stationary target in our tests, and as the diagram shows, the 'field of view' of the target is quite wide. In fairness, we should mention that the reflective material is flexible - which might complicate matters when firing at a mobile target that distorts the reflective surface as it moves. By way of compensation, the Laser Combat gun offers a simple but effective and adjustable rubber sight which clips over the end of the' barrel' of the gun. There's a fair bit of leeway granted when firing at a target from 32 feet we managed to aim about a foot to any side the reflective chest panel and achieve a hit.

When our Technical Department (Simon Goodwin and Franco Frey) opened up the Laser So that the sensor doesn't get Combat gun they found that it was confused by background lighting, the beam is pulsed - when the trig- quite a complicated unit, with a large vertically mounted circuit ger is pulled, the bulb glows for a board. 'The circuit board couple of seconds and you have appeared particularly scrappily plenty of time to spray the beam assembled, even by the low stanabout. The main advantages of dards acceptable in some toys, this unusual design are that you

24/132 TGM TX

DATE: 10-87

and was the poorest we found when opening up the guns in for test, with blotchy soldering and parts clinging to the board at odd angles. One of the resistors was broken in the unit we examined, although this didn't seem to affect the performance.'

Two handbooks have been published by TSR to accompany the Laser Tag system - The Official Game Handbook and the official Tournament Book. The game handbook encourages the player to take a role-player's approach to Laser Tag games and recommends building up a persona. Practice programs and team games are listed, together with rankings for Laser Tag players who gain status by their prowess at duelling or team-play. The official tournament book re-iterates some of the 'regulations' of the sport - which include commonsense safety rules - and as its title suggests, develops more complicated game ideas. Wisely, the authors insist that Laser Tag guns shouldn't be used

LASER TAG STAR GUN AND STARS UK Supplier: Mattel UK Guide Price: £58.99 Contents: one gun, one sensor, one belt-clip BATTERIES REQUIRED Gun: 6 x AA Sensor: 1 x PP3

AVAILABLE EXTRAS

STAR VEST - a silver-effect fabrtc tabard with a Velcro pad that takes the Starsensor: £25.25 STAR HELMET - a hgid plastic helmet with a sensor on the dome that has a 360° field of vision and LED's that keep track of hits received: £59.99 STAR CAP - a floppy, peaked cap version of the Star Helmet: £21.99 STAR SENSOR - the standard sensor unit on its own: £21.99 STAR BASE - a programmable unit with several sensors that can also fire. Not currently available in the UK The Laser Tag gun is by far the most elegantly designed unit, and is the only piece of equipment we reviewed that is built like a tool, rather than a toy. The case is made of good-quality ABS plastic with a glossy finish, and is ingeniously clipped and screwed together. In use, the Lazer Tag system proved impressive - and clearly led the field when accuracy, range, field of fire and design elements such as comfort, ease of use and options were taken into consideration. These capabilities don't come cheap, however - the price is high, but you definitely get performance to match. We were stunned by the test results. The car-park simply wasn't big enough nor our hands steady enough to test the Starlyte to the extent of its capabilities. A range of some 200 feet can easily be achieved, and so far as we could determine, this range held good for the 180° field of view the Star Sensor affords. The sensor was fussy, too, refusing to detect shots that didn't 'fall' within 6" or

so from 32 feet when the wide beam was used. Extra touches include a little switch that toggles between a wide and narrow beam, and a silencer switch that mutes the satisfying electronic 'kerpow' that the gun emits. The sights, factory set for accuracy and non-adjustable, are a dream - a little red dot appears in a sighting tube that runs along the barrel. A good eye and steady hand are all that is needed for consistently accurate shooting.

MASTERLY DESIGN The sensor is a masterpiece of design. Apart from unsurpassed field of view, it features a heartbeat tone that increases in volume and pace as hits are recorded, adding tension to gameplay. Overall, Lazer Tag equipment exceeded the performance of all the other systems we evaluated, by a generous margin. Sadly, so does the price. The GAMES MACHINE Techni-

4


IL IT

ZILLION

in places where the authorities might mistake them for dangerous weapons - although the book doesn't refer to the incident in which a Califomian teenager was shot and killed by a policeman who mistook his laser tag gun for a real one, according to a report in USA Today. Both of TSR's books, which are officially linked to Lazer Tag equipment. are available in the UK at £5.95. If you need inspiration, most of the game ideas they contain are applicable to any laser tag system. 'Competing with honour and behaving in a sportsmanlike manner is just as satisfying as winning the contest,' the books remind the reader. Techno-cricket, really . . .

WLYTE SENSOR Uf "TO Joo-fh PLUS.

UK Supplier: Matchbox Guide Price: £30 Contents: one gun and lead, one battery-powerpack, one sensor BATTERIES REQUIRED

Gun: 2 x C for powerpack Sensor: 2 x AA

AVAILABLE EXTRAS

Our package included a leaflet which described an add-on scorecounter unit which plugged into the sensor. Matchbox advise that plans to market this product have been shelved. Yes. this is the same gun as the one supplied with the Sega console. Well, it is made by Sega after all - they've put a different set of works inside, that's all! The Zillion gun, like Phaser Force, produces its beam with a camera flash unit. There's no speaker inside the gun, but the charging circuit produces a clear, high pitched whistle for a couple of seconds after each shot - not very satisfying. A red light shines continuously from the back of the gun, which can make it

difficult to use the crude but otherwise useful sights. The Zillion gun fires a thin vertical rectangle of white light, which diverges quickly from a couple of centimetres high at point-blank range to 2 feet high at 30 feet. The battery-pack idea makes the gun itself remarkably light to hold and use, but the 14" cable to the gun tends to come unplugged just as you reach full stretch in your authentic LA Cop 'eat lead' posture . . .

diode contained in the sensor copes very well with shots at acute angles (as the diagram shows) thanks to the wide beam and a fish-eye lens on the front of the receiver. The batteries that power the target clip onto the back, and although there's no cover to hold them in place, they didn't fall out during our tests, and that's one less part to get lost! TRIANGULATION During the tests we found that sunlight could easily trigger at hit been taken care of. Laser Tag uses The triangular sensor follows a on the sensor, and the gun had a a real semiconductor laser - as in similar pattern to the Photon tendency to fire low. Overall, Zillion a Compact Disk player - to gener- target: you aim at a green light, ate its beam, unlike all the other which can be made to flash in three is a pleasantly presented unit that works well. guns examined. A chunky powermodes. A hit makes a red light transistor triggers the release of a flash, accompanied by a flurry of For the first time, our Technical precise pulse of infra-red laserhigh-pitched trilling noises from a Department had nothing to light, and the laser fits behind a telephone beeper. The photo- add... lens, about three centimetres back from the end of the gun, so you can't damage your eye by getting within the laser's short focal length.

PINHOLE SCREEN • •

l

*

1

cal Department shared our enthusiasm, marvelling at the thought that had gone into the design and manufacture of the Starlyte. Here are a few of their observations... 'Every little design detail has

'An orange LED, pinhole screen, and a pair of lenses project the aiming dot in the sight. A humble torch bulb, under an access hatch, makes the end of the gun flash red when you fire, and a small 100mW speaker provides sound-effects. 'The Laser Tag receiver uses a mixture of standard and custom components. Incoming shots are detected by two angled photodiodes in the Star Sensor, (more in the Helmet and Cap) whereas other units make do with one. It's this, and the power and precision of the laser itself, that makes the Laser Tag system so tolerant of 'wide angle' shots. 'Even the trigger switches, for the sight and the main beam, are arranged at right angles to the fire button, so the same pressure is applied to the switches via a small arm regardless of how hard you pull the trigger. This should make the switches last much longer than in the other guns, especially if they are roughly treated.'

XSL PHASER COMMAND

UK Supplier: Trafalgar Group Guide Price: £25 Contents: one gun, one sensor, one holster with belt loops BATTERIES REQUIRED Gun: 1 x PP3 Sensor: 1 x PP3

AVAILABLE EXTRAS None

The Phaser Command set appears fairly straightforward at first, and potentially unexciting. The gun is modelled on a 'traditional' pistol and is decorated with single sticker. The trigger behaves more like a switch than a trigger which is a little disconcerting to begin with, but the positive click action becomes quite friendly after a while. The only sound made is the click of the trigger itself, so a single red LED mounted just

behind the fore-sight winks to remind you that the trigger is being pulled. The absence of firing noise is almost compensated for by the target unit, which may be clipped onto a belt. The output of the sensor is LOUD! It produces a sequence of ear-piercing monotonous squeaks through a small speaker, and sounds like an overdriven operating-theatre pulse monitor. Six red LED's disappear one by

TGM

TX

DATE: 10-87 25/132


LIGHT GAMES one after each accurate shot, but there's no 'hit' sound-instead the squeaks get faster after each shot. Once the last light has gone out the tone sounds loudly, continuously - wheeeeeeeee! - and painfully if you're standing too close. The packaging reminds you that you can play XSL tag with a friend, even if he or she has another make of laser tag equipment. All you have to do is swop sensors and you're away. Somehow XSL Phaser, with its minimalist plastic holster, rowdy sensor and silent, odd-triggered gun doesn't have much in the way of instant appeal.

UK Supplier: Spectravideo Guide Price: ÂŁ25 Contents: modular set - one pistol, one stock, one adjustable sight, a 'silencer' barrel, one sensor base station, one sensor, and a webbing belt BATTERIES REQUIRED Gun: 4 x AA Sensor: 4 x AA

DISPELLED The initial, somewhat negative impressions are soon dispelled when you start to use the equipment. The gun matched Lazer Tag for range - and although there are no bells and whistles (except for the over-bearing sound-system in the target), XSL Phaser Command performs astoundingly well. And that rowdy target has the edge over Laser Tag's more subtle Star Sensor - you have no difficulty in hearing that you've scored a hit, even from 200 feet away. The sensor unit has a wide' field of view', and seemed unaffected by ambient light. Although the gun doesn't provide much in the way of feedback, the traditional gunsights work well, allowing accurate shooting. For the price, XSL Phaser Command represents excellent value,

AVAILABLE EXTRAS None and trades frills for increased performance. An excellent starter system if your pocket isn't bottomless . . . Time for the Technical Department to have their say: 'The XSL Phaser system is extremely simple in internal design. A lone 4069 chip is used to pulse a red LED indicator just behind the fore-sight, in synchronisation with the infra red LED that provides the beam, while the target unit uses the same components as several other systems - a photo-diode, small lens and 567 amplifier - though it seemed relatively insensitive. A handful of transistors and a couple more chips handle the sound and countdown display.'

From the moment the folding lid of the box is opened revealing the two-tone components that clip together to make up the Gunfighter, this systems looks fun. Neat, James Bond-style design means that hours of fun can be had playing mix 'n' match. One moment you can have a pistol, then the stock can be added, or the sights slid into place - or both. With or without the 'silencer', sir? The sensor unit also adds a new dimension to Gunfighter games it can be clipped into the base target unit and worn by your opponent or used for target practice; alternatively, it can be slotted into a recess below the barrel of the gun for one-on-one shootout action. Cleverly, the gun emits two different firing noises, depending on whether the sensor unit is attached or not: a short, falling tweet with the sensor in place Oust like a laser would sound in Dr Who), or a two-second electronic rasp if the sensor is remote.

MORTAR SCREAM

REPORTING BACK FROM THE CAR-PARK Our tests were not conducted under supervised laboratory conditions nor did they take place on an official guntesting range, but the results should give a reasonably accurate representation of the relative capabilities of the systems evaluated. Clearly. Mattel's Lazer Tag system may be regarded as the 'professional' system, but it is accompanied by an equally 'professional' price. Add the Star Helmet or Cap, or even a Star Base to the basic Lazer Tag set. and you have a very powerful entertainment system. You also have a largish hole In your bank balance. The XSL Phaser Command set, although basic, approaches the performance of the starter Lazer Tag sec •hat contains the Starlyte gun find

Starsensor. In a system which competes very keenly on cost, selling for about a third of the price of the equivalent Lazer Tag set, you can hardly expect all the frills. For sheer fun value, it would be hard to beat Spectravideo's Gunfighter which accounts for the high levels of demand it has attracted in America and Japan. As a result, supply and demand problems mean that it's unlikely that Gunfighter sets will be available in the UK in significant quantities before Christmas. And that is not to deny the relative merits of the other laser tag systems we examined. The Photon Warrior set leads in terms of dramatic effect at a fairly modest price, although gameplay might be affected by the idiosyn-

Wherever the sensor is located, it can't register more than a single hit - achieved by flashing a red indicator LED and generating an elaborate mortar shell scream and explosion. The plastic mouldings are covered in 'believable' detail and the gun looks good. However you configure it, it feels neat in use although the adjustment facility on the sights is more cosmetic than accurate. Neat touches abound the batteries that power the gun slot into a magazine, which clips into the bottom of the pistol grip, just like a real automatic . . .

In the tests. Gunfighter performed well, demonstrating a range of almost 80 feet in straight shots while the sensor had a respectable 'field of view'. The only disadvantages we noticed were the single-hit nature of the sensor and the fact that with the sensor on the gun, it was a natural move to put one hand over the dome when firing, thus blocking your opponent's shots. Our Technical Department paused briefly from assembling and re-assembling the set in its multiple configurations to comment on the sensor: 'The red lens covers an elaborate system with multiple infra-red sensors and screens. A special gate array chip provides wide-angle sensitivity.'

reduced in all cases of cross-compatibility, however. The degree of compatibility between systems could be improved by opening up the sensor units and adjusting the tuning where possible . . . not the best way to start a game each time you play with different people. The best results are obviously to be had if everyone involved in a giame uses guns and sensors from a single system - swapping sensors betwCOMPATIBILITY een' systems can give some players a major advantage in terms of range and There is a degree of compatibility angle of view on the target. between systems - we found that Photon guns and the Lazer Tag StarThe choice, ultimately, Is yours lyte set off the Gunfighter sensor, and but it might be worth finding out what that the Photon and XSL Phaser sen- your friends have bought, or intend to sors accepted hits from the the buy. before Investing in laser tag Gunfighter. The effective range was equipment.

cracies we discovered in the two sets we tested. The Lasertron has an elegant sensor system, and the tank is great fun. while Zillion works well and looks good. The reflected light system used in the Laser Combat sets adds a different dimension, as does BART, while Phaser Force has a neat scorerecording set up.


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LOOK HOW MUCH SEGA GIVES YOU With Sega, you get a complete, ready-to-use system. All you need is a TV! The package includes Choptiftei**

World Grand Prix

games console (to run a card or cartridge), a FREE copy of the hit arcade game "Hang On", 2 control pads, a TV aerial fixture to let you watch TV even when the console's still connected as well as a fitted 3-pin plug and a special mystery game built-in and ready for you to find! GAMES! GAMES! GAMES! Sports action, exciting thrillers and great arcade hits - there's a feast of fun covering

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CONSOLES

DUST TO DUST I ATTICS TO ATTICS?

first through a speaker in the console and then through the TV, with a stunning repertoire of three different pitches of'beep'.

The dedicated games console once took pride of place in the front room of many British homes. But as home computers became a more financially viable and considerably more flexible alternative, the ageing units were relegated to the dark confines of the attic. Now, a new breed of console has surfaced, superior to its predecessors in terms of graphics, sound and software. But with software prices so high, will the dedicated games console make as significant an impact as it did almost a decade ago? Or will it fade away into dusty obscurity like its older relatives?

ONCE UPON A TIME . . . ! he first arcade console. Space 1 War, was invented in 1972. using hundreds of the cheap 'building block' chips that first wm~ appeared in the late sixties. In 1973 the British magazine Practical Electronics followed suit with a 300chip TV Tennis project, boasting two rectangular bats, a square ball and a vertical line for a net. By the midseventies, technological advances allowed all these functions to be built

into a single chip, and electronic scoring arrived - although scores ran from 0 to 15, rather than the normal sequence, which would not suit a four-bit computer. More advanced consoles then appeared, featuring four games: tennis, 'football' (like tennis, but with two bats each), 'squash' and 'practice' a variation of squash that was, significantly, the first game for a single player. Sound effects were added,

STILL CRUDE

"We're developing a couple off titles for the consoles, but at this stage It's really only to see iff we can doit" Steve Wilcox

Elite

The first computer-based unit appeared in 1978 in the form of the legendary Atari VCS 2600, which was superseded relatively unsuccessfully by the 5200 (complete with four joystick ports) four years later. Meanwhile, cheaper competition arrived courtesy of companies such as Binatone, Radofin, Acetronic, and Grandstand, and even Philips jumped on the bandwagon with their Videopac G7000 console with flat keyboard. Established American toy manufacturers Mattel also launched themselves into the console market with the Intellivision, which received a lukewarm reception from the public, despite much critical acclaim from the press.

GREEN SCREEN

The Vectrex materialised shortly thereafter, providing an unusual alternative in that it was complete system, including a green screen and featuring vector graphics. And Coleco, perhaps better known for highly successful (well, in America at least) Cabbage Patch Kids, failed to make a significant impact with the Colecovision despite its superlative specifications. The Aquarius, Mattel's second venture into the world of computer based consoles, came and went almost unnoticed, and so did Commodore's

TGM

TX

DATE: 10-87 29/132


Ultimax - a cut-down, cartridgebased version of the Commodore 64. And around about then the console eruption died down. Home computers suddenly became fashionable, and cassettebased games took over. Early computer games were as crude as, if not cruder than even the earliest console games, and loading problems were commonplace - but they were considerably cheaper than cartridges. As home computers and home computer software became more and more sophisticated, the dedicated console took a back seat. But then towards the end of 1985, rumours of a new Japanese console filtered across the water... And by early 1986 the Nintendo Family Computer found its way into the offices of a few software houses, such as Activision and Firebird, generating much enthusiasm amongst those fortunate enough to have experienced its crisp, colourful graphics and high quality software. Later in the same year, Ariolasoft announced that they were to distribute the Sega Master System another new high-quality console of Japanese origin. But the deal with Sega fell through, leaving the console to build up a word-of-mouth reputation much the same as the Nintendo.

There is a lot more room for more detailed gameplay than in a 48K Spectrum or 64K Commodore

THIS IS THE MODERN WORLD ow, as 1987 draws to a close, both the Nintendo and Sega have finally made it to these | fl shores, albeit in slightly modified forms, courtesy of Mattel and Mastertronic respectively. So what advantages do the new breed of console have over existing home computers? Of course, console cartridges 'load' instantaneously, unlike cassette-based games and there are very few problems. Magnetic storage media such as cassettes and diskettes are far more susceptible to damage than cartridges and require far more care if they are to last. The capabilities of both the Sega and Nintendo are marginally superior to the capabilities of earlier consoles of the majority of 8-bit home computers, most noticeably when it comes to the graphics. And with cartridges featuring as much as 256K of memory, in the case of the Sega, there is a lot more room for more detailed gameplay than in a 48K Spectrum or 64K Commodore.

being imported to and exported from different countries, so should a title fail... well, the cartndges can't be re-used, and they can't be re-sold elsewhere, so it's basically a lot of effort and a lot more money down the drain. Rumour has it that Atari found out the hard way - manufacturing several million ET cartridges only to find most of them weren't going to sell, and so the surplus cartridges were buried in a capsule in the desert! It is hardly surprising that cartridge-based software costs twice as much as that on cassette. The range of home computer software is considerably larger and more varied than that available for any console. but the Nintendo does have an impressive back-catalogue of titles and more importantly, many unusual hardware add-ons to its credit. Hardly surprising considering the enormity of its success In America and Japan, where It effectively 'wiped out' all other formats, including the Sega, and even such established Japanese names as MSX and NEC. This means PIRATES FOILED that, realistically, Nintendo owners Cartridges cannot be copied as easily have a lot more to look forward to than as cassette or disk based software, Sega owners, provided the machine which is obviously useful from a soft- takes off over here. ware house's point of view as it cuts It's very much a 'Catch 22' situation down piracy. However, there Is far - the Sega, with its range of more upmore expense and financial risk to-date arcade conversions, such as involved when producing software on Space Harrier and Out Run, is argucartridge, as tens of thousands of ably instantly more impressive than comparitivefy costly units have to be the Nintendo. But in the long-term, it manufactured to make the investment looks like the Nintendo has the edge worthwhile. Nintendo software is ter- as far as family entertainment is conritorially coded to prevent cartridges cerned. Ai

The surplus cartridges were buried in a capsule in the desert!

SUPPORT hird-party software support Is ultimately essential if the console market is to thrive - and consoles are to avoid fading into obscurity as they did earlier this decade. However, it is highly unlikely that either the Sega or Nintendo will receive any support from British software houses of this year... or ever, if some sources are to be believed. Telecomsoft's Paula Byrne: "We're not moving into console software at the moment - we want to concentrate on producing exceptional software for home computers. But we do intend to convert from consoles to home computer." Gremlin Graphics hope to start writing for the Sega machine in early 1988. although Gremlin Director Ian Stewart doesn't think that the UK market will get overexcited about either machine. "If we were looking to produce console software now, we'd be aiming it at Europe rather than the UK, "he explains.

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Ocean's Atari 8-bit games are compatible with the 65XE console, but as Chairman David Ward points out "we don't have any plans to convert them to cartridge format." As for the Sega and Nintendo . . . "We

do develop Nintendo software but only for USA and Japan. Whether we bring any of this software over here depends on how many machines have been sold after Christmas. As a publisher we don't need to predict what will happen to the market, we just wait for the boom to happen and then we respond." Elite are currently developing a couple of titles for the consoles, according to Managing Director Steve Wilcox, "but at this stage it's really only to see if we can do it. We shan't be announcing anything definite until they are finished." US Gold certainly won't be producing console software in the forseeable future, not only because the up-front investment required is phenomenal and the cartridges are expensive to produce, but because "you have to go direct to Sega or Nintendo for approval, as they control the distribution of software and are in a position where they can decide what will or won't be written for it," commented Managing Director Geoff Brown. He admitted that US Gold have the facilities to develop for the consoles, but feels that "it's in the interest of the UK software industry not to support

"As a publisher we don't need to predict what will happen to the market, we just wait for the boom to happen and then we respond." David Ward Ocean


CONSOLES

SEGA MASTER SYSTEM

N

ot a penny more but a penny less than £100 will buy you a complete, ready-to-run Master System. The price includes the console, two controllers (similar to those supplied with the Nintendo, except a mini-stick can be screwed into the centre of the direction controller for an extra half inch of leverage and there's no on-board pause and re-start facility) and a transformer (the plug is thoughtfully built-in). The aerial lead included has its own signal-splitting box which allows you to change from television to console input and back again at the flick of a switch - a considerate touch. Accessories include a Light Phaser set for £44.95 - you get the gun and a combination cartridge featuring three, single-screen shooting games: take S u h . It's the hidden game — easy enough to access when you knomf ho**, but can you find ttt

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feel the time is right for expansion." said Mattel's Group Product Manager Gordon McFadyen. "The graphics and quality of gameplay have progressed so much since the early 80s it's now so much more sophisticated for today's more sophisticated consumer. But the Nintendo isn't just a sophisticated games machine, it's more of a general leisure pursuit, offering more wide-spread family entertainment than a home computer. Once we become established, we can then diversify." And as far as the Sega is conthe consoles, as they won't be supcerned. Mastertronic's Group Marporting the industry. Sega and Ninketing Manager, Rachel Davies, tendo are only interested in themreckons that "it's going so well selves." because not only is it an easy machine to use, it's supported by some of the Which prompts one to wonder why best arcade software in the world and the dedicated games console should it's priced very reasonably for the succeed second time around, when amount of memory available on the home computer software usurped it cartridges. And it's exactly what the in the first place and the new generakids want. We were very confident to tion of dedicated games machines start with, but what is surprising is that seems unlikely to receive wholewe keep selling out so quickly. The hearted support from the UK entersales are just incredible. We've only tainment software industry really exposed the UK to about 60% "We wouldn't be in the business if of the software available, Sega have a we didn't think that the opportunities were there. Our perception of the mar- lot more up their sleeves. Unlike most software houses who may have. say. ket is that opportunities exist and we

part in a simple FBI training scheme in Marksman Shooting, indulge in a clay pigeon massacre in Trap Shooting or go on a Safari Hunt and shoot birds, bears and cute bunnies. For another incarnation of the gun, check out the Laser Tag feature . . . A pair of highspeed liquid crystal shutter 3D Glasses is due for release later this year at £49.95. with a Control Stick (basically a proper joystick) and the Sports Pad (a sort of glorified trackball which is

five exceptional titles out of a dozen, nearly all the Sega titles are exceptional. There is a worry that it will dry up, but not for a year or so - and by then Sega will have thought of some" . . . it's In the thing else." interest of the Consoling thoughts. But as David Ward points out: "Distnbution and UK software sales expertise is what will really Industry not to determine which machine, if any. will succeed - it's Mastertronic against support the Mattel rather than Nintendo against consoles Sega. My guess is they will be sucGeoff Brown cessful. I see them as more of an alternative to a BMX than the home comUS Gold puter." PRESS ANY KLY

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COMPETITION

s e o i s e g B T S T T S n i 5 0 0 L U i J M ^

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T/>o W e s t launches a potentially unsuccessful attack In WORLD WAR 3D. Can you save humanity from a lingering

used to play specially written versions of the Football and Soccer cartridges) to follow next year. Software comes in two different forms - card and cartridge - and in three price ranges: 64K cards at £14.95; 128K 'One Mega' cartridges for £19.95 and 256K 'Two Mega' units at £24.95.

CARDS INDEX

Eight cards are due to be released before Christmas, with five available now. Among thefirstto be served up are Super Tennis and a version of Spy Vs Spy - they hardly differ from the popular home computer versions. Count Dracula's haunted house is the setting for the fairly ordinary horizontally scrolling platform action in Ghost House, while Transbot provides plenty of straightforward blasting across a horizontally scrolling terrain. My Hero is a playable beat 'em up in the Kung Fu Master mould, whereas Teddy Boy (for release in November) is a run-of-the-mill multi-

death 7

directional scrolling platform game set in a nightmarish toy factory. October should see the release of World Soccer, along with F-16 Fighter - another mediocre shoot 'em up. this time with an out-of-the-cockpit view from an F16 fighter as you take on a MIG-25 in a dogfight to the death. A similar release schedule is planned for the 'One Mega' and 'Two Mega' cartridges...

3D ACTION

Two 'One Mega' cartridges for use with the 3D Glasses should also be available prior to Christmas. World War 3D is a three-stage arcade-style game in which you defend the East and West from a nuclear attack by shooting down missiles with the Light Phaser, and Zaxxon 3D is a version of the Sega arcade classic, this time viewed from behind the ship. However, World War 3D also requires the Light Phaser - a combination of peripherals which proves heavy on the pocket.

SEGA 3D GLASSES

Seen here is World War 3D, currently the only cartridge available for use in conjunction with Sega's 3D glasses. The glasses themselves plug into the card port on the machine via an adaptor. It's a three-stage, arcade-style game in which you shoot down missiles with the Light Phaser. The screen shakes from side to side as if the vertical hold has gone wrong - until you wear the glasses, when the highspeed liquid crystal shutters 'open' and 'close' in synchronisation with the shimmering screen, thus steadying the image by determining when your left and right eyes see what is on the screen. The effect is very impressive and in full colour - a lot more effective than the comparitively crude red and green/blue lens system that only produces a reasonable, albeit virtually colourless image. The screen does oscillate slightly, even when the glasses are used, which may irritate those of a sensitive disposition. However. £49.95 does seem a high price to pay for a limited special effect. Sega obviously intend to continue releasing conversions of their arcade games, especially with the news of one megabyte and two megabyte cartridges appearing in Japan. So, next year we may well see Master System versions of Super Hang-On, Alien Syndrome, and (less likely) Sega's incredible new arcade game After Burner. It's a pity that there are no hydraulic peripherals in the pipeline!

A pair of highspeed liquid crystal shutter 3D Glasses is due for release later this year

WIN A SEGA MASTER SYSTEM, A LIGHT PHASER AND SIX GAMES TEN GAMES MACHINE T-SHIRTS ON OFFER! Study the questions below, then scribble the answers on the back of a postcard or a sealed envelope and send it to SEGA COMPETITION, THE GAMES MACHINE. PO Box 10, Ludlow. Shropshire SV81DB - remember to include your name and address but don't bother with a T-shirt size because all our shirts are trendy super-large ones! All the entries that arrive before November 19th are going to be collected in a sack, from which a winner and ten runners-up will be drawn after the closing date. First completely correct entry out of the bag wins the Sega Master System kindly supplied by

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1) Which software company almost distributed Sega's Master System in 1986? 2) Which Sega title is 'a game with a history'? 3) What is Sega's 'considerate touch'? 4) What is Sega's 'interesting title in the pipeline'? 5) Which UK software house 'hope to start writing for Mastertronic. along with the Light the Sega machine in earty 1988'? Phaser and the choice of six games 6) Which UK software house intends 'to covert from from those released by mid-Novemconsoles to home computer'? ber. We'll throw in a T-shirt as well, so 7) How much would it cost to buy all the Sega cards due the winner can dress appropriately to be released before Christmas? while playing games. Ten more 8) Name the 'One Mega' cartridge for the Light Phaser people are in line to win a limited ediwhich won't be released until the Spring. tion GAMES MACHINE T-shirt, by way of consolation for not coming 9) Where would you find liquid crystal? first. 10) How many chips did you need to play tennis 14 years Our standard competition rules ago? apply - check out the masthead if you are in any doubt - and the answers to all the questions can be found in this issue of THE GAMES MACHINE. Have fun...

TIE-BREAKER

How many different software labels does Mastertronic publish or distribute? Helpful Hint: use your brain - go on, rack it...


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NOWTHERE ARE NO LIMITS SEE US ON STAND 1109 AT THE PCW DISTRIBUTED BY MASTERTRONIC

01-377 6880

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NINTENDO ENTERTAINMENT SYSTEM

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attel's basic Nintendo system costs around £100 and consists of the console, necessary leads, two controllers and a copy of Super Mario Bros (now almost legendary amongst the cognoscenti who have been playing with Japanese Nintendos or feverishly stuffing money into the arcade machine). The Deluxe Set offers the console, leads and controllers along with a Zapper light gun, a Robotic Operated Buddy (ROB for short) and two compatible cartridges - Duck Hunt for the Zapper and Gyromite for ROB - all for around £150 or less. Both peripherals are available separately

The Nintendo Entertainment System — Deluxe Set, complete iwith Zapper light pistol and Robotic Operated Buddy

As supplied with the basic console .. . n*9 SURER MARIO BROS, rumoured to have sold six million copies worldwide

for £19.99 and £44.99 respectively. The flat controllers are initially awkward to use, but the rocker switch mechanism proves surprisingly responsive and durable with perseverance. Two fire buttons are provided along with rubbery Select and Start buttons, used to select options or pause and restart - all without letting go of the controller. Should the going prove too depressing, the reset button is found on the front of the console. Mattel are releasing 27 cartridges this year - 17 of which are available now, with a further ten to follow before and around Christmas. Prices range from £20 to an upper limit of £35 for

the more 'specialist' software such as the ROB-compatible cartridges. The initial batch of releases contains games which have been around in Japan for almost two years - and in many cases they appear a little dated.

ARCADE ACTION

Donkey Kong. Donkey Kong Jr, Donkey Kong 3, and Popeye are accurate but unexciting conversions of their ageing arcade counterparts. Mario Bros is another arcade conversion, only not so old and a lot more fun than its four arcade stablemates - especially when played with a friend. There are plenty more arcade-style releases either available or due for

WIN A NINTENDO DELUXE SET PLUS SIX CARTRIDGES GAMES MACHINE T-SHIRTS FOR 10 RUNNERS-UP Here's a chance to collect a Nintendo Deluxe Set. courtesy of Mattel. All you have to do is study the questions below, find the answers and jot them on the back of a postcard or a sealed envelope. Once you've added the solution to the tie-breaker pop your entry into the post and make sure it arrives at NINTENDO COMPETITION. THE GAMES MACHINE. PO Box 10, Ludlow, Shropshire SV8 1DB - before November 19th. On the closing date we'll gather up all the entries and the first completely correct set of answers

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out of the bag wins the Nintendo Deluxe Set and half a dozen cartridges. We haven't got any T-shirts that will fit ROB, but we will pop a human-sized shirt in with the Nintendo so our winner can be the bestdressed Nintendo gamester in the land! Ten more people are to get a limited edition GAMES MACHINE Tshirt, super-large size, Our standard competition rules apply. Close reading of the consoles feature should give you most of the answers . . .

1) What was Mattel's first venture into the console world? 2) Which Nintendo game is' almost legendary amongst the cognoscenti'? 3) In Super Mario Bros, how do you resume play from the beginning of the world on which you expired? 4) In the offices of which two software houses would you have found the Nintendo Family Computer in early 1986? 5) Name the two Mattel toys which were recently licensed to a new software label. 6) What colour is a Nintendo diskette? 7) Where can you buy one? 8) What are the names of the Mario brothers? 9) Which piece of Nintendo software features typically odd Japanese creatures called Smicks? 10) The Oriental and Occidental Nintendos have an almost identical pair each - but there's an important difference between them. What is it?

TIE-BREAKER

How many cartridges are Mattel releasing for the Nintendo this year? Know the answer? Good. Add to it the total number of Zapper-compatible cartridges and subtract half the number of cartridges currently available for your Buddy, then multiply the total by the number of screens in the game featuring Mario and incorporating a screen designer. Divide the resulting figure into the (apparent) quantity of Super Mario Bros cartridges sold world-wide, then subtract from this the number of buttons on the Nintendo controller added to one yard short of the American sport. Now then - what's the result?


COMPETITION release shortly. Wrecking Crew consists of 100 screens of simplistic but addictive and destructive platform action, and features a screen designer facility - complete with LOAD and SAVE options. These commands cannot be used, but it does throw up an interesting possibility for the Nintendo: the facility to LOAD and SAVE games, something which the Sega seems incapable of at present. Balloon Fight is a 'cute' but nonetheless playable version of the ageing Williams' arcade game Joust, while Mach Rider is an unexciting blend of racing and shooting action. Excitebike involves negotiating obstacle courses on a motorbike, but even the built-in course designer doesn't make it as exciting as title suggests. The vertically scrolling platform game Ice Climber offers some short-term fun. as do Pinball, Kung Fu - a version of the arcade game Kung A sledge-hammer wielding Mario Jumps to avoid an advancing fireball in WRECKING CREW

ROBOT FUN WITH THE NINTENDO « • . an Interesting possibility for the Nintendo: the facility to LOAD and SAVE games, something which the Sega seems incapable of at present

ROB is undoubtedly an unusual accessory - a free-standing, battery powered robotic device that is controlled by light from the TV screen rather than via an interface and cable. Although ROB's range of movements and capabilities is limited, there must be enormous potential for a more mechanically complex robotic device that receives orders from the TV screen. Just imagine - in a few years' time you could be changing TV channels, making the tea and scratching your back via the Nintendo. Well, maybe... Your Robotic Operated Buddy comes out to play bringing his own toys - two gyroscopes, a gyroscope accelerator, and plastic extensions for his arms. ROB is a very simple robot, unable to move around the room and restricted to raising and lowering his torso on a central pivot, turning his shoulders through 270° and clasping his arms together in pincer-like motions to seize and release objects. Nevertheless, he's cute and has sufficient variety of movement to impress young children.

TV TRANSMISSION

csrs Fu Master - and Urban Champion, a beat 'em up with colourful cartoonlike graphics.

SPORTY STUFF

For the sports-minded there are five very playable sports cartridges available - Tennis, Baseball, Golf. Soccer, and a conversion of the American football arcade game 10-Yard Fight. If shooting up the sheriff is what turns you on. one of the three Zapper-compatible cartridges is sure to entertain . . . Wild Gunman, Hogan's Alley and Gumshoe are all variations on the shooting theme and provide some short-term fun - although the novelty of the pistol combined with the simplistic nature of these games suggests that they are more likely to appeal to the younger games-player. The core of the Nintendo Play Choice Ten arcade machine is very similar to that of the UK console, and houses most of the aforementioned titles - for as little as ten pence you can try before you decide to buy a cartridge. The coin-operated system also serves to preview possible releases for the Nintendo console, as it is continually updated with the newer arcade conversions from Japan, such as Gradius (Nemesis. to all intent and purposes), Rush 'n' Attack (basically Green Beret), 1942, and Trojan chances are these and other such titles will appear for Mattel's Nintendo console during the course of 1988.

tt.

Data is sent to ROB via the television screen - provided his head is pointing in the right direction. The screen flashes to show that information has been transmitted and ROB responds accordingly with either an up. down, left or right movement. The compatible software available isn't too demanding, and is pitched at about therightdifficulty level for children of ages around six and up although there's plenty to challenge even an accomplished arcade-player. Gyromite (supplied with the Deluxe package) is perhaps the most difficult

of the two 'games' - you have to get a dozy professor from one side of the scrolling play area to the other, while collecting sticks of dynamite that can be used to blow up the typically odd Japanese creatures (Smicks) patrolling the platforms. The player uses one of the controllers to move the professor. while the second controller is placed in a special receptacle attached to ROB's base. Pressing one fire button enables the player to transmit information which determines ROB's movements. Considerable accuracy is required when controlling ROB as he has to be made to pick up and drop the gyroscopes into the spinner, then when they are spinning fast enough, drop them onto one or both of the two levers - which in turn press the fire buttons on his controller. In this way ROB can be made to play the game with you, moving columns obstructing the professor's progress. The second piece of ROB-compatible software is Stack Up. Priced at around £35, the package includes a special pair of foam-backed pincers, five trays which clip into ROB's base and five different coloured stackable blocks. Oh, and of course a cartridge. There are four different variations on the game, and as with Gyromite, a Test option is included which allows the user to see if ROB is in correct working order. Each game is simple and involves little more than stacking the five coloured blocks to match a pattern shown on screen. As is the case with all Nintendo packages, the instruction manual provided is informative, but perhaps a little too confusing for a young child to get to grips with - parental guidance is advisable.

LIGHT PISTOLS Light guns such as the ill-fated Stack light rifle never really made much of a lasting impression with home computer owners - hardly surprising, as there's not a lot you can do with them, and compatible software invariably lacks variety and depth. Arguably, the limitations imposed by light pistols could only be down to a lack of imagination on the part of the programming teams involved. But it's still somewhat surprising that Nintendo, Sega and Atari have decided to produce light pistols for their respective consoles especially when all existing compatible software provides little more than short-term fun. On the Nintendo, Duck Hunt (supplied with the Zapper pistol). Wild Gunman, Hogan's Alley and Gumshoe prove initially entertaining but fail to captivate for long due to their simplicity and repetitive nature. The same is true of Sega's combination

cartridge (supplied with the Light Phaser) and their Shooting Gallery, while Atari's Blast 'Em is less interesting still. Sega do have an interesting title in the pipeline though . . . Zillion, based on the Sega toy of the same name distributed in the UK by Matchbox (for more details, check out the Laser Tag feature in this issue), involves controlling three characters in an attempt to rescue two friends held captive on Planet X. This certainly sounds as though it could be different - and so it should be, as there is a lot more that can be done with a light gun system . . . However, until someone releases compatible software of any substance. there probably isn't much lasting appeal to owning a light pistol - unless taking pot shots at the television screen really turns you on.

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NINTENDO FAMILY COMPUTER Thanks to Shintaro Kanaoya for his invaluable help in compiling the Japanese story . . .

essence the ability to hear yourself 'Shoutalonga Mario' through the TV speaker doesn't sound particularly useful, it is in fact very much an essential feature - used to activate some cheat modes! In one vertically scrolling shoot 'em up. for instance, shouting into the microphone while shooting on the third level results in a special bonus being awarded. As the Nintendo doesn't have keyboard facilities, POKEs cannot be entered to modify games. To compensate, hidden cheat modes abound - in Super Mario Bros for example, there's a 'continue play' feature: holding down button 'A' and then pressing 'START' allows you to resume play from the beginning of the world on which you expired. This 'cheat' also works on the version supplied with the UK console. Then there's the disk drive, featuring a built-in modem to enable Japanese Nintendo owners to buy software via the telephone. The drive is connected to the cartridge port via a special interface and takes nonstandard Nintendo diskettes. The yellow plastic case that protects the magnetic disc is roughly two-and-ahalf inches across and makes the diskette look more like a Fischer Price teething board than a resilient storage medium! But the system works well, and the drive is fast and reliable.

ATTRACT MODE

he forerunner to the Nintendo Entertainment System has been on sale in Japan for around two years, and has now become a household object in millions of Japanese homes. The software has changed quite dramatically since the machine's release - from straightforward arcade conversions to advanced arcade adventures with role-playing overtones, the most successful of which are Dragon Quest and Dragon Quest II. The absence of a keyboard is compensated for in such games by a window-driven system. used to interact with the software. The Nintendo is big business in Japan, and the range of products available is vast - from such bizarre hardware additions as touch-sensitive mats to beautifully produced best-selling tips booklets. People spend a pretty Yen in making sure that they're on top of the latest developments: nowadays it's deemed most uncool if you don't know all the cheats in Super Mario Bros and can't complete it without losing a life. Apart from the obvious physical difference, the core of this system is almost identical to that of its Occiden-

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The Nintendo Family Computer, complete with dlmk drive, 3D spectacles and a selection of disk and cartridge-based software

tal counterpart - although the cartridges are sadly incompatible.

LOUD CHEATS

The Japanese Nintendo controllers are a little different too - one of them features a microphone. While in

There's an additional attract mode for drive-owners . . . turning on the disk drive and leaving it for 20 seconds or so incites Mario to leap on the screen - he is then chased by Luigi, who is in turn chased by Mario. The two of them then romp around the screen - just for a laugh and a giggle! The Family Trainer is one of the more unusual Nintendo peripherals available in Japan. It is essentially a touch sensitive mat, used in conjunction with 'sports' software that allows you work up a healthy sweat by actively participating in 100m Hurdles and a Marathon. Aerobics are on offer if you prefer to avoid competitive exercise. Further details should be found in the next issue of THE GAMES MACHINE. On the software front, plenty of arcade conversions are on the shelves in Japan, including Xevious, Argus, Commando and Ghosts 'n' Goblins with an interesting level select cheat, activated by pressing the fire buttons and moving the controller. Trojan, Terra Cresta, Green Beret, Wonderboy, Renegade, Solomon's Key, Rygar, and Nemesis (better known as Gradius) also number amongst the arcade classics available. Incidentally. Gradius //is due to follow shortly.

ORIGINALITY

Take m dash of arcade adventure, throw In a generous helping ofRPO elements and you get DRAGON'S QUEST II

There are also many highly playable, 'original' arcade-style games available. Hudson, the programming team behind Stop The Express and the Nintendo version of Star Force, have produced an impressive sequel called Star Soldier. A vertically scrolling


CONSOLES shoot 'em up set in space, it's packed with blasting, extra weaponry, hidden bonuses and large 'mother ships' to destroy at the end of each level. Super Mario Bros II stars on one side of a disk, partnered by Golf on the other (a slightly odd juxtaposition . . . ). Although similar in many ways to its predecessor, SMB II has been redesigned and revamped to make it an interesting game in its own right. The graphics have been tweaked, the scenery is arranged differently, and there are a few extra hazards thrown in for good measure. To add additional variety to the Mario Remix, the option of controlling either Mario or Luigi has been added - Mario doesn't jump as high as Luigi. but then he doesn't skid as much. Super Mario Bros II didn't seem to access the disk drive when we played it, so it's probably fair to assume that it could appear over here in cartridge form before long.

ATARI 2600

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ecently redesigned and relaunched for a penny under £50, the granddaddy of the consoles is the cheapest of the four available, but it's also the most archaic - almost a decade old. This re-packaged old-trouper that has many of its relatives lurking in those dusty attics now looks stylish and comes complete with necessary leads, a joystick and a cartridge. When compared with the Nintendo or Sega, however, the Atari 2600 seems over-priced and antiquated even though it is half the price of its rivals. Atari claim that 'Over 20 million units are already in people's homes and millions more continue to be sold

'Over 20 million units are already in people's homes and millions more continue to be sold each year. 1 Old c o n s o l e s n e v e r die - they just get revamped and relaunched... Atari's new-look 2BOO

NO NAME GAME

Another disk-based Japanese game has a name that is untranslatable. This Game With No English Name appears in 3D and could best be described as a cross between Super Mario Bros and Space Harrier. It can be played with or without the aid of a pair of spectacles supplied in the package. Pressing a button, the display changes and slipping on the designer shades with one red and one blue lens allows you to view the proceedings in more realistic 3D - an effect not too dissimilar to that seen in early 3D films like 'The Creature From The Black Lagoon'. Gimmicks aside, the gameplay is a competent and addictive blend of styles. Speeding across the first-person-perspective landscape. avoiding creatures, leaping chasms, and collecting weapons and special features is both compulsive and rewarding. A few computer games have also been successfully converted to the Nintendo - Activision's Murder On The Mississippi and Epyx's Winter Games are two recent examples. Cartoon characters are continually being licensed for use in games . . . Hokuto No Ken - roughly translated - 'Fist From The North', and Hokuto No Ken II are two beat 'em ups based on a famous Japanese comic character, who also appears in a seemingly interminable television series - shown at peak viewing time and apparently the Japanese equivalent of Eastenders. The comic and television series, and indeed the games, are gratuitously violent, revolving around the exploits of four brothers. The youngest brother. Kenshiro. plays the lead role and is the hero of the games, running around killing people with his deadly fingers (including his brothers, in the end). Incidentally, Hokuto No Ken contains an interesting cheat mode interesting in that it's apparently activated by screaming 'Dadadadadada' (Kenshiro's catchphrase) into the microphone on one of the controllers! Told you they came in handy . . . This is all very well, but when can you expect to see any of this marvellous Japanese software? Well, it all depends on the success of the Nintendo this Christmas . . .

each year.' But with other, vastly superior consoles available for an extra £50 (or less), the popularity of the Atari 2600 may well decline quite rapidly. Still, it does have a large software base - albeit an outdated one.

SOFTWARE SCENE

Software comes in cartridge form only and is now split into three price groups - £12.99, £9.99 and £6.99. The first group currently features three of the most up-to-date of the available titles: Pacman Jr, Midnight Magic, and Solaris - though they could hardly be classed as straight from the arcades. The mid-price range consists mainly of ageing arcade conversions such as Stargate, Pole Position, Crystal Castles. Millipede, Ms Pacman. Dig Dug, Battlezone. Galaxians, Joust, Moon Patrol, Jungle Hunt, Centipede, Pacman, and Q-Bert, plus two arcadestyle sports games - Realsport Soccer and Champion Soccer. The cheapest range includes even older arcade conversions such as Space Invaders. Missile Command, Defender, Asteroids, Phoenix, Berzerk. and Vanguard, along with four sports cartridges- Tennis, Basketball, Baseball, and Volleyball - and two simplistic arcade-style games: Skydiver and Air Sea Battle. Also available for £6.99 are four titles which only work with paddles Warlords, Demons To Diamonds. Nightdriver and Super Breakout. Better still, if you happen to own or are considering buying the 2600, check out the larger toy stores such as Toys 'R' Us for cheap, 'remaindered' cartridges.

ATARI 65XE owards the end of 1984 Atari hit America with its third and arguably most powerful console the 7800 system. This was the machine for which Ballblazer and Rescue On Fractalus were originally written. Rumour had it that Atari would release its new baby over here sometime this year, but any such plans were dropped in favour of the 65XE. mainly because of the large software base already available for the Atari 400/800 home computer that forms the core of this stylish greycased new package. The 65XE has been tastefully repackaged, without the keyboard but with the archaic favourite Missile Command built-in. A joystick and cartridge are also supplied as part of the £79.99 deal. Ironically, a keyboard can be added at a cost of £59.99 with a joystick and Data Recorder thrown in.

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All three controllers are compatible with most home computers, and at the price represent worthy investments in their ownright.Given that a brand-new Atari 800 complete with disk drive could be bought in High Street last Christmas for less than the cost of the 65XE drive alone today, this masterpiece of repackaging could be held by some to be less of a wise investment - especially as 800's which effectively offer the same facilities aren't too difficult to pick up on the secondhand market.

Another new-look Atari console — the 6BXE, seen here with keyboard, cassette deck, light platol and Joyatlck

Other peripherals include a Light Gun for £29.99 (including software), the Data Recorder on its own for £29.99, and a Touch Tablet for £49.99. A compatible disk drive sets you back £179.99. and for the connoisseur there are printers for £189.99 and £199.99. Standard Atari joysticks and Super Controllers can be bought for £4.99 and £7.99 respectively, with a pair of paddles costing £9.99.

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BASEBALL It's the most realistic baseball game outside of a ballpark!

DUCK HUNT There's a duck in the air! You've only got three shots to bag this duck And If you misa, even your dog laughs at you in this fast-action Zapper Gun game

HOGAN'S ALLEY Use your Zapper light gun to shoot the gangsters.

GYROMITE You've got to keep R.O.B's gyroscope spinning to help a mad scientist de-activate the dynamite In his laboratory in order to play this action-packed game!

For the first time in the UK direct from Japan comes Nintendo, the home entertainment system with genuine arcade-quality graphics. Nintendo make 2 out of 3 of all the world's coin-op arcade machines, so they know what they're doing. And already, in Japan 9ȣ million homes have a Nintendo home entertainment system. Now you can enjoy the amazing 52 colour 3-D graphics of Nintendo. (On most home computers, you've been lucky to get 16 colours until now!) Nintendo's superb graphics give the games a convincing true 3-D feel with actual shadows which add depth to the characters. Already there are 27 Nintendo Game Paks available in the UK and more are being added to the software library all the time. But there's even more to Nintendo than the best games you've ever seen... Nintendo Entertainment System For the first time home entertainment enters a new dimension.

GOLF Choose your clubs. Control your swingsSelect the angle of every shot. It's Nintendo GOLF and there's not a video golf game on par with it anywhere!

Because when you own a Nintendo entertainment system you also get a buddy to play with, a Robotic Operating Buddy to be exact lor R.O.B. to his friends). He's your partner. Seat him next to you. send him signals from your tv screen and together you can tackle the enemy. The Zapper Gun Never before has there been a video gun of this calibre. The astonishing light sensitive Zapper Gun lets you shoot moving targets with pinpoint accuracy from up to 16 feet! If you think you're a sharp shooter the Zapper Gun will test your skill to the full. Nintendo or Super Nintendo, the choice is yours. Which set do you want? NINTENDO'S superb high-quality action costs £99.00* for control deck, mains transformer, two hand controls, and one free Super Mario Bros Game Pak. DELUX NINTENDO costs £159.99* for the amazing Zapper Gun, R.O.B., and two free games, Gyromite and Duck Hunt.


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Where you can buy Nintendo Nintendo is available from the stockists featured. If you have any questions or have difficulty obtaining the product write to HiTech Electronic Services Ltd., Unit 2B.200 Rickmansworth Road, Watford WD17JS. Or 'phone: 09232 4181L

Hamleys Jenners Toys 'R' US Grattans Littlewoods Mail Order Freemans Mail Order Kay's Mail Order

Empire Stores Mail Order Gloucester Toy Shop Adders Department Stores Toy & Hobby Argos Superstores Telegames Computer Magic

Arding & Hobbs John Farnon Willis Ludlow Selfridges Telebank Harrods

See Nintendo demonstrated at Harrods, or at Selfridges computer department Oxford Street August 3rd - 8th, and Hamleys of Regent Street London, August 10th - 15th.

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i KNIGHT ORC Available in Aigust: AMIGA (Disc) - ATARI ST (Disc) To follow soon: IBM PC (Disc)

MAC (Disc)

AMSTRAD CPC (Disc)

APPLE II (Disc )

AMSTRAD PCW (Disc)

ALL AT £19.95 C8M 64 128 (Cassette* or Disc) AMSTRAD CPC (Cassette )

SPECTRUM (Cassette )

ATARI 800 (Cassette' or D i s c )

MSX (Cassette )

ALL AT £14.95 'Text version only.

At all Rood retailers or direct from: RAINBIRD MAILORDER To order enclose a cheque PO payable to BRITISH TELECOM pic stating machine, cassette or disc, and number required and send to

Enter the world of Knight Ore. The latest, most challenging and fnn packed three part adventure from Level 9. The text is pure Level 9 at their most innovative and the graphics, well they are superlative; state of the art and worlds beyond. You are rast as a desperate, downtrodden, evil minded On- on the rampage in adventureland. For generations the Humans have heen persecuting Ores, which is hardly surprising as Orrs are singularly unpleasant creatures. Now it's time to redress the balance.

RAINBIRD MAILORDER. PO BOX 394. LONDON N8. Or call the RAINBIRD HOTLINE on 01-348 8618 quoting your Access Visa card number. Remember, always state your Name. Address and Postcode including the reference code printed below.

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With 70 characters to contend with, masses of spells and puzzles to use and solve, you'll need all your Orcish cunning if you are to reap your ultimate revenge. PUBLISHED-IN I HE UK BY RAINBIRD SOFTWARE. FIRST FLOOR 74 Nl W OXFORO STREET LONDON WCIA IPS Rainl>->d *nd IS* Rainbird logo j<e naovn.uki of Rnt.fth T»l9Communici>tion« pic Ref:GM 10/87

But be warned adventurers, for all is not as it first appears in ... Knight Ore! Screen shots taken from the Amiga version.


BOOKS the system developed for Warlock is one of the strengths of the book, and the host of subsequent books in the Fighting Fantasy series have used it in an essentially unchanged form.

DETRACTION A more serious detraction perhaps, is the a lack of background and atmosphere in Warlock - the reader/player is told nothing about the history of the character or the land in which the adventure is set. Mysteriously, you are aware of the existence of the wizard's dungeon that is about to be entered and of various improbable rumours about it: 'To reach the inner chambers you have to cross a river,' you are told. 'The ferry service is regular.' There's no real motivation for the quest apart from personal greed - what had the Warlock ever done to drive you to loot his lair? But the most serious flaw for me is that the outcome of the adventure depends very heavily on luck. At several points a single wrong guess or unlucky dice roll spells doom for your character, and success often comes your character's abilities. Also worthy in an equally arbitrary fashion. There of mention is Flying Buffalo's game is little feeling of player skill having any Tunnels and Trolls, which had a very influence on the outcome. large number of solos in the classic In spite of these limitations people monster-slaying, dungeon-bashing played and enjoyed Warlock in vast tradition. Many of these are still in numbers when it was released, and print, and still popular. Solos are also suddenly it seemed that everyone was available for the more recent games writing solo gamebooks. As well as such as Call of Cthulu. Excellent many follow-ups from Jackson and though many of these are, they have Livingstone themselves, dozens of never enjoyed an enormous following other authors have to capture a slice simply because it is necessary to own of the booming market, with mixed and be familiar with the rulebooks of degrees of success. Most tried to the corresponding game. Often these improve upon the system and atmosrulebooks are complex. Solo gaming phere of Warlock. About three years only came properly to life with the ago the first books of what are now advent of Fighting Fantasy. successful series were published, but there around then there was also a flurry of releases that were comparaWORKSHOP tive flops. Fighting Fantasy was created by Steve Jackson and Ian Livingstone, GRAILQUEST who also gave the world Games Workshop. The first book Warlock of JH Brennan's Grailquest books were Firetop Mountain was published in amongst those that perhaps deserved 1982 and became phenomenally suc- to do better. They include a clever cessful, selling in the hundreds of combat system that allows the player thousands and creating a new pub- to use weapons and armour in a sensilishing concept almost overnight. ble way - to knock out the enemy Jackson and Livingstone had pro- instead of killing it - and a large range duced a solo gaming system in which of magic spells is available to help the the rules were much simpler than player through the adventure. Magithose of other role-playing games - cally summoned from your own time essentially their rules consist of a sim- to King Arthur's mystic realm of ple combat system that occupies a Avalon, you take the form of a farmer's mere handful of pages. Both rules and son called Pip and are sent on misadventure fit nicely into a standard- sions by the wizard Merlin. (Clearly the sized, standard price paperback and Knights of the Table Round were all the player need add is dice and otherwise engaged.) The two books, paper and pencil before the adventure Castle of Darkness and Den of Dracan start. gons are very atmospherically written Warlock appealed to players too and in places have a pleasantly lightyoung to have taken an interest in hearted feel - when you appear in role-playing before its release, and Merlin's crystal cave, he explains: 'I went down well with older gamers don't do much entertaining here now. looking for an inexpensive change I brought Atilla the Hun here once, but he broke the furniture.' from their usual game. The style of Warlock is very There is also a lot of skill involved straightforward in comparison with the play of Brennan's books, particumore modem gamebooks. The rules larly in choosing when to cast the system is extremely simple, with the spells available - they can only be player's abilities specified by just used once. Sadly the series did not three dice rolls - Skill, Stamina and prove popular with many solo players, Luck - and is complemented by a very who perhaps preferred the hectic elementary combat system. There are hack-and-slay action of Fighting Fanno spells or special skills available for tasy to the more leisurely and lengthy a character's use but the simplicity of descriptive sections of Grailquest.

Role-playing veteran John Woods casts his eye over the world of single-handed role-playing . . .

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n a role-playing game the Game Master is creator of the world, the final arbiter of life and death for the players' characters. He or she tells them what is happening and decides the success or failure of the actions the players try to carry out. This gives role-playing games a unique potential for variety what can happen is limited only by the Game Master's imagination. But what if you can't find a Game Master? Many role-playing enthusiasts aren't able to meet as a group very often, or simply don't know many other players. The weeks or months that can pass between games lead to endless frustration - so to satisfy the cravings of such unfortunate souls, the earliest solo adventures were created. A solo adventure book does away with the need for a Game Master altogether. The player selects the course of action to follow at each stage by choosing between options. Once a choice has been made, the player is directed by the book to a paragraph that gives the outcome. In combat, the book gives statistics on the opponent being confronted and the fight is resolved by the player.

FUNNY LOOKS Clearly this can never have the same 'feel' as real role-playing, with its infinite scope for alternative happenings and the drama of the interaction between characters created by the players and those created by the referee. Nevertheless, a well-constructed solo adventure can have just as much atmosphere and excitement - and you can play on a train without getting funny looks. Try that with a seven-player game of Dungeons And Dragons! The first solos to come onto the market were for existing role-playing game systems, and required the player to have copies of the relevant rulebooks in order to play. Some of these solos were extremely good. Alan LaVergne's three SoloOuest books for the RuneQuest game were a great favourite of mine, requiring a fair amount of skill and good use of

A solo adventure book does away with the need for a Game Master altogether

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LONE WOLF The one new series to emerge in 1984 that gave solo gamebook fans exactly what they wanted was Joe Dever and Gary Chalk's Lone Wolf. As in Grailquest you take the part of a particular character, but this time instead of a humble farmer's son you are Lone Wolf himself, last survivor of the Kai {an order of warrior monks in the fantasy world of Magnamund) and the only hope for the fair land of Sommerlund. The first book, Flight from the Dark, opens as Lone Wolf escapes the destruction of the monastery, witnessing the slaughter of his comrades by the foul hordes of the Darklords of the West. Without the Kai monks to lead her armies, Sommeriund lies helpless before her dark enemies of old! Lone Wolf has to be guided to the capital, Holmguard, to warn the king of his country's peril. This is a gamebook with a compelling and detailed fantasy background. A characteristic of the Lone Wolf books is that you may choose the skills that Lone Wolf gains as a result of his Kai training. These range from mundane abilities such as hunting through to weapon-mastery and psionic powers. A shrewd choice of skills often enables Lone Wolf to avoid danger or to despatch the Forces of Dark more readily, but possession of a particular skill is never absolutely essential in order to complete the adventure. The combat system of the

play Avenger, a Ninja warrior on the fantasy world of Orb. in his quest to avenge the death of his foster-father Naijishi. The great appeal of these books is the detailed unarmed combat system. The rules have illustrations of the great variety of kicks, SWORD-PLAY punches and throws available, and the player selects the best move to The second Lone Wolf book, Fire on use against each opponent. As in the Water, takes the story further. Lone Wolf, you also have a choice of After warning the king, the legendary Sommersword has to be recovered - skills in which you may be trained ranging from acrobatics and climbing a magical weapon that is the only to the use of poison darts and the hope if Sommeriund is to be saved garotte. from the advancing armies of the Darklords. The concluding sections of The Way of the Tiger books were so this quest are particularly satisfying successful that Gremlin Graphics as, after a dangerous but successful obtained the title for a computer quest, you unleash the power of the game, though this was based purely Sommersword on your enemies. on the combat and did not include any adventure-type elements. There have To date there have been a further eight books in the series, with at least been attempts to convert solo two more to come, offering the oppor- gamebooks directly for computer play - the first Lone Wolf books were availtunity to complete a uniquely wideable for the Spectrum - but these ranging solo epic. If each book is played in turn, you have the chance to attempts at computerisation have never been particularly popular, being improve Lone Wolf's skills and obtain less complex than computer advenuseful items that can be carried forward to further adventures. It is possi- tures proper and considerably more expensive than the gamebooks themble to play any book by itself, but the feel of a book is added to if it is played selves. as part of an on-going saga - one of There have been many attempts to the factors that has made Lone Wolf break totally new ground with novel so successful. gamebook ideas. In particular there have been a few two player books, where each person has a book and players fight each other in a duel to THE TIGER WAY the death. Most unusual of these was Joe Dover's Combat Heroes, which Another successful series to use the replaced text in the main body of the approach of linked adventures is Way game with illustrations of the view of the Tiger, by Mark Smith and seen through your character's eyes. Jamie Thomson. In this series you series is quite ingenious, including considerably more variety than that of Fighting Fantasy while being just as easy to use.

Attempts at computerisation have never been particularly popular

HOW A SOLO ADVENTURE WORKS

If you have never played or seen a solo adventure book, the idea of a solo adventure probably sounds somewhat mysterious - in reality the concept is very straightforward. The book starts with a background section to prepare you for the adventure to come. The amount of detail and atmosphere included varies considerably from one book to another, but might typically include some description of the world in which the adventure Is set and the past history of the character whose role you are to take. Of course, the nature of the adventure itself is also given, and this can vary from exploring of a dangerous dungeon to defeating a dragon that has been terrorising a town, or even to embarking on a secret mission In a futuristic galaxy - each book is different. The next section of the book deals with the rules for resolving combat and for determining the specific abilities of your character. Setting up a character's attributes involves rolling dice to obtain scores representing skill in fighting, stamina and so on. Special skills such as hunting or the ability to cast particular magic spells may also be available for selection. Finally, equipment for the quest needs to be chosen from the items available, and choice is limited both by what your character can carry and what he or she can afford. With these preliminaries out of the way. and armed with pencil, dice and iron determination, you are ready to launch into the adventure itself.

NUMBERS GAME The text of the rest of the book is divided up into a multitude of numbered sections. Each one consists of a description of an incident that may happen during the course of the adventure, or of a room or piece of countryside through which your character might pass, including details of any other people or monsters that are present at the location. At the end of each numbered section you are presented with the options currently open to the character being played, and the option you select determines which numbered section to go to next. For instance, exploring a cave system you might reach a paragraph reading: ' You are at a T-junction. To the east a wide set of stone steps leads down into darkness, and to the west is a large corridor strewn with dirt and animal bones. Will you go East (13). West (198) or return the way you came, North (52)? ' The life of your character and the success of the quest depends on the choice made, but how to decide on the best route? Perhaps you have a rough map or have gained information from a friendly creature encountered earlier that tells you that a fearsome ogre lives to the west, or that the treasure you are seeking lies at the bottom of some wide stone steps. Perhaps you have no such knowledge and have to rely on instinct or blind luck. The right choice takes you one step nearer to success, while the wrong one may well land you with a hungry monster to defeat before play can be continued. When enemies are encountered, battle ensues. The method of combat resolution varies from book to book, but typically dice are rolled in turn for your character and then for your opponent to determine who injures whom and how seriously. This continues until one of the combatants is dead. If the enemy bites the dust, you carry on with the adventure - Injured perhaps, but maybe with useful loot from the body of the vanquished foe. If it is your character who dies, it's Game Over, Player One: back to the first paragraph with a new character.

PROBLEMS As well as offering simple exploration and fighting, game books usually confront the player with tests of skill and logic. Authors have devised many ways of including devilish problems for the player to solve before a character can progress, ranging from easy riddles to quite complex number puzzles. These have to be overcome, along with all the perils presented by hostile creatures/humans/robots as well as all sorts of treachery and traps before the quest can be completed. Often several hapless characters are guided to their deaths before you succeed. But with luck, skill and determination you should eventually emerge, battle-scarred, weary, but triumphant, to the rewards of the final paragraph.

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The (last Starfighter Columbia) in 1969, where the supercomputer in charge of the defence of the Western world collaborates with its Russian counterpart, thus totally controlling the actions and policies of all the countries of the world. The end of the world via computer also came in Stanley Kubrick's savagely comic Dr Strangelove (RCA/ Columbia), in which the Russian response to a single, armed B-52 bomber entering its airspace is triggered by an unstoppable computer program. The computer has most often been portrayed as malevolent in the cinema - an extension of the fear of computers running out of control rather than the simple technofear of those unable to use them.

The theme of a supercomputer with an objective that must be completed at all costs was copied in Ridley Scott s Alien (CBS/Fox Video), where the crew discover that the recovery of the Alien was always intended when they enter the memory banks of the computer, Mother. The idea of endowing a computer with a personality escalated to its' logical ' conclusion in Donald Cammell's Demon Seed (MGM/UA Video), in which the Proteus IV - voice courtesy of Robert Vaughn - rapes scientist's wife Julie Christie and incubates a child: the ultimate human/computer interface. Some critics raised queries as to the contents of the author's ashtrays at the time he was writing the screenplay... Scientists having conversations with computers is commonplace: arguing with a computer-controlled nuclear bomb and using metaphysics to persuade it that it doesn't exist and therefore can't explode was the climax of John Carpenter's Dark Star (Iver Film). Difficult to summarise, but hilarious to watch. Descartes and Jung never had problems like that. Technofear mixed with sheer squeamishness made The Terminal Man (Warner Home Video) hard to watch, for although the story (taken from Michael Crichton's novel about a violent man being linked to a computer via a brain implant) was sound, Mike Hodges' direction was lax. Equally bad was Welcome To Blood City (Thorn EMI) in which Keir Dullea a long way from 2001 - found himself, through a mental computer link, in the Blood City of the title - a Westernstyle town where points are scored according to the number of people you kill. Lousy.

The only horror film to use computers In a major way was the energetic Evilspeak

VIDEO GAMES The massive growth of video games in the mid-Seventies forced Walt Disney to go hi-tech with Tron (Walt Disney Home Video), which used digital simulation for the first time in a dramatic tale. Computer genius Jeff Bridges actually enters the heart of a computer and finds an entire world within, complete with 'games' going on inside. Visually entertaining, it was nevertheless unsatisfying. The release of the arcade game was absolutely simultaneous in the UK - so carefully organised that patrons could play Tron machines in the cinema foyer. A more sinister side of the humble video arcade game came in the Bishop Of Battle sequence of the anthology horror film Nightmares (CIC Video), in which Emilio Estevez finds himself becoming obsessed with the Bishop Of Battle game. He breaks into the arcade late at night to play, and finds out why no one has ever completed all the screens - the Bishop himself gets very annoyed. Raunchy teen comedy met with a video arcade setting for the crude Joysticks (Entertainment In Video), and scarcely an episode of Gerry Anderson's Terrahawks (many available on Channel 5) went by without seeing Tiger Ninestein zapping away on his video game.

BRAINPOWER

The Billion Dollar Brain (Warner Home Video) of Michael Caine's spy thriller was a supercomputer used by a Texan oil billionaire to plan the overthrow of the Communist government in Russia. A computer caught on and informed Jeff Goldblum of his genetic fusing with an insect in David Cronenberg's remake of The Fly (coming from CBS/Fox Video). The Australian production Crosstalk (Precision Video) offered us a conspiracy with a computer at the heart, MEMORABLE while the only horror film to use computers in a major way was the energePossibly the best-known example Is tic Evilspeak (Apex) in which a young the HAL 9000 in Kubrick's 2001 - A boy, bullied at a military academy, Space Odyssey (MGM/UA Video), uses the school facilities to conjure up programmed to complete its mission to one of the moons of Jupiter no mat- a warlock for revenge. A great climax is set in the school chapel, with ter what the cost to the crew. Voiced demonic visitations and a horde of by Canadian DJ Douglas Rain, the possessed pigs! 'character' of HAL is totally memorable - especially the scene in which Michael Crichton's Looker Keir Dullea disables HAL by removing (Warner Home Video), got its timing memory panels. HAL's slow regreswrong on technology. The 'shocking' sion back to its earlier programming is idea of the plot, that totally convincing an unsettling parallel to lobotomy. images of people could be digitally recreated by computer (and never In Peter Hyams' sequel, 2010 ageing, therefore the original people (MGM/UA Video), scientist John Lithgow fits a 'trip' system that cuts in modelled could be murdered) was made obsolete by real technology should HAL become unmanageable four years later with 1985's The Last again. Amazing coincidence that it is, Starfighter (Heron; also available on Arthur C Clarke, author of the original story, has always denied that it was in the low-priced Channel 5 label from any way intentional that the name HAL such outlets as Woolworths). The Last is one letter back in each position from Starfighteris engaging science-fiction story about a young lad called to help IBM.

an alien race in a cosmic war as a result of his prowess at training simulators that have been hidden on Earth in the guise of video games. The space scenes were all digitally created by the Cray X-MP Supercomputer by Digital Scene Simulation Inc. What Crichton has portrayed as sinister a few years before, was now being used to make good entertainment. Interestingly. Crichton's concept of holding people digitally in store was used for the creation of video DJ Max Headroom in the pilot film, available on Virgin Video. It's not any malevolent intention which endangers the lives of the kids in Space Camp (CBS/Fox Video coming in March 1988). Rather, it is the lack of capacity for objective judgement on the part of both a robot and the mission control computer that causes a launchpad malfunction, forcing a Space Shuttle full of cadets to launch and go into orbit. It almost goes without saying that without the on-board technology the crew would be stuffed - after all, computers are now no more than the basic nuts and bolts of space travel.

BENEVOLENT BITS The idea of a computer in every home must have seemed very far-fetched to TV viewers in the early 1960's

Benevolence, if only after a fashion, can be seen in some movies with a computer adjunct. One of the earliest was the 1970 Disney production The Computer Wore Tennis Shoes (Walt Disney Home Video), in which a young Kurt Russell found himself with amazing physical and mental powers after receiving a massive electric shock while mending a mainframe computer. Computers were put online to communicate with the unusually tuneful aliens at the Wurlitzer at the climax of Spielberg's Close Encounters Of The Third Kind (RCA/Columbia). Silly but highly watchable is the Ita-

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VIDEO lian production Warrior Of The Lost World (Thorn EMI), with action actor Robert Ginty as a futuristic mercenary aboard a rocket-powered motorbike bristling with weaponry and equipped with an on-board computer with a smart line in flip remarks. Further silliness is encountered by Jeffrey Byron who relies on his wrist-computer link with Excalibr-8 in Rage war (Entertainment In Video), where a computer technician is taken into a dreamworld to face challenges by a bored demon who fancies a bit of a change. Don't look for logical plausibility. Electric Dreams (Virgin Video) was the world's first computer love story, where Edgar, the hero's computer, falls for the pretty cello player upstairs. Charming though the idea was, it wasn't enough to get a cinema audience to part with money to see it, although it was a hit on video. Obviously the home computer theme appealed more as home entertainment. The Final Programme (Thorn EMI) was just that, a computer plan for the birth of a new messiah to save the world from the crappy state it's in. Jon Finch, as Jerry Cornelius, and Jenny Runacre starred in this adaption of the Michael Moorcock novel, stunningly directed by Robert Fuest. The movie rightly achieved a huge cult status, being a savagely funny mix of satire and future vision.

lar to the Gerry Anderson series of the early 1970's Joe 90 (Channel 5), in which a young lad was 'programmed' with skills for various missions - for instance mountaineering or scuba diving - via a machine called The Big RAT. which stands for something we've forgotten! Surprisingly, the series wasn't a success.

NO-BYTE BOND

For all their hi-tech gadgetry, the James Bond movies have rarely dabbled with computer technology, although For Your Eyes Only (Warner Home Video), one of the best of the Roger Moore run, features both a computerised coding machine which Bond has to retrieve, and a very silly sequence where quartermaster Q demonstrates a computerised photofit machine. The resulting display is so cartoony as to make the scene almost laughable. But for every film where the technology is plausible and the computers believeable, there are many more in which it's all rather loopy. We're all fairly happy with PCs. and we know their capabilities. But could even the best of us know that when you hook one up to a Barbie doll and generally fiddle about you can create Kelly Le Brock? The two young jerks in Weird Science (CIC Video) manage it. And even if the Austin Maestro can tell you to do up your seat belt, it's PORTABLES doubtful whether anything on four wheels will be able to tell you that the Although not yet completely possible, bad guys are chasing you or you have the Blake's 7 (BBC Video) idea of toting around a little perspex Orac to help a dinner date, as does the motor in Knight Rider (CIC Video). you out of sticky situations or come up with a good escape plan is appealSurprisingly, for someone who has ing. Nowadays, it seems less ridicullaid down so many excellent laws of ous to modem audiences - the idea of physics and fiction, Isaac Asimov a computer in every home must have goes utterly barmy too - with Fantasseemed very far-fetched to TV viewtic Voyage (CBS/Fox Video), in which ers in the early 1960's as they watched an entire submarine and crew are the Dan Dare-ish technology the BBC computer-miniaturised and injected made the centrepiece of Dr Who's into the bloodstream of a defecting TARDIS. scientist to remove bullet fragments The familiar helmet-guided from his brain! Daft as hell. weapons systems as seen in Blue Thunder (RCA/Columbia) and Aiwolf HI-TECH NORMS (CIC Video), increase to an entire plane with a fully thought-controlled Computers and hi-tech are now weapon array in Clint Eastwood's becoming the norm in movies. Terbadly bungled Firetox (Warner Home rorist thriller CAT Squad (Braveworld), Video). Clint has to steal a MiG 31 directed by William Friedkin, has an fighter that interfaces directly with the anti-terrorist squad on the trail of killpilot's mind - unfortunately the climax ers after Star Wars technology, while of the film is blown by Eastwood havthe cause of villany in A View To A Kill ing to utter 'Think in Russian, think in (Warner Home Video) is the now humRussian' to inform the audience as to ble silicon chip - the baddie wants to why he can't get the weapons system destroy Silicon Valley by flooding and to work against the pursuing fighter. earthquake, thus making him the only Again, research into thought control supplier. Will James Bond save the is under way in both the US and world and free enterprise? Yes. USSR. Not every film version of technology is forward-looking in a positive manRather better thought-out was ner. Terry Gilliam's staggering Brazil Douglas Trumbull's Brainstorm (Thorn EMI) offers a bleak view of the (MGM/UA Video) in which technology future, where society has seemingly has advanced to the stage where broken down but is kept going by thoughts, memories and physical string and chewing gum rubbish. sensations can be recorded and Ducts snake everywhere and comreplayed, making the recipient experiputers are stripped Olivetti keyboards ence them again, or 'live out' somewith a cathode tube somehow one else's experiences. The crux attached by Blu-Tack and the odd comes with a scientist who dies while on the machine, and the experience is rubber band. recorded. Does Christopher Walken In this system where computer and have the guts to replay the tape? The information technology is kept barely concepts are scientifically solid, if far up and running in the way one beyond the state-of-the-art. and form associates with the Soviet Union and part of another field that is under seritractors, or India and trains, all it takes ous investigation. The idea was simiis a bug in the system - literally, as a

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. . . computers are stripped Olivetti keyboards with a cathode tube somehow attached by Blu-Tack and the odd rubber band

cockroach falls into a computer printer - to instigate a surreal chain of events. Thus a man called Buttle is seized by a Government snatch squad rather than a man called Tuttle. In querying the supposed infallibility of the technocratic system, harmless pen-pusher Sam Lowry (Jonathan Bryce) is catapulted to the status of a public enemy and finds that the human end of the system can be ruthlessly efficient, as seen in Monty Python's Michael Palin as a Government-employed torturer. Not calculated to make viewers love their Amstrad PCW word-processors . . .

COMPUTER DIRECTORS

. . . colour film stock available at the time could not register the subtle powder blue ot Stan Laurel's eyes

Computers are no longer simply the subjects of films: these days they help make them - and not just in the accounts department. Games players will know the level to which graphics have risen, but no arcade game can yet match the versatility of Tron or The Last Starfighter or the amazing flying owl title sequence supplied by Digital Scene Simulation Inc for Jim Henson's Labyrinth (Nelson Entertainment). Anybody who watches the TV will have seen intricate trailers and credit sequences for programmes created on Quantel and Paintbox computers. Computers, then, can obviously be a boon to film producers and directors but, as in any field, the sheer availability of technology and the capacity of a computer to perform a function will sometimes lead to the initiation of a totally unnecessary task. It is beyond doubt that computers can now be asked to 'fill in' the missing colours in black and white films. This 'colourisation' process has vociferous critics in the film world who regard it as a bastardisation of their work. Agreed, many films made in black and white were not made in monochrome at the wish of the director. Colour tests were made on Laurel and Hardy at quite an early stage, but the colour film stock available at the time could not register the subtle powder blue of Stan Laurel's eyes, thus making him look like a zombie! Similarly George Romero s cult horror movie Night Of The Living Dead is in black and white simply because the production company could not afford colour stock. The only colourised movies available on video at the moment in the UK are Frank Capra's movie It's A Wonderful Life (The Video Collection), and the original 1961 Roger Gorman version of The Little Shop Of Horrors (Vestron), but some 60 movies are available in the States (including Romero's Night Of The Living Dead), and work is now believed to be underway on colourising Casablanca. Those who promote the colourisation process claim that it aids the sales of a film to video, cable and television - and the effect is certainly worth checking out for yourself.


The eight planets of the Hyturian System are under attack by multitudinous, swarming, hordes of odious Star Thugs. There is but one hope. STARFOX. The most advanced fighting machine ever built. Unfortunately, so long is it since war raged within the System that all the old figher pilots are either senile, bedridden, or dead! What is needed is someone young, brave, and with a lust lor action. In short, someone like YOU!!!

Features you must be told about! • • • •

23 DIFFERENT WEAPONS 3D HOLOCUBE MAP OF STAR SYSTEM 1 MILLION CO ORDINATE LOCATIONS DIFFICULT TASKS AND NINE PLANETS TO FIND

C84 128 cass £9.99 C64128 disk £12.99 AMSTRAOcass £9.99 AMSTRAD disk £14.99 SPECTRUM £8.99


Spectrum and Amstrad owners can now sample some of the delights experienced for three months by Commodore 64 owners Sensible Software's bizarre horizontally scrolling shoot 'em up Wizball has finally been converted to the Z80 machines and is available from Ocean. Taking control of the Wiz and his cat in their protective spherical shells, the objective is to collect the colour stolen by Zark and put it back into the Wizworld's eight monochrome levels. Sadly, both new versions lack a lot of the humour and playability of the original - including the bonus stage and the ability to 'hide* In the landscape The Amstrad version's seen-

r

INTO THE ATARI ST NEST

j j k

ICE ^

ST A B S O R B T I O N Over the past nine months or so Firebird's widely acclaimed release The Sentinel has enjoyed marked success on the BBC. Commodore 64, Spectrum and Amstrad - being hailed by many as one of the most innovative pieces of software ever written. After months of involved programming and study of the 68000. Geoff Crammond (author of all versions except the one for the Spectrum) has converted his masterpiece to the Atari ST. Elegantly repackaged and priced at ÂŁ19.95, this is undoubtedly the best version yet of this wholly original game concept. Travelling across the abstract landscapes created on the ST. play is noticeably smoother and

faster than before. A useful new feature is also included - pressing 'HELP' calls up a plan view of the landscape, relevant to the position of the Synthoid. so you can plan your attack. Payability is also improved by being able to use the mouse to look around, absorb objects and transfer, in conjunction with key-presses to create trees, boulders and Synthoids. Geoff is currently working on an Amiga version which should be ready by Christmas, and is toying with a follow-up . . . provisionally (and imaginatively) entitled The Sentinel ll. As far as we are concerned this game is in a class of its own and defies ratings . . .

PC CINEMA

Having made its mark on the Amiga original in terms of creating the Illusion and become one of the best-selling of participating in a film, but isn't quite Commodore 64 disk-based games as playable as it is on the Commodore ever released. Cinemaware's Defen- 64. No doubt other versions of Sinbad der Of The Crown is now available for are on their way too - we've booked a the PC range in the UK, thanks to Mir- chat with the people behind Cinemarorsoft The absence of an impressive ware and should be able to report fully colour scheme doesn't detract from next issue. the playability. which is limited but nonetheless entertaining. The PC Defender is every bit as good at the

OVERALL 78%

WEAK WARRIORS The Samurai Trilogy - featuring Karate, Kendo and Samurai - wasn't received too heartily when Gremlin Graphics introduced it on the Commodore 64 a few months ago. It's a deceptively simple fighting game which boasts a rather complicated 'tactical' front end where the abilities of your combatant can be honed. While the 64's graphics were elegant, the feel of this multi-load offering wasn't quite right, and the menu sequ-

ences where you set up the attributes of your hero detracted from rather than added to the playability. The Spectrum version has recently been completed and might fare better on a machine which isn't so well catered for in terms of combat games - it's unlikely to convert anyone to the genre, however.

OVERALL 44%

50/132 TGM TX DATE: 10-87

Having received much critical acclaim on the Amstrad. Spectrum and Commodore 64. Into The Eagle's Nest has now been converted to the Atari ST the first 16-bit release from Interceptor's 'premium quality arcade label' Pandora. While it remains graphically similar to its 8-bit counterparts, this version of the highly playable Gauntlet

vanant also features sampled sound effects, a sampled title tune, and two different castles, with four slightly different missions to complete in each. The whole package costs CI9.95 and comes recommended.

OVERALL 81%

AMIGACHOPPER Almost two and a half years after its appearance on the Commodore 64, Cosmi have converted their helicopter simulator Super Huey to the Amiga, due for release by US Gold at ÂŁ19.99. Sadly, the only remotely impressive aspect of this version is the sampled title music - and even that's occasionally out of tune. There

are very few ground features to convince the pilot that he's in flight, and none of the Amiga's vastly supenor capabilities seem to have been put to any use. A poor interpretation of a competent 64 game.

OVERALL 48%

ELITISM MOVES ON

Three years ago it started . . . Written for the BBC and published on the Acornsoft label, this property was acquired by Firebird and converted to the Commodore 64, Spectrum and Amstrad. Having notched up well over 500.000 sales worldwide, David Braben and Ian Bell's classic trading and blasting game has now been converted to the PC by Starstrike authors Realtime Software What Is it? Elite. of course . . . The latest version plays much the same as its predecessors, but there is one important difference - instead of using vector graphics to display the proceedings, everything is presented

in solid, shaded 3D. Rumours are circulating that a similar version is in the pipeline for the Atari ST - more details when we have them. As for Braben and Bell... apparently David Braben is currently working on a block-busting new game called Zarch, which might be followed by Elite II - both for Acorn's new mega-machine the Archimedes. Ian Bell on the other hand has become immersed in the noble art of Tai-Chi and may not return to the programming scene for some time . . . if at all.

OVERALL 88%


UPDATES

L* _ ^Bg iiiii M(BE i

ery doesn't scroll - the screen Hicks imtatingly from one part ot the land scape to the next - and It isn't overly playable. Amstrad owners who have seen the Commodore original are likely to be disappointed, whether they spend £8.85 (cassette) or £14.95 (disk), On the other hand, the Spectrum version provides sufficient action for £7.95 on cassette. Incidentally, look out for an Amiga version early next year

AMSTRAD OVERALL 6 5 % SPECTRUM OVERALL 8 0 %

NO HITTER FROM ACCOLADE Accolade's highly acclaimed baseball simulation Hardball! is now available for the Amiga, courtesy of US Gold. Surpnsingly, it's not much of an improvement over its 8-bit counterparts. despite the inclusion of sampled speech at opportune moments. If you're an Amiga-owning baseball

fan, try Earl Weaver Baseball from Electronic Artsor Activision's slightly older Championship Baseball before committing the contents of your wallet - both are just as playable for roughly the same price: £24.99.

OVERALL 6 9 %

PC GAINS ITS MARBLES Commodore 64 and Amiga conversions of the cult classic arcade game Marble Madness received a mixed reception when released by Ariolasoft towards the end of last year. More recently though. Electronic Arts (who converted the game from Atari's coin-op) set up shop in their own right on this side of the Atlantic, having decided that the time was right to unleash their current range of American titles onto the British public. Among their first batch of releases is another version of Marble Madness, this time for the IBM PC

and compatibles at £24.95 - and it's arguably the most playable version yet.

OVERALL 7 9 % Electronic Arts have also converted their rather unexciting Battlezone clone Arcticfox from the Amiga original to the PC and compatibles - and it's soon going to appear on the Spectrum and Amstrad The PC version retails for £24.95

OVERALL 5 8 %

CHANGING FORTUNES FOR CDS

Towards the end of last year CDS Software Ltd took a brave step in combining a computer game with a boardgame, releasing a somewhat unusual package for virtually all 8-bit machines. It costs a lot to include boardgame paraphenalia with a program. and the investment for the football management game Brian Clough's Football Fortunes was much greater than for an average product. Not surprisingly. CDS planned to produce versions for |ust about every computer they could think of. and the game that's genuinely 'fun for all the family' has now arrived for the Amiga. Atari ST and PC range at £24.95

Novagen's timeless classic Mercenary hits the Spectrum, nearly two years after Paul Woakes completed work on the original Atari 800 version. Paul went on to write Mercenary for the Commodore 64 and Atari ST, but wasn't responsible for the Spectrum conversion - this monumental task was undertaken by Speedlock programmer David Aubrey-Jones, who also translated it to the Amstrad. The Spectrum offers what is potentially the best 8-bit version available - it's not particularly smooth, but it is very fast and all the more playable for the increase In speed. What makes

Mercenary such an innovative game is that the player is essentially free to do what he likes on the planet of Targ, with almost endless interaction possible. Mercenary II, or Damocles as it is now known, is also in the pipeline and should appear on the Commodore 64 and Atari 8-bit around the beginning of next year. Also due to appear from Novagen in Ihe not too distant future is an ST-only game entitled Backlash. We have more details tucked away elsewhere in this issue...

OVERALL 96%

Football Fonunes is an enjoyable and sociable board game for up to five players (even if they're not all football fanatics) - the computer takes a back seat, providing no more than a coordinating role, while the cut 'n' thrust action takes place on the table. The board, counters and cards appear in these latest conversions, which take advantage of the capabilities of the more complex computers by adding more 'bells and whistles' to the standard software which accompanied the earlier versions. Good fun. so long as you can play with friends.

XE-LLENT DRUID

OVERALL 8 4 %

OVERALL 83%

Atari's 8-bit machines have been somewhat starved of decent software recently - so it's pleasing to see that a year after its release on the Commodore 64, an excellent conversion of Firebird's Druid is now available. priced at £9.95 on cassette and C14.95 on disk. This multi-directional scrolling maze game has superficial similarities to Gauntlet, but the gameplay is more involved, with spells to cast and an assortment of unusual hazards to overcome. There are only eight levels to explore, and most of the time is spent running around shooting strange creatures, but it is very playable and ranks as one of the most professional releases to appear for the Atari in some time.

TGM TX DATE: 10-8751/132


fOHPUTER BEPRil f SINCLAIR

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URGENT NOTICE

Commodore replacement power transformer £29 00 plus £1 SO D I p

USEANY JOYSTICK WITH YOURSPECTRUM

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ON-OFF SWITCHES

FOR THE SPECTRUM AND SPECTRUM + ORDER No 1067 SPECTRUM 10G7A SPECTRUM+ £ 4 . 9 5 + 1 SO p + p

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I I


REVIEWS

You've probably noticed that, unlike our sister magazines CRASH and ZZAP! 64. THE GAMES MACHINE isn't a single-user, review-based magazine! This doesn't mean we will be skimping on our coverage of releases - we're just taking a different approach to reviewing games. Each issue will feature a dedicated reviews section - a separate feature in its own right if you like. Our review section Is not Intended to be the definitive consumers' guide to available software: it's more a part of the service we want to provide. We aim to offer up-to-date news, reviews, and previews of what's happening in the software world. We want to offer a different perspective - an additional opinion on software...

Newsworthy snippets and relevant historical information are included in the reviews, along with a description of the game mechanics and useful criticisms. If a version of a game is not available at the time a review is written. we'll do our best to tell you the state of play. As new versions of games we've already covered in detail become available, we'll keep you informed through VERSION UPDATE - the pages preceding this reviews section. You may also have noticed a lack of budget software reviews in this issue - well don't despair. We won't be ignoring budget software . . . next issue sees the start of a dedicated budget software reviews section entitled CHEAP THRILLS.

LEAD REVIEWS

CALIFORNIA GAMES

BUBBLE BOBBLE Taito's cult classic arcade game has been competently converted to the Commodore 64 and Spectrum by Software Creations and released by Firebird Gold. A selection of screenshots from the Atari ST version compliment the additional beginners tips.

PAGES 66 & 67

The fifth release in Epyx's Games series features six exciting new events from America's Golden State. Available from US Gold for the Commodore 64 in late September, with Choice Software conversions for the Spectrum. Amstrad and MSX to follow in October.

PAGES 78 & 79

REVIEWS SUMMARY COMMODORE 64/ 128 irr* Accolade's Comics ACE 2 Bubble Bobble California Games Centurions The Chessmaster 2000 Enlightenment (Druid II) Last Mission Mega Apocalypse Red LED

SPECTRUM 48/128 Flunky Hybrid Last Mission MASK Renegade Tai-Pan

AMSTRAD Hybrid MASK Renegade Solomon's Key

ATARI ST The Chessmaster 2000 Tai-Pan

AMIGA

The Chessmaster 2000

RENEGADE Imagine prove their worth with commendable conversions of Taito's coin-op beat 'em up for the Spectrum and Amstrad. Commodore 64 owners haven't got long to wait...

PAGES 54 & 55

71 62 77 66 78 68 82 60 73 57 61

PC

The Chessmaster 2000

MSX2 L'Affaire

TGM TX DATE: 10-87

80 73 73 63 54 70

73 63 54 56 82 70 82

82

74

53/132


TAKE A WALK ON THE W I L D SIDE

F

ollowing their crop of Konami conversions, Imagine have been turning their attention to licences acquired from another Japanese coin-op company, Taito. After versions of Arkanoid and Slap Fight, comes Renegade, starring another pixellated avenger in the Charles Bronson mould.

The scene is set: travelling across town, late at night to reach your girl. Lucy, you encounter gangs of ruthless villains, crazed with bloodlust by the full moon. They're out in force, eager to dispose of anyone audacious enough to enter their territory, and you're wanderingrightthrough their patch . . . The fighting action starts in a tube station, where a gang of muggers attack, some armed with pipes which they hit against their hands threateningly as they circle round your lone form in anticipation. Jumping, kicking, punching and ducking, the aim is to spill blood and dispose of all the muggers. When only three members of the gang remain, their Boss appears - and like all the Bosses, this dude is a lot tougher than his accolytes, capable of taking a lot of punishment before expiring.

OFF YER BIKE Out in the open air next, strolling by the Pier where bikers zoom in for the attack, riding past and knocking you down unless a wellplaced kick unsaddles them. Then a veritable choir of Hells Angels attacks en masse, attempting to pummel your frail form with their fists. A few arch-Angels are armed with chains, which they wield with painful accuracy. After disposing of the biker Boss the route to Lucy takes you through the back-streets of Tinsel Town, where gangs of rough, tough women object to the presence of a mere male and show their disgust by attempting to flay your hide . . . with clubs and whips! Big Bad Bertha is their Boss, a large lady who rushes around, elbowing you painfully until she's subdued with a few well-placed kicks.

shave merchants, you enter the building where Lucy awaits . . . along with a gang of the most vicious thugs yet encountered. And their leader isn't armed with a fuzzbox - he's got a gun. and he's not afraid to use it.

This violent little number, which allows you to hit a man when he'd down - you can kneel on a fallen assailant and smash his brains out. literally - isn't exactly mindimproving. but the violent touches add to the atmosphere and make Renegade all the more enjoyable to play. The gangs encountered on the jaunt across town all have their favourite dirty tricks - for instance one thug grabs you from behind and holds you while another gang member beats you senseless, but graspers can be shaken off and then beaten to a pulp while they

Nearly in the arms of your beloved . . . but the final gauntlet has still to be run - the street leading to the meeting place, where a gang of razor-weilding thugs attempts to prevent progress. A single slash is more than painful it's deadly. Surviving the close

TX

COMMODORE Imagine-made Level One

04; an mock-up

of

reached the later levels before expiring.

AMSTRAD CPC: four motorbike rider* need to be disposed of before you take on the gang of chaln-wleldlng Hell's Angels on Level Two

GRATUITY

SHARP RAZOR

54/132 TGM

are down. You can fight dirty too, though, and can deliver a mean knee to the groin . . . There are no plans for 16-bit or 8-bit disk versions of Renegade at the moment, and all versions with the exception of the 128 Amstrad CPC and Spectrum are four part multi-load. While the tape-based multi-load doesn't disrupt the flow of the action too badly, it can be frustrating when you have to reload, especially if you've

DATE: 10-87

AMSTRAD CPC: Level Three — Tlnael Town, where a gang of heavily armed women follow the orders of a heavy duty lady


REVIEWS COMMODORE 64 Cassette: £8.95 Diskette: £12.95

Delays have held up completion of the Commodore version, as Imagine's Gary Bracey points out: "It's taken longer to write because it's a lot harder to get so much moving on screen at once." However, Renegade is virtually complete and should be available by the time you read this . . . Find out how it compares with its Z80 counterparts in Version Updates, next issue. SPECTRUM: Hey I That a Int no way to treat a lady ... these ain't no ladles

but

WEST COUNTRY EXPRESS EVENING STAR

Hewson

H

ewson's simulation expert, Mike Male, an air traffic controller began his programming career years ago by taking his work home . . . Heathrow Air Traffic Control is still selling today. After a spell of airborne simulation programming Mike came down to earth, collaborating with a railway enthusiast to write the world's first steam train computer simulation, Southern Belle. Now Mike and collaborator Bob Hillyer have completed the world's second steam train simulation: Evening Star. It goes without saying that fans of Southern Belle will enjoy taking the controls of a BR9F class locomotive on the route between Bath and Bournemouth. Once again you can stand on the footplate of a classic locomotive and see how you would have made out as an engine driver and fireman. Programmer Mike sees this new simulation as an improvement on Southern Belle - having found ways to cram more into the computer, he has not only managed to extend the length of track, but has improved the graphics display, tinkered with the control methods so that they are more accurate and added the facility to continue a run, even after a derailment - in Southern Belle you had to start all over again if something went seriously wrong.

AMSTRAD CPC Cassette: £8.95 Diskette: £14.95

In converting Renegade to the Amstrad, not only have Imagine managed to bring across the playability of the arcade original, they have managed to improve on it A commendable achievement, as the essential fun element of the game could so easily have been lost. This version has a much better feel than the one produced for the Spectrum - it's most gratifying to take on dozens of attackers, all out for your blood, and to win against seemingly Impossible odds. It's enough to make you forget that this is essentially little more than a just another fighting game. One annoying problem that might have been overcome is presented by the control system - the joystick is only used to move. Punches and jumps are executed via the keyboard rather than the fire button: fine when using a joystick on a table, but far from convenient with the joystick in your lap.

OVERALL 87%

SPECTRUM 48/128

Cassette: £7.95

Apart from being a single load, the 128K version features an Improved tune and the throw move, which is also found in the arcade original but isn't implemented in other versions. The graphics are surprisingly clear and detailed, and move extremely well, enhancing the overall feel - which Is what makes Renegade so exciting to play. A worthy addition to your software library.

there's a greater variety of gradients and speed limits to negotiate. Seven modes of play are offered, from a totally computercontrolled demonstration through a training mode where the objective is simplified and some of the controls are delegated to the micro, to timetabled runs that may involve stopping at stations or hurrying through on an express run. Whichever run you attempt the view is from the footplate with representative wire-frame graphics creating the illusion of movement. Panels around the main display provide information on the status of the train, supplemented by gauges in the cab itself. All adjustments to the engine's controls are made via the keyboard.

HAZARDS

RATING

The track in Evening Star contains a variety of hazards not found in Southern Belle, including singletrack sections, and owing in part to the increased length of the run,

As in Southern Belle, you don't win as such - at the end of a run you are awarded a percentage rating which takes into account how close you came to achieving the

AMSTRAD CPC: the BR9F class locomotive leave Bath atation

prepares

to

OVERALL 82%

" . . . the violent touches add to the atmosphere and make Renegade all the more enjoyable to p l a y . . . " PRESS ANY KEY

TGM

TX

DATE: 10-87 55/132


REVIEWS

SOLOMON'S KEY

US Gold

Y

et another in the current crop of US Gold arcade licences arrives, this time a coin-op game from Tecmo. the people behind Rygar amongst others. And yes, it's those busy boys at Probe Software who are responsible for the home versions.

COMMODORE station

04; «t Bath

particular objectives of the run just completed and the skill used in handling the train's controls for maximum efficiency and economy. The full journey can take over two hours to complete in real time, so two useful options have been provided - gametime may be accelerated, or a partially completed run saved to tape or disk to be resumed at a later date. The save and reload facility (not available on the Electron) should add greatly to the convenience of train driving ....

SPECTRUM 48/128 Cassette: £7.95 AMSTRAD CPC Cassette: £8.95 Diskette: £14.95 COMMODORE 64 Cassette: £8.95 Diskette: £12.95 BBC/ELECTRON Cassette:9.95 Diskette: £14.95

INTENTION Mike Male points out that the intention behind Evening Sfarwas to develop on the simulation techniques used in Southern Belle: "We wanted to add more flexibility, by offering the option to complete smaller runs and the line was chosen because it Is more primitive, containing more single track sections and more gradient differentials. The basic principle is the same as Southern Belle, however. We hope people who didn't play Southern Belle will be attracted to this new, improved simulation - which is why we're releasing it on disk as well as cassette."

If you played Southern Belle and thoroughly enjoyed it, this is an essential purchase. Mike and Bob have put the benefit of the experience they gained from their first train simulation into Evening Star, and the concept has been fine-tuned as a result. A new track, a new set of parameters for playing the game and a more accurate control method mean that purists will find much more to delight them. If detailed historical notes and complex controls are not the sort of thing you look for in a game, stick to shoot 'em ups! All versions of Evening Star are effectively identical, with minor alterations made to suit individual machines. There's little point in rating this game - it's neatly executed and accompanied by detailed and accurate documentation, but you'll either love it or hate it for what it is.

"Once again you can stand on the footplate of a classic locomotive and see how you would have made out as an engine driver and fireman . . . " 56/132 TGM

TX

DATE: 10-87

King Solomon's treasure is what you're seeking, but the wily old king has defended it well - before reaching the riches you have to pass through some 20 caverns, each featuring an arrangement of stone blocks, an exit, a key and hidden bonus objects. In some ways Solomon's Key is a sort of Boulderdash in reverse - instead of clearing a pathway to success, you have to build one. Every screen is a little puzzle in its own right - a route has to be found to the exit door, and at the start it's not obvious. Some of the blocks that form walkways are immovable, whereas others can be magicked away and recreated AMSTRAD

CPCt

elsewhere with a wave of your wand - blocks can be created or destroyed in six directions by 'waving' the wand and pressing fire. Blocks may be disposed of. Super Mario Bros style, by headbutting them twice, and hidden bonus objects or potions are often revealed. By drinking a potion the otherwise defenceless character gains a fireball to throw at the creatures scurrying through the screen.

GUARDIANS Most of King Solomon's guardians move in predictable patterns -

tho going gotm toughmr on Lmvml Thrmm


• • • • • •

ING

some simply turn around when they hit stone, while others breathe fire to destroy anything blocking their path. All are deadly and best avoided, but look out for the fairies that make the occasional appearance - capturing one confers an extra life. To progress from one screen to the next, the key has to be collected so the door can be unlocked - and in most cases this task is far from easy to complete, as there is a time limit to beat. Time remaining on the clock as you leave a screen is converted into bonus points. Solomon's Key is in a similar vein to Bubble Bobble - it's simplistic but immensely playable, and requires an unusual combination of fast reactions and quick, logical thinking.

AMSTRAD

Cassette: £9.99 Diskette: £14.99

It may not look that wonderful, but it sure plays like a dream. A jaunty tune runs throughout, with a 'cute' Hi-De-Hi style jingle when you lose a life.

OVERALL 90%

COMMODORE 64/128 Cassette: £9.99 Diskette: £14.99

SPECTRUM 48/128

Cassette: £8.99

ATARI ST

Diskette: £19.99

All three versions are complete, but were not available for review as we went to press. The Probe team seem to know what they're doing, so there shouldn't be any disappointments lying in wait for Commodore and Atari owners . . .

"In some ways Solomon's Key is a sort of Boulderdash in reverse . . . simplistic but immensely playable . . . "

V*

*

R E U I B 1 J

v>

D D D 1 D 0

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COMET CRAZY

High-speed shoot 'em up action at Its best, courtesy of Simon Nlcol

your ship are gained by collecting pods that bounce onto the screen at the beginning of a level. Apart from missiles, pods can confer the ability to rotate the ship, yield extra speed or grant additional lives and appropriate snatches of speech greet the capture of each type of pod. A Rob Hubbard remix of the Crazy Corners theme plays throughout, and sampled speech and spot effects are over-dubbed Martech to great effect. The speech is uncannily clea' - undoubtedly some of the best heard on the 64 and the spot effects are loud and COMMODORE 6 4 ONLY functional. The graphics are fairly Cassette: £8.95 simplistic, but move smoothly to Diskette: £12.95 generate an impressive overall effect - especially the gorgeous multi-layer starfield. which is worth leaving to its own devices and just urther inspired by the obscure and archaic arcade admiring. game Mad Planets, Simon Nicol has taken four and Variety is certainly lacking in the a half months of fairly intensive programming to gameplay. but the action is addicimprove on his first attempt, Crazy Comets. And the tive, highly polished and very fast good news is, he's succeeded - admirably. - there's hardly a split second available for contemplation. Two high score tables record the top Using a Commodore Sound required to destroy them as they 40 scores - a Galactic Hall Of Sampler, and some ingenious travel from the back of the screen Fame keeps track of the all-time programming techniques. Simon towards you. and they have the top 20 best scores, while 20 lower has managed to cram six seconds lowest points value. scores are recorded in the Ultra worth of sampled speech and Following the rules of perspecScores table. sound effects into 18K - a quarter tive. the Mega Callistos appear to of the original sample length get larger as they get closer to your Mega Apocalypse is certain to without seriously degrading the ship, but the Mega Krypton and appeal to ardent fans of Crazy quality, and more importantly Mega Xothopian bodies arrive on Comets, and should aiso prove without noticeably slowing down the same plane as your ship, and demanding enough to entertain the proceedings on-screen. so appear full-size. If all the incom- anyone interested in a straightforward, mindless blast. Two players can take turns, play ing Callistos from a wave are shot before they arrive level with your together as allies or play against OVERALL 85% ship and attain maximum size, a each other - or you can go solo points bonus is awarded. planet shooting. "Get Ready" warns the computer as the action A Callisto that is allowed to combegins . . . Planets and comets plete its journey towards your craft bounce onto the screen, entering takes several shots to kill off and it " . . . the action is a cosmic shooting gallery where bounces around the screen getaddictive, highly their destruction add points to the ting faster and faster as more score. There are three types of shots are pumped into it. After a polished and very planet to destroy - ranked in while, planets start homing in and f a s t . . . certain to increasing or of size and point the action gets fast and furious value they are Mega Callisto, when the Kryptons and Xothoappeal to ardent Mega Krypton and Mega Xothopians come out to play after Level fans of Crazy Compian. Mega Callistos are used as Two . . . this is where an automatSI the pawns in this planetary game ically-launched missile comes in ets . of chess - and there are a lot of handy. them. A single shot is all that's Missiles and other add-ons for

MEGA APOCALYPSE

F

TGM

TX

DATE: 10-87 57/132


MOU.VVOOI*

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CASSETTE

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£24


Jifbrnia

The cmell of tho surf, tho eun on your back, the sand between your toes... This Isn't California Dreamln' - this is for real! 81x of the best Wast Coast sports designed to set your pulse racing! Wow your friendB with your Incredible flying skateboard feats; or show your cool backing a t the sack Skate down the boardwalk, flip the Prisbee and wheelle the BliX. And then the ultimate test - that King of Callfornlan sports - shooting the ourl as you battle with those giant Pacific rollers to deoide whioh surfer truly rutes the waves! California Games™ features superb graphics, all the atmosphere of the West Coast, and one to eight players can take part, All the quality you expoct from an Bpyx product Is here and so muoh more. We could tell you more but instead iets hear what 2 Z A P 64 had to say: ••California Games is quite simply the apex of computer sports | s o i n | " . "Evan in puraly technical terms Bpyx have somehow managed to surpass their own high standards — the pictures and sounds generated by this program are atmospheric beyond belief. "If yen gather up all the superlatives from previous Epyx reviews and add them together, you just might go halfway towards describing California Games". There. Need we say more?

SUHSET

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A MAGIC SEQLI ENLIGHTENMENT

( D R U I D II) Firebird Gold

evelopment house Electralyte only have one product to their credit - Druid, released by Firebird on the Commodore 64 almost a year ago. Dene Carter is the man responsible for designing Druid, which was apparently loosely based on a Games Workshop roleplaying game. He's also behind this sequel - essentially a beefed-up version of its predecessor, with 15 levels to explore and 32 different spells to use.

D

Enlightenment is set 103 years after Hasrinaxx the Druid drove the evil Acamantor's influence from the land of Belorn. But now the evil one has returned, and it's up to the Druid to destroy his adversary once and for all. The action starts in the village of Ishmar, where zombies and skeletons attack on sight, and occasionally trees uproot and join the fray. The Druid disposes of his assailants by shooting them with bolts of electricity that drain his reservoir of charge-should electrical reserves run too low. the hero is vulnerable as he waits for the reservoir to replenish. Spells are also available for collection and use. Just like the original, the screen scrolls around the Druid as he negotiates the maze-like features of the landscapes. Locked doors bar the routes from one area to another and bar access to subsequent levels, but yield if a key is in the inventory. The inventory comprises eight pockets and a keyboard-driven pocket-select system that is used to pick things up, store them and bring them into use. When the action gets frantic, fumbling in your pockets for a useful item can prove frustrating . . .

COMMODORE SA: a sample of tha action found In Dene Carter's addictive aequo! to DRUID

PROTECTIVES Short-term protective spells include the Fireshield (as its name suggest, it defends against fire), and the Armour spell that wards off the effects of minion attacks.

Play ranges over ten lands and the five levels of Acamantor's inner sanctum. The great outdoors features landscapes of desert and fire, rocky plains, woodland, swampland, water, caverns of Darkness, a poisonous land of fungus and an ice region. This time, the Druid has a selection of four elementals that may be summoned as travelling companions, including the cumbersome clay Golem that accompanied him in the first game. There's Wisp, a fast but weak Air Elemental, Phoenix, a Fire Elemental that is fast-moving but weakened by water and Kraken, the Water Elemental that is rendered weak by heat. Spellpower and magic are the mainstay of any Druid, and this one is no exception. A multitude of magic, both offensive and defen-

TX

Druid or his Elementals be flagging, casting the right spell rejuvenates them, while if all around is dark the long-lasting Create Light magic causes the Druid to glow a neat effect, similar to that seen in Ultimate s Entombed. Magical radar is available in the guise of the Seeing Eye spell that reveals a glimpse of what's around the corner, and two mysterious mor-

sive, is scattered around the play area including two different strengths of 'Smart Bomb' Deathlight and Deathland - which destroy most creatures within a limited range. Lightning bolts are ten times more powerful than basic electric bolts and are very useful for dealing death. Opponents may be hampered by using spells such as the Crucifix or Turn Away spells which frighten creatures away, while the Slow spell induces lethargy into attacking creatures, allowing you to outrun them. If keys are in short supply, the Doorblast spell blows open all doors within a limited range, killing any nearby creatures in the process.

SANCTUM

60/132 TGM

Casting the Teleport spell on a magic symbol transports the Druid to a corresponding symbol in a different area, while the Resurrection spell is perhaps the most useful spot of magic - it acts as a 'save game' feature, creating a gravestone when it is cast, allowing the Druid to reappear after death with full strength. Should energy levels of the

DATE: 10-87

COMMODORE

64: the Druid

discards

his

golem


JEL

sels of magic known as the Horn of Baeon and the Coin of Charon may be discovered later in the game. Finally, the most powerful spell of them all is the White Orb. used to destroy Acamantor and reach Enlightenment.

ATARI 800

Cassette: £9.95 Diskette: £14.95

John Crowdy, who recently produced a superb version of Druid for the Atari, has been assigned the task of Enlightening 800 owners - so chances are the sequel will be just as impressive.

SPECTRUM 48/128 Cassette: £7.95

AMSTRAD CPC Cassette: £8.95 Diskette: £14.95

Unlike Druid, which was converted by the Electralyte team, the Spectrum version of Enlightenment is being produced by newcomer Brian Pollock. Brian replied to a programmer recruitment advertisement, and although he hadn't written a game, he managed to impress Firebird with a multi-directional scrolling routine, complete with moving sprites. Brian's partner, Owen Hines is beavering away a t the Amstrad version - both promise to be as good as or even better than the conversions of Druid.

COMMODORE 64/128 Cassette: £8.95 Diskette: £12.95

Enlightenment is basically 'more of the same', fronted by a brilliant loading screen by Paul Docherty, who Is currently working for Thalamus on a Stavros Fasoulas concept. Druicfaddicts love this sequel - It's is a lot to complete, although the original play consists mainly of running around shooting things, with spells to cast to break the monotony - all quite atmospheric and entertaining though. One annoying feature is encountered in the marshland: you can get stuck at the bottom of the screen where creatures can't reach you to drain energy, but the Druid can't move either, so the game has to be reloaded and play started again.

OVERALL 80% "Druid addicts will love this s e q u e l . . . atmospheric and entertaining . . . "

REVIEWS

BLOCKBUSTING DROIDS RED LED

Ariolasoft/Starlight

A

riolasoft's new Starlight label got off to a less than impressive start with its first two mediocre releases Deathscape and Dogfight2187. While being polished and professional, both lacked lasting action . . . something which Red LED certainly doesn't suffer from. A long time ago. in a galaxy far far away, the galactic mining companies developed remote-controlled droid mining systems to enable them to gather rare minerals frorr dangerous and inaccessible planets. The need for such antiquatec methods has long since passed, but the mines are now used as a sporting arena. You are presented with a grid made up of hexagons, and each hexagon represents a battle terrain. The overall aim is reminiscent of the TV boardgame, Blockbusters, in that the objective is to form a left-to-right link across the grid. Hexagons are won by collecting the objects they contain and then leaving. Three battle-droids are offered up to do the dirty work, and they have different capabilities and strengths. For example, one may hover safely over acidic pools while another can remain stationary on steep inclines. Kamikaze alien droids lurking in the system get in the way, making life difficult and the terrain is unfriendly, to say the least - sudden sheer drops are encountered regularly. There's also a time limit - you've got an hour to establish a link from one side of the play area to the other. It's not all bad news though. Smart bombs are hidden away in the terrain, along with iceswitches that freeze acid pools COMMODORE nogotlato

when activated, permitting safe passage for those underprivileged droids who find hovering difficult. Now and again you encounter a strange droid-freeze gizmo and when it is touched the harrassing aliens are stunned into a state of immobility until they can crack the blocking frequency the device emits. Teleport pads behave as their name suggests, allowing instantaneous travel to another section of the landscape, while time-distort capsules increase or decrease the remaining game-time by five minutes capsules rotating clockwise add five minutes but the anti-clockwise ones remove five minutes. Enemy droid generators can be eliminated, although they accept multiple hits before ceasing to work - and while your droid is blasting away at a generator, the enemy droids tend to rally round and shoot at you. Touching other droids or being shot raises the temperature of your droid. and every time you take a wrong turn and fall off the landscape a minute of time is lost. Overheating is fatal to droids . . . Collecting the letters B O N U S gains access to a sub-game which can lead to a complete overhaul for your droid if played well. On the surface. Red LED looks like another Marble Madness

64: ono of tho many tortuous

landscapes

to

I

clone owing to the style of ; graphics. But there's a lot more to it - each section has different physical characteristics. so strategic choices need to be made between the three available droids. Combined with the original and highly addictive nature of the gameplay, this should keep blasting fans happy for a long while.

COMMODORE 64/128

Cassette: £9.99 Diskette: £14.99

Graphics and sound are good, and control of the three droids is smooth and accurate, although it takes a bit of mastering. The task assigned may seem enormous, but each time you play, a little more progress Is made enough to urge you to have just one more go and cross that grid. A very compulsive game, and a pleasant surprise from Starlight.

OVERALL 82%

SPECTRUM 48/128 Cassette: £8.99

AMSTRAD CPC Cassette: £9.99 Diskette: £14.99

Versions are currently being completed - look out for our verdict next issue in VERSION UPDATE.

"A very compulsive game . . . should keep blasting fans happy for a long while... "


*

A PICTURE STORYBOOK ACCOLADE'S COMICS US Gold/Accolade COMMODORE 64 ONLY Diskette: ÂŁ29.99

A

merican software company Accolade is a comparative newcomer to the UK software scene, but in roughly 18 months they've established themselves with a string of quality releases including Hardball, Psi-5 Trading, Law Of The West, and more recently, the impressive detective game Killed Until Dead. Accolade's Comics is licensed from Distinctive Software, and although Comics is available for both the Commodore 64 and the Apple II, US Gold have no plans to import the Apple II version into the UK. Billed as the first living comic book, Accolade's Comics concerns the exploits of Steve Keene: Private Spy. and is in effect, a simplistic, multiple-choice adventure interspersed with eight equally simplistic arcade-style games that appear at opportune moments during the course of the game Climber, Swimmer. Robots, Building, Jetpack, Conveyor Belt, Rail Car, and Bomber. The arcade sequences may be played in practice mode, or the

entire game played as a whole. Approaching the adventure from the top sets Steve Keene on one of several cases. Individual comic frames appear on screen, one by one. and the player is required to make simple choices every so often via the joystick or keyboard. Sometimes a speech bubble with several alternative responses appears above Steve and the joystick needs to be toggled to select which one is to be used before the story can continue

An oxamplo

of tho comic-book

to unfold. Occasionally another character's question has io be chosen or a course of action selected. All the choices affect the flow and ultimately the outcome of the story.

capon

opportunity to become more involved in events. The contents of the latest frame to load are usually animated, and facial expressions change, arms wave, feet tap and so on, but as soon as the fire button is pressed, the next frame starts loading and the animation INTERACTION freezes. The level of interaction is fairly minSteve has five lives. He loses imal - while the stories are enterone if you make a fatal mistake taining and amusing to read (first while influencing the story, or more time around, at least) it would have traditionally, the hero loses a life been nice to have been given the every time you foul up on one of


- -

J M - J — C ^

REVIEWS the arcade sequences. Accolade's Comics is well produced. beautifully packaged and presented, and features an excellent introductory sequence, complete with superb animated credits. Neat touches, such as the page flipping and the variety of ways used to build up a new frame as it loads, help to add variety. There's a lot of effective comicstyle story to plough through too, which is why this is a three-disk package, with both sides of each disk used. Despite being an original and innovative concept, there just isn't enough gameplay to justify the hefty price tag - understandably high, given the nature of the package and the limited potential for sales in the cassette-orientated UK. Too much time is spent waiting and not there's not enough action or thinking involved for the game hold attention for long. A self-indulgent purchase, justifiable if you can afford to treat yourself to something out of the ordinary . . .

OVERALL 53% "Despite being an original and innovative concept, there just isn't enough gameplay..."

VENOMOUS VILLAINY Gremlin Graphics

K

enner Parker Toys Inc are certainly pursuing every conceivable avenue to market their product, MASK. It was inevitable that it would appear as a computer game before long - the scenario is custom made and TV cartoon conversions seem to be the trend of the moment. Centurions and Roadrunner have recently arrived and Yogi Bear and Basil have already started their journies into the home computer. Hi-tech organisation MASK is AMSTRAD the brain child of the brilliant deatructable strategist Matt Trakker. Along with his agents. Matt has the job of fighting the evil forces of VENOM and preventing arch-villain Mayhem from reaching his goal: world domination. The criminals have the upper hand at present they have detonated a bomb that has sucked all the MASK agents into time warps. Matt Trakker is the only member of the team to escape the effects of the blast, and he's off to save his colleagues. The mission involves taking control of

CPC:

Level Three monorail!

Matt's damaged Thunder Hawk hovercar, destroying the Venom snake base and rescuing the missing agents. Using a multi-load approach, four sections of terrain are presented sequentially: Boulder Hill in the present day; prehistoric time; the far future - and the area surrounding VENOM'S base. Played over a multi-directional scrolling landscape, the four sub-missions contain their own particular obstacles in keeping with the dateline and call for slightly different skills.

— the far future,

complete

A C T ! VIS I O N

ENTERTAINMENT SOFTWARE

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by VENOM'S bomb and proceed with the next level. The instructions are well presented and comprehensive, with the scenario explained in an easy to read comic book form. However, they do neglect to mention that MASK is multi-load, and there are problems with the Spectrum version: 'The program will load and run automatically' - it does, but because the Spectrum has no control over the cassette motor, the rest of the program continues to play but not load if left to its own devices. A minor niggle, perhaps, but who wants to sit around watching and waiting for each section to load? This problem is not found on the Amstrad version, and nor should it be present on the Commodore 64.

AMSTRAD CPC Cassette: £9.99 Diskette: £14.99

Control of the vehicle is a little tricky to master as you have inertia to contend with. The terrains are neat enough, as is the scrolling and the movement of the enemy tanks, and care has evidently been taken in the design and programming. Obviously the visual excitement of the TV show cannot be portrayed on an 8-blt computer, but a certain sense of fighting on the side of truth and justice is conveyed . . . the urge to rescue all the agents and rid the world of VENOM once and for all is quite strong. One of the better television/toy tie-ins on offer.

OVERALL 71% SPECTRUM 48/128 Cassette: £8.99

Apart from the extremely awkward and lengthy multi-load, the single colour main display works well enough, and the game itself is unpatronisingly playable. This should appeal equally to shoot 'em up addicts and fans of the comic and figures.

OVERALL 69% COMMODORE 64/128 Cassette: £9.99 Diskette: £14.99

This version was Incomplete at the time of going to press, but ail going well, it should be available by the time you read this.

SPECTRUM:

monochromatic

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dont

MASK

tho

gamoplay

ments of a security key have to be collected, pieced together in a little The first task is to collect the com- puzzle game and input before the scanner works. Apart from these ponents for a scanner that points components, ammunition and the way to the agent imprisoned on the current level. After the scan- repair kits are littered around the play area, providing a useful ner has been assembled, the ele-

SCANNER

64/132 TGM

TX

DATE: 10-87

source of encouragement when the ravages of the VENOM forces take a toll on your flying car. The kidnapped team member and his mask have to be located and released before Matt can return to the time vortex created

"One of the better television/toy tieins on offer • • . should appeal equally to shoot 'em up addicts and fans of the comic and figures..."


JEFFREY ARCHER NOT A PENNY MORE, NOT A PENNY LESS THE COMPUTER GAME

Atari ST CBM64 Amstrad CPC Spectrum 48 Spectrum 128 BBC B & Master

Scripted by: Robin Waterffeld

"We have had our money stolen by a very clever man. Gentlemen I therefore suggest we steal it back. Each of you must return with a plan of how we are to extract $1,000,000 from him without his ever becoming aware of it. N O T A PENNY M O R E , NOT A PENNY LESS" Programmed by: Imagitec Design Lid.

Published by

DOMARK

Domark Ltd.. 22 Hartfield Road, London SW19 3TA. 01-947 5624.





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C64128 cass £9.99 C64 128 disk £12.99 AMSTRADcass £9.99 AMSTRADdisk £14.99 SPECTRUM £8.99


BHINA

PIRACY TAI-PAN Ocean

ATARI ST

Diskette: ÂŁ19.95

The cartoon-style graphics depicting the different characters are good, although the animation is poor and the town backdrops are rather flat. When there are more than three people moving on screen at any one time the action is slowed down to a crawl which can become very frustrating. Setting sail is graphically impressive, but control of the vessel is tough - the instructions for steering are obscure and it seems a little too easy to end up going around in circles. Selecting the icons below the main play area Is slightly awkward, as the hook used has to be to the right of a chosen square to select the required action. Tai-Pan is a fairly involved game, and there's a lot to see and do - but what lets this version down is payability, something which the Spectrum version has aplenty.

OVERALL 61%

the town he's visiting. Some buildings can be entered and once nother blockbusting book from James Clavell makes inside cargo, passers by, other its debut on the home computer. This time it's Tai- traders and the law can be bought and sold. The odd useful item may Pan and Ocean who are tempting you with an oriental be found lying around indoors. adventure. The team behind the conversion have At sea, in general voyaging taken a very different approach to that used by Virgin mode, a bird's eye-view of the ship about a year ago, when the book and TV series Shogun and surrounding area is presented on screen. The viewpoint changes became a flip-screen arcade adventure. when battle begins, depicting the Journeying back to the midto man them, what cargo to carry, enemy from a vantage point nineteenth century you become where to sell it and how best to get placed behind your cannon. AimDirk Struan, a pirate and smuggler there are all questions that have to ing the weapon, careful consideration needs to be given as to who's patch is the stormy China be answered. where to place shots if the booty seas . . . Make that a penniless contained in the hold of your target pirate and smuggler. is to be salvaged. Successfully INDOORS The ultimate goal of the game is disabling another ship allows your to become Tai-pan, the supreme leader and Merchant Prince. CanWhile Dirk is on dry land the screen crew to board it, and intimidate the ton town is the starting point, and shows the streets and buildings of other sailors. If you spare their the first objective is to seek out a COMMODORE 6A: outside a restaurant, Just the place to top kindly soul who will lend you a few up on a noodle nosh thousand. Once a loan has been secured, the handout enables a ship to be purchased, together with a crew, armaments and cargo which may shipped to another town and sold, hopefully for a profit. A hundred years ago there were no friendly government agencies to help the unemployed in China the start loan comes with strings attached. Should you fail to make enough money to repay your benefactor within the allotted time, it's game over as you lose your flSStli 51) head! A successful first voyage should set you on the path to undreamed of riches. Providing thieves, pirates and unfriendly weather can be overcome.

A

mwSO

LUCRATIVE Several approaches may be taken by the would-be upwardly mobile hero. One ploy is to abide by the law at all times, and leave the press ganging and pirating to the scum. But then the occasional dabble in the naughty side of life, with a quick smuggle here and there, does prove lucrative. Clearly, boarding and looting passing ships or blowing them out of the water, recruiting men against their will and dealing in contraband are the most attractive (and accurate) ways of making it to the top in the China Sea of the 19th century. No matter what your moral stance on matters piratical, the day-to-day problems of running a successful trading business still have to be attended to. Decisions abound: which ships to buy, how

70/132 TGM

TX

DATE: 10-87

worthless hides, they tend to join you. handing over their current and future profits to your tender care. Activities, including buying and selling when in port or reading the map and steering when at sea are controlled via a panel of icons ranged along the bottom of the screen. SPECTRUM house of III

12B: outside repute

a


PREVIEW

W H E E L S WITHIN

COMMODORE 64 Cassette: £8.95 Diskette: £12.95

AMSTRAD CPC Cassette: £8.95 Diskette: £14.95

As is the case with the Spectrum 48K, the Commodore 64 and Amstrad versions will be multiload on both disk and tape - and they should be along fairly soon. ATARI ST: detailed and gameplay but playability

not

graphics much

SPECTRUM 48/128 Cassette: £7.95

Oriental style backdrops, fried rice music and little people scurrying about all lend a certain instant appeal to this trading game. Surprisingly, while the ST version is a lot prettier, it's nowhere near as fast and playable as this version. No knowledge of the Clavell novel is required to reach the ultimate goal of Tai-Pan, a task which is admirably aided by the simplistic yes/no and icon-driven options. The variety of ways In which you can play adds to the game's depth, and interaction with other characters maintains interest. If you fancy a quick plunder without too much discomfort then Tai-pan could be what you've been waiting for. We haven't yet played a 48K version, which is going to be multiload - so check out next month's Version Updates for any further details.

OVERALL 77%

"Tai-Pan is a fairly involved game, and there's a lot to see and d o . . . "

WHEELS 7rr2

Mind Games/Argus Press Software

M

ancunian programming team Binary Design have been a relatively silent but deadly force behind dozens of releases, including Max Headroom and Glider Rider for Argus Press Software. They've achieved a slightly higher profile in the world of budget games with 180, Zub and Amaurote, amongst others, on Mastertronic's MAD label. AT? is more involved than previous Binary Design concepts and requires geometric formulae to be completed. This isn't as tedious as it might sound though: it's not educational software and you don't actually have to calculate anything. No, instead the formulae are split into three parts which have been 'forgotten', and lost within a mechanical representation of the workings of the mind. A formula is briefly shown on screen before play begins, just to show the order in which its components should be assembled. Controlling a small bubble, you enter the levels of the mind, represented by a series of interlinked spinning wheels, some of which contain thoughts at their hub. The quest involves piloting a bubble through the mechanical mindworld in search of the the sections of a forgotten formula.

draining energy whenever they come into contact with your questing bubble - some simply follow the rotation of a wheel, others roam aimlessly from wheel to wheel and some home in on your presence.

MEMORIES Memory Bubbles are found in the hub of some wheels, and may con-

speed, a book to boost energy, or a hammer used to stun energydraining Stray Thoughts. Bubbles that contain objects rather than thoughts can only be burst if you stay on the wheel for a whole revolution. Collecting the three parts of the formula in the right order allows you to exit to the next, more difficult level. The formulae don't get any more complex, but the wheel arrangements get larger and Stray Thoughts make more frequent appearances. A fairly simple concept lies behind nn, but it's very addictive to play. At times you have to concentrate so hard your head hurts... and if you don't concentrate on what you're doing, it's very easy to become disorientated and end up dead.

COMMODORE 64/128 Cassette: £8.95 Diskette: £12.95

Sadly this doesn't look as sharp or play quite as well as its Spectrum counterpart - but the unusual concept is strong enough to make it worthwhile.

OVERALL 79%

MIND WINDOW A window shows a small segment of the mind you're exploring and contains a few rotating wheels that touch one another. Movement is achieved rapidly by travelling with the wheels, or more slowly if you choose to move against the rotation. Where the wheels touch, you can leap between them - but it's advisable to consider such moves carefully as the window doesn't reveal what lies ahead in the next section of the mind. Three types of Stray Thought bubble roam through the network. SRMCTRUM: simplistic graphics and concept, but extremely playable

COMMODORE playable than

64: a lot more its predecessor

tain Fond or Abstract Memories which are released as soon as the surrounding wheel is touched. Releasing such memories has an adverse effect on your bubble, either stunning it or reducing energy reserves slightly. Useful objects are also found in Memory Bubbles and include parts of the formula, a calculator to increase

SPECTRUM 48/128 Cassette: £7.95

The best of the two versions, featuring simplistic but clear and effective graphics, unsuitable but passable jingles and plenty of playability. It provides a welcomo change from dealing death or leaping from platform to platform collecting objects, and the action is compulsive and more often than not frenetic.

OVERALL 85% " . . . very addictive to play. At times you have to concentrate so hard your head hurts..." TGM TX

DATE: 10-87129/132


from TaitoCofD 1986 Programmod k* Amstrad. Spectrum. Commodore by Imagrie Sottvwe

Imagine Software

• 6 Central Street

• Manchester

M2 SNS • Tel: 061 B34 3939 • Telex:

669977


ROBOTIC THREESOME V I'Ui iTiCKliliM

Ariolasoft/Starlight

A

riolasoft have recently changed direction, moving towards being a publishing house rather than a software label. They are setting up teams of programmers which work fairly independently, writing games for labels which Ariolasoft then publishes. Reaktor and Viz Design are Starlight's stablemates. The inhabitants of an inter-galactic jail have freed themselves from suspended animation and now intend to destroy Earth. Taking control of the three half-sentient, half-droid units which form the fighting machine Hybrid - the Brain, the Xylon and the Robot the objective is to eradicate the alien life forms once and for all. Each unit has its own characteristics. For example the Robot is the toughest and is best used to clear a path for the other two. while Xylon can activate switches to create bridges between sections of the jail, and the physically weaker Brain, being that bit smarter, is able to use the transport system to reach otherwise inaccessible areas of the complex. The jail is well-defended, containing automatic gun emplacements, mines, beacons and aggressive guardians. Apart from avoiding enemy gunfire and aliens, the overall aim is to find a point where all three units can join up to form one superior entity which may be transported to an alien cell to carry out a termination. Perform this exercise four times and the game is complete. Extra power units and ammunition can be picked up along the way, and the Hybrid's component parts each have separate energy reserves. Should power run out, a droid is immobilised, although such emergencies can be dealt with by syphoning power from one unit to another. One annoying aspect to the gameplay is that there's no point in continuing if one of your units expires - all three components have to be merged before dealing death to one of the four target aliens.

SPECTRUM 48/128 Cassette: £8.99

Hybrid is perhaps utilising a bit of a tired old scenario, nonetheless its implementation is quite nice. A strange title theme creates the initial ambience as you make your gameplay option choices. The screen display is slightly confusing with the play area covering a relatively small section of the screen, but the process of moving the three components of the Hybrid is slick enough. A desire to persevere with the game and explore deeper into the cells Is kindled by the relative ease with which the earlier sections can be completed.

OVERALL 63% COMMODORE 64/128 Cassette: £9.99 Diskette: £12.99

Not available as this review was written, but due any day now...

AMSTRAD CPC Cassette: £9.99 Diskette: £14.99

The music is best switched off, unless played through exterior audio equipment, as It grates somewhat and adds nothing to the game. The colours used are bland, although the task of eliminating the malevolent aliens is easier and marginally more enjoyable than on the Spectrum version.

OVERALL 65%

"A desire to persevere with the game and explore deeper into the cells is kindled by the relative ease with which the earlier sections can be completed." AMSTRAD: less colour than ginally more playable

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MISSION UNINSPIRING LAST MISSION

US Gold

W

ith so many arcade conversions in the pipeline, US Gold have certainly got a busy time ahead of them. But not half as busy as Probe Software, who appear to have ceased publishing games in their own right to concentrate on converting arcade games for other companies - amongst them Sega's Out Run. An original game, Trantor: The Last Stormtrooper, is also being produced by Probe for US Gold's new software label GO!. Data East's Last Mission is one of Probe's more recent arcade conversions, and is a straightforward multi-directional scrolling shoot 'em up in which you fly around killing aliens in between destroying ground installations. Firepower is initially limited to a simple laser, but can be improved by collecting the letters revealed when a ground installation is destroyed. While some letters simply increase firepower, others allow one of a trio of weapons to be selected, and ultimately, upgraded. Extra weaponry is merely temporary however, and firepower reverts to the laser when the supply is exhausted.

SCANNER A grid of four by four boxes at the bottom of the screen acts as a scanner, revealing the number of installations that remain in each sector. A Mothership makes itself known when all the installations have been destroyed, and once that has been killed off a large square alien construction mysteriously appears, suspended in midair. Destroying the eight links which appear to hold it in place changes the scenery and the next level is accessed. Last Mission offers nothing significantly new, and isn't particularly exciting to play - but then, the original arcade game isn't up to much either. It isn't overly taxing to get to grips with, but even so the minimal instructions are unhelpful and only explain movement and option keys. Quite simply, an unremarkable addition to the overflowing range of shoot 'em ups.

COMMODORE 64 Cassette: £9.99 Diskette: £14.99

Considering what the 64 is capable of, this is the worst of the two versions. Presentation is poor in many ways - too many annoying delays interfere with play, while the keyboard has to be used to activate weapons and smart bombs. This is all very well when using keys to control the ship, but a pain when using a joystick. Last Mission lacks stimulating action, and the bland, undetailed aliens and uninspired backdrops do little to impress.

OVERALL 45% SPECTRUM 48/128 Cassette: £8.99

In complete contrast to the Commodore 64 version, this is ridiculously easy and tedious as opposed to frustrating. To make matters worse (or better, depending on how you look at it) there are six lives to play with, and extra lives are awarded frequently. The scenery shimmers badly as the screen scrolls horizontally which proves quite offputting.

OVERALL 55% tt

TGM

. offers nothing significantly new, and isn't particularly exciting to 99 play. TX

DATE: 10-87

73/132


REVIEWS

CONTINENTAL CAPER L'AFFAIRE Infogrames

ATARI ST Diskette £19.95

F

rench software house Infogrames has been making a name for itself with a slightly quirky range of software that spans adventures, interactive fiction and shoot em ups, including Prohibition and TNT. Any day now, a new detective adventure, L'Affaire, should be arriving for the Atari ST and PC compatibles - originally written for the MSX2, conversions are well in hand. Currently only available as part of a packaging deal with MSX2 hardware. L 'Affaire was intended to be an adventure-movie controlled via the joystick - and for the most part the game has the feel of a movie, on account of the mood and atmosphere created by the excellent sound and graphics. As with all movies, however, there are high and low spots . . . The scenario features a central character. Raymond Pardon, who has just been released from sixyear stretch in prison after serving a sentence for a crime that he did not commit. Understandably, Raymond is not entirely happy about losing a large chunk of his life as a result of being framed, and his spell in prison provided plenty of opportunity to plot revenge. And Raymond has become thoroughly embittered: two days before being arrested he fell in love with a girl, who deserted him the moment she was told he was a criminal.

REVENGE Revenge is the driving force behind the hero, and he will only be satisfied when the identity of the person who set him up has been discovered. At the trial three people gave evidence that led to a conviction, three people drawn from three different European countries. Raymond saw the witnesses for a few moments only, and begins his quest for revenge by seeking them out. To solve the mystery, seven European cities have to be visited, people interviewed, locations searched and clues discovered and acted upon. All these actions may be performed by moving a cursor around the screen and clicking on icons and boxes. In use. the control system easy to operate but the slow-scrolling text messages can hinder fluidity of play.

which can be examined in greater detail by moving the cursor over them and zooming in for a closer look. Objects and useful items are there to be discovered and people can be approached with a view to gleaning useful information. To the right, another window may be toggled between a map of Europe, the inventory, or the identity currently assumed by Raymond. In order to achieve his goal, Raymond needs to assume disguises and play a wily game some people will only offer information or help in return for a bribe, for instance. Changing identity or travelling between cities is effected by toggling the appropriate icons, and interviewees may be selected from the main window and brought into conversation. Once Raymond has arrived at a city he can travel around locations by selecting icons that appear below the main view - and he gets to visit many strange places and meet some strange people on his quest for information. If this computer-movie was presented to the Board of Censors it certainly wouldn't be awarded a 'U' certificate . . .

WINDOWS A large window that dominates the screen reveals a general view of the current location, elements of

74/132 TGM TX

DATE: 10-87

Infogrames' UK representative David Crossweller informs us that the MSX2 copy he supplied for review is virtually identical to the Atari ST version. And it's hard to disbelieve him, as it does look and sound uncannily like an ST program - so the rating and opinions provided may be taken as applying to the ST. If there are any major discrepancies, you can be sure we'll let you know in the next issue.

AMIGA Diskette: £ unknown

Infogrames are looking at producing L'Affaire for the Amiga, but have yet to take the final decision as to whether they should go ahead.

PC

Diskette: £24.95 Once again, the same game Is promised, and the only limitation is provided by the graphics facilities of the machine. The better the graphics capabilities of your PC, the prettier the pictures will be . . .

MSX2

Not published separately Putting aside the small annoyance of the laborious text scrolling and, from the point of view of the younger player, the somewhat risqu6 meetings with both male and female prostitutes, L'Affaire is simply lovely. Attractive graphics, moody melodies and ample ambience combine with a tortuous puzzle to provide a challenging and enjoyable game with plenty to investigate. Another excellent detective game from Infogrames that is worthy of an audience wider than the world of MSX2.

OVERALL 8 2 %

" . . . the game has the feel of a movie, on account of the mood and atmosphere created by the excellent sound and graphics . . . " MSX2: a busy

whoro hotter caf6?

to conduct

your

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From the Dawn of Time comes a Legendary Warrior to thrill players everywhere 4.5 billion years have passed since the earth's creation. Many dominators have ruled in all their glory. But Time, their greatest enemy ultimately defeated their reign. And now a Dominator's reign begins Rygar. the Legendary Warrior! A warrior who respects one code and one code alone, the code of combat Antagonistic gladiators, reptiles, mammals, monsters, creatures of magic...come one, come all, come to meet the might of the fearless Rygar and in the words of the immortal warrior LET'S FIGHT!1!

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SCREEN S H O T S EROM ARCADE VERSION

GBM 6 4 / 1 2 8

£9.99 £14.99

SPECTRUM

£8.99

AMSTRAD

£9.99 £14.99

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^iEK

US. Gold Ltd., Units 2/3 Holford Way. Holford. Birmingham B6 7AX. Tel: 021356 3388

tec

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The mutant federation and the enclave cities are locked in struggle. Your father the mutant leader has been captured; you must race your evil cousin, who would be • King, through the Mazeways against the dangers they hold.

A one or two player arcade game for the Commodore 64/128 that will 'captivate' even the most experienced gamesman. COMMODORE 64/128 Cassette £9.95 COMMODORE 64/128 Disc £14.95

This is one Mean City.

'Victory House, Leicester Place, London WC2H 7NB You can obtain your copy of Mean City direct from Quicksilva - Post and packaging F R E E ! ! ! Write now and send with a cheque or postal order to: Quicksilva, Unit 1, Conlon Development, Water Lane, Darwen, Lanes. BB3 2ET. Name

or Phone: 01-439 0666 - our Credit Card Hotline


PILOT one Ptnnes 02 SCORG 0000000

COnPUTCR ptnncs 03 LGVGL 1

ACE 2 Cascade aving made an impact with a compilation of 50 games and a free digital watch over two years ago, Cascade surprised many a cynic with the release of their first full-price product - Air Combat Emulator. Building on the success of ACE across many formats, Sky Runner followed at Christmas-time last year, and now Cascade have three new imminent releases - a multidirectional scrolling shoot 'em up called Implosion, a vector graphic shoot 'em up Ringworld and this sequel to their biggest seller... entitled ACE 2.

H

Ian Martin, the programmer behind Sky Runner, has adopted a different approach in writing ACE 2- where ACE was most definitely simulation orientated, its sequel is in the shoot 'em up mould, with minimal interaction required to fly. Billed as 'a head to head flight and combat simulation", ACE 2 allows one or two players to battle it out in an airborne duel to the death. The number of planes at your disposal is determined before play (between one and 20), along with the type of combat scenario you wish to undertake - either Close Range Dogfight or Full Scale Conflict. A Close Range Dogfight starts in the air, whereas Full Scale Conflict begins at base where both players have the opportunity to arm the planes. COMMODORE

64; Pilot

Ono

OBNOXIOUS For the obnoxious pilot with no fnends, the computer takes control of the second plane and plays at one of 20 skill levels. Cannon are built-in and 3000 rounds of ammunition are supplied, and two other weapon systems are available. Air-To-Ground and Air-To-Air (Heat-Seeking and Radar-Guided) missiles however, cannot be carried in such vast quantities. The explosive power of the missiles is determined before play, which means it can take more than one hit with a missile to destroy the opposition. Flares or Chaff pods can be released to confuse a chasing airto-air missile, although you only

consults

the

map

of the

area

ee35R 12M 6

have six of each so it's wise to use them sparingly and rely instead on skillful flying. Thoughtfully, there's an option to turn off the Crash Detection so should a trainee pilot hit the ground, the plane doesn't blow up.

SIMPLE Flight controls are gloriously simple, with the joystick used to manoeuvre the plane and presses of the keyboard to increase or decrease throttle. A map of the area is called up at any time with an appropriate key press, and instantly shows your position relative to the enemy. On-screen presentation is excellent, with clear, instantly accessible displays, and on the Commodore 64 disk version, the high score table is updated and saved to disk. Documentation is also first class, featuring comprehensive instructions with handy hints and technical details interspersed throughout to good effect. Despite the range of options and skill levels available though, playing against the computer-controlled opponent isn't overly exciting. However, ACE2 is an excellent two-player head to head combat game - very fast, very playable, and more often than not, very tense.

.

COMMODORE

04

SPECTRUM 48 Cassette: £8.95

SPECTRUM 128 Cassette: £9.95

Both of these Z80 versions are being written in tandem with those for the 6502 machines and should be released this month. As we went to press, neither version was available for review nor were there any details on the 128 version.

PC

Diskette: £19.95

ATARI ST

Diskette: £19.95

Development for both machines is underway with a Christmas release scheduled.

PLUS 4

Cassette: £9.95

Should be Identical to the Commodore 64 version, as Cascade were sensible enough to ensure that almost ail of the programming routines used were easily transferable. Available now.

COMMODORE 64 Cassette: £9.95 Diskette: £14.95

There are no ground objects to induce the feeling of flight instead it's the speed at which the plane turns which gets your stomach rolling. Right simulation purists may not find this comparatively simplistic sequel as attractive a proposition as ACE. But anyone in need of plenty of high speed flying thrills and shooting action won't be disappointed.

OVERALL 83% cc

. an excellent two-player head to head combat game - very fast, very playable, and more often than not, very tense." TGM

TX DATE: 10-87 77/132


CALIFORNIA GAMES

US Gold/Epyx

T

he detailed graphics, excellent presentation and refined gameplay of Summer Games put it head and shoulders above other comparatively crude joystickwaggling sports games. In the following three years, during which time US Gold took over their UK distribution, Epyx continued to produce sports simulations in the same innovative vein, constantly bettering each previous release in terms of graphics, sound and depth of gameplay. Having set new standards, and surpassed all expectations in the process with Summer Games II, Winter Games, and World Games. Epyx can only do the same again with California Games - the fifth release in the Games series, featuring six new events based on the exploits of the beautiful people who live in America's Golden State. As is the case with the preceding three titles in the Games series, up to eight players can compete in one, some or all six of the events or you can practice an event to your heart's content. On the Commodore 64 disk version, the high score table that records the best scores or times achieved is saved to disk for posterity. Unlike its predecessors however. California Games does not allow players to play for the country of their choice - instead, a choice of nine relevant American sponsors is displayed, including Casio and Kawasaki. US Gold hope to persuade nine UK sponsors to buy space, replacing the names featured on the American version. Another difference is that COMMODORE

64:

trophies are awarded after an event - presumably a Californian custom...

HALF PIPE SKATEBOARDING After sweeping the nation in the late seventies, the skateboarding craze has since died down and we don't hear about the sport in Britain. Major competitions are still held in the States though, and this event is based on one part of such a competition. You have one minute and 15 seconds to manoeuvre a skateboard inside a large pipe, performing tricks to earn points. Three different moves are available and all take a bit of getting used to - kick turns and aerial turns are hardest to perform, but the hand plant comes easiest with practice. Repetitive but fun.

COMMODORE

64: Flying

Dime COMMODORE

04; BMX

Bike

Riding

FOOT BAG The Foot Bag didn't make much of an impact in the UK. despite a devoted cult following in the

Surfing

CAMERON Jm

78/132 TGM TX DATE: 10-87

AUZZIE

States. Set against the tranquil location beside the sea, points are scored by juggling a psuedospherical leather bag with the head and feet. Pressing the fire button at the correct moment hits the bag into the air, and bonus points are earned by performing tricks such as Half Axel, Full Axel, Axel Foley, and Jester. Foot Bag is very playable, requiring a great deal of coordination. and has more scope than other events.

SURFING The aquatic forerunner to the skateboarding craze. The aim is to catch a wave and ride it for one and a half minutes, collecting points for turning and riding underneath the curl of the wave or near the break - wipeout four times and your surfing exploits are over. The surfing judges are even more impressed if you can ride to the top of the wave, clear it, turn and


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land without wiping out. This is not the easiest of events to score points in, as it seems to take some pretty radical surfing to impress the computer-controlled judges. Either that, or the computer is biased...

2

ROLLER SKATING With wheels on your female feet, speed is of the essence as you negotiate a horizontally scrolling beach boardwalk, avoiding obstacles that include cracks and gaps in the pavement, banana skins, beach balls and puddles of water. Performing simple stunts such as ducking and 360 degree spins earns the approval of the judges. Speed, and a commendably authentic skating feel is achieved by sweeping the joystick from top to bottom and vice versa to push off from either leg. The event finishes when the skater has fallen three times - or reaches the finish line.

BMX BIKE RIDING Pedal power is called for along this horizontally scrolling course set in the California desert. Jumps, bumps, dips, obstacles and comments from the spectators appear at bottom of screen as you pedal madly along, aiming to cover the course as quickly as possible time. There's a two minute time limit and stunts performed en route, such as jumping, backward or forward flips, twisting the bike (a Table Top), and 360 degree turns all earn those magical points. Falling three times brings the race to an end but a single serious fall on the head is fatal. This is perhaps the most enjoyable event of the six on offer.

FLYING DISC Rather like the most Californian of picnic games, frisbee, this event requires you to throw a disc through the air to a partner at the opposite end of a playing field. The power and the angle of a throw have to be judged, then your partner moved left or right ready to

rS.*

COMMODORE

6-4; Half

Ripo

intercept the disc. Points are scored for the accuracy of throw and catch. Disc throwing is one of the easiest events to play - but the hardest to master.

IMPRESSIVE Epyx undoubtedly lead the field with the Games series - no-one has yet managed to get close to producing a product of such high quality - with the notable exception of Anco's excellent Winter Events and Summer Events for the C16. Such quality imitations are indeed flattering . . . and a spoof of the Epyx style is also in the pipeline from Gremlin Graphics in the form of Alternative Olympics (further details elsewhere in this issue). California Games is easily as impressive as its forerunners, with the six events providing plenty of

Skateboarding

payability and long-term entertainment. The instructions are up to Epyx's usual high standards informative and they include a few helpful playing tips. Added to this is a beginner's guide to Caiifornian slang, explaining the use of such quaint terminology as dude', 'radical' and 'tubular'

AMSTRAD Cassette: £9.99 Diskette: £14.99

AMIGA Diskette: £24.99

Also due to appear in October, and Amiga owners can be sure of a high quality version - US Gold are importing the Epyx original.

MSX Cassette: £9.99

Due for release at the beginning of October, California Games is currently being converted to these three Z80 machines by Dublinbased Choice Software, responsible for producing the first class Z80 conversions of World Garres. Choice are also working on a disk version for the Spectrum Plus 3, due for release in November along with the MSX version.

COMMODORE 6 4 Cassette: £9.99 Diskette: £14.99

Though undoubtedly the most polished of the Games series, California Games isn't quite as absorbing as its immediate predecessor World Games. It's a close second in the playabillty stakes however, and combined with all the neat touches Epyx excel at including, it represents a worthy investment for Games addicts. US Gold are confident that very little will be lost when converting from disk to cassette, although obviously the multi-load is going to be considerably slower and more cumbersome than that used on the disk version.

OVERALL 9 2 %

SPECTRUM 4 8 / 1 2 8 Cassette: £8.99

"California Games I s

easily as impressive as its forerunners, with the six events providing plenty of playability and longterm entertainment" TGM

TX

DATE: 10-87129/132


REVIEWS

AT YOUR M'AM

FLUNKY DARLING, GET MY UIG

FLUNKY

Piranha

S

ince the days of Minder and Popeye for DK'tronics, Don Priestley's games for Piranha have involved minions. Trapdoor was decidedly dogsbody-orientated as, no doubt, Through The Trapdoor will be when it subserviantly creeps into the shops. Don's latest offering Flunky also features a servant - a Royal manservant at that. His job is to complete menial tasks within an allotted time whilst not upsetting the residents of the household - the Royal Family. The place of work is no less than Buckingham Palace itself. This 'solve the puzzle' style of game with its high standard of meaty graphics is becoming Don Priestley's trade mark. In this case Flunky, the footman, moves around the different locations with adefinite air of'you rang m'lady?,' performing his tasks with a certain degree of pride even though some of the allocated jobs are a little obscure. COMMOOORE

S4: Fergie

BOATING At one point you come across Andrew in the bath who demands that you fetch him a boat to play with. The obvious choice of vessel is the wrong one, and more thought has to go into this problem before a solution is found. However, logical thinking is not recommended if progress is to be made - some of the errands Flunky is expected to perform are unusual to say the least. Finding freckles for Fergie, retrieving Di's wig and collecting Charles' bouncing Polo balls are among this minion's tasks.

heckles

Errors are rewarded with a visiFlunky

for

freckles

tation from the Palace guard, who causes your demise unless you can avoid his bullets. Once the task is completed for a member of the family, Flunky is rewarded with an autograph. and when everyone's autograph is in your little red book it's time to meet The Queen and the ultimate challenge . . .

PRACTICE Options are chosen at the start of play (joystick, redefinable keys, English or Deutsch and so on) by Flunky himself, who presses buttons and pulls bars under your control in the first room. This little exercise also acts as a crash course on how to activate objects encountered later in the game. There is no music while you work, but the sound effects are perfectly acceptable. The animation, as might be expected from a Don Priestley game, is first rate, and plenty of colour is splashed around to please the eye.

SPECTRUM: her *rlg, will

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SPECTRUM 48/128

Cassette: £9.95

COMMODORE 64 Cassette: £9.95 Diskette: £14.95

Marching around Buckingham Palace doing all the dirty work for Charles and friends may not sound appealing, but with the way the game has been implemented, the scenario soon becomes quite acceptable, enjoyable even! Flunky carries out his orders with hardly the flicker of an eyebrow. The only time he looks hot under the collar is when the Guardsman shoots him for doing something wrong. Movement is quite neat, with a suitable strut to Flunky's gait and several little touches have been included, such as the wiggling of Andy's toes and an owl's watching eyes. The sound effects are apt if not particularly stimulating, although with the number of puzzles to solve and the lack of time in which to crack them, who's got time to listen?

OVERALL 81% AMSTRAD CPC Cassette: £9.95 Diskette: £14.95

Trapdoor was competently converted to the Amstrad, so there's no reason why Flunky should differ greatly from the Spectrum and Commodore versions. Expect a very similar game.

"The animation, as might be expected from a Don Priestley game, is first rate, and plenty of colour is splashed around to please the eye."

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Ocean Spftware Lirrlited 6 Central Street • Manchester • M2 5NS • Tel: 061832 6633 • Telex: 669977


REVIEWS

A P A W N COCKTAIL THE CHESSMASTER 2000

Electronic Arts/The Software Toolworks

H

AVING taken America by storm, The Software Toolworks' Chessmaster 2000 now hits these shores courtesy of Electronic Arts. With a number of awards • already under its belt - including first place in the 1986 US Open Personal Computer Chess Championship - this is now available across four formats: the Commodore 64/128, the Atari ST, the Amiga and the IBM PC and compatibles. The program includes most of the features which are now taken for granted in computer chess. These include the ability to take back a move, force the computer to move immediately, ask the computer to suggest a move and play back an entire game, move by move. Chess isn't exactly reknowned for being a laugh a minute 'Whoops grandmaster is that your Bishop?' type of game, but this doesn't mean that people who play chess don't have a sense of humour. This is recognised by The Chessmaster's programmers who have included a few humorous elements. such as a fake advertisement and public health announcement. and a clever feature called 'If The Boss Wanders By' which pulls down a spreadsheet to give the impression that you're hard at work - this however is not so useful if your job happens to be reviewing chess programs . . . Most versions allow the display to be switched between the standard two dimensional 'newspaper style' chess board and the prettier - if less practical - 3D style. Standard chess co-ordinates appear beside the board for use with an alphanumeric system of piece movement. This can also be switched off, and a cursor employed instead - driven by the keyboard, mouse or joystick.

The style of play is further adjustable by switching between three further options - Normal. Best and Coffeehouse. Normal mixes best and random moves. Best makes exclusive use of the best move available, while Coffeehouse makes a far greater proportion of random moves. Something which could prove extremely useful is the 'Analyse a game' feature, which replays any game move by move, giving an analysis of what would have been the best move at each stage. The analysis can then be printed out, or saved to disk and recalled via most word-processors.

Games can also be saved to disk at any stage (finished or unfinished) - but the only way of calling up a directory of saved games is by accessing the erase game feature, which isn't a very obvious route . . . So. is this a real advance on existing chess programs? Well, in some ways it is and in some ways it isn't - the problem being that most of the real advances are in the cosmetics rather than in the game's workings. The Chessmaster 2000 is definitely a worthwhile purchase if you don't already own a competent chess program . . . but otherwise?

When the multitude of cosmetic options have been tried and tested, one question remains . . . how good is its game? The only sensible answer is that The Chessmaster is as good as you want it to be. There's a basic choice between 12 levels (which determine the time allowed for the computer to consider its next move) and the levels are further enhanced by switching on the 'Newcomer Style' or 'Easy Mode' options. Newcomer Style causes the computer to play its easiest game, whereas Easy Mode eliminates the computer's ability to think ahead while you consider your own move.

TX

four-colour

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display

COMMODORE 64: the newspaper-problem display In all Its glory

style

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SAVED GAMES

COSMETICS

82/132 TGM

PC: the

DATE: 10-87

AMIOA:

the

most

detailed

3D

display

AMIGA Diskette: £24.95

While this version contains the greatest variety of options, some of them would appear to be almost totally useless - like being able to play with either metallic or wooden pieces. Why for instance would a player want to rotate the board by 90 degrees, and who needs a computer telling you in broken English that it's 'Your Move'. Despite these slight problems, this is one of the most polished and playable versions of the range, combining a clear display and easy piece movement (a cursorhand appears to physically grip the pieces) with a challenging and well structured game.

OVERALL 8 4 %

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ATARI ST

Possibly the most straightforward chess game of the lot - but unfortunately this also means the blandest use of colour and the worst 3D display - the board's perspective Is confusing and the pieces move in front of each other rather than behind . . . very unprofessional. This version's strongest point is the use of the function keys to pull down menus, allowing easy and quick access to the most important features.

The most noticable difference between this and the Amiga version is the speech. Whereas the Amiga programmers have used the crude in-bullt speech facilities, the Atari ST programmers have used sampled speech which is certainly a lot more understandable, despite the odd hiss and crackle, and doesn't annoy as much. In fact it's quite atmospheric and makes play marginally more enjoyable than on the Amiga.

OVERALL 81%

OVERALL 86%

Diskette: £24.95

COMMODORE 64/128 Diskette: £14.95

Definitely the weakest of the four, most notably lacking the three-dimensional graphics and the game analysis feature. Some of the program's other aspects are also a little awkward to use - the board set-up feature for instance. This seems to be a case of attempting to fit too much into a machine which Isn't really capable.

OVERALL 70%

P L R y E R

" . . . definitely a worthwhile purchase if you don't already own a competent chess program . . . The Chessmaster i s a s

good as you want it to b e . . . "

c COMPETITION Chess has a long history, and the arrival of The Chessmaster 2000 puts yet another slant on this classic game. Electronic Arts are offering readers of THE GAMES MACHINE ten copies of their computer version of chess - when you've read our potted history of the game, answer the questions and you could be playing The Chessmaster2000 lor tree! Armchair generals have honed their minds on chess, the archetype of strategy games, since about the second century AD. Experts disagree on its precise age, but the history is clear: developed by the civilisations of northwest India, the game trickled into Europe along the trade routes. Its complex variety must have grabbed the attention of medieval Europe's hairsplitting intellectuals, because by the late 15th century chess was well enough established for William Caxton to produce The Game And Playing Of Chesse, one of the very first printed books in English. Modern chess has hardly changed since the 17th century; the 64 squares and 32 pieces offer a mind-boggling number of possible games. Will they ever all be played? Perhaps - chess is found all over the world, and it's hardly a Trivial Pursuitisb fad. Its championships make headlines, and along with bridge chess is surely the most organised, most high-profile nonphysical game. The attraction of outwitting and crushing an opponent, simulating war, is perennial: even the Romans, who never had chess, played latrunculi (soldiers) on similar principles. And even if we run out of Fischers and Kasparovs, there'll always be a The Chessmaster 2000. 1) What is the name given to a move whereby a player may move two pieces at once - the King and the Rook? 2) Which piece may jump over other pieces7 3) Which colour moves first? 4) List the three legal ways of getting out of check. 5) With what move do you indicate surrender during a game? Send your answers on the back of a postcard or sealed envelope to CHESSMASTER. THE GAMES MACHINE, PO Box 10. Ludlow, Shropshire SY8 1DB. making sure they arrive before November 19th. Check the review before entering to make sure that there's a version of The Chessmaster for your machine - and don't forget to tell us which one you want if you win. Our usual competition rules apply - check the masthead if you're in any doubt...

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TRAVELS THROUGH ANEW UNIVERSE MORPHEUS

Hewson

COMMODORE 64 ONLY

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* n his three years at Hewson, Andrew Braybrook has

j established himself as one of Britain's leading programmers, with four high-quality releases to his credit. J After a brief encounter with the Dragon 32, Andrew's first programming achievement on the Commodore 64 came in 1984, when he converted Steve Turner's Spectrum shoot 'em up, 3D Luna Attack. A year later Andrew's first original product followed - the cute platform game, Gribbly's Day Out. Gribbly achieved cult status, and the Braybrook reputation was strengthened by the release of Paradroid and AlleyKat. Phenomenal sales made Uridium Andrew's best-known game, which was still receiving awards a year after its release. After nine months of development work, Andrew Braybrook is almost ready to unleash a new game - probably the most outstanding On the surface. Morpheus seems wanted to have a real spaceship, program he has written: Morpheus. like any other Braybrook release featuring impeccable presentation, clear, metallic graphics, appropriate sound and plenty of playability. But what makes it so special is the meticulous attention to detail, something Andrew is reknowned for - but never before to this degree . . . "With Morpheus I tried to create a whole universe inside the 64, where things happen off-screen and affect the way the game plays," explains Andrew. "I

and aliens with more character so they react to the player, get injured and aggressive. It's the most flexible and involved game I've written: there's a lot more subtlety and detail than ever before." Indeed there is. The aliens in Morpheus don't behave like aliens in other shoot 'em ups. They all have individual characteristics and that doesn't just mean indentifiable movement patterns. They move at different speeds and respond with alarming intelligence

TGM TX

DATE: 10-87

83/132


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FEATURE PREVIEW

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to your movements - and can be wounded, either by not hitting them accurately or using obsolete, ageing weaponry. Wounded aliens run away, or more often, get extremely aggressive and spew bullets everywhere. During play, it's very easy to develop a loathing for particular types of alien. Both the weaponry and the systems which may be added to the ship are important aspects of the gameplay. Instead of simply collecting extra weapons as in most progressive shoot 'em ups, you have to pay for extra firepower and order the weapons specially.

THE AYTHER WAY The Morpheus universe features 50 sub-universes, or Aithers, each consisting of a central Nucleus surrounded by 32 Orbitals. Orbitals are arranged around their 'parent' Nucleus in circles (single or concentric), spirals or clusters, and are slowly decaying. As they decay, Orbitals throw out Beacons which communicate their problem to the Nucleus - and the Nucleus responds by sending out replacement energy via a Rejuvenator. But the Nucleus only has two Rejuvenators. and so can't maintain a constant supply of energy to all the Orbitals, so Orbitals start to die. Eventually the Nucleus concedes defeat and shuts down the entire Aither. Play starts with your ship docked at base, where a new hull may be purchased, or systems and weapons commissioned, scrapped or installed. At the start of the game the ship has no room for extra weapons and can accommodate only one extra system. Once play has begun and points and money amassed for killing aliens and shutting down Aithers, you can dematerialise and return to base for a shopping trip at any time. A very powerful and welldefended craft can be assembled, given sufficient resources . . . Before launching into a game for the first time, you can choose which of the first eight levels to begin with. The Attract Mode shows a representation of a Nucleus. which spits out Orbitals in patterns which correlate to the eight levels - pressing fire at the appropriate moment allows a start level to be chosen.

With a hull large enough to aupport two extra weapons an advanced ship hastens the Positive Orbltal's decay

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Shopping

T1MESUCES The aim, once you're out in space, is to hasten the demise of the current Aither. Decaying Orbitals can be killed off by a well-placed blast from the laser cannon mounted in the nose of your craft. The number of Orbitals that must decay or be destroyed before the Nucleus gives up and closes the entire Aither down starts at one and increases to a maximum of ten as you get further into the game. Morpheus also has its own timescale measured in Timeslices, which are about two minutes long - and while hanging around in an Aither

84/132 TGM TX DATE: 10-87

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GOING SHOPPING low. Shield Generators are similar to Three hulls are offered for sale - batteries, only they supply energy the cheapest costs 25,000 credits to the shield matrix, which is then and can support three systems converted into shield power by and two extra weapons, while the Shield Replenishes. biggest and most expensive hull A Charge Display shows the balcosts 150.000 and is capable of ance of charge stored from dealings with Orbitals. and a Shield carrying seven systems and four Display shows the status of the extra weapons. shields. The Nucleus Locator indicates SYSTEMS the general direction of the NucA small but useful selection of sys- leus - useful for finding the Nuctems is available from the outset, leus and picking up a bonus once and a total of 16 systems become an Aither has shut down. available. Some, like the Double The Charge Proximity Locator Glazing Windows achieve little - lights up and makes sound when other than turning you into an near an energy source, such as an intergalactic boy racer. Here's a Orbital, while the Remote Locator run-down on some of the more gives an audio indication as to how important items .. far off screen the Remote Droid is Inertial Convertors produce (see Weapons panel). energy from your ship's movement - the faster the ship moves, the faster its energy level is WEAPONS replenished. Initially weapons are not as imporSolar Cells on the other hand sup- tant as systems, and only really ply a constant, albeit reduced flow prove useful later in the game of energy, which means you don't when the aliens get meaner. have to race around and endanger Extra firepower comes in two your life. forms: four and eight way fire, with Batteries act like reserve energy rapid, extended and simultaneous tanks, storing energy when the fire versions which fire all guns and ship has plenty, and releasing provide a wider angle of fire. Extra energy should supplies be getting fire systems are especially effec-

HULLS

systems,

tive when bolted on to a Remote Droid, as the aliens get confused about whether to attack the ship or the Droid after its launch. Remote Droids can be bolted on to the side of the ship and launched in space, whereupon you can take control and go on a killing spree. Disruptors - or 'smart bombs' appear later in the game where they prove essential. Disruptors don't function like just any old smart bomb. Instead, they need time to build up enough power, before unleashing it on unsuspecting alien life forms, and the effect is longer lasting than that in, say, Defender. It takes a lot of energy to 'prime' the Disruptor, although a fail-safe is thoughtfully built-in the Disruptor stops charging up if it realises you don't have enough energy. Alternatively, releasing the fire button - used to initiate the process - is just as effective. Early Disruptors are slow to build-up charge and re-load, but they function well enough. Keeping up to date with developments is important - using an old Disruptor when the aliens have evolved considerably may only scratch the surface of everything on-screen, which of course gets the aliens more than a mite peeved . . .


waiting for Orbitals to die of their own accord is one way of progressing. it isn't the route to success. As time progresses the aliens become more of a threat, shooting more often and more accurately and generally getting more aggressive. One alien for example. Bia, avoids your ship to start with but by Timeslice 14 he's learned to fire - and a few Timeslices later it's you who's avoiding him! Aliens also get more intelligent, and become immune to weapons, so you have to keep buying the latest equipment - back at base the manufacturing plant produces increasingly more sophisticated items as game-time expires. Timeslice 50 marks the stage after which no further refinements in technology takes place, and after Timeslice 60 you can't buy any more weapons or systems.

ABSTRACT Graphically, Morpheus is significantly different to previous Braybrook offerings. There are no smooth scrolling backdrops, and the aliens resemble abstract subnuclear particles rather than shiny, bas-relief spaceships. "Yes," Andrew admits, "the aliens are more abstract - more artistic than just defined sprites. I can't draw, but I consider myself to be a competent graphics artist, using the crude capabilities of the machine in such a way as to produce a decent overall effect. They were designed to work: I like to think that all my graphics work and don't look out of place with the rest of the game. But Morpheus is very much a dynamic game - most of the graphics don't look too good until they move." Andrew Braybrook is a perfectionist, and he goes to great lengths to ensure that everything is consistent and his games have an overall coherency. Which is why Morpheus has taken so long to produce - most of his effort has been channeled into making sure that nothing looks out of place. Nothing does, and as a result he has created a highly believable playing environment and Morpheus is very absorbing to play.

Docked at baao and ready to roll — the baalc ahlp

To give Morpheus greater coherency, all the names used are based on Greek mythology . . . It's not the product of the programmer's Classical Education: "I went down the library one evening and had a look through a few books on Greek mythology," Andrew admits candidly. In Greek and Roman mythology, Morpheus is the shaper of dreams, who sent creatures of non-human form down to Earth - Morphi - to make

" . . . I consider myself to be a competent graphics artist, using the crude capabilities of the machine in such a way as to produce a decent overall effect."

OUT IN SPACE The ship behaves rather unusually in space, arguably more 'realistically' than the vehicles used in most shoot 'em ups. Moves on the joystick set the craft off in the corresponding direction, travelling over a starfield that has three levels of perspective and scrolls in all directions. Inertia plays a major part in the control system - the ship drifts in a direction until reverse thrust is applied, and it's easy to overshoot objects or crash into them. In order to dispose of an Orbital, the nose of the craft has to be lined up precisely with a port on your target, and getting into position can prove dangerous as well as difficult when intelligent aliens

IT'S ALL GREEK . . .

come on the scene. It's rather like learning to drive a car - it takes plenty of practice and perseverance to become conversant with the controls, but once mastered it becomes second nature and the feeling of total control is unsurpassable. One aspect of Morpheus which isn't as pronounced it was during the stages of development is the Positive and Negative Phases. "They were going to be more important than they turned out to be. but now it's only a graphical difference - a plus sign in the Positive Orbitals. and a minus sign in the Negative orbitals. Originally, there was a fair bit of ferrying about involved, trying to balance positive and negative charge. But it proved a bit too tedious so I made it less of an important factor - you don't have to worry about it, although you still get more points if you maintain a balance of charge and the ship is always neither full nor empty."

EXCELLENT

"It could even convert a few cynics who feel that the genre lacks subii stance .

Clearly a great deal of thought as well as programming effort has gone into Andrew's latest production. and the peripheral touches show all the professional gloss that we have come to expect of the man. Excellent sound effects, provided by Andrew's partner at Graftgoid. are used throughout there's a superb scream effect as an Aither closes down, and a heartbeat thuds while you're in

people dream. Phobetor and Phantasus are the brothers of Morpheus and sons of Hypnos. and now they are aliens . . . Collectively, the aliens are called Morphi, and Morpheus is the ultimate Morphi - with five stages of growth, he starts life small and slow, and gets bigger and a lot meaner as time goes on. Oh, and Aither is the void on the way to Hades.

space, building tension subtly by increasing the pulse rate as the ship approaches a Nucleus. All the usual Braybrook options are there too. including a one or two player facility. Pause and Restart and the ubiquitous highscore table - Today's Heroes. On the disk version, there's an AllTime Top Ten Greats table, saved to disk for posterity. Andrew is currently producing a detailed booklet to give the whole package a classier feeling. "I'm including a Quick Stan guide for someone who just wants to have a bit of a blast, along with a detailed scenario explaining how the individual systems, weapons, and aliens work. I've also drawn some pictures on the Amiga to show how things work, and pictures of the 16 systems which I'm hoping to use in the manual." Morpheus is undoubtedly an involved game. There's a lot more to it than is covered in this preview, and most of its subtleties will only be discovered during play. We've been promised a complete copy of Morpheus, including the comprehensive players guide in time for full consideration next issue. A price hasn't been fixed at the time of writing, but it's likely to be ÂŁ9.95 on cassette. It's difficult to say whether Morpheus will appeal to all shoot 'em up fans - but we're convinced that there's nothing quite like it and it bears all the hallmarks of a classic. Who knows? It could even convert a few cynics who feel that the genre lacks substance.

TGM TX DATE: 10-87

85/132


COMPETITION IN THE SHADES

r v

A new interactive, multi-user game has recently started up on Micronet the area of Prestel run independently for home computer users. Inspired by the original MUD, Shades was written for Micronet by Neil Newell. To access the game you need a modem capable of 1200/75 baud Viewdata operation so that you can get online to Micronet, which occupies a considerable chunk of British Telecom's Prestel information service. You also need a computer, a telephone and of course an account number valid for either Prestel or Micronet - apart from telephone charges (usually at the local rate), playing Shades costs either 6p a minute or 1.62p a minute depending on whether you're a mere Prestel subscriber or have taken the sensible route for any home-micro-owner, and are entitled to the cheaper rate because you are a Micronet subscriber. Up to eight people can play in one Shades game, and up to eight games can be run by the system at any one time. Entering a game with your specially assumed Shades persona, the aim is to wander around the land you find yourself in, collecting treasure (for deposit with a mad king) and interacting with the other players, known as Shadists. Points are built up and added to your persona's character in a number of ways - killing other players numbers amongst them. The games reset every so often, so if all the other players have nabbed the available treasure it won't be long before you get a chance of collecting some yourself. Points are added to the score associated with a player's persona and are transferred with characters from game to game. The ultimate ambition any self-respecting player is to advance from the starting rank of novice to Wizard or Witch Shades is an equal opportunities game. The range of commands available is remarkably large - for instance there are over 40 ways of interacting with another Shadist on-line. Apart from killing him or her. that is. If the idea of playing Shades appeals to you, but you lack the modem, Micronet might be able to come to the rescue. They're offering a couple of modems, together with a Micronet subscription and 25 hours free play on Shades to two winners of this competition. All you have to do is answer the four questions we've set, complete the tiebreaker in 15 words or less and post your entry to SHADES COMPETITION, THE GAMES MACHINE, PO Box 10, Ludlow. Shropshire SYS 1D8 in time for it to arive before the day on which the two winning entries are to be drawn - 19th November.

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A Pace LINNET auto-dial, autoanswer intelligent modem. Plug this into your computer, connect it up to the phone line and the world of online communications becomes your oyster.

TOGETHER WITH ONE Y E A R ' S FREE S U R S C R I P T I O N TO Connecting your computer to the vast information store provided by Micronet gives access to on-line, interactive games - including SHADES and the multi-user space strategy game STARNET. There are interactive CHATLINEs where Micronet subscribers can converse with one another by typing messages on their computer keyboard and

broadcasting them to the Micronet world at large. News, reviews, and downloadable software are all available to the casual browser, while special areas of The Net. as Micronet is known to its users, are given over to machine-specific databases where you can find all the latest information relevant to your micro.

25 Hours of free adventuring in the land of SHADES

I w a n t to play S H A D E S b e c a u s e

SHADIST1C QUESTIONS 1) What does MUG stand for? 2) What do SHADES players call themselves? 3) What is the pub in SHADES called 4) SHADES players start as novices - what is the next level? Our standard competition rules apply, check out the masthead if you're in any doubt.

86/132TGM

TX

DATE: 10-87

NAME ADDRESS S e n d your entry to S H A D E S C O M P E T I T I O N . T H E G A M E S M A C H I N E , P O B o x 10, L u d l o w , S h r o p s h i r e S Y 8 1 D B

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SPECTRUM + 3 £ 1 2 . 9 9 SPECTRUM 48/128K £ 8 . 9 9 AMSTRAD

TAPE £ 9 . 9 9

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TAPE

£9.99

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Atari ST £ 1 9 . 9 9

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Units 2/3. Hoi ford Way. Hoi ford, Birmingham

TOMORROWS SOFTWARE TODAY B6 7AX Tel: 021 356

3388


THE SMUTTIER SIDE OF SOFTWARE . . . Mel Croucher finds that where there's muck there's bras

The Hunchback reached Esmeralda's tower at last, having evaded the soldiers, one out of every 20 of whom was homosexual. "Come away with me, fair Princess, for I have rescued you, and you are mine! " he gurgled repulsively. Esmeralda put down her soldering iron, and looked up from the short-wave radio she was constructing out of recycled household wastes. "Bog off. shorty, " she replied, " I choose my own company. I don't want to catch AIDS and what's more. I like it here. '' Game Over.

emotionally weak, intellectually stupid and physically dependent on men? In software 'the fairer sex' is rarely treated fairly, because software is SEXIST. The dictionary defines Sexism as 'discrimination on the basis of sex. especially the oppression of women by men1 and the chances are that nine out of ten of you readers out there are happy to keep things that way. Maybe you are frightened by women, maybe you genuinely believe that somehow you are superior to women, maybe you've never even thought about it.

^ ^ hat gameplay is a whole lot " P more realistic than the ones on offer at your local software shop, but everyone knows that reality is the last thing computer games are concerned with. Even though the majority of the population of this country is female, female adventure gamers make up only 15% of the total, and when it comes to arcade games less than 5% of the players are girls. How can it be otherwise? What is attractive in playing a game where you are depicted as being inferior.

HEALTHY SEX IN GAMES Healthy sex in computer games was pioneered by the same person who pioneered practically every other entertaining concept in British software. I refer, of course, to myself. In 1981, the Sunday People condemned me for releasing titles like Love and Death for the over-18 age group, which involved matters such as seduction, conception, birth, puberty and morality. My crime seems to have been that I was promoting the idea that sex was sometimes amusing, and often hysterically funny. The probing went as far as the House Of Commons, where the wonderful Dr Oonagh McDonald MP trashed hysterical allegations on behalf of my good self, and rightly condemned mindless violence and sexism in games as being the real dangers. Since then very few titles have been released which deal with the realities of sex, with notable exceptions like Activision's Alter Ego, written by a clinical psychologist! This disk-based little gem gave the player the option of taking on a male or a female personality when dealing with the ups and downs of sex. and was a commercial non-event. The brightest spot on the sexual horizon is probably Fergus McNeil's

forthcoming Enchantress, which boasts a female lead character, a female villain, and "where women are intellectually far superior to slobbering idiot men breaking wind all day." McNeil's games have usually featured strong-willed women, but he admits: 'I have been guilty of mocking homosexual stereotypes. I won't be accused of racism or treating women as inferior beings, but I suppose gays are a way of raising a cheap laugh, and very few of them hit back. Nothing in this industry is moral, but I regret exploiting any group simply for what they are. I think boys are buying Barbarian for the poster, the game is irrelevant."

SOFTWARE SEXISM NOW Which brings us face to face with selling computer games to young boys with the aid of women's bodies displayed as sex objects. The Barbarian promotion has been incredibly successful. and current adverts show the half-naked slave girl lying submissively at the feet of the warrior muscle man. who grips his four foot long phallic symbol above her head at an angle which is blatantly rampant. A glance through the current adverts shows an outbreak of naked female flesh of epidemic proportions, and as most of them are airbrushed paintings, the flesh itself owes more to wish-fulfillment than human anatomy. Imagine's Athena artwork shows a woman from Dynasty in her bra and panties about to be ravished by some sort of a stud bull with a huge metal sex organ. Renegade features a Tina Turner clone dressed up as a prostitute, clutching another phallic symbol, while a couple of Village People guys fight for the right to have her. Game Over uses the simpering silicon-job inflatable woman stereotype, breasts almost secured by thongs and metal, while some armour-plated geezer embraces her from behind, clutching the inevitable symbol of male power, his hand-gun. Firebird's Mystery Of The Nile lets a Cindy Doll fall forward in order to display her pointed mammaries, and spread her limbs apart, while the ugly Arab clutches his umbrella-penis, and the hero in wellie boots grips, guess what? That's right folks, his hand-gun-penis. The women on the packaging are, in fact, irrelevant to the gameplay, but the idea they are selling is that woman are nothing more than trinkets to be won, like sweets handed out for being good little boys, or more often than not, naughty little boys. I decided not to interview any little boys in putting together a reaction from the software industry to this sort of sexism. There seemed very little point.

88/132 TGM TX DATE: 10-87


OPINION PAT BITTEN is the flame-haired, nightclub-voiced* leaderene of Mirrorsoft. As she sucked on a King-Size, and I sucked the stem of the single red rose she had threatened me with, I asked her to justify the extremely sexist artwork for Defender Of The Crown. PAT: I inherited it from the States, and as far as I'm concerned it's a spoof. MEL: Vou mean that the young lady isn't anatomically correct? PAT: Oh no, anyone can see that her pose is absolutely realistic, I mean the poor girl couldn't stand up with boobs that size, and that's why she's flat on her back lying across a horse! PAT BITTEN MEL: So you wouldn't condemn the use of Page-Three girls to promote games for children? PAT: Listen, the use of Maria Whitless for Barbarian was a very successful publicity stunt for Palace Software: more power to their elbow, if you get my meaning. But I think that the use of TANIA YATES big-busted women is totally unnecessary in games. People like you may be used to half-naked women at press launches, and you might just have enough sense to see through the hype, but the average 14 year-old boy player is being exploited far more than the girls are. MEL: So why is the average player of these games a 14 year-old boy? PAT: Easy. Women are much too sensible to waste their time playing computer games. We've got far better things to do. Like sell them!

women. They honestly believe that they are somehow superior. It really is very sad. I'd feel sorry for them if I didn't find them so pathetic. You once wrote a piece about me which was an obvious send-up. Remember? The one about me dressing up in leather and getting up to all sorts of private, er, amusements. Well, some pillock lured me to a meeting pretending to want to discuss some software deal, and it turned out what he really wanted was the sort of thing Cynthia Payne can provide! That's the kind of male idiot I have to deal with. MEL: Pat Bitten reckons that women have got better things to do than play computer games. Do you agree with her? PAULINE: Girls at 14 or 16 have a much better time than boys of that age. They are more mature, they grow up faster in every sense. They go out with men, not boys. Half of the lads who are into computer games are not

some unaccountable reason, you offered to give me your thoughts on sex and sexism in computer software. Can you remember if you have ever promoted a sexist game yourself? CHERI: No comment MEL: I see. Has Softek, or The Edge ever resorted to Page Three-type graphics to sell your games? CHERI: No comment MEL: How very interesting. What's your personal attitude towards this sort of thing? Do you think it's harmful? Do you believe that it reinforces harmful stereotypes? CHERI: No comment MEL: Well, that's fascinating. Thank you for refusing to answer my questions, verbally, in writing or by singing telegram. Do you think that gross indecency is having serial sex with 144 people? SECRETARY TO CHERI: Cheri does not wish to talk to you anymore. Goodbye.

PAULINE GARSDEN (38-21-38 incl. VAT) has held powerful positions in several software companies, and after leaving Argus, she set up her own firm. Endurance. I spoke to her lying in my bath, as she lounged, cradling a glass of crushed passion fruit, purring her words into my ear* Luckily for her. we were talking by telephone. MEL: As far as I know, you've never been involved with promoting a sexist product. PAULINE: And I certainly never would. When I was at Argus, the biggest tit we promoted was Rupert Bear. After I left they released a casino game with the ample assistance of the biggest pair that money could buy . . . pathetic! No, I have never launched a sexist game. Biased towards boys, yes, but never exploiting women. The Barbarian circus is itself barbarian. That sort of rubbish exploits the lads as well as girls. It's an insult to men as well as women, and it is simply not relevant. MEL: What would you do if someone offered you a lot of money to pose for a Page Three type photograph? PAULINE: Page Three girls are making a living, and if I had a 38 double-D I might do it. To pay for the plastic surgery! No. I wouldn't, not a chance. But I won't stop other women if they want to. MEL- Why do you think so many games use these sexual stereotypes? Why now more than a year or two back? PAULINE: The guys that run software now are sexists. Make no mistake about that. They really do believe that they are stronger and cleverer than

yet capable of relating to girls, and I think that it's easier for them to relate to electronic characters and a joystick. Playing with your joystick for hours on end has got an obvious Freudian significance, hasn't it. Yes, I agree, girls have got different priorities, that's all. MEL: Have you never enjoyed playing one of these so-called sexist games? PAULINE: I wish Robtek would come out with a women's version of Hollywood Poker. MEL: With me as the stripper? PAULINE: No dear, with Burt Reynolds.

TANIA YATES is staff reporter for Computer Trade Weekly. She has been described as a fawnlike beauty, a nubile nymph, a fragrant hackette.* This is exactly the sort of sexist claptrap that infests computer software, because although all of these descriptions might well be true, they ignore the fact that she is an articulate and intelligent journalist.

MEL: You recently wrote an analysis of sexual stereotypes in computer games. How did you feel personally about what's happened in software? TANIA: Boys aged 12 to 16 are getting interested in girls. This is an obvious fact. Using the sexuality of mature CHERI LANGDELL. the ravishing women to attract these young boys to blonde Californian ex-hippy" Doctor very ordinary software products is of orthodontic literature, handles cheap sensationalism, and when I media scum like myself, on behalf of know for a fact that 8 year-olds are THE EDGE/Softek group. It took me being targeted. I believe that children two weeks to extract the following of this age should be protected from it. revelations from her. MEL: But how does it affect you personally? MEL: In your last telex to me. which you addressed to Percy, my parrot, for TANIA: Personally? It degrades

TGM TX DATE: 10-87 89/132


OPINION women. It degrades me. It promotes the idea to young boys that women are readily available to drop their knickers at the click of some boy's fingers. This is really unhealthy, and morally it's unforgiveable. We are not going to drop our knickers when men click their fingers, we must be free from these stupid male prejudices. We are not some sort of prize that can be won by completing a game! MEL: Would you like to see software where the roles are reversed? TANIA: No. I'm against all sexism, against sexism of both sides. MEL: So what do you think can be done to encourage these boys to treat women with respect, and not just as sex objects? TANIA: These games are so unimaginative. But the situation can be changed. Women who work in the software industry have got voices, haven't they? If we don't protest nothing will change. Authors, advertisers, software companies have got to show some imagination. If women had not protested in the past we really would still be the property of men, we would never even have got the vote!

CHRISTINA ERSKINE

CLARE HIRSCH

90/132TGM

CHRISTINA ERSKINE is one of the several gorgeous, pouting women who hold down the job of editing com- at a premium price, so the packaging puter magazines'. and content has to reflect this. MEL: In other words, software houses MEL: As Edrtrix of Popular Computing that indulge in sexism are like the Daily Weekly, do you object to sexist Star, whereas you try to be like The adverts helping to pay your salary? Guardian? CHRISTINA: Are we talking nipples CLARE: More like The Independent. here? MEL: I accept what you say, but I am MEL: Yes, we're talking nipples. also aware that you use your own CHRISTINA: I will not interfere with sexuality when you are promoting judgements made by the advertising your software. For instance, I've seen department of my magazine, just as you soft-selling dressed in very little they would never interfere with my apart from a see-through string vest. editorial decisions. I will not act as CLARE: Yes, of course I use my own censor, where would I draw the line? sexuality, what do you expect me to MEL: Through the nipples. do, hide it? It was a Marks and CHRISTINA: But as a woman I really Spencers cotton top. by the way. and do object to it. It makes me bloody there was a heatwave on. I don't angry, and the Companies that are complain when my sexuality gets responsible know exactly how I feel, turned back at me, as I say, I use it. I've made sure they do. These adverts MEL: Obviously you are not upset by are irrelevant, no. they're more than sexism in games. that, they are downright misleading. CLARE: I am definitely not offended, They set out to inflame 15 year-old no. Each to his own. These women are boys with the sort of sexual values that not exploited, they know what they're went out a generation ago, and what doing, and I don't think women have do they end up with? A load of pixels much to gripe about these days. There on the final screen that may as well be is still some sexual discrimination, but Frank Bruno, he's got a bigger chest! being a woman can work to your MEL: You actually play more advantage. If it was an all female computer games than most women. market they'd be showing men in CHRISTINA: Yes. As a games player loincloths on the covers. I am so tired of controlling a bunch of MEL: They already do. So why is it an beefcake pixels rescuing a bunch of all male market? wench-pixels. It's so unimaginative. CLARE: I really don't know. The It's so boring. Let's have games where differences between male and female women can look after themselves are essential. Haha. And there is an instead of these loads of old . . . essential difference in the way boys MEL: Nipples? and girls are brought up. Nine and ten CHRISTINA: old cobblers. year old boys are aware of women, and the differences between boys and CLARE HIRSCH is a sultry, dusky, girts. They are already becoming pocket Venus* and Activision's Group sexually aware, so the use of tits and bums does have some influence, even Marketing Manager. at that age. My little brother started MEL: Activision doesn't seem to go in kissing girls in the playground at 7! for tits and bums, in its software that Yes, he would be attracted by this sort is. Is that because you won't allow it? of packaging, it's all part of the same game. You personally. CLARE: It /smy decision, but we don't think that we are in the tits and bums end of the market anyway. We like to think we're selling premium software

TX DATE: 10-87

MARIANNE SCARLETT is whacky. When I last spoke to her she wanted to whack me. As Headmistress of St Brides she has been responsible for adventure entertainments like The Very Big Cave Adventure, Bugsy and The Snow Queen. MEL: Tell me about sex. MISS SCARLETT: I would rather be a millionairess than a millionaire. Most of all I would rather be a milliner. As for sex-type sex, we only take young ladies as our pupils, eight at a time, lots of arms spread, knees bend, you know. MEL: I can't help noticing that you are wearing a red velvet evening dress, gloves and that your lipstick has come off on the neck of this wine bottle. You're not going to talk about sexism in games are you? In fact this interview is a complete waste of time, and we may as well forget it and enjoy the booze. MISS SCARLETT: Moonlight becomes you. I'm thrilled at the sight, and I could get so romantic . . . tonight. If I say I love you, I want you to know, it's not just because there's moonlight . . . oh no. Moonlight becomes you so . . .

GAME OVER Girls grow up faster than boys. They reach puberty before boys, at which time they are physically bigger, emotionally more mature and intellectually a wee bit smarter than boys of their own age. Perhaps boys never get over this fact of life, and when they grow up into men they make up for it by sticking pretend women on little television screens and on tacky cassette covers. where little boys can use them for sexual fantasies or be encouraged to view them with contempt. Women in the software industry have summed this up in one word. Pathetic.

MEL: But what if the girls don't want to be kissed by little boys? CLARE: Then they can do exactly • examples of sexism in my what I do. Tell the little boys to get lost. own writing.


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John Minson dallies awhile in Knightmare Castle

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Imagine a world where anything canjiappen, a castle where every room holds a new peril, a possible trap. Imagine a dungeon into which a sirigle adventurer may venture, but only jf he or she is wearing a magic helmet which reduces the wearer's field of view to a small area - directly in front and downwards. Imagine a game,show in which the only prize is success within the dungeon-... and the cost of failure is death. Imagine the world of Knightmare... even started recording. nightmare is the new series So the first thing that Tim and Angfrom Anglia Television, which has taken the idea of the adven- lia's Press Officer Tom Walshe did when I arrived at Anglia's Norwich HQ ture game and transported it to was to sit me down in front of a video the TV screen. It's being broadcast every Monday across the ITV net- recorder to view the fifteen-minute pilot that had persuaded the company work. and though its been scheduled to embark on their own adventure into into a children's slot, the show is this untried area of television. And. destined to pick up a devoted followboy. was I impressed. ing of all ages. It's also set to run for a mere eight GRISLY GRAPHICS episodes, but I'm willing to bet my favThe show begins with a narration that ourite broadsword that we'll see a sets the fantastic scene, as a comnew series before the year is out. In puter animation of a helmeted head fact American TV wants more than strips away to a face, a skull and finally that - executives who've seen the to two eyeballs. This grisly graphic pilot programme have made noises prepares you for the horrors to come, about a run of 50 shows! and reappears during the game to All of which is gratifying to everybody involved in the series, but especially to its deviser. Tim Child, who spent two long years persuading The Powers That Be that a show as boldly innovative as this was possible. But what is Knightmare? As the series only started on September 7th (and in a frustratingly early slot), there's a chance that some people won't have caught up with it yet. In fact, at the time of writing it hadn't

K

94/132 TGM TX DATE: 08-87

Tim Child, deviser of KNIGHTMARE, involved In yet another script conference with the show's producer, Sally Freeman

indicate the adventurer's strength. Then it's time to meet Treguard, the bearded dungeon master who hosts the show from the safety of an antechamber. though he does manifest himself in the gloomy caves to offer advice and words of warning. With the preliminaries over, the adventurer is introduced - using TV wizardry the contestants are plucked from our dimension to materialise in Treguard's presence. Three aides accompany the voyager, and they watch the action from the sidelines, thanks to a little basic TV studio magic, shouting instructions to their blindfolded friend. From here on in it's adventure all the way . . . at least until the adventurer has made so many mistakes that his strength is reduced to zero and the four players are returned to the mundane world of late buses and school. Only a few will manage to penetrate all the levels - and by so doing, gain their freedom. If you've ever played an adventure game on a micro you will have an idea of what to expect. The masked adventurer is the 'puppet' character who,


GAMESHOW unable to see clearly, is commanded by the other three players. Instead of typing in 'Go North' at a computer keyboard, they might shout 'Walk forwards a little' or some other appropriate command.

OPEN-ENDED

Where Knightmare differs from a computer game is that it's totally openended and anything can happen. If a team tells their hero to pick up an object, he will do so. There are no' You can't do that' or 'I don't understand' messages in these caverns. The experience is much closer to role-playing games like Dungeons And Dragons, where the players can suggest any course of action that they think fit... and somehow the Game Master has to find the rules that allow them to do it. Each chamber of the Knightmare castle presents its own perils, from giant snakes to uncouth druids who insist on referring to the adventurer as 'Dogsbottom'! Sometimes the only way out will be to run. guided by the advisers who must make a snap decision about which path to follow. Or perhaps there will be some humanoid dungeon denizen who demands a particular treasure or the answer to a riddle before allowing anyone to pass. Either way, success means that the 'completed' room zooms away, to be

replaced by the next one, rather like screens flipping in an arcade game. It's a small reminder of the television trickery that's creating the magical world, but more about that later. Like all good adventures, Knightmare castle continues through a succession of increasingly difficult levels, with ever more dangerous apparitions. The only thing that can stop an adventure, other than death, is time itself. Sadly the dungeons are not immune to the constraints of television, and adventures are broadcast in half-hour episodes. But the participants will escape the temporal disruption of 'natural breaks' because, as producer Sally Freeman explained to me, adventures will be recorded in one session, whenever possible, to keep it all vivid in the minds of the players. As the titles rolled, Tim told me that this was in fact the second pilot that had been made, which is something of a surprise. Most new shows have one experimental episode, and that is usually meant for transmission.

. . . he scraped and cajoled and somehow managed to make the first pilot on a budget of nothing . . .

TV REALITY

But in the case of Knightmare the pilots were made to prove that Tim's brainchild could actually be turned into TV reality. Some television producers seem to have an in-built distrust of anything to do with computers - despite their job of choosing what

young people see, they're far from young themselves. There's very little real understanding of RPGs or computing inside TV companies - unless it's yet another demonstration of how wonderful the BBC Micro is for book-keeping. The common reaction of executives seems to be that nobody would want to watch people just playing a game. All of which is probably true in itself, but Tim had realised from his experience presenting The Soft Spot, a local computer programme, that this new form of entertainment wasn't a threat to television, but that programme makers could learn from hi-tech leisure. His constant adviser in his quest to convert those thrills to the TV screen was his son, 11-year old Ben, who's also his harshest critic. Tim saw that by taking the best elements of board RPGs and the problem-solving of computer adventures, he could create a game show that would break all the rules of TV. It wouldn't offer prizes and it wouldn't have a set pattern . . . but it could be superb television. So he scraped and cajoled and somehow managed to make the first pilot on a budget of nothing, and it cast its spell on the Anglia executives who put up money for the second one. The first questions Tim faced, two years ago, were about the nature of the show. RPGs provide a versatile

ART FOR THE COMPUTER

Even if Dave Rowe's name doesn't immediately ring bells, you should recognise the man's artwork from countless computer game inlays. For exampie. he's the man behind almost all of Starlight's illustrations and a good number of Firebird's, and he provided the painting used for the Softaidinlay. Recently though, Dave has been forced to turn down work because his time has been taken up with one major project... the backgrounds for Knightmare. His involvement started two years ago when Tim Child contacted Paula Byrne, currently a senior executive at Telecomsoft (the people behind Firebird and Rainbird), but then at Melbourne House. He was looking for the name of a good fantasy illustrator, and Dave's name sprang to mind immediately.

ART FOR ART'S SAKE

As we've already said, there was virtually no money for that first pilot, but Dave produced three pictures with overlays to extend their versatility. Then, when the time came to produce the second pilot he produced eight more . . . this time getting paid for his troubles. T h e master at work: comDave was still sweating away to meet the deadline when I met him - you David Rows another just can't be late when a TV series depends on your contribution. But he says pletes yet for Incorpohe's enjoyed the experience, and learned a lot from it. He's also pleased to painting ration In the report that none of his paintings have come back for alteration. KNIGHTMARE sysAfter some initial meetings in Norwich, when he got a chance to experitem ment with the Supernova, Dave started work at his home/studio just outside Winchester, and soon got used to working to the strict perspective grid. He now receives details of the rooms from Tim, often via his newly-installed fax machine, and from these produces a pencil sketch. At this stage he can work out if there will be any other blue flats needed, for pillars or boulders for instance. He then paints a rough version of the scene to check out the colouring and details.

ADDING TEXTURE

It all starts with a written brief which lend* to pencil roughs ... .. . thatdovolop

Into

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The final stage is the painting itself. One of the most important features in a finished painting is the use of texture, and to this end Dave's been experimenting with various techniques. For example, as an alternative to simply using an airbrush, he's been waxing the paper so that the ink clings to it in drops. To help him get the stone effects he's got a library of slides shot in places such as Winchester Cathedral. He also sends off sheets of texture to Anglia, so that they can be used as 'paint' when the picture is converted into a computer image. But Dave says that though he's extremely impressed with the Supernova, he thinks that in the long run he'd need a strong drawing to start with, before he could work with a computer. And with 24 more rooms to have painted by Monday he doesn't really have the time to learn the techniques of new technology quite at the moment!

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GAMESHOW The actors have to convince the adventurer that they really are wizards, knights or whatever, otherwise the illusion is ruined

CHROMA-KHIOHT

framework and can cope with a number of different adventures, but Tim decided to go for the Middle Earth milieu as the most durable. Next came the question of production techniques. The idea of doing the thing for real in an actual castle with an outside broadcast unit was soon rejected as too constrictive. Instead Tim decided to use techniques which were already commonly used in drama productions and adapt them to the game.

CHROMAKEY

The secret of all those rooms is a technique called Chromakey. Vou stand your actors and solid props in front of a blue screen. Now, by the miracle of vision mixing, the director can superimpose a signal from another camera onto the blue area. That's why the adventurers wear the helmet with limited vision. All they'd see, down on the studio floor, would be a lot of blue sheets. But in the ante-chamber the aides are able to watch a properly mixed version on a heavily disguised monitor, so that they see their hero crossing marble tiles towards a crumbling arch. Though the technique is common enough in TV, providing everything from sci-fi spaceship backgrounds to weather maps, could it be shown to work in a game series where anything can happen? The first problem is that to match the perspective of the scene with the angle of view, the chamber has to be drawn to a strict grid and the camera has to befixedin a single position. The second problem required a rather more complex solution. An adventurer may choose to go through one of up to four doors, which could

lead to a break between rooms. Some way had to be found of choosing scenes instantly . . . The answer came in the form of a computer - namely a 24-bit Spaceward Supernova, which uses 120Mb optical disks and comes in around the C85.000 mark. Suffice to say that Dixons are unlikely to be stocking this particular model! The Supernova lets Sally Freeman summon up chambers at the press of a button. Furthermore, if she wants to intercut a close up into the action later, the computer can automatically provide the correct viewpoint for the superimposed backcloth, thus providing much more visual variety.

This taught the Knightmare team another lesson - they would have to get the details of their fantasy world spot on. Sally recalls one meeting in Leeds where one of the youngest groups she saw came into the audition. Consulting the quiz, she decided to start them with what looked like an easy question and asked how many legs a dragon has. To her consternation they immediately asked what kind of dragon - red, green, gold? Just the normal type, she gasped, trying to cover her ignorance. As they got the answer right she made a mental note to kill Tim when she next saw him! By the RICKETY TREADS way, that young team will be appearing early in the series. During the development phase the team was learning what could be done Tim reports that the skill of the conand refining techniques. Instead of testants caused slight problems for relying on flat blue cloths, why not the people responsible for granting have other cut-out objects, so that the Knightmare a network slot. They had scenery has depth? There's nothing reservations, based on the belief that to stop you using a set of blue stairs the puzzles were too difficult and which can be transformed into rickety should be geared to the viewing audiwooden treads thanks to Chromakey. ence so that everyone at home could shout out the answers. With the technical problems in hand, the other important factor was But Tim wouldn't compromise. The to develop a convincing tone for the kids, he explained, were just so sharp shows. Role-players are, on the that they'd romp through the castle if whole, serious types who like to the puzzles were made easier, and in believe in their adventuring. That's a show where there are no prizes and why the recording had to be free from the competition is against the game breaks. itself, that would hardly be suitable. But Tim also had to get the right sort Luckily his arguments prevailed and of players for the teams who would he now reckons it will take a full three enter Knightmare castle, so he put out episodes to trace a path to the final an appeal for 12 to 14 year old fantasy level, and even then a team won't have fans to come forward. The response unlocked all the castle's secrets. was staggering, according to Sally. This left Tim the mammoth task of She toured the country auditioning writing scripts to cover every possible potential dungeoneers, armed with a situation and Sally the stress of keepset of questions provided by Tim. ing track of all those words. She

GOING SUPERNOVA

Freelance graphics doodles on the

effects Supernova

man,

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Robert

Harris,

DRAGON QUIZ

Robert Harris is the man who's responsible for turning Dave Rowe's paintings into images which can be called up from the Supernova's potential store of 1024 hi-res frames. Robert used to work with the BBC - you may have seen his effects in the TV version of Hitch-Hiker's Guide To The Galaxy- but he left the BBC to go freelance when he heard about Knightmare. Now he takes the paintings provided by David Rowe and manipulates them, using the Supernova, so that doors suddenly appear or a truly disgusting 'stomach' room pulses and churns through 16 frames of animation. The Supernova offers tremendous potential. Robert can choose the texture and colour from a section of wall then, using a electronic pen and drawing pad, can spray paint and cover an arch with it. The opening can then be made to reappear with the flick of a button. He's also developed even cleverer techniques when it comes to the dungeon monsters. The obvious way of creating an animated creature would be to store It as a 3D pattern inside the computer - however, as well as being more difficult to manipulate, this would also mean constructing a model. What Robert has done is to combine the best of the old and the new. As well as his computer room he also has a small animation studio, where the monster is made out of clay and animated through a movement cycle. Each step is shot by a video camera and digitised. The digitised frames can then be used in a variety of ways. Robert showed me how he can use the image of a spindly creature as a solid template, spraying white around its outside to give a shimmering, luminous effect. He then reversed the template and coloured the inside, to make it solid. By doing this to each stage of the animation he was able to superimpose the creature in the scene in a fraction of the time it would have take otherwise. The most striking thing about Robert's graphics is the quality of light. Every object, whether it's solid or painted, casts a shadow, and the electronic backgrounds seem to glow, casting a strangely hyper-real light around the dungeon. Though Robert jokingly describes the whole programme as being something like a maths exam (because of the tight perspective grid), the result looks totally unmathematical. I would have sworn that those stones had been gathering dust for centuries.


ADUNGEONIN YOUR FRONT ROOM!

reckons that much of the effort is spent looking after these details, so that she can react immediately, whatever happens. It's also a challenge for the actors who appear as dungeon dwellers, because they can't rely on set speeches. For this reason Sally and Tim have chosen actors very carefully, only using the best people they could find. The actors have to convince the adventurer that they really are wizards, knights or whatever, otherwise the illusion is ruined. There's one striking sequence in the pilot show where a wicked queen quizzes a contestant, who obeys her immediately thanks to the strength of her performance.

W

ARMLESS?

One thing that was missing from the pilot was magic, which now plays an important part on the the path to success. Adventurers enter the dungeons unarmed, but they can pick up spells en route, and using them successfully is a test of (you guessed it) spelling. That may not sound very exciting in itself, but Tim says that the ritual of remembering a spell name under pressure is extremely tense - especially as failure can result in the magic being turned back on the user! There are also warriors who may work with the adventurer, providing the correct answers to their questions are supplied. Folly the Jester keeps turning up too, offering hints. And there are even talking objects! Tim observes that the saddest thing is that they're writing a vast amount of material, much of which will never be used - it's vital to ensure that no two sessions will ever play the same and that almost every eventuality is prepared for. Sally, meanwhile, would like just one day off every week, but reckons it's unlikely that normal working patterns will be restored until the final brave, be-helmeted adventurer has bitten the dust. Making Knightmare capable of being played as effortlessly as it does calls for an incredible amount of work behind scenes. But it's work that's well worthwhile, as far as I can tell, because the result is a show like nothing you've ever seen before. The possibilities are almost endless. Once the techniques have been proved to work (Tim and Sally's main worry when I spoke to them) and the series has proved popular - about which I have no doubts - then it's time to look at further developments. Like a science-fiction scenario. Or maybe an adult version (and I've already put my name down as a contestant). Whatever happens, Knightmare is just the start of the adventure.

Television producers seem to have an Inbuilt distrust of anything to do with computers

ith a potential blockbuster like Knightmare. which involves so many computer effects, it was almost inevitable that a home version would be produced. With a potential blockbuster like Knightmare. which involves so many computer effects, it was almost inevitable that a home version would be produced. Anglia were selective in who they approached, and only three top companies bid for the title. In the end it was Activision who won the rights, and late November should see the release of 'Knightmare the computer game' on the big three 8-bit machines. ST users will have to wait until next January before they have a chance to sample its delights. The programming team is headed by John Dean. Also involved are Mev Dine of Prodigy fame and graphics artist Nick Cooke who did Enduro Racer on the Spectrum.

lies. You have to leam to use both wisely. And there's Treguard. who introduces the game and materialises from time to time with warnings. John didn't want the game to be limited to experienced adventurers, so he set about designing a friendly method of communication, which he's called the Word Gears. You spin two gears to scroll through the commands, then type in their initial letters to use them. Everything then appears on screen in speech bubbles.

PERSPECTIVE

The game's graphics will match the those of series as closely as possible, using the same perspective viewpoint. Even in the case of a machine with limited graphics capabilities like the Spectrum (for which the first version is being produced). monochrome drawing and careful shading will be used to suggest the Supernova effects.

rofo hOW turns to location

ESSENCE CAPTURED

As John Dean told me. the team felt that they couldn't follow the series totally, so they decided instead to capture its essence. Central to this is the idea of a book which contains the tale. The screen is split into two pages, which turn over extremely realistically as you move from room to room. Down the side of the screen is a candle, which burns away as your life force ebbs. The player commands an animated adventurer, complete with helmet, much in the way that the team does in the senes. There are also oracles, who appear with advice. But while one oracle is good and tells the truth, the other always

Although the game's complexity demands the use of a multi-load, this will be implemented in logical sections. Each location offers a probable occurrence, and each time you visit the room, that probability Increases. Because of the problems involved in developing new techniques, progress was quite slow in the early days, but now the home micro version is progressing at speed and John has no doubt that Knightmare will be just as big on home computers as it will on TV.

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Pick a monitor, any monitor! Taking a single video frame and bouncing it around monitors and projectors is trivial stuff for the Robocore... photography just can't cope with giving a realistic impression of a Roboshow in full

Five years of research, over a million pounds of development money and the combined talents of a large team of people including software and hardware designers, an actor, video cameraman/editor, 3D sound specialist and several musicians: add them all up. and what do you get? The Robosystem: a presentation medium capable of surrounding an audience with a precisely controlled 'environment' of images and sound. A system originally developed as an entertainment medium that has immense potential in other areas, including advertising and exhibitions. The Robosystem provides a whole new way of presenting visual and sonic information to an audience - it's a brand new medium, just waiting to be exploited, and the possibilities are both astounding and immense.

W

hen Edison invented the movie camera, no-one had dreamt up the idea of making movies. It took a showman like Lumiere to realise the possibilities and the impact of the early, simplistic films on audiences was staggering. When Lumidre screened a film of an express train approaching down a track and apparently about to run into the middle of the audience, people watching it for the first time panicked, and dashed out of the 'cinema'. The reaction produced by watching the demo show put together by Robodevco may not be quite so immediately dramatic, but the overall effect has to be experienced firsthand to be understood. Entering the subtly-lit auditorium that currently plays host to the prototype robo-system configuration, you are directed to a raised platform flanked by banks of monitors and with three video projec-

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tion screens ranged in front of you at eye level. A relaxed atmosphere is produced by soft lighting and gentle music; getting comfortable you ready yourself for a sedate, traditional performance. This could be an intimate theatre and a relaxing performance of a classical work could be about to commence. Darkness descends. Then it starts. To the left, an eye and a mouth appear on two screens, one above the other. "Welcome to the Roboshow". Suddenly your senses are overloaded by the sheer volume of visual and aural stimulation as the show bursts into life. There is a storyline, involving the theft of a robot, but there isn't a start, middle and end. As images flash across the monitors you notice that the break-in is happening on one group of monitors while the thief is making his getaway on the other side of the auditorium. Meanwhile, the

"Imagine inventing the car before there were roads. Imagine describing the movie camera before there were films or scripts..

robot's inventor appears on the central projector screens. Images dart around the screens, forming patterns of movement, flashing on and off screens on either side of you adding to the narrative - or distracting you from what's going on elsewhere. It's difficult to believe what's happening: while concentrating on one set of images, your peripheral vision detects movement to one side or the other - then the sound appears to be coming from yet another direction . . . So much 'information' is presented you that it's almost like taking a fairground ride rather than watching something passively. Images change in fractions of a second and flicker all around you. The sound effects and music pound out and swirl around the whole auditorium, coming from behind, above, the front... and then from the middle of your head. Robodevco's show makes watching even the most expensively-produced pop video played on the most sophisticated equipment totally bland by comparison. And this is only a second stage prototype Robosystem. running at less than half its current capacity and showing an experimental. seven-minute demo programme. With luck and sufficient finance, Robodevco will be able to stage a West End show with a full hour-long show involving Q, a mobile Robohost who makes Max Headroom look as streetsmart as Max Miller. The ultimate aims are to franchise Robosystems to venues across the world and to involve the audience in shows by linking people up to sensors supplying feedback to the control hardware that affects the course of a


•

FUTURE

W O R D S AND PICTURES: GRAEME KIDD

-'A

'standard' show. Every 'screening' idea for a revolutionary new system would then be slightly unique. The for presenting sound and video began Robosystem represents a completely to develop . . . new medium - all it needs is the mesWork began on a prototype, and a sage. A feature-length show could be couple of years ago the first Robosysstoryboarded and put together from tem was born in the back of a taxi - a material specially shot and would cost limited show in a limited environment. about as much as an ordinary oneA single screen was used to present a screen. one-projector movie. six-minute show, while the audio The full potential of the Robosystem effects were supplied via headphones. This mini-Roboshow served is difficult to quantify - its sheer flexiits purpose - the potential for the sysbility means that there is no finite list of applications that can be discovered tem was demonstrated, finance was raised and work began on the Robofor it. The Robodevco team designed core. the system from the very outset to be A vast range of talents, skills and an open-ended, futuristic communiexperience has been applied to the cations tool capable of controlling the task of developing the Robosystem. A audio-visual environment surroundteam of roughly 12 people is involved, ing an audience. and it's not easy to work out exactly Even with 'add-ons' like 70mm. Dolby stereo, 3D, Smellovision or who does what. Everyone contributes even the Oscar-winning Sensurround. from their particular specialist knowledge, but everyone is also involved in traditional cinema screenings are the project as a whole, contributing mundane and simplistic when comideas and imagination. pared with a Roboshow. If the financial backing arrives and the commercial applications of the Roboshow ROBOHARD materialise, the world could be in for a shock! John Goodman has overall responsibility for the supervision of the hardBut then, nearly a hundred years ware - described by colleagues as' an passed between Lumiere's cinematic all-purpose genius', he is probably the demos and the time when George only person who understands the Lucas and his creative and commerwhole Robosystem from the front of cial organisation got its hands on the the camera lens, through the control technology developed by Edison . . . system to the output of the video screens. John is involved in both software and hardware and is responsible for modifications to the specially created hardware developed to interface the 'standard' technological In the beginning there was Patrick components used to control sound Martin - the 'showman' who put the and vision. Tony Grimwood, who members of the team which became Robodevco in touch with one another. takes care of diagnostics, completes the team's techno/computer element. About five years ago the germ of an

ROBOTEAM

Hugh Roberta and P e t e r Maben, less than a sixth of the Robodevco teamI

ROBOSOFT Richard Brown, a hypnotist and writer, is the man responsible for the the software architecture of the front end, the system which allows a show designer to program the Robosystem. Using software written by Richard Land, files created on the front end system (written in C and running in a Gem environment) are converted to a format that the Robocore can access. The software that drives the Robocore itself was written 'in-house' by a contract programmer in Assembler, working to the system design provided by John Goodman.

ROBOVIDEO

"The Robosystem is a view of the future of presentation technology, a credible fusion of contempor ary art and science..."

Charlie Arnold is the video cameraman on the team, and although he's not the only Roboperson to get behind a camera, he has overall responsibility for editing material together for incorporation in a show.

ROBOSOUND Sound and music specialists feature strongly on the Roboteam. Peter Maben's involvement in music production is augmented by Hugh Roberts' interest and experience in 3D sound techniques including psycho-accoustics. Hugh contributes a wealth of knowledge in the field of spatial sound recording and playback. Phil Nicholas, a Fairlight programmer, writes music with Patrick Martin for Roboshows.

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ROBOSINISTER?

ROBOBUSINESS Without commerce there is no progress . . . or so someone once said. The five years of research already invested in the Robosystem has cost over a million pounds - and another million wouldn't go amiss if the full potential of the system, including realtime audience interaction, is to be realised. A Danish fashion magnate, Peder Bertelsen, has arranged much of the financial backing so far - while Tim Davies is the business brain responsible for finding revenuegenerating applications for the prototype system. The business team is completed by Financial Director Steven Winston, who has prime responsibility for finding financial backers while Warwick Wynshenk is best described as 'Contact Man'.

The display generated by the front end allows a show designer to control what will be on the monitors during the finished Roboshow, videoframe by videoframe — the frame counter tells the user exactly how many frames have elapsed in the show so far. f

It's easy to be wary of new technological devices - and when you are presented with an auditorium packed with monitors and treated to a mind-blowing seven-minute onslaught of flashing screens and loud sound that appears to move around in the space, thoughts turn to the sinister applications to which such a system could be put. Brainwashing... subliminal conditioning . . . pyschoiogicai manipulation . . . Just some of the Orwellian concepts that spring to mind - especially when one of the Robodevco team has gone on record: "We've exploited available technology to a point where we can disturb or calm people by image and sound manipulation. Sales literature for the system points out that: "It can excite, soothe, startle CK cajole audiences and communicate information with unparalleled effect."

Yes. theoretically a Robosystem could be used to manipulate rather than entertain - Robodevco don't try to hide the fact. "We regard it as a tame Big Brother'. " Peter Maben explains, "and although it could be misused, we believe that by being open about the manipulative possibilities people will go into a Roboshow fully aware, and so even if someone tries to abuse the system the audience will be resistant."

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creating exact effects, but complicated and fiddly. Artificial Head techniques work on the premise of creating or synthesising the phase differences that arrive at the human ear. and involve modelling the microphone on the human head - excellent as a production and recording method but less effective when playback is required for a large auditorium. Ambisonic techniques Psycho-accoustics is the science relating to the brain's perception of soundwork by stonng sounds as three-dimensional. X.Y and Z co-ordinates in and Involves making sounds that have believable interpretations. Such conjunction with a pressure signal used for referencing. techniques are used in theatre, radio and cinema productions - for instance Ambisonics offers the best storage methods according to Hugh Roberts, audiences can be 'fooled' into hearing a horse by someone clopping two but Robodevco use all three spatial sound techniques to prepare the soundhalves of an empty coconut shell together. Sound recordings for a track for a Roboshow. The aim is to create a sound field that doesn't have Roboshow are rather more intricate, creating complex ambisonic illusions any 'sweet detail'. The art lies in orchestrating music and effects so they in association with the video displays. sound good, no matter where the listener is placed in the environment. "It's The moment a recording is played back through a single speaker you have like being in a forest," Hugh explains, "wherever you stand, you can see fine spatial sound - albeit rather boring and limited spatial sound, emanating detail on the bark of trees close-by. and also a more general view of trees from a single source. Stereo sound recordings rely on the listener being further away while gaining an overall view of the forest." placed in an optimum position in relation to the speakers - in 'the sweet spot' - for maximum effect. Three-dimensional sound recording and playback techniques as used by Robodevco are more flexible, allowing the ROBOEXAMPLES apparent source of sounds to be moved around an audience. Essentially there are three ways of making spatial sound. Using a multi- Much of the available recorded material that utilises psycho-accoustics track recording, sound may be switched between speakers - unbeatable fordoesn't take full advantage of the possibilities, but a flavour of the audio techniques used in a Roboshow can be gained by some selective listening. The album. Dreamless Suite by Psychic TV contains material of dogs and • a wolves barking that has a much more dramatic effect on domestic cats than traditional stereophonic recordings of similar sounds! Another sequence on • — a a the album begins with a single telephoneringing.When a second phone •—a • — • nsounds, most listeners are apparently convinced that their own phone must be ringing . . . bul the illusion is soon shattered when a veritable chorus of VlDlOOUtlWt I*VICI3 telephones chimes in. The best illustrative example of Holophonics (yet another system of spa^ C D O O cial sound recording) exists on the original master cassettes distributed by Hugo Zucharelli - worth a listen if you can find one. otherwise make do with the CBS 12". Other examples are found in the effects on Pink Floyd's The Final Cut. Lou Reed's Street Hassle used binaural recording techniques. The album Aqua by Edgar Frose is best listened to on headphones and is a good • • b illustration of the effects achieved by Neumann artificial head recording (old hippies will remember this one!) Stereotomy by Alan Parsons Project and more recently Digltaria from TAGC are also worth checking out as examples •• — • n — • of ambisonic recordings, particularly on compact disc. If you have a CD — • • — • player, and are at all interested in Holophonics and ambisonics, The World Record is essential listening. • — • c i — n a Most of the equipment needed for recording and reproducing spatial •—n o—• sound is professional and made either by Audio And Design or Calrec By EXAMPLE SCHEMATIC OF A LIVE, AMF. The Minim Decoder for home ambisonics is very rare but Troy's In-car MUSIC-DRIVEN VIDEO CONTROL ROBOSYSTEM decoder (TA110P) should be fairly easy to get hold of for under £100 if you want a more sophisticated listening system.

ROBONOISE

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FUTURE

The Roboshow Auditorium, currently set up to demonstrate the system's capabilities using a two-part show put together by the Robodevco team.

ROBOSYSTEM The Robosystem was developed to provide a dynamic environment in which sound and visual images could be moved in three dimensions and in perfect synchronisation.

ROBOCORE Standard audio-visual equipment is used, connected to the Robocore the heart of the Robosystem. The Robocore utilises specialised video and audio control equipment - but the hardware modifications, interconnections between the elements of the Robocore and the software that drives it, allow spectacular levels of performance in handling sound and video to be achieved. An image taken from any of the visual sources connected to the Robocore can be moved between one or more displays every 25th part of a second and can be split over a number of screens to form a large composite picture. The Robocore is capable of handling up to 1,000 events a second - Robodevco's own demonstration show lasts for seven minutes and includes some 63,000 real-time events.

ROBOSCREENS The Robocore at its current stage of development can take video images from up to nine sources, putting video information on up to 96 channels, each of which is used to drive one or more video displays in any configuration of type and size - from tiny monitors to giant TV projectors. The video displays driven by the Robocore may be configured in any way the show designer wishes - the demonstration system uses three centrally-placed projection screens,

flanked on either side by five vertical columns each containing four 14" monitors. There's no real physical limitation on the scale of a Roboshow: an intimate, one person desktop presentation could be developed on the system using twenty or thirty pocketsized screens; projection screens could be mounted on the wall of a room with monitors set into a transparent floor over which the audience walks; or massive projection screens might be used to present a show in a large arena, say Wembley Stadium.

ROBOSOUNDS Speakers arranged In the space around the video displays and driven by amplifiers under the control of the Robocore deliver the soundtrack that accompanies a show. The audio accompaniment can be straightforward stereo sound, or 3D sound may be employed. Utilising the 3D techniques developed by Robodevco that involve ambisonics, channelswitching and 'artificial head' techniques, the apparent source of sound may be precisely located and moved around in the space surrounding the audience. The sound and visual elements of a Roboshow may be integrated, capitalising on the close links that exist between visual and aural perception in humans and creating a' psycho-sensory' experience for the audience.

ROBODESIGN The Robosystem is a friendly medium for designers or directors to work with. Once the physical configuration of speakers and video displays has been decided upon to suit the particular circumstances of the presentation, existing 'library' images and sounds

At a more subtle level, the Robocore is capable of reacting to personal, emotional responses.

taken from commercially available recorded material may be used as input, or new material created specially. The icon-driven 'front end' to the system is used to prepare a program for the Robocore that tells it how to manipulate sounds and images drawn from the input sources. When the configuration of monitors to be used has been set up on the design computer, individual video frames may be called up from the input devices and assigned to icons representing the screens. The whole programme is prepared on the front end software and may be stepped through, videoframe by videoframe - a sort of off-line Robosystem rehearsal. When the sequence of edits that make up a show has been prepared on the front-end - in many ways, an event-processor - the Instructions may be saved to disk, converted to a format that can be loaded into the Robocore and used to control the show. After the physical equipment has been set up and connected to the Robocore and the software that controls a Roboshow written, only one person is needed to operate the Robosystem.

ROBOFUTURE The present system, although sophisticated in terms of audio-visual presentation media, is merely a second stage in the development of Robocore technology. The current set-up can be used to manipulate the environment surrounding an audience, moving images and sounds around at the will of a show's designer. Given more time (and another million pounds or so), the Robodevco team have plans for interactive shows. Members of the audience could be supplied with personal consoles linked to the Robocore. and required to make simple choices at pre-determined points in a show. Alternatively, the mood of the audience as a whole or the physical and emotional response of individuals in the auditorium could be monitored - using biofeedback sensors in the seats, for instance. The Robocore could then modify the course of a Roboshow according the response of the audience - information received in real time. If the audience reacts positively to a the theme of a sequence it should be possible to to develop on that theme as the show takes place at the expense of 'less popular' themes or effects. And live input from members of the audience could be part of the input... Live musicians, a roving camera or other 'performance' inputs may also be integrated with a pre-recorded Roboshow programme, and so the Robosystem may be used as part of a live event. Or the Robocore could be interfaced with a building - taking input from the lighting system and sounds and controlling the visual environment. In Artspeak: a designer could use the Robosystem to create a unique kinetic environment. The possibilities of the Roboshow concept are not limited by technology - only money and imagination have a bearing on the complexity of the shows that could be created.

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BULLETPROOF ELEPHANTS Mel Croucher ponders on the Compact Disc revolution omputer data can be stored in very many ways, and nothing much has changed since our ancestors kept data on notched sticks. If you wanted to encode a roll of toilet paper with a series of cut-out dolls, read the holes with a row of lollypop sticks connected to doorbells, and decode the doorbell signals through your computer, there is nothing to stop you from storing a complex arcade game in this way. Trouble is your roll of paper would have to be several miles long, and it would take a day or two to load. Not a

C

Nothing much has changed since our ancestors kept data on notched sticks

lot different from my first Commodore 64 really . . . Of all data storage formats, there is one which is going to revolutionise computer entertainment. The standard sized laser disc is set to become the ultimate mechanism for the foreseeable future. A laser disc will last for about 200 years, although recent ageing simulations indicate a somewhat longer life. It can't get eaten by mice, like rolls of toilet paper, punchcards, or bar codes. It doesn't jam. twist, split and take minutes to load, like magnetic tape. It doesn't degrade or foul up with the application of coffee, fingers or loudspeaker magnets. like disk storage. In fact, you really have to work hard to damage these little laser discs: five inches of aluminium coated in tough plastic with a hole in the middle. And the cost? Well, you can pick up an hour of perfectly recorded digital sound from WH Smith right now for £4.99. but I'll let you into a little secret. They are produced by SKC Audio in the tranquil factories of South Korea for less than 50p a throw, including the plastic library case and full-colour sleeve insert.

up to 72 minutes of near-perfect stereo sound, but the revolutionary 'Interactive' CD can store a whole lot more interesting things than that, and because it can transmit great wodges of data to the computer's memory buffer during the playing of sound and vision, the arrival of true interactivity is with us at last. Take a look at Table One, and imagine the pik 'n' mix possibilities for computer games using any of the facilities on offer to enhance 'traditional' program data. At this year's Chicago Consumer Electronics Show, 34 different companies. including all the major recording houses, presented CD video discs for the first time. In the UK we'll be getting previews of these 5" wonders just before Christmas, and they will go on sale on or about February 1 st next year at £5.49 each. I have only managed to see a few, but it seems almost certain that they will all run to the same formula of 20 minutes of digital audio, plus six minutes of digital audio/video. In other words, you'll be getting a CD containing about four music tracks plus a perfect copy of the sort of video promo used on TV.

I'll let you into another little secret. On a standard 5" compact disc, you can store 600.000.000 bytes of data. Let me put that another way: that's more than 12 megabytes per penny. Interested? Well you should be, because this revolution affects anyone and everyone involved with computers.

You can play them on a 'normal' CD machine, but of course the video image will be ignored, as there is no TV-monitor output on most current CD players. For this little privilege, the consumer can expect to fork out an additional 20 to 30 per cent on the price of a CD player, but this is only the beginning of the story, because next to the little socket marked 'VIDEO OUT' will be another little socket. which, if hardware designers had any sense of poetry in their souls, would be labelled:

PIK 'N' MIX MEMORY With 600 megabytes on board, a compact disc can store a whole herd of elephant's memories. Musical elephants, video elephants and computer data elephants, who never forget, are utterly reliable and tough as old, um, elephants. Everyone knows that a compact disc can store

' AWOPBOPALOOBAM AWOPBOOMBUM'. It is more likely to be marked 'CD ROM'.

TABLE ONE: storage capacity of an Interactive Compact Disc Near-perfect stereo sound LP-quality stereo sound FM-quality music and effects AM-quality speech Near-perfect natural pictures 256-colour quality graphics Near-perfect movies VHS video tape quality movies

72 minutes 144 minutes 10 hours 20 hours 5,500 frames 60,000 frames 7 minutes 28 minutes

Combinations of the above options ••••••••••••••••(•a

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INFINITE


FUTURE

Figure B THE LASER AND LENS SYSTEM INFORMATION ON A CD ROM

USED DISC

OF

READ PROTECTIVE LACQUER

INFORMATION 'PITS' BODY

TO

OBJECTIVE

DISC

VOICE

LENS COIL

COLLIMATINO LENS (ADJUSTS 'LINE OF SIOHT1 PHOTODETECTOR

THE IDIOT'S GUIDE TO CD- ROM

A

CD-ROM. or Interactive Compact Disc looks exactly the same as a normal audio compact disc. This is mostly because it is exactly the same, a silver disc 120mm across. 1.2mm thick, with a 15mm diameter hole in the middle. (Figure A) Digital information, represented by a spiral of tiny pits, is moulded onto one side of the disc, and that surface is coated with a reflective metal layer, which is then put to bed for the foreseeable future with a protective lacquer coating. The data pits are 0.12/xm deep, and 0.6nm apart, and the arms of the spiral are kept 1.6/xm away from each other. This gives a track density of 16,000 tracks to the inch, which is a whole lot more than a Winchester type of disk (several hundred to the inch), and a big fat whole lot more than my 96 track-perinch floppy. For the Trivial Pursuit bores among you, there are almost two billion pits on a CD-ROM disc, and the total length of the track is getting on for three miles. For most normal people,

all this information is useless and thoroughly boring. More interesting is the fact that CDs are made out of polycarbonates. That's the stuff used for bulletproof windows! And what that means is, you can leave your CD to get fried by sunlight in your car, let the baby cut its teeth on it, or you can snort Beechams Powder off it without any harm at all - to the disc that is. You can read the pits by purchasing a copy of The Sun, but the disc's information surface is read by a laser beam, or more specifically a small gallium arsenide semi-conductor laser, producing an oval beam of nearinfrared light, which is converted to a little circular spot 1/zm across, or 1/ 25,000". pre-metric. (Figure B) If you care to go back to my toilet roll and lolly stick analogy, you can see that the conversion of bytes to pits, and back again is almost the same, (Figure C) with one magnificent advantage. The CD-ROM can trap and correct any error automatically. Think about it; perfect data all the time, every time! At the disc factory all the usual defects, such as poorly

OALLIUM ARSENIDE

Figure C CONVERTING

8-BIT

14-bit MODULATED DATA MERGING

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CD ROM

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formed pits, lousy bits of metal reflector-layer or gross damage to the lacquered surface, may appear. All these faults should lead to chunks of data going astray. But on a CD-ROM there is some extra data shoved alongside Don't worry, I the user data, known as the Error Cordon't rection Decoder. This takes the signal coming from the user data in bursts of understand it 1000 bits at a time, and can actually either, but it regenerate all but one bit in every ten quadrillion. Don't worry. I don't under- works just fine stand it either, but it works just fine.

INTERACTIVES, THE STORY SO FAR wo years ago. I ceased my own involvement with 'conventional' computer entertainments, because they had become too restrictive for what I wanted to create, and I switched my entire computerised output to interactives. Many others have taken a similar path, and so far all of these paths have led in different directions, crossing one another, leading up blind alleys, doubling back, clapping out, taking off. you name it. My experiments with interactive linear video worked fine, but nobody could produce a cheap enough videocomputer-TV interface/controller. The 12" interactive laser disc system has been in use for a couple of years, but at £3.000 a throw, it is way out of

T

reach for domestic useage. I know of four UK software houses who have slung together working interactive demos, which are unlikely to come to the market place, and I have personally been involved with several kinds of interactive video systems in various countries, all of which look somewhat sick when compared with the interactive compact disc, developed by Philips New Media Systems. But it is worth reviewing some of the various interactives that exist at the moment of writing this little article.

THE RECORD GROUP

Based on creative talent, not technology, which is a minor miracle in itself, The Record Group is a collection of Californian-based pioneers. They

No doubt the pornographers will lead the way

were the first to produce working demos of user-friendly laser discs, including an interactive tour of London, from street to street, starting in 55 BC and winding up in 1986. They have also produced a classic adventure game, with full speech, CD music, animation and TV-quality graphics. Their only problem is that nobody can afford to buy the hardware to play it on. PREDICTION: if they stick together, they will be among the world leaders of Interactive CDs.

MATTEL TOYS

This well-known manufacturer of kolourful kiddiewinky konsumables has already inflicted the Captain Power toy range on American infants,

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FUTURE which responds to signals from TV programs. It is being introduced in the UK 'in the near future' (and we might even have details in this issue). Their very own interactive video disc hardware and software is under development. but I have no information concerning its compatibility with CDROM. PREDICTION: interactive TV spin-off toys will cost mummies and daddies a great deal of dosh. be used intensively for a while, and end up gathering dust next to home micros.

INFOBOT Not an automatic toilet-training device, but an American 'intelligent' taking switchboard, powered by a Motorola 68000, and requiring no changes in existing telephone hardware or software. It asks questions, understands spoken or keyed-in responses, and acts accordingly. If you have recently dialled an out-ofdate number and received prompt, polite attention, chances are you've been dealing with an interactive robot. PREDICTION: world-wide take-over within a decade.

WORLDS OF WONDER From the makers of the hideously Reaganite Teddy Ruxpin, comes Julie, the interactive doll that you don't even have to inflate. She can recognise up to 15 'secret words' spoken only by the voice of her 'owner', and responds with an appropriate conversational piece from her extensive memory bank. She knows when you turn the lights down low, and will automatically whisper something like, 'ooh, it's gettin' so-oo dark in here'. Julie has 'full-face' animation. as well as heat-sensor spots (!)• PREDICTION: as American men have been marrying something very similar for years, Julie will undoubtedly be the electronic success of the season. This has nothing to do with interactive compact discs of course, but THE GAMES MACHINE just lives to entertain y'all...

predicting the swing towards the Christian Democrat Prime Minister with an error factor of zero. Somewhat better than every single British poll in recent times. PREDICTION: because all governments suck, this system will never be adopted in its present form.

Illustration Courtesy of Philips New Media Systems

HIGH STREET INTERACTIVES

Here in the fabled city of Portsmouth, interactive laser discs have already penetrated the High Street. You can drive into a garage, fill up with juice and the latest Des O'Connor cassette, INTERACTIVE VIDEO IN and as you pay your bill, you can refer SCHOOLS to a display screen which nips around any location in the British Isles at the Funded by The Department Of touch of a button. On request, your Trade And Industry, and employing route will be printed out. including Acorns and the RML Nimbus, piggymap, road numbers, diversions, road backed with 12" laser discs, some works or recent terrorist attacks, interesting projects have been tackstarting from the garage, and finishing led. A Shropshire group has simulated at the address or location requested. an excellent shopping trip through a N.I.P.O. French town, with 'real-live' comIf you can't pay your bill, walk over munication from actual residents. A The Dutch Sociometric Foundation to Uoyds Bank, where a smiling lady Loughborough group has got the has developed the world's first will accost you as you walk past her Third World onto one disc, and played interactive democracy system, using little booth. She'll ask you all sorts of God with hydrology, agriculture and TV sets and home micros, very much personal questions, bring some order economics. A Leicestershire group is along the lines postulated by our own into your financial chaos, and practiteaching 11 year-olds the design pro- wonderful Rainbow Aliiance (you cally nibble your chequebook for you. cess - using footage provided by remember them - during the last elec- I need hardly tell you that she is an There are going Coca-Cola! - and so on. tion they wanted to close the UK down interactive laser disc. Much the same to be a lot of PREDICTION: the hardware will be for redecoration, and have instant thing happens at the travel agent, garage wiped out with the coming of the referenda every morning via our TVs, where joyous citizens of Portsmouth interactive compact disc, the thereby abolishing Parliament). So far, can flit around holiday resorts, nip into attendants, involvement in this brave software 1,000 homes have been linked up, hotel bedrooms to look at the view, bank clerks experiment might lead on to a few jobs offering the Dutch access to facts, and book their trip then and there. I for those involved. statistics and alternative solutions, expect you can find much the same all and travel OBSERVATION: how come these without any opinion-forming analysis over the country. agents on the schools are funded for thousands of or bias, and the results have been chil- PREDICTION: there are going to be a pounds worth of overpriced dole, very lingly accurate in terms of monitoring lot of garage attendants, bank clerks equipment, when parents are running public opinion. For example, an and travel agents on the dole, very soon. jumble sales to buy pencils? interactive Gallup Poll was conducted soon.

INTERACTIVES: THE STORY TO COME

W

hen interactive compact discs hit the market place, most of them will be rather dull extensions of current computer games and music video-CDs. Those turgid pop video promos may have the lyrics scrolling along simultaneously in German and Japanese, and your MIDI-interfaced keyboard may well be playing along to Cutting Crew's latest old tosh, but so what? When you slice open your breakfast Ore, your monitor will probably be splashed with a gallon or two of realistic looking slime, meanwhile the strippoker girls will exhibit real strip and real poker, and you'll be able to hear the Ninja's ribs cracking in digital stereo as you take your flight simulator through his abdomen. But

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so what? • These early interactive CDs will try hard to stifle the new medium at birth, and bore everyone rigid after a few plays, but the innovators should be able to step over them like dog wastes. The only limitation to CDROM entertainment is the imagination of writers, directors, musicians, filmmakers and programmers. There are no restrictions other than myopia and playing safe. The terms 'computer game', movie' and 'home entertainment' have to be redefined, and very soon, fused together into a totally new pleasurable experience. No doubt the pornographers will lead the way. No doubt the innovators will revel in these new freedoms.

" There Is nothing more difficult to carry out, more doubtful of success, nor more dangerous to handle, than to Initiate a new order of things. For the reformer has enemies who profit by the old order, and the Incredulity of mankind, who do not truly believe in anything new until they have had actual experience of It. " Machiavelli, The Prince, 1513 " There Is nothing we cannot do together when we reach out from your television screens and pull you by your ears, eyes and guts, through worlds you have only dreamed of. And if you don t believe me, or refuse to embrace your own imagination, the fate of the dodo awaits you. A witless relic that got stuffed. " Mel Croucher, THE G A M E S MACHINE, 1987


Contact your nearest computer store for details on full range or clip the coupon. Prices from £5.95 - £29.95 / Euromax Electronics Ltd. FREEPOST Bessingby Industrial Estate Bridlington Y016 4ST / V Cj jF ^ 0262 602541 / /

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REVIEWS

ADDICTED TO THE ARCADE HEROINE? he Shin Nihon Kikaku Electronics Corp (SNK) could hardly be described as the most well-known producer of arcade games, despite having a few fairly successful titles under their proverbial belt - Ikari Warriors and Psycho Soldier to name but two. Imagine are currently converting three SNK coin-ops to home computer formats, for release before Christmas. Conversions of Victory Road, the follow-up to the two player horizontally scrolling shoot 'em up Ikari Warriors, and Psycho Soldier, the sequel to Athena, won't be ready until November. The Spectrum and Commodore 64 versions of Athena however, are almost complete and should be available by the time you read this (an Amstrad version will not be appearing). The most unusual aspect of Athena is that the central character is neither vegetable, man or machine. No, instead the star is most definitely female - a heroine who somehow manages to remain cute despite being scantily clad*. Armed initially with only her fists, the dark-haired beauty* has to battle through six, large, horizontally scrolling levels to reach The Last World. Her journey begins in the Forest, followed by a tortuous trek through Caverns. Sky, Sea, Ice, and Hell. Blocks of stone feature in the scenery and smashing them to pieces not only allows progress, but usually reveals a weapon, a piece of armour, or an

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object which can be collected for bonus points - such as a bag of money. Other useful equipment found along the way includes a pair of wings in Sky World, which enable Athena to fly, and fins in Sea World which transform her into a manoeuvrable mermaid. Better still, collecting one object in particular means that should Athena meet her demise and you decide to continue play, she retains all objects acquired before death . . . A large guardian is found at the end of each world and has to be defeated if Athena is to continue in her quest. The first guardian appears in the guise of a deadly tree, and is followed by an assortment of equally large and aggressive adversaries on later levels - including a minotaur, an octopus, and a many-headed hydra. Athena is a large, involved game so much so that the home computer conversions are multi-load, with two levels per load. The Continue Play option which features in the arcade game has been thoughtfully included to cut down the need to reload too often. The pace is fast, with plenty of platform and fighting action, and having to continually destroy parts of the scenery adds to the fun. Athena on the Spectrum is as playable as its arcade parent, and although the Commodore 64 version doesn't look too good at the moment, it plays well enough. * examples of sexism in our own writing

WIN ATHE

SUITC

Colour Monitor and Joystick Included

FIFTY RUNNEItS ATHENA


COMPETITION

HS-UP COLLECT A COPY OF (For the Spectrum or Commodore - You Choose) Amstrad-owning runners-up get a copy of Imagine's excellent Renegade. oused in a light-weight aluminium camera case, this superb first prize is unique . . . not only because of its portability, but because complex technical reasons have caused the screen display to be upside-down! This doesn't mean you have to play standing on your head, however: simply turn the monitor upside-down (not the machine, silly). We've come up with a few questions relating to famous fighting women for you to ponder over...

H

1) She set Colchester and London alight, and got her fighting men to wear make-up in AD61. 2) Tbe French national heroine who went into battle on behalf of the Dauphin and ended up a Saint. 3) She gave chat show host Russell a hearty thump. 4) Legendary female warriors who gave Heracles such a hard time during his ninth labour. 5) This mythical Irish warrior queen killed Cuchulain and is now found on the Punt. 6) Ms Weaver kicked alien ass as this character. 7) Conan The Barbarian's comic book side-kick, as played by Brigitte Nielsen in a forthcoming film. 8) 2000AD's hardened Psi-Judge who defeated the Dark Judges. Jot the answers on the back of a postcard or sealed envelope and send it to ATHENA COMPETITION. THE GAMES MACHINE, PO Box 10, Ludlow. Shropshire SY8 1DB - to arrive before November 19th. First correct entry out of the bag earns the sender the portable version of the Athena arcade machine, plus a Tatung monitor, necessary leads, and a Quickshot IX joystick so that the whole caboodle can just be plugged in, powered up and played. How's that for considerate? The senders of the next 50 correct entries drawn receive a copy of Athena each - or Renegade if they're Amstrad-owners. so don't forget to state which version you require should you hit lucky.

TGM TX DATE: 10-87109/132


MIDI MUSIC

Established micro-music columnist Jon Bates sets the scene for a regular slot covering matters musical, and talks to two leading music programmers - Ben Daglish and Rob Hubbard. Up and coming on these pages is an insight into that mega music computer - the Fairlight (yes we can all afford one at ÂŁ60,000). Interviews with musicians who use games machines to create chart hits are scheduled, and there will be reviews of add-ons and software, help and creative guidance, along with general feedback. If you have any questions regarding music and micros, drop Jon a line and he'll do his best to help.

A standard protocol for interfacing computers and musical instruments has been available for a good few years: MIDI, or Musical Instrument Digital Interface. MIDI is a universal language that allows you to hook up computers to synths. samplers, drum machines, sound effects, and single and multi keyboards. Once the physical connections have been made, a very wide range of information may be exchanged between the components of a MIDI-linked network, and the computer can be used to command each device individually or simultaneously. The micro as a music controller via MIDI is a most versatile tool, and a host of clever tricks become available to the musician.

Nowadays you don't have to be a virtuoso performer or even need to be able to sight-read in order to produce very respectable music. All you need is time, software and a home computer. Let's start with an overview of how home micros shape up musically, offering a little guidance and hand-holding on the way for those who no comprendi synthspeak. revolution in music has been taking place over the past few years. Instead of exploding onto the stage, the outcome of this techno-revolution has been seen in the recording studio and more importantly, in the homes of thousands of computer and music aficionados, both amateur and professional. Rather than struggling with sore fingers for months to achieve a passable version of three chords, the approach of the modem tunesmith is to convert a spare bedroom into a home entertainment suite that is replete with micro-based music creating facilities. If Beethoven were alive today, the chances are that he would sketch out his ideas on computer. The facilities on offer to the home computer musician are staggeringly comprehensive: it's possible to conceive and write quite substantial works on a home micro, playing them back or recording them directly onto a track of tape, or printing them out using a special printer capable of producing sheet music with a quality that can equal commercially-produced scores. You don't have to have a portfolio of music exams or a degree in computers to be able to create music successfully on a micro. However, programming music directly without any dedicated software requires extreme patience. Software is a vital part of any micro music system, and while the most advanced music utilities are originally created for professional musicians, there's no need to lash out megabucks on software. Professional systems generally end up repackaged for the home computer, and are sold at more' reasonable' - hence affordable - prices.

A

FUNCTIONS

Micros can function musically in several different ways: 1) they can create music on their own

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internal chips - the way the sounds are produced for most games; 2) they can control of external musical devices such as synthesisers and drum machines via MIDI; 3) they can work with specialised addons like sampling devices, custom sound chips and drum machines, effectively becoming more elaborate musical instruments. Taking the first function, that of internally created sound, the least thrilling internal system is that offered by the 48K Spectrum - in reality a buzzer that can be coaxed into rasping out some interesting tunes. Moving up the scale of internal competence, we have the Spectrum 128, BBC B. Amstrad, MSX (except Yamaha), and Atari ST machines which all use the same fairly limited chip: the AY 8912. The Commodore 64 uses a special sound chip, called SID, which offers much more in the way of musical resources, while Commodore's upmarket machine, the Amiga, boasts the best dedicated music chip currently on offer. Called 'Paula', the Amiga's sound-chip is very competent at sound creation although from the welcome package that accompanies the computer, you would never guess! Yamaha's foray into the world of MSX. the CX5. is a special case as it comes complete with a dedicated stereo synthesizer module. If you really place music above all else, then go for this machine - it represents excellent value, particularly as the only way you can buy it is from old stock or second hand. The drawback to the CX5 is that despite claims of compatability. not all MSX programs run on it. Acorn's 32-bit Archimedes is a bit of a dark horse at the moment, but reports suggest that is has a truly splendid stereo sound chip called 'Amy', rumoured to be a potential upgrade for the Atari ST.

If Beethoven were alive today, the chances are that he would sketch out his Ideas on computer

With the interface hooked up, the software completes the system - and there's no shortage of MIDI-driving programs. Using appropriate software it is possible to achieve virtually anything you want to. musically . . . there are programs that allow you to to multi-track record, create and edit sounds on most synthesisers, file sounds on a database, write music in notational form and print out compositions according to traditional notation. As a way of working, a software-driven MIDI set-up is difficult to beat. In short, you can create what the heck you like - play it back and edit it around until you're happy. If you hated piano lessons, the good news is that you don't necessarily have to play your tunes on a piano or synth keyboard in the first place. Notes can be entered from the computer, or indeed from a guitar or from some other instruments. MIDI interfaces are available as add-ons for most micros. The Atari ST has built-in MIDI ports and there is a wealth of software, mainly American, that supports MIDI for the ST, Mac and the IBM PC and its clones. Commodore's machines, both the 64 and Amiga, are well catered for with a wide range of programs available from the USA. UK and Germany. Software for the Spectrum and Amstrad tends to be UK-written, while the Spectrum appears to have the most MIDI software at a cost-effective price. The BBC has a limited range of MIDI software - check out EMR's programs. They are Acorn's appointed music consultants and are currently beavering away at a very comprehensive package for the Archimedes. Dedicated devices that turn a computer into a musical instrument are available for nearly all 8-bit micros. Drum machines for the BBC. Amstrad. Spectrum, and Commodore are easily obtainable, and there are several other types of musical peripheral on the market. The 16-bit machines tend not to bother with musical peripherals - they can use


MUSIC

MUSICAL MAESTROS

sampled sounds sequenced together to much greater effect.

FREE SAMPLES

At one time computer games could boast little more by way of accompaniment than feeble squeaks and tiresome tunes that sounded like two inebriated wasps in a tobacco tin. But then Rob Hubbard and and Ben Daglish began making names for themselves. I set out to find out what involved in programming music for games.

A sampler is a device that 'listens' to a sound, chops it up at high speed and converts it to slices of digital information. Sampled sound can then be played back at any pitch, under the control of either a MIDI keyboard or the QWERTY keyboard of the host micro. The quality of a sound sample depends on the sampling rate - the higher the rate at which the original sound is sampled, the greater the fidelity, but faster sampling chews bigger holes in memory space. For sound samples to be 'recorded' into memory and played back, an analogto-digital converter is required - it's a device that converts the electrical wave patterns that represent sound impulses to digital information, and vice versa. The quality of sound samples depends partly on the sampling rate, partly on the quality of the analog-todigital convertor and partly on the type of computer you're using. Eight-bit sampling tends to be fairly scratchy on the whole, and inferior to 16-bit sampling. So 16-bit machines with large memories come out tops here . . . Many of the games for the ST and Amiga use sampled sound as part of their soundtrack, with the Amiga faring rather better - its sound is a lot cleaner and fuller. Sampled sounds are likely to feature heavily in the soundtracks and effects that accompany 16-bit games, as Rob Hubbard explains a little later...

ROB HUBBARD

R

Sampled sounds are likely to feature heavily In the soundtracks and effects that accompany 16-blt games

ob Hubbard really sees himself as a composer of music rather than a 'games musician' - he has wide experience of writing and arranging music. Rob started out having music lessons as a child, dropped out of university to play keyboards in a band and when they didn't make it, went to music college. On reading about the impressive American music software for the Apple he decided to get a C64 and start experimenting. Discovering that he had a flair for programming, Rob proceeded to write and market some music educational software. With a dire lack of money (and hence motivation) for educational software, he decided to market himself as a specialist music programmer. The first Hubbard original soundtrack, for Incentive's Confuzion, was greeted with rave reviews and since then he has improved and honed his techniques. Perhaps the real key to Rob's success is that he is essentially a musician first, and a

programmer second - if he didn't have to earn money through games soundtracks he would probably spend his time playing Soul, R 'n' B, and Blues on a Hammond organ! I got the chance to chat to Rob before he nipped off to the States for a couple of months to work for Electronic Arts.

FAMOUS NAME Arguably. Rob Hubbard has the best known name in the world of computer games music and has led the field for several years. Working freelance from his hometown of Newcastle. Rob can be credited with raising the quality and reputation of computer music for games. His achievements with the C64's SID chip are legendary - and astonishing, given the confines that are imposed on him by game programmers. Generally, C64 games only leave about 4K of memory for sound and music so some pretty tight programming is needed. Part of the secret of

A HITCH-HIKER'S GUIDE TO COMPUTER MUSIC

m •"-of*

Douglas Adams became seriously famous as a direct result of writing the radio series The Hitch-Hiker's Guide To The Galaxy. After spending several years writing and promoting Hitch-Hiker books, Mr Adams took a good chunk of time off and then settled down to write his latest opus. Dirk Gently's Holistic Detective Agency. Using an Apple system to write, and ultimately typeset the book. Mr Adams found working a study crammed with synthesisers. MIDI equipment and Apple music software something of a distraction: "I have to be careful... I might sit down in the morning to write and decide to play with a tune for a few minutes before I start. Suddenly it's half-way through the afternoon and I've written nothing!" Not being a fan of piano lessons as a youngster, although musical, Douglas Adams didn't develop his keyboard skills The advent of MIDI, synthesisers. the Apple and a software package by the name of Performer opened up a whole new world for the author. "The great thing about the computer is if you can write music, then you can just write it on the screen and the computer plays the synthesiser. It can play several synthesisers at a time, and it's rather like having an entire orchestra at your disposal. If you can write it, you can play it - It was an absolute revelation to me." For the time being, contractual arrangements with his publisher means that Douglas Adams has to discipline himself to leave the music keyboards alone and concentrate on the QWERTY keys - a follow-up to Dirk Gently is in the pipeline. But as Douglas himself points out, computer hardware in conjunction with MIDI-drivmg software means that almost anyone can become a composer and performer. "I would love to sit down and record an album. It sounds like a preposterous thing to do, but it's no more preposterous that the idea of sitting down and writing a book a few years ago. Look where that got him . . . S.--S"

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r

Rob's success lies in the library of self-written routines that he has built up - they occupy very small slices of memory but enable him to coax the chip into performing to the full. The SID chip has three channels of sound. Each channel can produce one of four waveforms, which in turn gives a different 'colour', and sounds may be shaped, mixed and modulated. From this rather poor soil Rob has cultivated music extraordinaire, producing compositions that give the illusion of using far more than three channels of sound. Rob deceives the listener's ear by using several techniques, including flipping very rapidly from channel to channel, inserting routines to change the sound very quickly (Channel One could be playing two notes of one sound, then three notes on another sound and then one note of a third sound, all in rapid succession) and 'toggling', alternating rapidly from one note to another to produce the illusion of chords.

PRAISING PAULA Right now he is well impressed with Paula (the Amiga's sound chip)... "It's really amazing compared with anything else that's around and offers a lot of possibilities." As you might expect, he is currently writing a player program for the Amiga (a program that enables him to get to grips intimately with the soundgenerating internals of a machine). As he will be using sampled sound, the player routines will also allow samples to be manipulated, opening up a wide range of possibilities. However, Rob is quick to point out that it's not so much a matter of the facilities you have, but more a question of how you use them. He's none too impressed with games that merely reproduce sampled, pre-recorded soundtracks and he's spent quite a while perfecting a way of incorporating sampled sounds into his music. "Just sampling music and tacking it onto a game is a bit of a waste of time and not what I'd call constructive. I mean, that's where the imagination should come in. But there again you don't want to spend ages getting nowhere with a really complex sound chip. For instance, instead of farting about writing algorithms to work out additive notes and stuff like that to get chords. I can just sample three chords from a DX synth using a Future Sound sampler that fits into the back of the Amiga. It's not an original idea, but what's the point in using, say, silly drums when you can use samples more imaginatively." Sampling from a synth isn't totally straightforward, though . . . "Using digitised polyphonic chords is mostly pot luck - sometimes it works well, sometimes it doesn't. High harmonics tend to cause problems, really strange problems with the SID chip. For the music in Firebird's Big Four Pack I used samples taken from the Amiga and reworked my music player routine in such a way as to give me three SID channels plus a digitised channel. If I'm lucky I can get an octave and a half of usable sample. "The samples can be played in one of two different ways. I can either read them just once and end (known as

"The Amiga's sound chip is really amazing compared with anything else that's around..."

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ROB HUBBARD One Shot Mode), or I can loop the sample so that it starts from the first part but loops back to somewhere in the middle of the sample at the same level. This gives me a fairly clean endless sound, although I can make up my own waveforms for a sample if I want. "Hearing Simon Nicol's Crazy Comets demo with digitised speech over top inspired me - I thought I might as well try and do something a bit more musical. But there's only so much you can do with samples on the 64 - with the very limited frequency spectrum, samples of really high notes get distorted and you're restricted to certain instruments because of filter problems. "The big problem when dealing with samples is that the eye and brain can't comprehend all the data. If you see a drawing of the complete waveform it's a mess. But the ear... if you can imagine you're at a party, and there are all these people talking, and there's music banging away in the background - well the ear's such a good organ it can differentiate between it all. If you could see sampled data as the ear hears it, you could do wonderful things. But you can't visually break down a full sample structure, it's just loads and loads of bytes and you can't appreciate it as well as the ear can. "I did the music for Rainbow Dragon without a sampler, but I bought a sampler for the Big Four Pack. I spent a whole day trying to get a good sam-

ple. Once I'd got four or five samples, I hacked 'em about and put them through a compressor (an audio signal processor). It took me an hour and half to write an interface routine to drop the samples into my existing music routine. Getting the stuff in pitch is awkward, so I use an electronic tuner to get the samples in tune..."

COMPOSING Rob approaches composing in different ways, and when you consider the results he achieves it's rather surprising to learn that he doesn't begin with a mock-up of a soundtrack on a multitrack tape recorder. "At times I do so much work that I feel totally burnt out for ideas, but when you've got the work to do, you have to try different ways of writing. Sometimes you can just switch on the machine and get something going straight away without doing any writing to start with. Most of the time though, I sit at a (music) keyboard and try and write 32 bars or so. I sketch out a few ideas on manuscript paper but all the hard work really goes in during the programming. I often add lots of other ideas when I am programming . . . but then I've got to look at all the source code if I'm going to convert a piece to run on several machines." It takes Rob, when pushed, about a week to write and code up the soundtrack for one game, but very little time is spent sitting around . . .


MUSIC

BEN DAGLISH

spoof on the Epyx sports genre - for further details check out the Gremlin feature earlier this issue). Theme tunes for all the competing nations were ordered and Ben had just finished a very catchy little number. Before starting work on Alternative Olympics Ben had his first brush with writing for the ST, working on Galax. "I was disappointed with the ST's sound capabilities", he observes. He's also disappointed by a lot of what he hears through the computer monitor speaker... "It annoys me that there is a lack of tunes and imagination on most games although, I admit I am a great musical snob!" and then proceeds to illustrate, by hamming up some very repetetive games tunes on a nearby keyboard. "With some games you think, my God they're not really trying at all! It's just a bland soundtrack, noise as opposed to a piece of music. Much of this type of music relies on cliches and sound effects, both of which I try to avoid. I think the only person who really knows how to use sounds is Rob and that's because he's been a synthesiser man for a good many years and he knows how to use sound effectively. Too many people discover a weird sound effect and decide that it will dominate their soundtrack . . . "The development of music for the C64 has been very interesting though. When it came out nobody realized that you could do pulsed fades and things like that - or if they had, no-one was using it effectively."

I

f Rob Hubbard is The Guru Of Games Music, then he has a very close second in the shape of the effervescent Ben Daglish, Gremlin's in-house music writer. Ben has a lot in common with Rob Hubbard, both in terms of musical background and basic approach to music. He's also a great admirer of Rob. and they chat together fairly frequently about life in general and the intricate aspects of music programming. Ben was up to his neck in work when we met. a problem made worse by a recent two-week lay-off thanks to appendicitis. Now he's back in the office, he has more games to write for than ever. Working at frantic speed, his words tumble out like a fluent datastream...

notes and their sounds. The Atari crunches away using a cross-macro assembler to transfer the data to the 64. This way of working is very flexible . . . "I play a piece through, decide that particular sounds aren't right, go back to the player, reformat the tune with the corrections and repeat the whole process again. Often I get a quarter of the way through programming a piece and realise that I really hate it. This usually means if I have time I'll start all over again." When the final version of a tune has been approved for inclusion in a game, the Atari can be used to recode it so that it will run on the AY chip common to the Amstrad. BBC. Atari, and Spectrum 128. Clever Stuff! Ben stresses that he does not write his Ben began his musical career in tne own player routines, rather he defines what they should be and Gremlin's intime-honoured tradition: recorder lessons at an early age. His parents were house programmers create the software. very keen music fans, and counted running a folk club amongst their mus"The nice thing about the player ical interests. Ben was going to study routine I'm using now is that I can music seriously but decided to do designate repeats anywhere I want maths and physics 'A' levels, gaining and hardly use up any more memory, a place at university. Within a year, he so it's possible to get quite lengthy, decided that university wasn't really interesting tunes out of a small core of what he was cut out for, and so material." returned to Sheffield. Ben has played orchestral percusRESTRICTIONS sion for some years, gaining a very wide background knowledge of music As we talk, a fax comes through from in the process. Like Rob. Ben began the game programmers working on with educational software - setting up the current project and further limits a company while still at school with are put on the way that the music must Tony Crowther. After dropping out be spaced in order that the TV scan from university he renewed his conline will run. Unflustered by these new tact with Tony and formed a specialist restrictions, Ben continues... "I music company - We MUSIC - which wish I could play the keyboard more he ran from home. Finding that the fluently (he seemed pretty fluent anybusiness side detracted from musicway!). Often I find I have to work things making Ben was more than pleased out note for note as opposed to just when Gremlin offered him a staff doing it. Another one of the problems job... with music for games is that it's nearly always going to be heard through the horrible speakers on the monitor or WELL-EQUIPPED on-board the micro. This means after I've programmed the music through Ben's office-come-workroom is well big stereo speakers, I have to play equipped with a couple of synths and synth modules, an eight-track record- around with volume levels and treble er. Atari 1040 ST and Commodore 64. and bass otherwise it sounds really funny when the game is played by the The walls have sheets of manuscript purchaser." paper tacked to them along with the When I met him, Ben was working brief for the games he is working on. on The Alternative Olympic Games (a Bounding around with great enthusiasm, Ben loads several examples of his work, some of it using a MIDI sequencer, and leaps around the room, grabbing guitars and keyboards to fill out the sound even more. So what's the Daglish approach to creating a game soundtrack? "I normally work things out first on the keyboard, developing the bass, tune, and harmony, while working out the general mood and style. I might even use a drum machine to get the rhythm pattern." Everything is written initially for the SID chip in the 64 as this offers more sound possibilities, but written on the Atari ST. The ST is used as a master controller running player software written in PASCAL. Gremlin's system is the musical equivalent of a word processor: whole lists of numbersflashup on the ST screen - the datacodes for the

"It annoys me that there is a lack of tunes and imagination on most games... " BEN DAGUSH

It is obvious talking to both Ben and Rob that the era of the musician/programmer is nigh. Music for games, just like the graphics, is coming of age and the public are voting with their wallets. Rob, Ben and a few others have shown the way for both inventive and imaginative music that is catchy and will stand on its own; music that can last for several minutes but doesn't follow the boring old pattern of repetition. The chips used on 8-bit machines are being pushed to the limit. It will be very interesting to see what they will be doing when new, super sound chips become more commonly available. My guess is that they will move towards a mixture of manipulated sound samples and high level synthesis. The results will be stunning. Watch this space.

TGM TX DATE: 10-87113/132


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16-BIT There are two firms battling it out for the top end of the micro games market in 1987 - Commodore and Atari. As these two gladiators have been locked in this duel for almost ten years now, it's no surprise that you have to dig a little to find out what's really going on. Despite all the hype, it's a small world in the micro industry, as veteran micro columnist and 68Kcoder Simon N Goodwin explains, before pointing out some of the essential differences between 16-bit and 8-bit machines..

A

Atari funded the Amiga project for a while, but lost interest as it developed . • .

tari was started by a visionary called Nolan Bushnell who, among other things, invented the first arcade console, Space War in 1972. The Corporation thrived in the late '70s and early '80s, with two products which dominated the home market for several years: a home console system called VCS and the Atari 800 home micro. Bushnell sold out to Warner Bros, the film giant, and set up a robot firm. Androbot, which has yet to hit the big-time. Things went downhill at Atari during the '80s. The box, memory and codename of the machines changed, but there was no new system. Atari seemed afraid to abandon their software base. Jay Miner, the designer of the 800, left to work for a new company. Amiga Corp, developing a sys-

tern based on the latest processor chip made by the vast Motorola corporation - the 68000 (a product which was later followed by a family of sound-alikes - 68008, 68010, 68020 and the latest whizz, the 68030). Atari funded the Amiga project for a while, but lost interest as it developed from Miner's original vision of 'a low cost games machine' into a prototype all-singing, all-dancing techies' dream computer. Incidentally, in case you're wondering, Amiga means 'girlfriend' in Mexican!

COMMODORE The company that cut up Atari's world market was Commodore - a typewriter firm that moved into calculators in

the '70s. and launched the Commodore PET, one of the first three massmarket micros, in late 1977. The PET was before its time. It had little potential for games, whereas the Atari 800 was colourful, noisy and fun. For obvious reasons, the Atari rapidly eclipsed the PET as a home machine when it arrived at the turn of the decade. Commodore were determined to beat the Atari 800, and they managed this with two machines - a cheap, solid-looking system called the VIC20. and the Commodore 64. which out-gunned the 800 in several respects, even though it copied three of its worst ideas - the external power-unit, non-standard cassette deck, and the slothful 'serial' disk drive.

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DATE: 10-87115/132


PROCESSOR PROGRESS So far all these machines - PET. VIC20. 64 and Atari 800 - had used the same central chip: the 6502, invented by a former Motorola employee, Chuck Peddle. Peddle also sold chips to Apple, invented Commodore's PET (to use his processor) and designed the Sirius 1, a business machine that laid the foundations for IBM's rather less imaginative PC. Peddle's 6502 was a 'distant cousin' of Motorola's early 8-bit 6800 chip. In fact two closer relations, the 6500 and 6501, were also produced, but vanished quickly pursued by copyright lawyers from Motorola! It was natural for both Atari and Commodore to take an interest in Motorola's 'new generation' of 68000 processors, despite their boringly predictable numbers. Apple had already used the 68000 in its powerful but pricey Lisa system (the most obvious use of the Lisa system these days is its positioning of the little fluffy clouds on your TV weather-forecast).

1 9 8 4 - N E A R MISS At the beginning of 1984 the race to take advantage of Motorola's new chips started in earnest. Even the British had a go. In 1982 Clive Sinclair

Commodore were determined to beat the Atari 800, and they managed this with two machines. • .

ventional system. The Amiga's clever operating system, developed in Britain, can run seva- Vss i eral programs at one time. This feature is fun to play with and makes the system very friendly, but it's not particu'H • larly relevant to the entertainment market - games tend to gobble up all the resources they can grab. The ST has a rather pedestrian disk m ft'ifiHfn system, which handles largefilesdisappointingly slowly. It's a version of 'GEM', the 'Graphics Environment Manager' used on IBM clones like the Amstrad PC. which is an advantage if What of the machines themselves? you've used that already - one small It's hard to get a good idea of their snag is that the Atari version gives relative merits from the hack press, relatively little support to graphics who tend to swallow anything Uncle printers. Jack tells them (especially If they're given a free computer). The Amiga is The Amiga system, called' Intuition' a much 'deeper' design than the ST. manages to be both intuitive and with more tricks and treats up its idiosyncratic at the same time. It can sleeve, but it will be years before com- be a bit of a pain to use on a singlemercial software writers master them drive system, because it often asks all - as it was with the relatively trivial you to swap disks, but that's more a Atari 800 from the same inventor. reflection upon the range of things it The ST is a competent, fashionable, lets you do than the capacity of the drives - each Amiga disk holds 880K modern design. Gary Penn compares of data, whereas a standard ST disk it with the Sinclair Spectrum in 1982, holds 360K. 720K Atari drives are now albeit much more powerful,fiveyears on. It's the state of the art in mass-pro- available, but commercial programs still use the 360K format, so that some duced chips from big firms, wrapped ST games must be loaded in sections up in a stylish box. from two disks. The programmers I spoke to had several technical reservations about The Amiga has lots more colours, the ST. although they admitted that it which makes a clear difference to the was going to take a long time to get to appearance of graphics. Andrew know all the intricacies of the Amiga. Braybrook pointed out that the 512 colours on the ST do not include dark The advantages of the Amiga stem shades. He even finds the 4096 colfrom its custom chips, rather than the ours on the Amiga a bit limiting, 16-bit processor, which in fact runs although they allow much more subtle slightly slower than the 68000 in the shading. Jay Miner plant, to allow ST. In operation the Amiga seems a even more varied colours on future lot faster and more flexible because the custom chips have been designed Amiga systems, without making programs incompatible. to take over the operations which 'slug' the processor of a more conThe Amiga can produce high-qual-

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had been toying with the idea of a 'Super Spectrum' based around the 68000 chip. Like Atari, he coasted on the success of his 8-bit machine for a while, but in 1983 he needed some way to raise money to make electric cars - a project which had been an obsession of his since the '60s. Clive (as was) set the cause of home gaming back a couple of years by deciding not to threaten the Spectrum market, but to aim his next bombshell at 'serious' users. The QL, or Quantum Leap, was the result, launched in January 1984 amid vast amounts of expensive hype for Motorola's new chips. Unfortunately the machine was launched about six months before Sinclair Research finished designing and programming it - apparently Clive panicked when he heard that Apple were about to launch an inexpensive 68000-based system, the Macintosh, into the same market niche. Since then. Alan Sugar has proved that technology takes second place to marketing: his unadventurous PCW machine has all but sewn up the' naive and serious' end of the UK market. When it was finished - or at least got as close to that state as computers ever get - the QL turned out to be a good machine, but it was never well-suited to games. A compatible follow-up, CST's Thor, is still selling

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unobtrusively, and a souped-up version, Sandy's ominously-named Futura, has been due 'tomorrow' for several months now. If and when it turns up, the Futura could be a strong European competitor for the ST and Amiga - it can do some tricks even the Amiga can't: how about mixed-mode overlaid circular windows?! Time and marketing will tell, but in the meantime the main benefit of Sinclair's Leap is that it has given Europe a large fund of experienced 68000 programmers, while American hackers dallied with obsolescent IBM clones. The Apple Mac was deliberately aimed at workers, not players or programmers.

1 9 8 5 - A L L CHANGE Things got rough at Commodore board meetings in 1984, despite the waning success of the VIC and the rise of the 64 after a slow start in Europe. Jack Tramiel and his family were thrown out of their own firm just as Warner Brothers despairingly announced record losses for Atari. At this point things got really incestuous . . . At the beginning of 1985 Jack Tramiel (ex-Commodore) bought Atari. Meanwhile Commodore bought the rights to the Amiga project from Jay Miner (ex-Atari). This naturally

ity four channel sound. The sound circuits work in much the same way as the Fairlight synthesiser, often used by Peter Gabriel and The Art of Noise among others. Basically this means that you can record or synthesise any sound, in stereo. The ST can only offer noisy sampled recordings, or tinny computer-tunes played in three part harmony through a simple chip like the one used In the Spectrum 128 and old Amstrad home machines. The ST can get around this limitation if you've got a modem synthesiser, because it includes a standard MIDI (Musical Instrument Digital Interface) port - a feature which is only available as an add-on extra for the Amiga. The large amounts of memory on both systems makes them well suited to MIDI control. The ST lets you use any 32K chunk of its memory for display information, whereas the Amiga display and other custom chips can only access the first 512K. Apart from this restriction, the Amiga display is far more flexible - for instance you can move eight 'sprite' patterns over the display without having to re-draw the background, and ' collisions * are detected automatically. The Amiga also lets you scroll the screen smoothly in any direction, whereas this is very tricky and processor-intensive on the ST - especially if you want smooth horizontal movement. The difference will be most noticeable in games such as Gauntlet, which has already arrived for the ST and is a super-accurate conversion from the arcade machine with a single exception: the ropy horizontal scroll. It's early days yet for both the Amiga and the ST. 'Nobody's really pushing either machine yet', commented Andrew Braybrook, 'but you get what you pay for.'


16-BIT caused a good deal of confusion and work for lawyers, but in the meantime Tramiel was able to keep Atari ticking over by selling off vast stocks of old machines. This chaos, and a measure of market saturation, sent Commodore on a dive, only recently reversed thanks in great part to sales of IBM clones in West Germany. The Amiga was coming . . . but it wasn't finished, and its inventors were not going to emulate Sinclair's QL team after such a labour of love.

AMIGA

When the Amiga did turn up, in the middle of 1985. Commodore were pre-occupied only with survival. They couldn't afford the up-front cash to launch a mass-market machine, so they priced the Amiga high and decided to sell it as a mixture of a business machine and the ultimate executive toy. Luckily the developers from Amiga made loud noises to the press, and the machine was widely recognised as both an entertainment virtuoso and the technical Quantum Leap which Sinclair had tried for. The Amiga was hailed as the first really innovative micro since the 1977-vintage Apple 11. Of course, the only people who really care about such things are techies. and they don't create a mass market. Jack Tramiel could, and has done. Within of the Amiga launch he announced the Atari ST - a direct, and much cheaper, competitor.

TRAMIEL'S ST At that stage Atari's main assets were its name and that of Tramiel himself. The ST hardware design was claimed to be underway when Tramiel arrived, but - even if that's true - there was little else. Software was needed to run the disk drive and other ports which the ST would need to match the Amiga. CPM/68K - a translation of the old. crude 8-bit operating software that few except Amstrad use today - was bought off-the-shelf. It was re-named TOS - Tramiel Operating System - to add credibility. A 'friendly front end' called GEM (Graphics Environment Manager) was duly imported from IBM systems to complete the set. The operating system supplier. Digital Research, was also asked to supply a BASIC programming language for the ST. but the whole bundle was being put together at Warp Factor Nine and they couldn't get it done in time. They ended up buying a rather shaky BASIC written anonymously by a Bristol student in his summer holidays. The exact source of ST BASIC has been kept very quiet until now. but you may guess that it came from Metacomco - the British 68000 specialists who wrote Amigados, the Amiga's operating system. The original rushed version of ST BASIC has since been tidied up by Digital Research, and Metacomco have a new ST BASIC in the works. There are now lots of very fast BASIC compilers for the ST - Terry Wogan plug time: including one of mine - but in the early days an extremely erratic ST BASIC was the only way customers could tell the machine what to do.

DEVELOPMENTS Both the ST and the Amiga were released before their built-in software was finished. Early systems came with 200K of code on disk, and you had to load the lot before the machine would talk to you. At the launch of the ST. Atari promised 128K and 256K versions, but neither turned up for obvious reasons. Customers have found it useful to draw a distinction between Atari announcements and Atari products ever since. Nowadays both systems have been largely debugged. and are supplied built-in to the computer, rather than on disk. So far. Atari have the edge in terms of marketing. Right from the start, Tramiel rented vast areas at computer shows, sharing out the space among third-party suppliers. This upset some show organisers, but it encouraged the support industry that is the key to successful micro marketing, and gave the impression of vast resources at a low cost. Despite the hype, the ST is wellknown to be a much simpler machine than the Amiga. I've summarised the main differences in the panel. Atari have set out to compete by 'souping up' their original machine in several ways. It was easy to build systems with extra memory on-board, and a disk drive with twice the capacity of the original 360K unit. But the Amiga includes a powerful chip called the 'blitter' which can move patterns around memory at great speed without slowing down the processor. The ST has to move information through the processor, and this often creates a bottle-neck. Earlier this year Atari announced

their own blitter. but it has not yet Jack Tramiel filtered down to customer level. It's much simpler than the Amiga unit, which can move and transform any 'shape' in one step. The Atari unit can only move or filter rectangular areas, and it's said to crash if programs try to communicate directly with the screen memory - instead of using the (normally slow) methods built into the system. Graftgold's cult programmer Andrew Braybrook points out that these upgrades are of limited use in professional programs, "software writers aren't going to make use of the Atari blitter, because they can't be sure that users will have one." The same, sadly, goes for the big disk drive and extra memory, at least until they swamp the number of older systems. Commodore have, at last, . . . the responded to criticism of the high price and business slant put upon the developers original Amiga. Two new models from Amiga replace the original A1000. The A500 is a lower-priced all-in-one version, made loud aimed at the home market, where the noises to the Amiga should have been targetted all along; the A2000 is a new up-market press, and the version - promoted as an absurd machine was combination of Executive toy and PC widely recogclone.

FUTURES The future appears bright for both machines - as both Atari and Commodore seem to be taking this new entertainment sector seriously. The Amiga looks best, but there's more support for the ST and it's cheaper. Many of today's 'amazing' Amiga demos reflect the attitude of the programmer more than the potential of the machine, which is still largely untap-

nised as both an entertainment virtuoso and the technical Quantum Leap which Sinclair had tried for . . .

TGM TX DATE: 10-87117/132


EIGHT BITS GOOD SIXTEEN BITS BETTER! . . . a crash course in computer oneupmanship Digital computers store information in groups of 'bits'. A bit is a electronic memory cell which can either be full or empty, but nothing In-between. The first home computers were called 'eight bit' machines, because they were happiest working with groups of eight bits at a lime. They could dosim pie tricks, like adding groups, collectively known as 'bytes', comparing them, moving them around and so on. A bit might indicate a YES or NO answer . or whether a dot on the screen is bright or dark, or anything else you want to record. Eight bits was often a convenient number. If you write down all the combinations of eight bits, writing ' 1' for Mull' and '0' for empty, you'll get bored because there's quite a lot of them - 256. to be precise. It's easy to make up a code that will let you store letters of the alphabet, digits and punctuation marks In eight bits, and thus the computer can appear to manipulate written text. Arbitrary numbers are a bit trickier, because 0 to 255 is not a very wide range - so programmers often have to arrange stnngs of bytes to represent large quantities, and use lots of simple steps to manipulate the strings, piecemeal.

LAUGHING At this time programmers on big 'mainframe' computers were rolling around the floor laughing, because their machines worked with larger groups, called 'words' - sometimes 16-bits. sometimes 24. 32. or even more. This often made them a lot quicker and easier to use Computers use similar groups when keeping track of their memory, and it generally followed that a computer with bigger words could cope with more of them. In the late '70s, microchip-makers were pressured to produce 'more powerful' chips capable ot working with larger groups of bits. The result was the ' 16-bit micro*. Alert advertising copywriters realised that all the people with home computers had only got 8-bit micros, and reckoned that thero was a good chance that they'd upgrade' to a'16-bit'one. especially if the advantages - bigger, more, better. faster - were suitably stressed. So the 16-bit micro became the 'in ped - those demos could be converted to run pretty well on the ST. but, in time, the Amiga will throw up new effects that the ST could never manage. Atari 800 software developed amazingly in five to six years, and Amiga product life will probably be much longer. And what about the hype . . . is it really worth selling your 64 or Spectrum to join the 16-bit rat-race? Well, the potential is there, although current software is just testing the water, especially on the Amiga. But beware - it's still quite possible to write rotten games in 512K with 4096 colours. The key is to read THE GAMES MACHINE; when really amazing things start to happen - and they're starting - we'll be right there. Join us!

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DATE: 10-87

thing' It has taken a while, because 16-bit machines are more intricate to build and program than their predecessors. and as usual no one allowed enough time for getting used to the new way ot doing things. A 16bit micro can work with more data at any one time, and can control a larger total amount ot storage. It can also do complicated things like multiplication and division, which most of the 8-bit chips have to do step-by-step, adding or subtracting as a human might do with pencil and paper. Such extra instructions are useful, but every instruction must have its own number, so programs for versatile chips are often longer than programs for simple chips that can use shorter instruction codes.

ANOTHER DUEL There are two main 'families'ol 16-bit processor on the mass market - one made by Intel, a company owned by IBM. and another made by Motorola (who are big enough to own themselves). The Intel version came first and is generally considered rather riasty - though it does work quite quickly, and has a few good features. These chips (the 8088. 8086. 80186. 80286 and so on) are used in IBM computers. Since most business computers in the world are made by IBM. or are copies of IBM models. Intel processes dominate the commercial world. Home computer firms waited for the Motorola chips, which $re easier to program and. in many ways, better designed. These come in a family with five-digit numbers starting with 68 . . . the first was the 68000. used in the ST and Amiga. Then came ono designed to use old 8-bit memory the 68008. used in Sinclair's OL. Newer versions are the 68010.68020 and - just about ready - the 68030. The last two are really 32-bit chips, but they can run the same programs as earlier versions, because the68000 family was designed from the start to use 32-bit values internally So. what's the difference between an 8-bit and a 16-bit micro? It depends entirely upon what you're trying to do. If you're working with a small group of characters, or other

values that fit in eight bits, then a 16bit processor won't help much. That's why Amstrad's PCW word-processor can get by quite happily with an 8-bit chip. But if you're using 16-bit values (say. scores, or co-ordinates Irom 0 to 65535) a 16-bn processor may be much quicker - between two and eight times taster, depending upon what you're doing. There are other reasons why a 16bit processor may be faster than its 8-bit predecessoi It can often do In one step what the 8-bit model had to do piecemeal - complex multiplication. for instance. The 68000 can read and write values to memory in one step, whereas older chips could only do one or the other. These advantages come because the chip designers have sweated for longor. and used better tools to design and make the chip. You pay for all that effort, of course.

SPEED FREAKS Why all this concern about speed"7 Speed doesn't |ust make games more exciting - it can allow more things to happen in a given time, giving more effects, or a better simulation. The extra memory that a 16-bit chip can handle means that programs, maps and so on can be bigger. Again, you must pay for the extra work. One snag is that the speed of memory chips has not increased much, although their capacities have grown, so computers may work slower than expected because of wait states' delays inserted to let the memory catch up. Manufacturers are very secretive about these, but most computers use them at times, and the only way to tell their effects is to use the machine for lots of different things, and see what happens. Every computer has a timing pulse, called the clock', which is used to synchronise each step. Sometimes advertisements boast about the speed ot this clock, which is usually measured in •MHz', or millions of pulses per second. Unfortunately different types of processor use a different number of pulses between each step, so the clock speed' of a computer may not tell you much, on its own

. . . different types of processor use a different ' number of pulses between each step, so the 1 clock speed 1 of a computer may not cc^ti much, on its own


SOFTWARE FOR FREE Well, A l m o s t . .

Jeremy Spencer starts his travels through the Public Domain and explains what Shareware is all about. With the possible exception of a small plastic baking powderpowered submarine that I once received, I was a firm believer that nothing worth having was free. However, like so many other things, this rule doesn't seem to apply to computer users. We live in a very different world, a world in which you can part with an arm and a leg for a program, only to find that your smart-alec friend acquired something else, which does more, faster... and for nothing. How? ^ J

rogrammers are rather like artists - they have a skill which they like to demonstrate, share if you will. Further, they feed from like-minded people. A programmer who has just written a particularly ingenious piece of code can't wait to show it to friends. Invariably, the code-writer gets more than a pat on the back - other programmers take the ideas contained in the new code they've been shown and expand them, add their own routines, and generally 'race tune' the entire concept. Before you know it, a complete program emerges, which could be anything from a humble disk editor to a word-processing system. It's in the nature of programmers to shut themselves away in closets, denying themselves the company of others. So they use a technique unique to the computer world and get together while avoiding the normal tedium of meeting people. In America - where telephone charges are low and high-speed modems litter the pavements - they send each other little messages via bulletin boards, computers which do nothing else but receive and dish out messages. Programs can also be passed round in the same way: a programmer in New York can leave his latest development on a board in Los Angeles and expect to get a disk full of adulation the next day - without even leaving his bedroom. In this way the system of Public Domain software began to evolve the 'domain' is a series of computers dotted around the world, stacked with other people's programs waiting for anyone who has a modem to download them. Of course the quality of Public Domain software varies enormously - some of it is brilliant while the rest is pure rubbish - but that's also true of commercial software. the only difference is that poor commercial software leaves you unsatisfied and out of pocket. Public Domain software has developed a lot since its early days. Some authors have found that they

can use the efficient distribution system to their advantage, and make some cash from their efforts without going through the risky and complex

process of trying to market their software through traditional retail channels.

TRY BEFORE YOU BUY Shareware probably began when authors placed programs in the Public Dpmain and asked for donations from those who found the free software useful. Donations were sent and the idea caught on to the point where the system became formalised. Users are free to copy Shareware software and pass it around - in fact it's essential that people should do just that, otherup and appear under Desk Top clocks, diaries... you name it

RECOMMENDED

. . . by comparison commercial utilities are well overpriced

The PC and its clones lead the field in terms of the quantity and quality of Public Domain software available, but the ST scene is reminiscent of the early PC days - ST libraries that exist at the moment are run by talented and enthusiastic amateurs, and both games and programming aids feature strongly, with no shortage of pictures and useful utilities. The strength of the ST in Germany is reflected in the software available - much of the Public Domain material around originated in Germany. ST owners are presented with an ideal opportunity to brush up on their German reading. The CP/M emulator for the ST also means that much of the CP/M Public Domain material is relevant. Atan Public Domain software tends to complement the resident GEM operating system well - there's a host of .ACC programs - you know, the things that load themselves on start-

ARC is essential, since much of the Public Domain material comes In a compressed format - saving disk space and phone time, but only ARC can set it free. RMD208 - in fact any ram disk, but this one stopped me going completely nuts. I had forgotten what it was like to have a computer with only one disk drive. Copying files was such a pain - until I discovered RMD208. FOREIGN AFFAIR - yes it's Mike Oldfield's classic track in digitised form. There just isn't a better way of showing off the musical capabilities of my Atari. What fun I had watching the faces drop! KRABAT CHESS-every computer should have a chess game just to show how smart it is. This is a good as any. but wins on value for money. DISKMAN - provides a whole range of utilities to keep your disks under control. Essential and very easy to use - a sort of software parachute. HACK - a superb text and semigraphic adventure game.

ST CONTACTS

THE SOUTH WEST SOFTWARE LIBRARY 5 Barn Owi Way Stoke Gifford Bristol AVON BS12 6RZ Send SAE for catalogue Typical charge £3.50

ST UK 2 Marina Gardens Cheshunt Hertfordshire EN89QY Typical charge £2 - £2.50

TGM 7X

DATE: 10-87119/132


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In America there Is a much wider If you can afford the MS-DOS comrange of Public Domain software and patibility you should also have access Shareware for the Amiga than there is to the PC-DOS libraries. for the Atan ST - but in the UK. suppliers are few in number. Shareware registration prices tend to be a great deal lower than those for the PC - but the software tends to be much more hacker-orientated. With the Atari ST. the GEM environment is ICPUG commonly used - its Amiga equiva30 Brancaster Road lent. Workbench, is not so widely supNewBury Park ported. so you should be prepared to llford use the less friendly Command Line Interpreter. The range of business IG2 7EP programs available is excellent: the 01 346 0050 normal Lotus 1-2-3 and dBase clones 01 579 1229 are all on offer.

CONTACT POINT

wise the distribution dries up. Once a user moves beyond just trying the software and starts using it, the program should be registered - registration fees are generally pretty small ranging from £15 to £75, in return for which the user gets the legal right to use the software, technical support and, frequently, a properly printed manual. Shareware feels very different to ordinary Public Domain software. A lot of Public Domain software looks like it was written by a hacker, and generally only other hackers can get to grips with it. Shareware is generally much easier to use - the command sequences tend to be designed with the novice in mind, and help screens are usually built-in. After all, no-one will use a program that they can't make head nor tail of, so instructions (or documentation) tend to be full and succinct. More significantly, while Public Domain software usually carries an implicit invitation to improve on the code, this is certainly not the case with Shareware. The last thing a Shareware author wants is a total stranger messing around with his code. It's hard enough for an author to keep track of his own bugs - never mind those put there by other people!

encourage the user to register, but also to encourage others to do the same. The incentive is not trivial: employees have introduced Shareware into a large companies and made tens of thousands of dollars as a result! Shareware is now a widelyaccepted form of distributing software in the States that avoids all the hefty marketing and publicity bills which companies like Micropro and Ashton Tate have to meet. In the UK, though, it is badly supported. Sure, you can get copies of just about every Shareware program available in the States, but either we Brits aren't so honest (as a flag-carrying patriot, I find that hard to believe) or people just can't be bothered to go to the trouble

MILLION DOLLAR MEN Two Americans, Bob Wallace and Jim Button, are generally regarded as the fathers of Shareware, and it's a measure of the success of the system A programmer that both of these men now head milin New York lion-dollar companies - due mostly to a neat refinement of the Shareware can leave his concept which has all the mass applatest developeal of a chain letter, but without the ment on a sting. The concept is both elegant and simple... board In Los People who register with Wallace or Angeles and Button are sent programs bearing a unique serial number. Users pass on expect to get a copies of programs to other potential disk full of aduusers who, with any luck, also register and quote the serial number. This may lation the next then be traced to the original holder, day who is paid a commission. The new user then receives a serial number and the chain carries on. In one neat move an incentive is provided not only to

120/132 TGM TX DATE: 08-87

and expense of sending money to the States when the only tangible benefits are a manual and technical support phoning America to find out how to get PC Write to print justified text is a bit much. Sad really, as American authors are being denied their dues and we aren't getting our hands on the latest product from what is undoubtedly a source of superb software. Changes are afoot though, and we plan to keep you fully informed in future issues.

CHEAP WRITE-OFF

There is a temptation to write off Public Domain and Shareware software because it's free or very cheap. Avoid the temptation. The quality will surprise you - a few programs have been taken up by publishers in this country and marketed in the normal way. For instance, Sagesoft's Word Processor is in fact Bob Wallace's PC Write-. admittedly, the version Sage sells has a few more bells, but not enough to justify the price difference - Sage currently sell PC Write for £99 while Wallace only charges a registration fee of £75. See how avoiding advertising and distribution costs benefits the user?

1 DOWN.COM l i c r b e f o r e y o u own 2 CONUEKT V o u w i l l r?ed d o w n l o a d ay 3 C 8 0 FREE t sm with a libr^y functions. 4 D I S K LIT ILS F R u t i l i t y w i t) £ u 5 P R I N T FREI A forMAt your 6 E D I T FREE I u e d i t i n g i s tie B E F O R E Mlcronet offer* a hoat of Interesting material to subscribers —as this screen offering details of Amstrad software Illustrates ...

GO EXPLORING

It isn't just the quality of software on offer which makes the Public Domain The quality will worth exploring. Once you become an experienced Public Domain voyager, surprise you — you discover that the standard a few progoperating system supplied with your rams have computer is pretty tame. For instance Gem. MS-DOS and CP/M all provide been taken up very efficient ways of deleting files, by publishers but none offer any help in recovering from accidental deletions. Tools In this country which can unerase files, edit disk sec- and marketed tors and do all manner of other things are known as utilities. For reasons in the normal beyond my comprehension, utilities way are poor sellers but they are indis-

ATIB

There is so much software for this beast that some people devote their lives to cataloguing it and dishing it out. Generally pretty weak on games (they are mostly written in BASIC and tend to be grotty), with hardly any art. the CP/M scene is almost entirely built around clever utilities - which accurately reflects the history of the Public Domain. There are hundreds of accessories for CP/M. including famous names like Wordstar, NewWord and dBase - if you use any of these serious software systems you should check out the Public Domain utilities. Vou will be amazed what some utilities can make Wordstar do! CP/M was and Is the true hackers delight. Unfortunately there's no Shareware.

RECOMMENDED UNERA19.COM - idiot saver. Recovers files deleted by accident. RPIP.COM - file copying utility which is easier to use than PIP and offers more.

DU-V86.COM - gives complete control over disks - with this tool you can do just about anything with disks except make them breed. LABELS4.BAS - a clever little label printer. BANNER.COM - prints large headlines and signs. ADV.COM - based on the original and excellent Cave Adventure.

CP/M CONTACT

CP/MUGUK 72 Mill Road Hawley Dartford Kent DA2 7RZ Typical Cost £2 - £4 (Membership £7.50)

VOl"

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-

MM IELESOFIHftRE Hcronet

F R E E P r o g y o u nnepepdd anything? CP/M CP/H Micronet F R E E Ditto need o n e o f t h e a b o v e t o sny o t h e r p i e c e o f software d o w n l o a d

Aswall-C c o M P i l e r , rary o f s u b r o u t i n e s

c o w p l e t e

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CP/M

LS FREE A c o w p r e h e n s i v e disk t}« f u l l d o c u w e n t a t i o n CP/M I A useful 1 u t i l i t y to printout n e a t l y . CP/M ) u t i l i t i e s p a c k a g e - Text tie l e a s t of i t s f u n c t i o n s .

pensable. Okay, there are commercial products on the market, but they offer nothing special in comparison to the rich source of programs in the Public Domain - and by comparison commercial utilities are well over-priced. The Public Domain is also fun - getting hold of software and discovering what it can do is entertaining in itself and with the price of software being what it is, who can afford to build up a large and interesting library? But be careful - you can still end up paying too much if you don't source the programs efficiently.

value for money if used well. We will examine their role in a future issue.

PHONE-FREE PD

Not everyone is prepared to cough up the money for a modem and most Bulletin boards are so thick on the people don't like paying telephone ground that I'm amazed that they bills. Public Domain software can also aren't taxed. They come in all shapes be gathered by joining a user group and sizes - some specialise, catering where it is passed around on disk for particular computers, while others and unless you're a closet-case progconcentrate on specific fields like law, rammer there's the added advantage medicine or as you may have read in of meeting people... If you don't the news, sex. Most are funded by fancy socialising to get your software dedicated individuals known as there are always the Public Domain SysOps (System Operators), while libraries that have begun to emerge. some collect subscriptions and dona- They provide Public Domain software tions to keep going. Such enthusiastfrom a catalogue and generally charge run boards are the best sources of a fee to cover disks, administration Public Domain software - the one I and handling. Be careful - some libuse gives access to a vast library that raries offer good value for money, currently offers over 800 IBM PC titles, operating in the spirit of Public some 500 programs for CP/M Domain. Others are able to afford to machines, 200 for the Atari ST and place expensive double-page adveraround 100 for the Amiga. tisements in magazines promoting themselves as user groups when in Inevitably, you will find that your reality they are going concerns, makfavourite bulletin board is not a local ing a respectable profit on every disk call away - which means that your phone bill might be higher than if you they send out. That isn't the way it should be done. Scour the press used Microlink or Micronet which adverts carefully - if a library offers a have local access nodes and allow catalogue, send an SAE and get one. you to hook up to the service with a It will give you a brief idea of what each call that's charged at local rate. Indeprogram does, help you decide pendent boards are well worth invesexactly what is useful and what isn't. tigating all the same, because the When you've got a couple of choice of software they offer is speccatalogues you can shop around . . . tacular.

ON THE BOARDS

SOURCES

The traditional way of getting Public Domain software is by linking your computer to another, using a modem to make the connection via the telephone network. The three biggest dial 'em up services in Britain are Micronet, Microlink and Compunet. All three provide some means of sending software into people's living rooms down the phone line. Microlink offers what is perhaps the weakest range - most of their software seems to be written in BASIC, and it's generally uninspired and fairly unremarkable. Micronet provides a good service for Atari and PCW users, as well as for the hordes of 8-bit owners, and commercial programs for a wide range of computers are also offered for sale. An added advantage with Micronet is that user areas have been set up for specific machines, representing a useful on-line forum for the exchange of news and ideas. One of the main advantages of Micronet and Microlink is that they both support a very peculiar data transmission speed of 1200/75 baud, which means that you can receive data at high speed and save phone time without having to go to the expense of a 1200/ 1200 modem. Unfortunately, these services must be all things to all people, and consequently the range of software is somewhat limited. Compunet is a happy hunting ground exclusively for Commodore owners Commodore 64 only at the moment, but an Amiga facility might well be on its way. Like Micronet, with which it has no links incidentally, Compunet caters for a wide range of interests. All three services are commercially run and require a joining fee and subscription, but they provide a whole host of services and can be good

This operating system is spoiled rotten for Public Domain goodies and Shareware - and so much of what's on offer is superb. No matter what your interest, programming, business, games, art or even music, there are mountains of good quality software to satisfy your appetite. As with CP/M, popular business programs are 'supported' by a host of enhancements. For instance. I recently found a list of worksheets for Lotus 1-23 . . . it took ten minutes to print out! I must confess to getting a bit disgruntled by the degree of exploitation going on in this particular market, so chose your suppliers very carefully . . .

RECOMMENDED PC PROMPT - prompts the inexperienced user in the correct use of DOS commands. SWfcEP - related to the famous CP/M utility - total control over disk files.

SPEEDKEY - superb little tool for making the cursor fly faster indispensable if you have a slothful Amstrad PC. BROWSE - allows you to quickly scroll (in four directions) though a text file without having to load it into a WP. NOTEPAD - memory resident (can be called up even while another program is running) aide memoire. PROCOMM - excellent Shareware communications program - though it can't handle Prestel type graphics or 1200/75. PC-OUTLINE - shareware. Brilliant memory-resident word-processor and organiser. TRIVIA - Public Domain version of that very silly game. Be warned though, this version is American, so you'll be at a disadvantage with at least some of the questions. SIDEWRITER - prints ASCII files sideways. AMULET - graphics adventure with 20 levels of play.

DOS-CONTACTS

Bulletin boards are so thick on the ground that I'm amazed that they aren't taxed

PD SIG Software Library 90 Raybourne Close Uxbridge Middlesex UB81UJ Typical Cost £3.50 - £5.00 (Membership £21.85)

CP/MUGUK 72 Mill Road Hawley Dartford Kent DA27RZ Typical Cost £2 - £3 (Membership £7.50)

TGM

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DATE: 10-87 121/132


THE MEGA CHOICE:

Apart from our highly recommended games list, you am order any game released by the major software houses to date on any of the following formats; SPECTRUM 48K/128K, COMMODORE C64/C128, AMSTRAD CPC, MSXII, ATARI ST, AMIGA, IBM PC/ XT. (Ring and ask about games for the SEGA NINTENDO AND ATARI XE) RULES: OUR OFFER PRICES ARE VALID FOR ANY GAMES AND INCLUDE POSTAGE AND PACKING - NO OTHER EXTRA CHARGES LOOKUP THE PRICE OF EACH GAME IN THE OFFER TABLE, ENTER THE OFFER PRICES ON THE ORDER COUPON THENADDTHEM UP. ORDERS FOR TITLES WHICH ARE NO LONGER IN DISTRIBUTION WILL BE RETURNED YOU WILL BE REGULARLY NOTIFIED OF ANY DELAYS CAUSED BY LATE RELEASES REMEMBER: USE THE CORRECT RECOMMENDED RETAIL PRICE WHEN LOOKING UP PRICES IN OUR SPECIAL OFFER PRICE TABLE DON'T FORGET TO MENTION THE COMPUTER AND MEDIA FORMAT/CASSETTE,DISK OR CARTRIDGE/ REQUIRED - OUR MAIL ORDER DEPARTMENT IS NOT CLAIRVOYANT (YET/1

DELIVERY:

Not all the listed products will have been released at press time. Goods will be despatched as soon as possible. Customers will be informed of any long delays.

T M

CUII9TC

ORDER FOUR GAMES IN THE £1.99 RANGE AND PAY FOR THREE (£5.97 PAYMENT TOTALI - A SAVING OF £1.991 ORDER FOUR GAMES IN THE £2.99 RANGE AND PAY FOR THREE (£8.97 PAYMENT TOTAL) A SAVING OF£2.99! JUST FILL IN THE NAME AND PUBLISHER OF THE FOUR GAMES REQUIRED AND THE PAYMENT TOTAL OF£5.97/E8.97 (DON'T USE THE OFFER PRICE TABLE/ » High fashion yourself to an exclusive high quality white TShirt with flattering TGMlogo in splendid Technicolor! Med and XXL sizes only

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HIGHLY RECOMMENDED: I CALIFORNIA GAMES (US GOLD) ENLIGHTENMENT • DRUID II (FIREBIRD) FLUNKY (PIRANHA) MEGA APOCALYPSE (MARTECH) ACE 2 (CASCADE) CHESSMASTER2000 (ELECTRONIC ARTS) CENTURIONS (ARIOLASOFT) SOLOMON S KEY (US GOLD) INSTRUCTIONS: TAI-PAN (OCEAN) Write required game(s) on order list Check in review or ad for correct recommended RED LED (ARIOLASOFT) retail price (RRP) Look up special offer price and write on order form 7TR2 (MIND GAMES) Don't forget to f i l l in boxes indicating computer format and media type! EVENING STAR (HEWSON) Add up total and enclose cheque or postal order BUBBLE BOBBLE (FIREBIRD) or alternatively use ACCESS/VISA f a c i l i t y (DonVorget to indicate the Expiry Date'/ RENEGADE (IMAGINE) REMEMBER: Incomplete order forms will be returned, so don't forget format, media, shirt size, Expiry Date e t c . . MASK I (GREMLIN GRAPHICS) Pleasering(0584) 5620 If in doubt!

TGM TX DATE: 10-87 1 2 3 / 1 3 2


INTO THE WORLD WITH A John Minson visits the Hewson nursery as a new software label is born

S

eptember the seventeenth will go down in computing history for two reasons. Not only is it the day that this veryfirstissue of Games Machine hit the streets . . . it also marks the birth of a brand new software label. So crack open another bottle of champers because, after more than five years in the business, Hewson have decided that the time isrightto start a family. The name of the infant is Rack- It and from all indications it's going to be a bouncing baby. But before you break out the cigars there's something else you should know about junior... he's a bit of an infant prodigy who aims to take the market by storm, even though he's only knee high to the' full-price' titles. So let's cut the com and ask what has tempted Hewson to follow the budget path. It's a move that they've been considering for some time now, according to Debbie Sillitoe. who's in charge of the company's marketing. They never really felt that the time wasrightin the past, but now the fullprice 8-bit market is beginning to shrink and there's a general feeling that things will get even more shaky next year as the 16-bit wonders establish themselves.

OPEN ARMS So while Hewson will be approaching the ST, Amiga and PC with open arms, they don't want to neglect the machines which made them one of the most successful of the independents. Their belief is that the best way to stop Spectrums. C64s and CPCs being consigned to the back of a cupboard is to keep providing games, albeit at a 'pocket-money' price. However Hewson aren't aiming at the £1.99 price point. Instead a RackIt program will leave you with a penny change from three pounds. Apart from keeping retailers happy with a slightly larger profit margin, Hewson reckons that it allows them to release more sophisticated programs than a rockbottom range can. The company has always prided itself on the consistency of its titles though, and it doesn't intend to let a cut in price mean a cut in quality. While they will still be publishing their own top in-house programmers, and games from leading lights such as Steve Turner and Andrew Braybrook on the full-price label, Hewson now have an outlet for the many submissions that arrive at their offices every day. Though such games may not merit a £10 tag. they are great value at less than a third of that price. Of course Hewson aren't the first 'full-price' company to attempt to break into the budget market - one or two others have come notable crop-

124/132 TGM TX DATE: 08-87

"The Idea is to establish ourselves In a second market - it is apparent that games are developing In two different directions. We're aiming to push up the quality of the budget market" Andrew Hewson Ammtrmd mnd Spoctrum simulation fmnm will moon bo ablo to t h r i l l to tho undormom mplllm of OCEAN CONQUEROR, moon horo In Itm Spoctrum glory Rlghtt An omrly vormlon of TUNNEL VISION on tho Commodoro 04 — tho graphlom arm going to bo twomkod boforo tho gmmo Im roady for rolommo Right: Tho Commodoro vmrmlon of ANARCHY, tho block-blmmtlng gmmo mccompmnlod by m Stovo Turner moundtrack. Duo moon for t h m Spoctrum mnd Ammtrmd Pondorlng him noxt movo, Elnmtmln tmkmm you on mt Spoctrum DRAUGHTS OENIUS

Not only is the game simple to learn pers because sales techniques are very different when you're bulk selling and lots of fun to play - the presentation is brilliant. It features an animated in the impulse-buy marketplace. Hewson shouldn't have problems in credits screen, complete with dancing this area though. They've come to an programmers and Albert Einstein as an opponent. Take too long and he arrangement with budget impresarios yawns and eventually nods off! Mastertronic to handle the selling side, leaving them free to seek out the Ocean Conqueror, on the same two potential winners. machines, is a submarine simulation with vector graphics and all the comPUDDING PROVED plexity you'd expect of a simulation. The surprise is that it's so cheap . . . The Rack-It packaging is sophisticated, mainly monochrome, and very most companies would never consider such a sophisticated program at attractive. But the proof of the pudanything less than standard price. ding lies inside those black cassette cases. Luckily I was allowed to take a But probably the best of the first look at four of the first releases when I releases that I saw is Anarchy, a shoot visited the company. 'em up where you're gunning for the Tunnel Vision is a clever one or two landscape rather than aliens. You have a limited time to blow up blocks, player race-and-chase game, which avoiding the roving nasties that can combines subterranean racing round be frozen with a quick shot. one offivecourses with a ball-catching game, all seen on a split screen. There's a catch to all this Due to appear on all three major forthough . . . you have to be at least mats before long, Tunnel Vision is a one block away from your target to fast-moving contest which reminded shoot it, which means that the later me slightly of Ballblazer. levels call for some pretty tricky steering if you're to find the spaces. To my Draughts Genius is a much more laid back affair, for the Spectrum and mind, it's a great game. Destined for Amstrad. Though there's a plethora of all three major formats, it combines chess programs, draughts seems to great graphics with a clever Steve have been somewhat neglected - Turner soundtrack. unjustly on this showing! The other titles are Sunburst on the


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HUNTER AMSTRAD

C64, Powerama on the same machine, and for any Spectrum owner who wants to get away from Meryl Streep, go Into Africa. Later in the year, look out for Herobotix on the C64 as well as Super Cup and and Rex Harde which should both be on the three major formats. It looks like Hewson have got it just right with these first releases. A few years ago you would have marvelled at them, even at full-price. They all offer full play value at a fraction of the cost though. With luck, finished versions of the first batch of Rack-It games should arrive in time for us to take a closer look at them in the CHEAP THRILLS section in this issue...

Hewson aren't the first 'fullprice' company to attempt to break into the budget market - one or two others have come notable croppers

BUDGET

RACK-IT . . . THE BUDGET MASTERS

Mastertronic was set up in 1984 by plans are afoot to 'license' the arcade three people - Frank Herman. Alan product to the home computer label. Sharam. and Martin Alper. The first There's the Sega console and all the title the fledgeling budget label associated software, for which Masreleased was Bionic Granny for the tertronic has acquired sole disCommodore 64. and to begin with the tributorship rights in this part of the 'mainstream' software industry world. And on the game front, the viewed the new enterprise, which sold company also distributes Americana games at £1.99. with some disdain. titles for US Gold. Now Rack-It titles Despite creating a company on All from Hewson have joined the fold. Fool's Day, the team behind MasterJust to round off the portfolio of tronic have shown themselves to be activities, Mastertronic has a video anything but fools: in the past three label - Mastervision - and a £1.99 and a half years they've released music cassette label - Mastersound some 400 titles and achieved sales in Not forgetting the Magnum joystick, excess of 12.000.000 units. of course . . . This year Mastertronic bought MelHewson have made a wise choice bourne House, adding it to the string in selecting Mastertronic as disof budget 'brands' already being pub- tributors for their new range it would lished in-house: there's MAD - Mas- seem. Most Mastertronic titles tertronic Added Dimension - Enter- achieve sales around the 50,000 tainment USA. Bulldog. Arcadia (set marfc. shifting over 30.000 units in the up to produce full price conversions first three months of a title's life. About of Mastertronic's Arcadia coin-cp a third of all the games Mastertronic games) and Ricochet, a re-release produces are sold abroad, through label that re-publishes golden oldies. Mastertronic subsidiaries in France, There's more to Mastertronic than West Germany, Italy, Greece and Belhome computer software though. The gium. Arcadia team is writing arcade games Maybe Bionic Granny actually for a single-board coin-op arcade works for them? system based on the Amiga 500. and

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The design concepts for the Rack-It packaging seen above used game names and Illustrations just for effect

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Despite the effort that's gone into launching the new label Hewson aren't neglecting their full-price range. Far from i t . . . Andrew Braybrook has been jetting over to the States, where work is carrying on apace with the conversion of Uridium for the Amiga, ST and PC. Andrew's currently head over heels in love with Commodore's state-of-the-art micro - so much so that Hewson are having to make a special effort to remind him that there are other machines! Meanwhile Ranarama is being converted and considerably enhanced for the ST. As well as better graphics and sound, designed to fully exploit the Atari, there will be sampled effects, including creaking doors and blood-curdling screams, and four additional screens to introduce the characters.

TOES WET But while Hewson tentatively dips a toe in the 16-bit sea, they should also keep 8-bit owners happy with a heavy schedule of releases, including Even-

ing Star, the sequel to runaway train success. Southern Belle, in September. This time the run is from Bath to Bournemouth, which should suit the more sophisticated railway buff. October will see the awakening of Morpheus, a new Andrew Braybrook shoot 'em up dealt with in more detail in the reviews section of this issue. (Busy guy, Andy).

NAMECHECKS Steve Turner doesn't intend to let Andrew gather all the laurels though. You can light up the skies in November with Magnatron, sequel to Ouazatron, which features the same KLP2 droid, but does away with the jerky scroll. Transported to the platforms of the planet Quartech you have to locate and destroy reactors on eight 16-screen levels. Looking further into the future there are new titles in the pipeline from John Philips (of Impossiball fame) and Rafael Cecco (responsible for Exoton and Equinox). For further details, stay plugged in to your favourite GAMES MACHINE!

TGM TX DATE: 10-87125/132


THE ALLTIME GREATEST PILATIONS An outstanding collection of the best hits from the best software houses. Not just a good buy because of Its amazing value for money, but also because the proceeds of all sales ^ ^ { are to be donated to the National ^ ^ \ Sodety and the Royal S c o t d s h ^ ^ \ Sodety for the Pre v e n d o r s ^ \ of Cruelty to \ Children.

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YOU HAVE THE FUN J THE NSPCC/RSSPCC HAVE THE PROCEEDS

BACK - Battle Against Cruelty to Kids. The 1987 software industry charity promotion in support of the NSFCC 8. RSSPCC BACKPACK - A compilation of 10 first class software games donated free by software companies. KIDSPtAy trunk* itw m » g j / i r * and the following c o m p * n * i Kx the g t n t r o u i don»Uon o» then * m c t t CAMEL A0VIRTI6ING. C 6 L SlRVICti. ROWlEY STUWOS.


PREVIEW

ACE GOES OVER THE EDGE One sticky afternoon we sent our London bloodhound John Minson off on the scent of some shoot 'em ups, some wizardry, a sneak thief . . . and a cat called Garfield! It's been all quiet at The Edge for some time. But suddenly, at parent company Softek, something stirred - and from the Covent Garden offices burst forth not just a whole host of new Edge titles, but also a whole new label... ACE, dedicated to arcade conversions and pure action.

RISK SEEKER

RISK (The Edge)

Commodore 64, Amiga, Atari ST Would you take theriskof trying to tame an occupied planet single handed? It's all in a day's work for a member of RISK - a sort of space-age SAS. known in full as Reconnaissance, Interception, Seek and Kill. Luckily you're dropped into an operations centre, to which you can return at any stage, but after that it's a solo mission. The first thing to do. after playing around with the computers that litter operations HQ, is take off in a skimmer and shoot up a few of the invaders and their robot minions. Actually, the centre holds three skimmers - but just like real life the garage keys can't be found, so it's a case of making do until you can find a way to reach the more powerful craft. They're needed anyway, as well as access to the computer tool kit, if the alien power supply is to be destroyed. At least you remembered to bring a map . . . sadly it's incomplete, so a little exploring is

required. There are five basic types of landscape - deserts, vegetation, mines, tunnels and canyons, and they're all represented in fantastic detail with fourlevel parallax scrolling and different colour schemes for day and evening. Delving deeper into the game there are some pretty amazing things to discover about the computer terminals, which descend from the top of the screen on hydraulic arms. They allow you to customise the game - to hack into it without resorting to machine code. At the simplest they can be used to do mundane things, like change the border colours, but they could also affect alien attack patterns. Aimed at the thinker as well as the blaster, the Commodore 64 version should be out in September, with the Amiga RISK following month later, trailed by the Atari ST version due in time for Christmas.

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WARLOCK (The Edge)

Spectrum, Commodore 64, Atari ST, Amiga

Softek supremo Tim Langdell told me that this game was designed few clever new weapons, such as to turn the arcade cliches upside a magic star which the adventurer down. So instead of playing the can project forwards to clobber good guy, you're an evil warlock, enemies, and even a flying carpet! determined to stop the Wizard Of Light saving the world! The big news is that the Commodore and Amstrad CPC verWarlock takes the Fairlight style sions are to be released in a twin of perspective 3D but uses it in an pack as Fairlight the Legend, arcade fashion, as if Gauntlets back-to-back with the original, dungeons were real. There's a fair and Tim says that there may even amount of zapping and a lot of be an introductory mini-game maze mapping if you're to reach thrown in. the castle basement for the Orb Of Power and take on the good Meanwhile fans of Fairlight on wizard. the PCW - and Tim says it's been a best seller on the 'business' Along the way it's wise to machine - will be glad to know that indulge in a little shape-shifting by there's virtually no blackout betwcollecting multi-coloured potions. een screens any more. One turns you into a troll, who is

Commodore 64, Amstrad CPC, PCW 8256 The sequel to Swedish programmer Bo Jangeborg's original 3D adventure has already seen the light on the Spectrum, but is soon to arrive in several new formats. The game is a two-parter and Tim Langdell, the head of Softek, reckons that all the cleverest effects are saved for the second section - only reached once you've captured the ship and sailed away. A journey across water takes you to a fully mappable castle which is much larger than the one featured in the original Fairlight. It's also packed with some really nasty new monsters as well as a

COMMODORE

almost pure might and can batter through walls, while another turns you into a partly magical goblin, who's still strong enough to vault the walls. And there's a potion that returns you from these potion-driven incarnations to magical warlock form - drinking this potion while you're already humanoid simply increases your strength. The Amstrad CPC version of Warlock has been out for a short while and features fabulous 16colour graphics, but The Edge have decided to go one better with the Atari ST and are currently working to produce an even richer and more detailed experience for a September release, along with Spectrum and C64 versions.

TGM

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DATE: 10-87129/132


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the status panel moves on to the next item - just like The Price is Right! The game is beautifully detailed, including parallax scrolling stars, and plays like a dream, but it's also extremely tricky, so what I saw as Level One will become the second stage, with a new initial section so that mere mortals stand a chance too. Xecutor should be available to excel in your ZX as you read this.

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Shoot up a complete formation of fliers though, and it's on to another Flavour Of The Month the additional arsenal feature. The last alien destroyed leaves a token floating in space, as do the gun emplacements which fire away so happily until you destroy them. Collect the token and it's traded in instantly for an enhanced weapon. If you want to save your credits for some super-duper, really megaspiffy device, then just blast the token and the weapon indicator on

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GARFIELD (The Edge)

All formats

TOKEN SHOOT 'EM UP XECUTOR (Ace) Spectrum

Ever since Gauntlet showed how well they could work, there has been a trend for two player games. It's less common to find the technique tied to a shoot 'em up though. Add a vertical scroll tricky on the Spectrum - and miraculously do away with every attribute problem by using interrupts and you have Xecutor. In fact it's probably one of the most colourful, detailed and downright tricky blasters you just

Garfield In The Big Fat Hairy Deal is more than just another game for The Edge - it's a labour of love. One of the reasons that the fat cat is so late arriving is that Tim. Chen and the rest - Garfield addicts one and all - were determined to recreate his cartoon antics with must have in your collection. The absolute precision. idea is simple: negotiate the narI only got to see a couple of row spaceways of an alien city, demo animation screens, but from wasting wave after wave of aliens. It's the gameplay that's fiendishly that exclusive sneak preview I'd say they've got it spot on. The difficult! Commodore sprites are large and Whether you play solo or in tandetailed, accurately capturing the dem, you start with a pretty basic fighter, armed with a single can- style of the originals, and as Garfield pads around you can almost non and able to bank and turn feel his feline disrespect for all most elegantly - but with little things human - especially Jon! chance against anything but the Some clever programming has most basic aliens. allowed The Edge to put many more than eight sprites on screen in front of full-colour scrolling scenery.

WIN A FREE FLIGHT ON

CONCORDE

Arlene has been captured and stuck in the city pound and the only way for Garfield to rescue her is to get out of the kitchen, through the house and into the streets and parks until he finds his way to the animal Alcatraz. Unluckily all sorts of distractions, such as lasagne and coffee lie in the way . . . and after all. a cat has to eat. doesn't he? So to start with. Garfield has to sneak up on the table and steal Jon's coffee from under his very nose, timing it when he looks away. After that it's off on a chase which could even include the sewers... Garfield should be out in October on every format imaginable... he could even be tearing up spreadsheets on the normally sedate PCW 8256!

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1 ST PRIZE

A flight on Concorde

2ND PRIZE

A computer of your choice up to the value i f / ? ofツ」300 R.R.P.inc.VAT. P U A ^ 25 runner up prizes of 3 free 窶「 games from the current U.S. GOLD range AND a free T. Shirt!

All you have to do is fill in this coupon and present it at our stand 窶年o 1311 at the PCW Show in Olympic or send it direct to us at U S G O L D LTD, U N I T S 2 & 3 , H O L F O R D WAY, H O L F O R D , B I R M I N G H A M B6 7AX.

NAME:

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ADDRESS: COMPUTER: ''im^

128/132 TGM

Closing date for entries 31st October 1987. Draw will take ploce 2nd November 1987. Winners will be notified by post.

TX DATE: 08-87

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PREVIEW

AMSTRAD CPC: the detailed Interior of the INSIDE Billiard Room — complete with snooker table and

OUTINQ balla

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LEGALISED BURGLARY INSIDE OUTING (The Edge)

Spectrum, Commodore 64, Amstrad CPC, Atari ST There aren't that many games that let you be a thief, but the burglary is all above board in this Fairlightstyle 3D game. You've been trapped by an eccentric and absentminded millionaire to find the jewels that he's lost somewhere around his mansion - and he won't let you go until you've used all your criminal skills to uncover them! Just as in Fairlight, the furniture and all other objects are 'pixel perfect'. They have their own weights and resistance, so if you push a table too heavily, the bowl of fruit resting on it may slide to the ground. But even better than that is the detail. I saw the CPC version, and the graphics are so high resolution you can even see what the picture on the wall is. Go into the billiards room and you can move the snooker balls around the green

baize - and get them to drop through the pockets! As well as pushing objects you can pull them. One of the first places to look for the valuables is the kitchen . . . slide away a worktop and you can reach inside the cabinet until you find what you're looking for! But beware because the house is guarded by deadly mice which attack your feet and a nasty, chirping canary which does the same for your head. You need all your dodging skills, especially amongst the shelves of the library when you frequently disappear from view! Tim tells me that there's something to do in absolutely every room, so it should take some time to unlock the secrets of this perfectly-realised house, which even has a real flickering fire in the grate.

DOUBLE THE FUN SHOCKWAVE (Ace)

Sadly there wasn't anything to see of the three coin-op conversions that are the flagships of the Ace label, but Tim was able to fill me in. Soldier Of Light, a Taito arcade game features a heavily armed, backpacking space trooper who has to choose a weapons system before setting out to blast aliens. He can also crouch, lie down and leap - everything you'd expect of the modern marine in fact. The fast firing Soldier and a multiplicity of alien life forms are currently being programmed by Psy. who used to work for Gremlin Graphics. Alien Syndrome isn't some new space-borne disease but another two player game being converted from the Sega original in time for Christmas release, and here's a refreshing change - one of the blasters is a woman! Viewed from above, one or two brave fighters enter an alien complex and try to hold off hordes of horrible mutants. There are weapons to pick up such as flame throwers and grenades, and minibots which cover your rear and fire at pursuers. Prisoners have to be saved before proceeding to each

subsequent level, and there's a mega-sprite to beat at the end of each section. The lucky people given the responsibility of converting possibly the hottest arcade title of the moment are Stoat and Tim - two names Compunetters will recognise immediately - the team who did WAR and also worked on Mike Singleton's ill-fated Throne Of Darkness. Darius rounds up this trio of conversions and this Taito original gives the Ace conversion programmers a major problem - getting a three-screen game into a home computer. They're convinced that they can do it. The vibrating seat will have to be left out. however... This is another one or two player, multi-weaponry game, set underwater for a change and featuring fish-like aliens. Armaments shoot from below and above, just to make life impossible. and like all the other Ace titles, it should be on show as a demonstration at the Personal Computer World Show.

TELE-GAMES

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While Xecutor does it for dual destruction on the Spectrum, Shockwave is a two player shoot 'em up for the Commodore 64. complete with a weapon-collecting feature and horizontal scrolling. I wasn't able to see this one. but Tim tells me that you start life as a jet-packin" droid. building up

armaments and attributes to become half-human, half-jet plane. Then the option to decide what form you want to be is offered. As a droid you can reverse direction but not as a ship, so there's going to be a bit of strategy involved to succeed. Tim promises great graphics too.

IN STOCK NOW ®

(Nintendo)

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TGM

TX

DATE: 10-87129/132


UNCLE MEL'S TRIVIA QUIZ Roving reprobate Mel Croucher has been around since the very dawn of this industry. Rattling the bars of his cage produced this quiz for you to dally with awhile. There are no prizes on offer - but if you get more than 17 questions out of 2 0 right, consider yourself a Person Renowned In Computer Knowledge . . . Identify these old software heroes

12) Which of the following is a writer of software hits? a Telly Savalas b Rainer Werner Fassbinder c Stavros Fasoulas d Lamb Kleftika 13) One software title has been in the charts for over five years. Name it. 14) Insert the missing words a Gordon b Jet Set c Wiz d Grand

6) Of which Dragon-specialist software house was ZZ Top lookalike Pete The Hat a member? 7) Who weighs most? a Jeff Minter b Matthew Smith c Fergus McNeil d Postman Pat 8) Who invented the digital computer? a Clive Sinclair in Cambridge, 1969, who was rewarded with a knighthood b Jack Macintosh in Los Angeles. 1959, who was rewarded with a Nobel Prize c Alan Turing in Manchester, 1949, who was rewarded with imprisonment by the British secret police. 9) Name the software industry charity compilations announced in 1985 and 1986. 10) Name the current titles which are anagrams of HE GRUNTS SHORT. A BRA NICHE. CRUD NEAR ORE 11) What did you pay for 1K of internal memory in 1981? a £999 b £99 c £9.99p d 99p ANSWERS XSW tfioqe eai6esjp Auew L{6noijiie 'eje ||e Aem A|qen6jv (02 q (61. esudjejug (81. pueiao|-e(2i. 1^1009 - 0(91. oiam jo euou (gi •U9qi spjo/v\ UMO jnoA osooip oo 'iusu9|pMoa leuojipo Apooig ^oisej peq uegujeApeijM 6M3 xMd lieg ' M m 'qseu ( n jq6bubw i/eqiooj (e v seinosej sojAeis (ZllVA6uipnpu!-q(u

15) Which of the following original software houses are still in business? a Mikro-Gen b Rabbit c Silversoft d Carnell e Fantasy f Legend 16) How many bytes can be stored on a standard 5-inch Compact Disc? a 600K b 6M c 600M 17) Which country has the higher density of home micro ownership: a Iceland b Ireland c Great Britain dJapan 18) What did the ELAN become after it was rechristened FLAN? 19) What is Brown Bag Software? a obscene games b programs deliberately sold to be copied at home c software rejected by US Gold 20) Which of the following is NOT a digital computer: a a rubber glove b an abacus c a twelfth part of the moon's diameter d a wrist watch e a player piano 1 Bonnie Langford's left foot g an MSX. Jdoey ojnpuj 'Bqoeumjg 'sjeiunqisoqo (01. ifOOH 9iu UO pue pieyos (6 \\ ie6.ioj ;,uop pue - o (8 Uliuis *\9iWB|A| (Z J9pUBlUB|BS (9 • • • Ane9j 9>m noA ouoAue 'ppM 9iu9eJ9 'PP!X 9|PP3 'puog S9iuep 'un^oep AUOJL 'lueMioa ue| '9/tedod 'oumg >|UBJJ 'sodeo JJ09Q 'ueuu9dns 'SIAea 9A9JS 'ipooo LUBMBJ9 (g U9q^no 93BJOH (8 ueujid (3 ueuii9p (|.

130/132 TGM TX DATE: 08-87

GO FLY A UFO When is a kite not a kite? When it's a UFO, that's when. UFO Sam, invented by an American, Ken Sams, is an Unconventional Flying Object, and while it does fly on the end of a string, it's most definitely NOT, he insists, a kite. Technically, this new toy Sams has been perfecting for the last ten years shouldn't even fly. Aerodynamically speaking, UFO Sam is a bit like the bumble bee in that it flies, or rather spins through the air. in spite of its top heavy design. And instead of having an aerofoil, or S-shaped wing that until now was thought necessary to produce the lift needed to get something - airplane, kite, whatever - off the ground, this invention has a non-aerofoil, flatwinged design. Theoretically it shouldn't be capable of creating lift and flying. It does: "I've spoken to a lot of aeronautical engineers, an d I've never yet met anyone who can explain how this flies," UFO inventor Sams says. "One man said that even with his 30 years experience, he couldn't figure it out." (Anyone out there got any theories on the subject? Let us know . . . )

FUTURE PLANE

Ken reckons his unique design is set to become the airplane of the future: "I absolutely believe that one day, certainly within the next 20 years, there will be spinning wings on airplanes . . . " Naturally. on that cliff-hanging futuristic quote THE GAMES MACHINE chooses to cut short Ken's fascinating theory (not so fantastic when you consider that people dabbling with kites at the turn of the century actually began the development of airplanes, which were, after all, just basic box kites with motors strapped on them) until next month, when we'll be featuring an in-depth interview with the man himself, plus loads more about kites. We'll be seeking an intelligent aerodynamic-speak explanation as to how exactly kites get off the ground in the first place, finding out about the dirty, cut throat Japanese sport of Sanjo Rokkaku - kite fighting - currently taking off (groan) in a big way here in Britain, and reporting from the Bristol Kite festival.

ADVERTISERS INDEX Activision 62,63,92.93 Advance 114 Argus Press 76 Ariolasoft 49.69 Audiogenic 132 Domark 65 Electronic Arts 18,19 Euromax 107 Evesham Micro 87 Gremlin Graphics 2,3.12 Harwoods 114 Imagine 72.131 incentive 114

KJC Games 27 Mattel 38.39 Mirrorsoft 11 NatWest 98.99 Novagen 114 Ocean 81 Rainbird 40 Sega/Mastertronic 28.33 Silica Shop 91 TGM MAIL ORDER 122,123 Thalamus 6 US Gold 58.59.75.126 Video Vault 52

ISSUE TWO ON SALE NOVEMBER 19th


FROM THE ARCADES-A TIGRESS!

SPECTRUM

COMMODORE

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