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ISSUE 36 * SEPTEMBER 1991 




DM 12.00 
Lire 8,300 



&£? 



^Britain*. 7"! 
Official* 



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POWER! 

The Bitmaps Delv 
Deep For A Dose 



The Bitmaps Delve 
Of Arcade Action 



TWO MORE 
FULLY-PLAYABLI 

GAME DEMOS! 

Gremlin's Pegasus and Infiltrator 
from Psygnosis 



i 







a prayer with 
Gremlin's 







■.T> 



Beast % meets the 
Killing Came Show 
in Psygnosis' 



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A Trip To ™ c . 
Ucasfilm Ranch 

, \n California 1 - 



BRAVE NEW WORLD 

Gremlin's Utopia Takes On 
Populous and Sim City 



Your First Chance To See 
Core's Norse Adventure 

IT'S VIKING GOOD! 



THE ULTIMATE 
GAMES MACHINE! 

What the stars would 
like to see - page 39 






* 




> 



INSIDE THIS ISSUE: 

. OIINNINfi - Eye Of The Stom bvfmpire 
t ?SaL TO litMEIAl - With Lotus 2 




9034 






GOLDefeaXE 




Sift 



Puzzles, conundrums, potions, a 
caterpillar, mushrooms and n very 
mad liattei for your IBM PC, Amiga, 
Atari ST and Archimedes, 



* 



MM 



m, 



' I ,et s make no bones about it. Graftgold's REALMS 
looks like being the game to topple PowerMonger as 
the greatest strategy game on home computers.., it's 
going to be <i stunner!" C&VG. Released in Autumn 
on IBM PC, Amiga and Atari ST. 



The smash hit coin op hacks an J slashes its 

i the small screen, "best 16 bit coin op 
coiners io it" - 1491 Golden Joystick Awards. 
Available on IBM PC, Amiga, Atari ST r C64, 
Spectrum and Amsfrad. 



-1 



k 





Ronny's the coolest dude in town. 1 lelp him skate 
through nine levels of bizarre creatures, superb 
animation and weird power-ups. Released in 
Autumn on IBM PC, Amiga, Atari ST and C64. 




I he most authentic space 
simulation ever. Released in 
the autumn on IBM PC, 
Amiga and Atari ST. 




A rich blend of fighting, fantasy 

,.11x1 st i vt in Arthurian 

Britain. Available on IBM PC, 

Amiga and Atari SI . 



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C nrfuption, Guild ol Thieves and Fish - Hirer classic 
ad\ i/'iituR's enhanced to run under Wonderlaiv 
new Magnctii Windows system. Available on IBM 
PC, Amiga, Atari SI and Archimedes. 




Bat He vour w a\ through lour til the 1 

selling games or all time Double I )ragon II, 

Shinohi. Ninja Warriors and Dvnamite Dux. 

ailable on Amiga, Atari ST, C64, 

Spectrum and Amstrad. 









Kb f** - " 



part ot Hi Hi. Buster or |ohnnv in this i 
through Fulehestei Not for sale to mil 
tie on Amiga, Atari ST, C64, Spectrum and 
Amstrad, Coming soon on the IT 




"...the ultimate in strategy 

. lassie" CU Amiga. 

Available on IBM PC, Amiga, 

Atari ST and C64 






stfwwi 

flejKWT 




fi NEVER 

rasfcwsp 




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ADVENTURES, ARCADE, ARCADE ADVENTURES, BEAT 'EM UPS, COIN-OP 

CONVERSIONS, COMPILATIONS, FRP, Pi ATI ORM, lire:, SHOOT 'EM UPS, SIMULATION, 

STRATEGY. WHATEVER YOUR TASTE, THERE IS A VIRGIN CAME FOR YOU.. 






LESS MEANS MORE. 
We may not have 
much in the way of 
reviews this month, 
but what we do have 
is all pretty 
spectacular, Mega-Lo- 
Mania, Utopia, Magic 
Pockets, Rod-Land, 
Head Over Heels.., for 
once there's actually 
a lot of good 
software being 
released during the 
summer. Even so, it 
looks like the best is 
yet to come. Check 
out our stunning 
(new-look) Work In 
Progress on Empire's 
Eye Of The Storm to 
see what we mean. 
We guarantee you've 
never seen a 3D game 
like it- and no, it's 
not ApriL We can't 
leave this month 
without saying a 
fond farewell to our 
long-time designer, 
Gareth Jones (he's 
been with us for 36 
issues, two babies 
and more migraines 
than you could shake 
a bottle of 
Paracetamol at. He's 
heading off to make 
the pages of our 
sister magazine PC 
Leisure look good so 
we wish him all the 
best in his future 
career. 
Ciaran Brennan 




42 



NORDIC NONSENSE abound in Core Design's 
Heimdall. As our Work In Progress reveals, 
there's a lot more to this particular Viking 
warrior than a horny hat! 







7 THE SNEAK 
PREVIEW DISK 

Imagine a mixture of 
The Killing Game Show 
and Shadow Of The 
Seastand you have 
Infiltrator, a demo so 
good that you'\ I believe 
horses can fly.... which 
they do in Pegasus, our 
second cover demo! 

10 LETTERS 

Where would we be 
without our readers? 

Well, we'd 
probably be 
sleeping on park 
benches, or 
maybe we'd be 
dustmen or 
posties, or 



perhaps we'd be 
exploring the Amazon, 
who knows? 



14 NEWS 







Y 



So what's happening in 
the wonderful world of 
games software this 
month? Well, Gremlin is 
celebrating its seventh 
birthday... Happy 
birthday dear Gremlin, 
happy birthday to you. 



tfflNMIK-! 
iMMH 

iKNUDIH 



{O 1991, EMAP Images, flritwy Court, JO-32 Fafringtf<m Lane, London EC1R 3AU. 

• EDITORIAL: Editor Ciaran Brennan Group Art Editor Gareth Jones Associate Editor 

Laurence Scotford Production Editor Heather Perry Designer Gordon Barrick Staff 
Writer Paul Presley Trainee Staff Writer Joots Watsbam Contributors John Cook r 
Christina Erskine, Kati Hamza, Rik Haynes, Gordon Houghton, Brian Nesbitt, George 
O'Brien, Lee Paddon, Mike Pattenden, Dave Seymour and Ian Watson (photography} • 
ADVERTISING: Manager Cathy Gates Senior Sales Executive James Cass Production 
Assistant Michelle Da Costa •ADMINISTRATION: Publisher Terry Pratt Publisher's 
Assistant Glenys Powell Marketing Manager Marc Swallow 

The One for Amiga Games is produced via Apple Macintosh Desktop Publishing, using Quark &rpn?« v3-0 and 
Adobe Illustrator. Film Output by Digital Typesetting, 20 Bowling Green Lane, London EC1R QBD. Colour 
Origination by FroPrint, 750-753 Barking Road London El 3 and Balmoral Graphics, 190a New North Road, London 
Ml. Printed by Southern Print, Upton Factory, Upton, Poole, Dorset. Distributed by BBC Frontline, 

Telephone Numbers: Editorial and Advertising 071 251 6222/071 490 1094 (fax). Subscriptions and Back 
Issues 0858 410510/410988 (AnsmerphDne). Newstrade Queries (0733) 555161 



I HI 

GTOHlMMMlll 



one 

SEPTEMBER 





26 SOFTWARE 
MAP OF THE 
WORLD 

Did you ever want to 
know where all the 
games in the world 
come from? What...? 
Yes, you did,,. Here's our 
wonderfully stylish map 
showing the greatest 
software growing 
regions of the world. 

31 DESERT 
ISLAND DISKS 

In the second of our 
series, Kick Off supremo 
Oino Dini tells us what 
games he definitely 




wouldn't consider using 
a* footballs, 'cos they're 
so good.,. ! 

32 JACQUI 

LYONS 
SPECIAL 

AGENT 

Laurence 'Felix Leiter' 
Scotford talks to the 
woman who has a 
licence to make lots of 
money for games 
developers, 

39 THE IDEAL 

GAMES 

MACHINE 

Once again we 

assembled 

our panel of 

world 

famous (?) 

experts to 

get all hot 

and sticky 
dreaming 
about their 
ultimate games 

*> 'machine, and they've 




come up with the 
sexiest piece of 

hardware (ooer) ever. 

42 WORK IN 
PROGRESS 

Only The One could 
bring you a bundle like 
this: Heimdalt, Core's 
excellent Norse arcade 
adventure; 

Deatbbringer, the first 
game to feature 
genuine parallax 
scrolling; the first look 
at three great new 
games from Ubi Soft, 
and fye Of The 
Storm, the 
ultimate in 3D 
programming! 

57 

REVIEW 

' Magic 
Pockets is 
finally finished 
and it's looking 
pretty special 
Thunderbawk takes off 
this month, and Head 



OverWee/sisback in a 
16-Bit incarnation. All 
this and more in the 
best Review section 
anywhere, 

94 BUDGET 

Stunt Carreer for 
under a tenner?!? You 
must be bleedin')okin'! 
We're not, you know, 
and there's a lot more 
where that came from . 



96 ARCADES 

The world's first 
holographic arcade 
game comes under 
scrutiny in this month's 
column, along with 
clubbing of two kinds in 
DD Crew and Dynamic 
CC. 

99 DEMOS 

Yikes, Aliens infest the 
Amiga in a slideshow 
from the film, while 
there are more calming 
treats for your mince 
pies in Fractal 



Landscapes and the 
smooth 3D of Virtual 
Worlds. 

102 
STRATEGY 

Lee Paddon takes over 
where Matthew Stibbe 
left off by examining his 
simulation of the 
Vietnam war, 'Nam. 

104 TIPS 

Our classic guides 

continue 

with Indiana 

Jones and 

The Last 

Crusade, the 

arcade 

game, and 

we've the 

penultimate 

parts of our 

Goo's and 

Monkey 

bland 

Guides. What more 

could you want? Cheats 

and Contacts pages? 

OK! 




GAMES FEATURED THIS ISSUE 



BATTLE ISLE 48 



BATTLI 

Ubi Soft 



CELTIC LEGEND 48 

Ubi Soft 

DEATHBRINGER 46 

Empire 

EYE OF THE STORM 52 

Empire 




HEIMDALL 42 

Core Design 

INFILTRATOR 7 

Psygnosis 

LIGHTQUEST48 

Ubi SofT 

MAGIC 
POCKETS 58 

Renegade 

NEBULUS 2 73 

21st Century Entertainment 

PEGASUS 7 

Gremlin 

ROBIN HOOD 66 

Millennium 




ROD-LAND 76 

Storm 






ROLLING RONNY 79 

Virgin 

SLIDERS 89 

Palace 

THUNDERHAWK 62 

Core Design 

UTOPIA 68 

Gremlin 




TMCONl M I" I I MltlK 1991 



■ 5 




West Card Plus. 

£24 worth of music* 

video vouchers 
in it for you. 

The trouble with most banks is what they 
tell you goes in one ear and out the other. 

Well for once there's something worth 
taking notice of 

If you're aged 13-20, open a Card Plus 
account and we'll give you a free WH Smith 
£12 voucher to spend on any record, CD., 
cassette or video tape Plus a £12 voucher 
hook for money off loads of music* and 
videos in Smith's Sounds Department. 

The bank account's pretty good too. 

You get free plastic in the form of a 
Cishcard, so you can get to your money 24 
hours a day, 7 days a week. If you're 16 or 
over you can also apply for a Servicecard and 
a cheque book. 

There's no charge for normal account 
services either. En (act, we'll even pay you. 
For every pound in your account we'll add 
interest. 

So if that sounds like what you're looking 
for in a batik, all you have to do is fill in the 
coupon and take it, together with some 
identification, to your nearest branch of 
NatWeSt or call us Free on 0800 300 400 for 
more information, (any time from Sam to 
3pm, Monday to Friday). 

But get moving. Accounts must be 
opened by 15th October because the 
vouchers expire on 31st October 199 1 . 

'for Ak timldi of ihli prootccfln. muiicilic- irwivjwrsii* ipifn wutri 

If yim would like to open a NaiU'eit Card Plus 
account, take this coupon to your neatest 

NatWcst branch, 

i Name 



'Address 



Postcode 



. Accounts must be opened by Hth October 1991, 

K.l I Nin llh]|p 

A National Westminster Bank 

We're J&ere to make life easier 

WH SMITH 




GIVING NEW MEANING to the 
term 'raising your flops', Gremlin's 
alternative flight simulator takes to 
the sk'es in a mythological battle against 
the bad guys. 

The fuirgame {due for release in 
October) will feature around 40 level s, 
split over two different 

sections - walking and 
Flying. The idea is to 
stop Satan from 
enslaving Hie 

four souls of death, time, (ate and war 
and using them for his own means. 

This means that you'll have to take 
on all of his foul minions, in all of 
iheir foul forms, with the aid of your 
trusty magic sword (what did you 
expect? An Uzi?) and, of course, 
Pegasus the winged horse. 






INSTRUCTIONS 

Pegasus is a shoot 'em up, pure and simple, For the 
purposes of the demo, you get to play through one 
oF the flying sections. Controls via the joystick are as 
you'd expect {up is up, down is down etc,) but there 
are one or two things about your weapon that you 
should be aware of7 namely, the power-ups. Take 
Out an entire wave of enemies and you'll probably 
be rewarded with a $core-boosting gem- A few or 
the larger bad guys drop weapon Boosters when 
they die. Only two are included for the demo, a 
smart bomb and on extremely powerful loser 
(lasers? In Greek mythology?). 



nb ^^Bs^b 






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9th ^J?S '^W ^*i ^ V " * m f ' wy ' 

- 


■M.-.tajff! 




W 





THE DO'S AND DON'TS FOR LOADING YOUR DISK 



DO: 

Remove all unnecessary peripherals while 

your computer is switched off. 

Turn on the computer and wait for the 

workbench screen. 

Insert your disk and wait for the menu. 

Press the desired key to start one of the 

demos. 

DONT: 

Attach your computer to a high -voltage 
power grid. 



Boil the disk in hot tar for three weeks. 
Run naked across the pitch during on 
England cricket match with the disk in a 
strategically- placed position (then again, 
we couid do with something, to liven it 
up). 

LOADING PROBLEMS AND 
FAULTY DISKS 

If you should experience any loading 
problems with your disk, simply pop it 



into a jiffy bog or padded envelope and 
send it to: 
The One Disk Replacements, PC Wise, 
Unit 3, Merthyr Industrial Estate, 
Pcntrcbach, Merthyr Tydfil, Mkf, 
Glamorgan, CS48 4DR. 
Think of a number between one and 20, 
double it, subtract three ond if the result is 
28, lhaf s how many days you'll have to 
wait for your replacement to arrive. If it's 
something else, start again until you get it 
right. 



THE ONE SEPTEMBER 1991 



■ 7 



®ne 



DISK 





MODELLING THE LATEST in hi-tech bnltl«-w«nr we hdVd the Inf illrator. 
Her* we sea hfiti In n lovely two-piece jelpotk/mothhe gun 
sombinotion, witb optional scanner Clap righl)> 




Our hero (let's call htm Inty, for 
want of a better name) has at his 
disposal a gun and a jetpock. 
Unfortunateh/, both have the 
annoying habit of running ouf, so 
constant refills need to be found. 

Also dotted around the landscape 
are various other objects (the 
purpose of which can be obtained 
by activating the computer 
terminals). Inly needs to successfully 
manipulate the objects with the 
environment to progress further into 
the game. 

The jetpack is usee) by finding fuel, 
then launching himself from one of 
the takeoff/landing points. Inty can 
then fly around to his hearts 
content, providing there's fuel left. 

To activate the computer terminals, 
simph/ stand over them and press 
fire to call up the menu (although 
only the scanner ana 1 the object 
identifier work in the demo]. 



SORRY! 
You're probably wondering 

why Aqua ventura isn't 

swimming around on your 

disk. The truth is, so ore we. 

Due to seme sort of 

production problem up in 

Scouse-land, Psygnosis 

couldn't put the demo 

together in time so they sent 

us Infiltrator instead. A fair 

swap, wouldn't you agree? 



8 



IHt ONE SEPTEMFihK 1'i'H 



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JTRAL STREET MANCHESTER '■'-' F\:" 

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L|N' is a ffrg:4lercd trademark of LJN Lid. 
8 E 1991 UN AH rights «s*-vtd 




II SI 
SPECTHJM it 



one 

LETTERS 



Welcome once again to the pages written by you, 
the readers of The One For Amiga Games. We've 
had a mixed bag this month, covering all sorts of 
topics, from the demise of Cinema ware to the play- 
testing of our Sneak Preview disks. But it wasn't 
mixed enough to throw up a single entry that we 
deemed worthy of winning our coveted Letter Of 
The Month price. Come out of hiding all of you 
clever contributors and set our minds racing with 
the sharpness off your thoughts. Remember, there's 
a T-shirt In it for the reader who comes up with the 
best, and most thought-provoking, entry. 



MOVIE ENDING 

Dear The One, 
A friend of mine told me 
that he read in a magazine 
that Cinemaware won't be 
producing games any more. 

I can't believe this. Why 
did they stop producing 
games'? They made the 
Amiga look brilliant with 
superb games (perhaps I 
should say movies instead of 
games) like Rocket Ranger, 
Wings, It Came from The 
Desert; and so on. 

A friend of mine bought an 
Amiga just through seeing 
their work on it! Didn't 
Cinemaware sell enough, or 
what 1 ?- 

Bearing all of this in mind, 
will TV Sports Baseball ever 
appeal And when will 4D 
Sports Boxing be available in 
the shops'? 
Andre Warringa, 
Holland, 

Never fear Andre,. Cinemaware 
may have ceased trading after 
running into cashflow problems 
while producing TV Sports 
Baseball, but all is not lost - 
Bob Jacobs, the man belaud 
Cinemaware is back with his 
own development company, 
Acme Interactive, while 
Mirrorsoft now owns the 
Cinemaware name. Put the two 
together and you can expect 
imminent releases of both TV 
Sports Boxing and TV Sports 
Baseball followed by the wacky 
futuristic gladiatorial 
simulation they're calling 
Rolkrbahes. 

NEVER MIND 
THE BOX 

Dear The One, 
Like most computer users, 
I'm waiting in anticipation 
for all of the new re-releases 
which are currently flooding 
the Amiga market. 

Games such as TV Sports 
Football, Waterloo and the 
Infocom adventures are 



bound to do very well 
indeed. People who missed 
them first time around can 
now get these titles at a 
fraction of the original cost. 

No doubt Amiga owners 
have noticed that the budget 
companies package their 
products in small, non-gloss 
but adequate cases and 
boxes. 

I suppose this is because 
these companies have too 
little money to waste on 
large flashy boxes. Whatever 
the reason, it's good sense. A 
game is a game no matter 
the style or size of its 
packaging and besides, you 
should never judge a book 
by its cover! 

Why some software houses 
spend huge amounts of cash 
on Jarge boxes I'll never 
know. True, they make a 
title more appealing, but 
tend to be extremely bulky 
and take up too much shelf 
space in the smaller 
computer shops. 

Even certain reviewers 
claim that a large box can 
often hide a rubbish product 
underneath. 

If companies were to 
produce smaller boxes, they 
would save money - cash 
which could be better used 
for funding future product. 
Furthermore, do companies 
think about what damage 
they are doing to the 



environment by wasting 
(limited) paper in this way£ 
What are your views on 
this subjects 
Stuart N. Hardy, 
Wales,. 
Sheffield. 

Another month, another letter 
from Smart Neil Hardy! These 
I letters are becoming about as 
regular as press releases from 
I Electronic Arts telling us that 
I Birds Of Prey has been 
■. delayed. Anyhow, Stuart, we 
I agree that re-releasing games 
! At a lower price is a good idea: 
i not only does it give people a 
\ ehance to catch up on old 
i favourites, it also gives people 
: who 've only fust got their 
computers & chance to get their 
hands on some of the still- 
playable games that would 
otherwise be difficult to get hold 
of- the only thing we're not 
sure of is whether the prices arc 
low enough. On the subject of 
packaging, most software 
companies package their games 
the way that the bigger stores 
such as Boots and W.H. Smiths 
ask them to, so if you've got any 
reason to complain, complain to 
them. Right then Smart, you've 
had your say, how about 
leaving the letters pages free for 
some of our other readers is 
write in? 

DISK MANAGER 

Dear The One, 
Over the past few months, 
the cover disks on many 
magazines have contained 
two or more files - a recent 
copy of CU Amiga had a 
formatter and a calculator 
for example. This isn't 
exactly what we want to see 
on our disks. 

Instead of the files just 
mentioned, would it be 
possible to have readers send 
in the teams which they've 



\ nurtured on Anco's Player 
\ Manager and put these onto 
| the cover disk instead. 
\ This, I believe, would be 
; extremely popular, as these 
: teams can also be used on 
: Kick Off 2. 
How about it^ 
Neil Higgins, 
St, Helens, 
Mersey side. 
How about it indeed?- We 
notice that you didn't favour us 
with any of your own Player 
Manager teams, hut if any 
other readers would like to see 
this happen, why not send us 
the teams on disk to the usual 
address? 

BRAZIL NUTS 

Dear The One, 

1 will be going to teach kids 
in Brazil soon. I would like 
to know if I can use my 
trusty Amiga in South' 
America - is the power 
supply the same as what we 
use over henei 

I hope it is, because I don't 
want to sell my trusty old 
companion. 
Mr. A. Dalli, 
Lambeth, 
London. 

Interesting point number 345- 
did you know that Amiga 
actually means 'girlfriend'' in 
Spanish? Yes, of course you 
did, sorry about bringing that 
up again. In answer to your 
question: as far as we are 
a wa re, all latin A mtrican 
countries use the 110-volt 
system, whih means that your 
'trusty old friend' would be as 
good as useless to you (however, 
it might be a good idea to check 
with the Brazilian embassy for 
confirmation of that). Anyhow, 
what are you doing taking a 
computer to Brazil with you? 
Get out there and see the 
world. . . you may never get 



REVENGE OF THE SCRATCH CARD! 



WHEW! WHAT A RESPONSE we got to 
last month's cover-mounted scratchcard 
competition, The phones hardly stopped 
ringing, as you all claimed your free games 
and discounts - and one of you even walked 
away with £5,000 worth of software (we'll 
be revealing that name next month!). Now, 
for the benefit of our overseas readers, here 
are the details of what was on the end of 
those incredibly popular phone lines... 



0839 500813 
0839 335516 



you have won a free game ! 

you have won a discount off a 
ftHjO,,^, S 3 ™ frowActivisLon or Ubi Soft 
voa?jjO'Ol/-yuiihavewonadiFcouiitoffa 

game from Ocean 
0839 335518 - you have won 3 discount off a 

Same from US Gold 
0839 335519 - you have won a discount off a 

gam? fram MicroFiosc 

Now all you have to do is check your 
number, then follow the instructions 
printed on pages 10 and 11 of last issue. 



10. 



THtONE fihPTEMBFR 1991 



one 



LETTERS 



TIRED OF TRYING 

Dear The One, 
Your response to Mr 
Clayton's letter in issue 34 
was the standard 'try before 
you buy' spiel. While 
desirable, this isn't always 
possible, 

In Edinburgh., we have two 
specialist computer shops. 
both of which are excellent 
for hardware, but have a 
very limited selection of 
games {many of which have 
been sitting on the shelves 
for over a year). 

The Virgin Mega stare has 
an excellent selection of 
games, but no computer 
with which to 'try before 
you buy'. John Menzies has 
both software and 
computers, but if you ask to 
see more than one game at a 
time, the staff get decidedly 
unpleasant. This is mostly 
due to the fact that on 
Saturdays and Sundays - the 
only days 1 can get in - the 
place is full of kids treating 
the place like a free arcade. 

And anyhow, how are you 
supposed to try games like 
Populous. Powtmottger or 
Dungeon Master in five 
minutes, while standing in a 
shop4 It takes hours just to 
read the manual! 

I would like to see more 
software houses doing 
demos of their games, for 
shoot 'em ups, platform and 
puzzle games, one level or a 
few select screens would 
suffice. For large or 
complicated games, the 
recent Midwinter 11 demo 
disk is a good example of 
what could and should be 
done, some animation a few 
screen shots and a simple 
interactive sequence, that 
add up to a good overall idea 
of the game concerned. 

If these were released to 
shops or PD libraries so that 
one could obtain several 
demos for a nominal fee, it 
would save me and many 
other people like me a lot of 
trouble, 

Derek Richardson, 
Restalrig Park, 
Edinburgh . 

Some fair points there Derek. 
Choosing software is never 
tasty but we try to help you otil 
with our cover-mounted demo 
disks. Also, many publishers do 
distribute demo disks of the 



type that you describe - why 
not ask the chap behind the 
counter at your local specialist 
software skopC. 

GOING FOR GOAL 

Dear The One, 
As the Kick Off 2 
competition is now .finished, 
please could you tell me 
what you have done with all 
the disks which have Goal- 
den Goals on them£ 

I suppose you could make 
a tidy packet selling them or 
you could just use them 
yourself and never buy any 
more, T am sure that many 
other footballers will be 
eager to know what has 
happened to their 
masterpieces. 
Stephen Knight, 
Ashton-Uoder-Lyne 
Lancashire, 
How dare you suggest that 
we 'd sell your disksl We have 
far too many uses for them 
ourselves. If it's more Goal-den 
Coals you want though, why 
not check out the News section 
for details of an exciting new 
Public Domain development <■ It 
could be just what you're 
looking for. 

BOLD ADVENTURER 

Dear The One, - 
I've decided that adventure 
games - Lucasfilm ones in 
particular - are the best 
form of entertainment ever 
devised for the home 
computer. 1 recently 
purchased The Secret Of 
Monkey Island and ths: 
enjoyment I milked from 
this was immense. It also 
happened to be my first 
adventure game ever. 

I used to buy all the latest 
arcade conversions., but 
found that they quickly 
became boring and 
repetitive. 1 thought that 
people who played 
adventure games were 
funny, socially-rejected 
creatures that hid away in 
darkened rooms with a 
mouse in one hand and their 
glasses in the other. 

Because of my new-found 
love for adventures I plan to 
buy all of Lucas film's 
previous titles, including 
Loom, Zak .McKraken and 
Indiana Jones And The Last 
Crusade. 1 will await their 
next game with enthusiasm. 



SPEAKER'S 
CORNER 

WELCOME. BACK TO THE COLUMN where debate rages 
over long-running topics, or points of common interest 
that get you tapping at your word -processors and 
scribbling on notepads. This issue, mail order software and 
PD companies have attracted some more attention - 
strangely, most of it positive. 

Keep sending in your thoughts on these and anything else 
that captures the imagination to Speaker's Corner and we'll 
shove them io. 

THE MAIL ORDER MUST GET THROUGH 

Michael Dickinson of Atherton in Lanes was just one of 

«.-veral people who wrote in to congratulate mail order 
companies on their speedy service: 

"Until recently I had never ordered games from a mat! order 
company, mainly due ts not knowing if a company will send you 
the goods. The name applies to PD suppliers. I chose Crazy Joe's 
and I received my order three days later. This shows that there 
are companies that can be trusted. * 

Michael also suggests that we: 

"Print a list of the Top iO mail order companies and PD 
suppliers. This would help first-time buyers and possibly stop 
people from being ripped-off. " 

This wouldn't be such a bad idea., but it seems that 
service varies, not just from company to company, but 
from game to game. Sometimes, though, you can't stop 
people using an opportunity like this to grab some free 
coverage. M. Foord of Cheshire writes to tell us: 

"I expect that you, like me, have heard many horror stories of 
the 'cheap' PD companies. Goods not arriving, cheaues cashed, 
weeks to wait, bad disks and so on, ad infinitum. I tried one 
company and I have to compliment them on their service. They 
sent me a free disk with my first order, helped me solve my virus 
problems (caused by a mistaken tangle with another 'cheapo 
firm') and even exchanged a disk which I didn't like! [have 
never had any trouble with the disks and have always found 
them to be a friendly, helpful bunch. They have well over 100 
disks, so range is not a problem, it sometimes is for 'cheapos'." 

The name of this wonder company 1 ?- Warlock FD. We 
wonder if our correspondent is in any way related to this 
noble firm 4 

MORE STICK 

The age-old problem of joystick durabihty rears its 
analogue head this issue, Phil Mulholland from 
Harrogate, Yorkshire has a good whinge at the standard 
of today's sticks. Apparently they don't make them like the 
used to: 

7 don't mind paying Out for a good joystick, but if it breaks 
after eight weeks it's a waste of money." 

Basically Phil's message as another stick comes apart in 
his hands, is: 

"Get it together, or get out of the market I " 

Strong words indeed to end the column. What we could 
do with is a few of you to write in and let us know which 
joysticks have proved themselves over the years - any 
offers^ Anything else on your chests You know where we 
are - get ranting! 



THE ONE SEPTEMBER 1991 



.11 



LETTERS 




SERGEANT 

soi iM\m; 

Once again, the N.C.O. with 
a heart of stone carelessly 
flicks through his maiL. 

FIIVN-ISHED WITH SOFTWARE 

Dear Sarge, 

I am 13 year old Finnish boy with two problems. My first 

problem is that I can only buy a game every three to four 

months, because they are so expensive here in Finland 

(£30-£40!). My second problem is: that my friend 

brought me back a copy of Kick Off 2 from Germany 

{games are cheaper there), Unfortunately, the 

instructions are all German (and the game is). So I send 

you the instructions. If you are a nice Sarge you can 

replace them with English ones. 

Mikkeli, 

Finland. 

/// was a nice Sarge t would. 

SOFTWARE TO GET YOUR TEETH INTO 

Dear Sarge, 

I am writing to you as a last resort, since a complete 

tragedy has befallen me. 

Last summer, my family had a great day out at Windsor 
Safari Park. It was only when we got home that we 
found that a tittle lion cub had snuggled itself onto the 
roof-rack of our car. 

He became part of the family, and we named him 
'Cuddles'. That was almost 10 months ago, but last 
week, something terrible happened. Cuddles, rather than 
eating his usual tuna- flavoured Whiskas, decided to eat 
my brother. This was a real disaster, particularly because 
my brother had my entire games collection in his pockets. 

Since then, my life has not been worth living. I really 
hope that you will take pity on my plight and send me 
£100 of software so that my life can return to normal. 
Paul Hudson, 
Staffs. 

Even if I gave you the software it wouldn't bring back your 
brother, would hi Show a little compassion to tht.goor animal 
and feed it your parents, it must be hungry agflm<py now. 

PLAYING WITH FIRE 

Dear Sarge, 

At the beginning of the .summer holidays my family and I 

went to France. When we got back we found that our 

house had been broken into and our television and video 

had been stolen. When our son went upstairs he found 

not only his computer and games gone, but also the 

money he had been saving to buy King's Quest V. He is 

totally devastated about this, so I thought I'd write to 

you and ask if you could send him a copy. 

A Pleading Mother, 

Great Barr, 

Birmingham. 

Come on, what am I- an insurance company ■£ Forgetting to 

cancel the milk when you go on holiday falls outside my job 

description toe. Nevertheless, S was so moved by your sort's 

plight that / was just about to pop a copy of King's Que 

the post until I realised he didn 't have a computer to play it on. 

Sorry, but that's life... 



So, if you shun adventure 
games as I did, think again 
and buy one. All I can say to 
Lucasfilm/U.S Gold is more, 
please. By the way, have you 
any news of upcoming 
I.ucasfiJm adventuresi 
Jorin Sievers, 
Tauranga, 
New Zealand. 
Fumy you should ask Jorin.. as 
we've revealed over the last 
couple of issues, there's a 
swashbuckling sequel to 
Monkey Island on the way 
called LeChuck's Revenge (due 
next year). Clad to hear your 
eyes have been opened - but by 
the way, have you had them 
tested recently!- 

HOWLED OVER 

Dear The One, 
On the subject of last issue's 
cover disk I would like to 
comment on one of the 
previews - Graham Cooch 
World Class Cricket. 

I am a great fan of cricket 
and I'm also an Essex 
supporter, sol was 
particularly pleased to get a 
copy. It was with a great 
deal of trepidation that I 
loaded the demo and elected 
to bowl. I was impressed 
with the graphics, but 1 
found a few bugs and 
inaccuracies that I hope can 
be corrected before the 
game's release. This should 
be the aim of a public demo 
should it not - to find what 
the public thinks^ 

The first problem I found 
was the amount of 'byes 7 
that were taken to the 
wicket keeper. He often 
appeared to have the ball, 
but one, two, three and often 
four byes were given. 
Secondly - and more 
seriously - there is a bug that 
could ruin what promises to 
be an excellent game. I have 
found a place (just outside 
off stump, mid-way down) 



where you can dismiss the 
batsman employing either 
spin or seam on one-third 
power. Once I found this 
spot I managed to dismiss 
four batsmen in as many 
balls. This does not happen 
in cricket (except maybe 
when. Curtly Ambrose is 
bowling at Graham Hick) 
and therefore doesn't 
represent a true simulation 
of the game. 

Also, when David Gower 
came to the wicket he 
proceeded to bat right- 
handed. Couldn't the sprite 
have been flipped to turn 
him into the left-handed 
player he is4 This would 
have made the game more 
accurate. 

I would dearly love Graham 
Gooch World Class Cricket 
to become the definitive 
simulation of this great 
sport, but these bugs are 
going to ruin any hope of 
this. I'm not writing this to 
have a go at Audiogenic, but 
for the benefit of cricket fans 
everywhere who have waited 
a long time for a simulation 
like this. 
Alan Harding, 
Cringleford, 
Norwich. 

We put these iriticisms to the 
powers that be at Audiogenic 
who received them with thanks 
and are now looking into them. 
This was, after all, just an early 
demo version, so there were 
limitations, but by the time the 
finished version emerges, David 
Gower should eventually 
materialise as a left-hander. 

STRAIGHT TO 
THE POINT 

Dear The One, 

Why are your letters always 

so longi 

John Noms, 

Wellingborough, 

Northants, 

Beats us! 



Got something to get off your chest? Then why not 

put it on paper and send it to us here at The One, 

EMAP Images, 30-33 Farrlngdon Lane, London EC1K 

IAU (Sergeant Software tetters should be clearly 

marked as such). The Letter Of The Month (should 

we decide to award it) will earn its author a T-shirt. 

All correspondence should be confined to one side 

of the paper and, where possible, confined to a 

single sheet. The editor reserves the right to edit 

any letters as he sees fit. Please do not Include an 

S.A.E. as, due to the volume of mall received, we 

are unable to make Individual replies. 



12. 



THE ONE SEPTE.VIIil- K 1991 




THE BITMAP 



O T 




BHOTMLK& 



They've nicked his bike. 

They've whipped his helmet. 

This time they've gone too damn far... 

NO ONE MESSES WITH THE BITMAP KID 

features: 

stacks of levels * heaps of weapons ■ swarms of intelligent nasties 

bonus games * secret rooms • loads and loads of power-ups 

CI, Molropolitan W h * r 1 , Wmpplna Wwll, London Ef »SJ 
■i) 1 ■ • 1 W ft * B I t m m p BratHnr*. Put lllAflf * Y Rtnigida 





NEWS 

SEPTEMBER 1991 

say HAPPY 
BIRTHDAY TO 
GREMLIH as it 
makes it to a MAGNIFICENT 
SEVEN ... get to grips 
with all the LATEST IN 
JOYSTICK TECHNOLOGY ... see 
WHAT THE ^~^~ 
STARS ARE 
PIAYIHG ... 

check out SIX OF THE REST 
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AND MUCH, MUCH MORE. 



DELUXE PAINT 
MAKES FOUR 

JUST WHEN YOU THOUGHT that you were getting 

the hang of Dehtxe Paittt IIVs unique features, Electronic 

Arts has announced the 

release of yet another 

enhanced version - and 

there are no prizes for 

guessing the title! 

The latest version of the 
best-selling art program has 
been redesigned to 
incorporate the ability to 
paint and animate with all 
4,096 colours in HAM mode. 
Other facilities include the 
ability to create 'inter-frames' for smooth animation, a VCR- 
styk control interface which enables the user to point and 
click instead of working through menus and a 'metamorphosis' 
option which transforms the shape and image of one brush. 
into another. 

And that's not all. There are also enhanced gradients, a new 
colour mixer, tinting and translucency options for special 
effects and a 'stencil paints' mode which allows greater control 
when manipulating an image. 

Also included in the package are two further art disks as well 
as a utilities disk with Instant Stideshow and Player which 
allows the user to create standalone productions. Because of all 
of these extra features, the publisher recommends that your 
Amiga should have at least 1Mb of memory (doesn't 
everyone's^). 

The new package is available to first time users for £89.99, 
while existing owners of any previous incarnation of DPahit 
can upgrade for between £45 and £65 (depending on the 
version owned). Further information is available from 
Electronic Arts on (0753) 549442. 





14 1 THE ONE SEPTE 



:MBER 1991 



one 

NEWS 



DEVELOPERS' GET-TOGETHERS 



IF YOU FANCY YOURSELF as 

more than just an average Amiga 
games player and would like to get 
involved in developing software 
rather than just playing with it t 
then there are a couple of 
conferences coming up that may be 
just what you're looking for. 

Firstly, on September 5ch and 6th, 
our sister magazine ACE is holding its 
Advancing Computer Entertainment 
conference in London's Earls Court 
complex. The theme of this conference 
is 'New Media. New Directions', with. 
its organisers claiming that this is the 
first European forum of this type (get- 
togethers like this are now 
commonplace in the US). 

There are a number of speakers lined 
up to attend, including Chris Crawford 
(author of Balance Of Power), Tim 
Child of Broadsword Television (the 
company behind Ktiighttnare) and 



Lucasfiim's Brian Moriarty (previously 
of Infocom, designer of such classics as 
Beyond Zork and Loom). 

Registration starts at £70 - those 
interested in attending should contact 
Steve Cooke or Sarah Ewing on (071) 
251 6222 for further information. 
Delegate numbers are extremely 
limited, so tickets will be distributed 
on a first come, first served basis. 

In a slightly more specialist vein, the 
Society of Software Authors (SSA) is 
holding its third developers conference 
(Devcon 3) in late November. The last 
conference was attended by 100 
delegates, including David Braben and 
Jez San - the SSA hopes that this 
year's event will be equally as well 
attended. 

Once again, places are available on a 
first come, first served basis. Further 
information from the SSA's chairman, 
Nalin Sharma, on (081) 503 2521. 



CHE DY CHARACTER 

WE'VE REPORTED SOME 
OBSCURE TIE-INS in our 
time, but a new Italian 
strategy release which 
immortalises crusty old 
guerrilla Che Guevara has 
got to be up there with the 
best of them. 

Che, Guerrilla In Bolivia 
recreates the failed 1966 
revolutionary campaign 
which launched a million 
posters In students' 1 
bedrooms, putting you at the 
head of the freedom fighters. 

The simulation recreates the 
Bolivia of that period, forcing 
the player to manage troops, 
plan ambushes, ensure there 
is enough food for your 
troops and put together a 
realistic strategy to try and 
win the war. 

Licensed from Lago 
Softmail, Che, Guerrilla In 
Bolivia is published in this 
country by CCS, priced at 
£24.99. More details on (081) 
558 5274. 




THE ARGONAUT TEAM take time out to visit a 
school of falconry when tht-y should hi: in (he office 
finishing Birds Of Prey. 

PREYING FOR TIME 

AFTER A SEEMINGLY ENDLESS FOUR 
YEARS in production and an estimated 10 
man years of development time, software 
development house Argonaut has 
announced that it's almost completed its 
multi-aircraft flight and fight sim, Birds Of 
Prey. 

The eight-man team has been slaving away on 
what publisher Electronic Arts is calling the 
'ultimate flight simulation' since completing its 
last original game Starglider II and the 
conversion of Afterburner in 1988 (only taking 
a break to produce Mindscape's Days Of 
Thunder in between). 

The game will be available (for 1Mb Amigas 
only) in late November, priced at £29.99. 




SEPTEMBER 1991 

1 NE FULL CONTACT 

Team 17 

2 T F-15 STRIKE 

EAGLE II 

MicroProse 

3 NE MANCHESTER 

UNITED EUROPE 

Krisalis 

4 A LOMBARD RAC 

RALLY 

Hi! Squad 

5 ▼ THE SECRET OF 

MONKEY ISLAND 
US Gold 

6 NE XENON 2 

Mirror Image 

7 ▼ PGA TOUR GOLF 

Electronic Arts 

8 T FANTASY WORLD 

DIZZY 
Code Masters 

9 NE EYE OF THE 

BEHOLDER 
US Gold/SSI 

10= NORTHANDSOUTH 

Action 16 



2 YEARS AGO 



1 NE FEDERATION OF FREE TRADERS 

Gremlin 

2 NE 5EUCK 

Palace 

3 NE FALCON: THE MISSION DISKS 

VOUJME0NE 

Spectrum BaJaByte 

4 A KICK OFF 

Artco 

5 ▼ GUNSHJP 

MieroProse 



6 


NE 


THE NEW ZEALAND STORY 

Ocean 


7 


A 


TEST DRIVE II 

Accolade 


8 


NE 


POWERDRQMI 

Electronic Arts 


9 


T 


MILLENNIUM 2.2 

Electric Oreami 


10 


▼ 


SILKWORM 

Virgin 



THE ONE 5EPTEMBEK199 



.15 



NEWS 





Or 1 "^ 



t*#^J0g£'A 



READ ALL ABOUT IT! Tlte Ow publishes worst 
ever cover! Oh dear, oh dear... what happened^ 
Someone came up with the great idea of using a 
rather fwzsry shot of Elite's Paperboy throwing 
papers to flag some of the other games featured in 
the issue. You see, the pictures were supposed to be 
photographs on the paper and the game names were 
supposed to he the headlines, and the,., faiargh! It 
was all a bit of a miserable failure really. Still, at 
least Gareth 'J was on holiday' Jones didn't have 
anything to do with it - or did he? Paperboy itself 
fared a little better inside where we delivered it a 
resectable 80 per cent. Strangely though, the 
highest scoring game in this issue was the Defender 
Of The Crown clone, Kingdoms Of England which 
clocked up a regal 81 per cent (whatever happened 
to that one*}. Also subject to the beady eyes of our 
reviewers were Software Toolworks' surgery 
simulator, Life And Death and US Gold's conversion 
of St rider. In the news this month was Hewsom, 
with a line-up of 'hot new titles'. The headline was 
'Hewson Hits Top Gear', but at the time nobody 
had the slightest idea that less than two years later 
the same firm was going to crash. Meanwhile, 
Virgin had announced that it was about to exploit 
two extremes of the comic world - Viz arid Judge 

Dredti, Unfortunately neither game 
was close to being as entertaining 
as the original comics (despite 
being 50 times more expensive). 
On the subject of weird licences, 
^/ p "jr*/* Core Design (which hadn't yet 
•*?** ^^M Am. begun ta publish its own games) 

had been given the task of 
trying to cobble a game out of 
the wealth of material that is 
Monty Python and Domark was 
attempting to follow up its 
Trivial Pursuit success with a 
version of Ficti ottaty . The 
only other licence worth 
mentioning was Gkostbusters 
II, which turned out to be a 
really frightening game - it was 
frightening to discover that games really 
could be that bad. At the same time some games 
were gaining a little more respect, namely Fopufoas, 
which was in the running for a 1 990 British Design 
Award. Populous creator Bullfrog came under 
further scrutiny in our Work In Progress section. 
The Guildford boys allowed us a sneak peak at 
secret projects W, f, and X, which turned out to be 
respectively; Powertttottger, Hood, and the yet to be 
released B*fr r Under fire in Backspace was erstwhile 
Micro Prose boss, Stewart BelL When queried about 
the decision for MicroProse to publish Greenpeace; 
Rainbow Warrior he replied with: "The Fact is, we at 
MicroProse would rather see wars fought on 
computer than in real life. We care about the 
environment as much as anybody else." Mr. Bell left 
us with these parting words: "We will continue to 
develop and sell product as we have always done. 
The result - the best software money can buy." 
Now that the same Stewart Bell heads his own rival 
software company, Electronic Zoo, we wonder if he 
is still quite as enthusiastic about those good old 
MicroProse games.., 

• Laurence Scotford 




BROTHERS IN ARMS 




THESE TWO SHADY DUDES are Mobo and Robo Bonanza - the 
Bonanza Brothers - who'll be making their bid for computer stardom 
next month (November), when US Gold releases the game that's been 
named in their honour. The gameplay involves the brothers testing the 
security system of a huge corporation, collecting evidence of robbery 
along the way. We'll bring you more details as we get them. 



TUNE IN TO THE WIRELESS 

SP1CTRAVIDEO WANTS TO FREE YOUR JOYSTICK 
from the "yards of wire" which link them to your 
computer. 

Its answer to this "problem" is the Freedom Connection, a 
peripheral which transforms your favourite joystick into a 

free- moving infra-red affair. 
Retailing at £19.95, the Freedom 
Connection comes in two parts, 
with one plugging into your 
joystick port and the other 
which clips onto your belt. For 
further information, call 
Spectravideo on (081) 900 0024. 




THIRD RUN FOR MERCENARY 



NOVAGEN, A COMPANY 
WHICH COULD JUSTIFIABLY 
CLAIM to be among the 
quietest in the business, has 
just broken its silence by 
announcing the imminent 
release of Mercetmr y HI, 

Once again deigned and 
executed by Paul Woakes, the 
game will feature the same blend 
of exploration and futuristic flight 
simulation, only this time with 
the added attraction of an enemy 
to fight. 

Novageo is keeping quiet about 
the plot,, price and release date as 
yet. We'll let you know as soon, as 
this situation changes. 



















^^^^^^ 




«« 1 











16. 



M II ONE AUGUST 1991 



THEY DESTROYED EVERYTHING HE HAD 

ALL THAT HE LOVED 

EVERYTHING THAT HE WAS 




OW CRIM HAS A NEW ENEMY 
AND JUSTICE HAS A BRAND NEW FACE 



TM & € 1 990 UNIVERSAL 

CITY STUDIOS. INC. 

ALL RIGHTS RESERVED. 

LICENSED BY MERCHANDISING 

CORPORATION OF AMERICA. IMC. 




ATARI ST 
CBM AMIGA 
SPECTRUM 
AMSTRAD 
COMMODORE 



OCEAN SOFTWARE LIMITED . 6 CENTRAL STREET . MANCHESTER M2 5NS . TEL: 061 832 6633 . FAX: 061 834 0650 



one 

NEWS 




A SENSIBLE ALTERNATIVE 

ALTHOUGH THEY'VE JUST COMPLETED Megfi-h- 
Mania and are still up to their ears in putting the finishing 
touches to WizKid, the irrepressible chaps at Sensible 
Software are already planning their next effort - would 
you believe, a football game to challenge Kick Off 2$ 

Currently without a title, the game will feature the same top- 
down pitch view as Anco's classic, but there will also be a 
number of changes: for example, players will be ahle to see the 
sideline and goal simultaneously, your on-screen players' moves 
will be determinable in advance of them receiving the ball and 
there will be tons of animation including movement from the 
crowd and the bench. 

The picture above shows an early version of the game, 
featuring the match between Cameroon and England in last 
year's World Cup (a game which cost the Sensible boys big 
money, as they had a huge bet on Cameroon to win the contest). 

Watch out for further news over the next few months. 

PIT YOURSELF AGAINST THE BEST 



ATARI'S PIT is no place for 
wimps - only dynamic, 
dangerous - and digitised - 
heroes can hope to pick up 
the prize money in this all- 
action fight for survival. 

Featuring huge 
digitised characters 
fighting it out 
against real 
industrial 
backdrops 
(rumoured to be 
Atari's 

warehouse!), Atari's 
Pit Fighter became the 
hardware giant's fastest- 
selling coin-op machine upon 
release last year. Now, 
Domark is pitching it as its 
candidate for this year's 




coveted Christmas Number 1 
spot, 

Frogrammed by the London- 
based Teque team, the 
conversion features the 
original sprites and graphics 
from the arcade 

machine along with, 
the publisher 
claims, the same 
pan and zoom 
effects as the 
original. 
Readers of The 
One will be able to 
test their mettle with 
an exclusive demo of this 
unique game on next month's 
sneak preview disk - the full 
game will be available in 
November, priced at £24.99. 



ia. 



THE ONI- SEPTEMBER 1991 







THE ULTIM 




SPORTS COMPILATION 



Football, tennis, golf or motor racing. 

Experience the thrills of four major inte motional 

sporrs in one sensational pack. 

Gazza's Super Soccer. Play world class 

football with Europe's most talented player 

Gazza brings Hie game alive in this thrilling 

action packed sports simulation. 

Pro Tennis Tour. Travel around the world, 

play in four of the top International 

Tournaments, feel the excitement os you make 

your way to the top in the World Champion of 

Tennis Games. 

Continental Circus. Taito's smash coin-op 

stretches your driving skills to the limit as you 

battle your way around Hie World's top eight 

Grand Prix Circuits, 

World ClaSS Leaderboord, Play on the 

same courses that have challenged the Greatest 

names in golf. The look and feel are so life-like 

ifs no wonder this has become the Greatest 

Golf Game ever. 



W& 



*ggs35^ "wibubsidw, 



SKSEtw^ 015 



All screen shots — AMIGA 




Available on: 

AMIGA 
ATARI ST 
CBM64CASS 
CUM 64 DISC 



SPECTRUM CASS 
AMSTRAD CASS 
AMSTRAD DISC 



ARTWORjK & PACKAGING© DOMAK GROUP LTD. PU«LISHED6Y 

DO MARK SOFTWARE Lit, f ERtV HOUSE. 51-57LACY ROAD. LONDON 

SWI51MLTEL-MIIM1-7902M4. 

PRO TENNIS TOt* © UBtSOfT BLUE BYTE. 

GAZZA© 1 9B9 ENTERTAINMENT INTERNATIONAL PJKj LTD. -&AZZA' IS A. 

TTlADEMARfc Of PAUL GASCOlGNE PROMOTIONS LTD. 

CONTINENTAL CHCUS-LICENSED FROM©TAJTO CORP.® 1 ?S9 VIRGIN 

MASIERTRONICLTD. 

WORLD OASS 1EABEREOARD™ £) 1 9BB ACCESS SOFTWARE 

INCORPORATED. ALL EIGHTS RESERVED-. MANUFACTURED UNDER UCENSE 

FROM ACCKS SOFTWARE IfcEOSfOBATTD BY DOMAfitC gi 1 ?BS U.S GOLD 

LID. 

NOTE. ATAfl ST AND CSU U VE&ONS PREVIOUSLY SOtD WOB! THE TITLE 

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LFASEft BGW r " © 1 fSi ACCESS SOFTWASE INCORPORATED Ml RICT15 

SESHVFD MANUFACTURED UNDES LICENSE f ROM ACCESS 50FTWASF 

WC0SPORATE0 W DOMARt £ 1 <W> US. GXP IH>. 



®ne 



NEWS 



FALCON 
COMPILED 

MIRR0R5OFT 

HAS 

ANNOUNCED a 

new edition of 

Spectrum 

HoloByte & 

ground- 
breaking flight 
sim Fala>»> 
Falcon • The 
Classic 
Collection is a 
compilation 
which brings 
together the 
original sim 
and its two 
mission disks. 
The entire pack 
offers new 
players 36 
missions and 
should retail at 
just over £30. 




WORLD 
SPORTS 

HERE'S A TITLE 
THAT SHOULD 
take games 
enthusiasts 
back to the 
Halcyon days of 
the Epyx Games 
series. 
international 
Sports 
Challenge from 
Empire is one 
of those multi- 
event sport 
sims that'll 
have you 

waggling your 

joystick 
furiously. The 

gamp, due Out 

in November, 

comprises six 

events: 

swimming, 

cycling, show 

jumping, 

diving, 

shooting, and 

marathon. 



GREMLIN HIT! 



IT'S BEEN SEVEN YEARS 
since Sheffield's leading 
software publisher Gremlin 
Graphics first emerged onto 
the games scene. In that time 
it's given us classic titles such 
as the Monty Mote series, Team 
Suzuki and Lotus Esprit Turbo 
CUattettge. To 
celebrate this 
momentous 
occasion, the 
company 
announced five 
new titles for 
the winter. 

Possibly the 
most impressive 
in terms of scope 
and scale is 
Daemmtsgfite I. 
an RPG based 
around the siege 
of a town 
which, Gremlin 
claims, will be 
the largest and 
(since size isn't 
everything) 
most in-depth 
game of its type. 

The story 
revolves around 
the city of 
Torrnis which is 
suddenly, and 
inexplicably, 
besieged by a 
large army. In 
the time- 
honoured role- 
playing fashion 
you command 
an expedition 




1 % Jb J| 


""■■■■■■ 



which has to find a way out of the 
city and gather information about 
the army outside to help end the 
siege before the city collapses. 

Dewsbury-based Magitech, the 
development team which is 
currently putting the finishing 
touches to the game, claims to 
have created 
one of the most 
rational fantasy 
environments 
ever seen - and 
with that 
environment 
including some 
131,000 playing 
screens, eight 
fully-interactive 
team members 
and a further 32 
other 

characters, it's 
difficult to 
disbelieve this. 

The company, 
which has been 
responsible for 
converting a 





FROM TOP 
TO BOTTOM: 
Daemonsgale 1, 
VideoKid, Flag., 
Harlequin and 
Suspicious 
Cargo. 



20 



THLONL AUGU5T1991 




number of SSI titles in the past (as 
well as Ultima V to the Amiga) 
decided not to concentrate on the 
combat elements, as American 
RPG publishers often do, but on 
the quest itself. 

Magitech is also responsible for 
another forthcoming Gremlin 
release, Suspicious Cargo, a 
graphic sci-fi adventure. 

This cyberpunk-style plot 
centres around Jonah Hayes, the 
captain of a space freighter who's 
blackmailed into smuggling a 
genetically-engineered weapon 
back to earth. Suspicious Cargo is 
a mixture of text, animated 
graphics and arcade sequences, 
which should find its way onto 
your screens by October. 

Two arcade titles are also 
scheduled to appear this side of 
Christmas in the shape of 
VideoKid and Harhquiti. 
VideoKid has one of the most 
hackneyed plot lines ever, in 
which a child who watches too 
much TV is dragged into his video 
recorder, but don't let that put 
you off what is an excuse for a 
trusty multi-directional shoot 'em 
up from the relatively new 
Harrogate-based development 
house, Twilight . 

The action takes place across five 
classic film genres including 
westerns, space, gangsters and 
horror, but the main attraction is 
the arcade-speed scrolling and 16- 
colour parallax which Twilight 
claims gives it the look and feel of 
a console game. 

Harlequin meanwhile, exploits 
that other favourite arcade 
medium - the platform game. 
Programmed by relative 
newcomers Warp Factory, the 
game has an added dimension of 
fast eight-way scrolling as you 
swing, jump, swim, crawl and run 
through 20 levels of action. 
Flag should be the last of 
Gremlin's latest batch to see 

release. Due early 
next year, this is 
the new game 
from the team 
that brought you 
Ocean's Ttte Lost 
Patrol, Ian 
Hading and 




SEVEN 



Simon Cook. 

Here, two villages divided 
by a river with one bridge 
are forced to battle for the 
possession of a flag every 20 
years by a bored wizard. 
Basically this transplants 
the idea of paintbail fighting 
to a more involved fantasy 



setting, allowing you to set 
defensive or offensive 
strategies with the added 
facility to build 
fortifications and employ 
magic in the struggle for the 
other village's flag- 
Here's to the next seven 
years! 




LOTUS TO BLOSSOM AGAIN 

LESS THAN A YEAR after the release of Lotus Esprit 
Turbo Challenge, its sequel (named, would you 
believe, Lotus Turbo Challenge IT} is already set to 
burn rubber. 

The reason for this speedy appearance is. according to Gremlin, 
that the original attracted more letters than any of the company's 
other games in 1990: many of these demanded a sequel or 

suggested improvements. But how can you improve on 
something that scooped two 'European 
Racing Game Of The Year' prizes as 
well as the 'Licensed Froperty Of 
The Yea r J title at the UK's industry 
awards 4 

That problem was passed on to 
Gremlin's resident race game 
programmers, Shaun Southern and 
Andrew Morris. The duo decided 
straight away that they wouldn't just 
recreate Lotus with a new set of tracks. 
One of the most major alterations 
means chat up to four players can now take part by linking two 
machines, A further change is the introduction of a full-screen 
display for the solo game — of course, you can still play the split- 
screen two-player mode. Speed fans will also appreciate the newly- 
included choice of two cats: the Lotus Esprit has been joined by 
the Lotus Elan. 

But probably the most notable difference beween the two games 
won't become apparent until you're in the thick of the action: 
Lotus II will feature eight courses divided into timed checkpoints, 
each with its own graphics, weather conditions, trackside 
obstacles and sound effects. These should appear as follows: 

• NIGHT: You can't see where you're going and you're travelling 
at ISOmph One consolation is that objects grow brighter as they 
approach you. 

• DESERT: Miles of sand with no trackside markers. Veer to the 
left or right and you'll slide like Torville and Dean. 

• SNOW: An expanse of grey and white on all sides. Visibility is 
severely li raited by a constant fall of snow, 

• FOREST: Logs and trees (fallen or otherwise) are interspersed 
with surprise patches of water and the occasional river winding 
across the road. 

•Cn~Y: Watch out for two-way traffic! Daredevil drivers will no 
doubt cross the central reservation, skilfully dodging the oncoming 
vehicles. 

• MARSH: Here r sections of the track are completely submerged. 
Look out for the broken wooden bridges - they could allow you to 
leap over many of! the hazards. 

• STORM: Dramatic stormcloudSj Rashes of lightning, rumbling 
thunder, sheets of rain - and miles of hills and dales. N ice if you're 

| the poetic type, but not so good for driving in. 

• FOG: An effect that you're not likely to have seen in any racing 
game so far.: cars and objects loom out of a hazy distance. 




/>1«kiim 

entertainment, inc 

ACCLAIM™ AND MASTERS OFTHEGWUE™ ARS TRADEUARkS Of ACCLAIM, ENTERTAINMENT IMC. 
THE SIMPSONS'" TM 4 £ 1 990 TWFTI6T H CEHTliWf FOX FILM CQfiPOfWIOM. fLl RIGHTS flESERVSO. 



> ne 

NEWS 



SAWHAT THE 







again, The One's chirprest cub reporter 
gets on the blower to quiz the big names of 
software development an whaf 5 been tickling 
their particular fancies over the last month,., 

ARCHER MACLEAN 

Now that the coding giant has finished his latest marvel, 
Jimmy White's Whirlwind Snooker, Mr. MacLc.in has 
got plenty of free games playing time on his hands. 
Lemmings and Ferns have been the favourites for him 
this month, but when the computer foils- to impress, 
Archer makes for the arcades and a good old blast on 
the Defender sequel, Star Gate, or that other golden 
ordie, Robotron. 

NED LAMGMAN 
(Storm) 

Storm's graphics guru, Ned is something of a veteran at 
this stage, having worked in the past on Silkworm, St. 
Dragon, WVand, more recently, Double Dragon 3. "\ 
enjoy a good blast," Ned reveals, which comes as no 
great surprise. Battle Squadron is one of his computer 
favourites, with Exiie and Tetrls coming in dose 
behind, Just like Archer, Ned likes to visit the local 
arcade and by some kind of weird coincidence, he 
too likes Robotron and other old classics, Why? 
Because: "Everyone these days just tries to impress 
people with 3D stuff," he explains. 

ERIC MATTHEWS 
{The Bitmap Brothers) 

Space Quest A on the PC gets the shaded Bitmap's vote- 
mostly for its "stunning music." On the console front 
however, comes Actraker on the Super FamiCom- but 
the end of level guardians are stopping him 
completing it: "they're too tough," Eric whinges. 
Speedball2 has, of course, enjoyed its fair share of 
joystick waggling - but not too much mind, because 
Eric is busy rattling his brain for new games, which 
will include creatures with "the intelligence of Goo's 
monsters" he says. 

MARK 'MAC AVERY 
(Core} 

Core's 3D polygon genius is really quite mysterious- so 
mysterious in fact that until The One's investigative 
team got on the job, the management at Core didn't 
even know his real name {come to think of it, until The 
. One's investigative team got on the job, he didn't even 
.. know his real name). Anyhow, the man in the know is 
spending his spare time with Sword of Vermillion, a 
role-piaying game on his MegaDrive, Apart from the 
fact that "the graphics are really ace," it's 
apparently also "one of those games that you just 
want to keep playing." Thunderhawk also gets the Avery 
accolade -but then again, he would say that, wouldn't 
he? 

GEORGE ALLAN 

With Venus - The Fly Trap and Switchblade 2 now long 
behind him, George has got loads of time on his hands 

to play games and generally enjoy himself. He managed 
to complete the arcade version of Strider in no time 
{along with R-Type, Nemesis and Trilogy t he says 
modestly), but one arcade great that's still causing 
him problems is Street Fighter 2. "I piay it with my 
mates, " is George's excuse for not beating the 
machine. But now he's been given the task of 
working on a new "arcade Style" game (secretive, 
huh?), so all that arcade time wit) have to he used for 

MORE STARS NEXT MONTH... 






SOMETHING FISHY 
AT MILLENNIUM 

SMARTER THAN A SALMON, stronger than a shark, Fond is 
back- Having defeated the evil Dr. Maybe in Millennium's 
original James Pottd (those were the dace), our finny friend is 
due to return in RoboCod. 

Cod knows, the mission is a ruffe one. Salmon-chanted evening. Dr. 
Maybe ordered his mussel-bound agents to infiltrate 10 of the wor!d J s 
largest toy factories, and to kidnap Santa himself] The sole-less 
Doctor has also planted tiny explosive devices into the entire stock of 
Christmas toys - arid now he plans to deliver them to the world's 
children himself... what a pollock! 

Not one to carp on about the dangers or mullet over for too lung, 
Pond accepts the mission.. Unfortunately, our subaquatic churn is so 
well known to Maybe and his cronies, that he's haddock to undergo 
biotechnological surgery. The result^ He's now half -fish, half- 
machine, 

[ [is brill new powers include an 'extendi- head', the ability to walk 
on land, robotic armour and a big gun. He's- also a dab hand at leaping 
across platforms, perching, pouting and skating, 

The factories are no plaice for molly-cod-dling wimps; each one is 
split into a number of sections, from four to 12, according to 
difficulty. All are based on a theme, from board games to computers, 
and Pond has to destroy the afflicted toys on every level. Brave as he 
is, eel flounder without your help. 

If all goes swimmingly, this fishy tail should be with you in 
November - and that's o-fish-ial, 



KICK OFF 2 FOR PD? 

SINCE THE DEMISE of our Goal-den Goals competition, 
footle extroverts have had nowhere to show off there 
wares to the general public - until now, that is. 

Irish-based Kick Off 2 enthusiast Derek Doran is putting 
together a series of 'Goal-den Disks 7 to be distributed on PD 
through all of the usual channels. 

So, if you reckon that you've scored a goal so great that the 
whole world will want to see it, then gave it on disk and send 
it to: Derek Doran, 3 Glenaulin Park, ChapeHzod, Dublin 
20, Eire. Readers who want their disks returned should also 
include a padded envelope and 50p to cover the costs of 
postage and handling, 



j4h il 



THt ONE AUGUST 1391 



ECES SHOW 
CANCELLED 

A MAJOR BLOW OCCURRED to the computer 

games industry last week, when EMAP 
International Exhibitions announced that it was 
cancelling this year's Computer Entertainment 
Show. 

A spokesperson for the company claimed that the 
current economic climate has forced most of the major 
software companies to stay away from this year's 
event and, because of this, this year's show was no 
longer viable. 

Despite the fact that the show was sponsored by The 
One and our six sister publications, and had also 
received the backing of The Prince's Trust, BBC and 
ITV, the organisers felt that, without the participation 
of the major publishers, they just couldn't give visitors 
value for money. 

Money will be refunded to all the people who have 
already booked their tickets for the consumer event, 
The organiser's spokesperson has asked these people to 
be patient, adding they will receive a full refund as 
soon as possible. 

STICK IT! 

JOYSTICK SPECIALIST SFECTRAVIDEO has 

just begun importing one of the US' hottest 
joysticks into this country. 

Priced at £59.99, the (Gravis is undoubtedly expensive, 
but its makers reckon the durability and comfort 
which it offers make it worth the cost. 

The stick's features include auto-centering, variable 
tension setting, three independent fire buttons and 
suckers powerful enough to rip the top off your desk. 





y>4«laim 

entertainment, inc 

ACCLAIM™ AMD MASTERS OF THE GAME™ ARE TRADEMARKS OF ACCLAIM ENTGRTAIHMBJT IMC. 
the ciupvuevhtm t/a itatiTWEUTirru rcuTi lav f™eii ujTiHPnniiTnu 11 1 niRWTfl ecccnv/Er 




Roll up, roll up for 

the greatest 

competition on 

Earth. One more 

month to go, |USt Well you've now had three months to 

one more month, devise, create and send in your very own 

so get those 3D masterpiece and this is your last chance, 

entries rolling in. Here's a couple of the latest entries. 

DARK CARPATHIAN 

PROVING THAT NOT ALL THE BEST PLOTS are in the future, 
Mark Cooney of Guildford presents Doric Carpathian a tale 
of (error set in (lie 1 500s . After an illicit affoi r while her 
husband was oway at war, lady Elizabeth Batftory developed 
a strange craving for human blood. Not surprising when you 
learn that her lover had a pale bee, pointed! fangs and 
dressed in black. 

After going through her stock of servants, the local 
peasantry and her Fong Sine oF lovers, Elizabelh has taken to 
kidnapping her victims, the latest of which happened to be 
your sister. Not one just to stand by and watch, you set out to 
the rescue. The game starts with you approaching Elizabeth's 
castle. 

According to Mark, (he plot for Dark Carpathian is based 
on a true story that ends with Elizabeth being walled up in her 
oasis as punishment far her crimes. As far as the game is 
concerned, you just have to find your sister and escape. 

ONE OF THE MOST IMPRESSIVE OBJECTS that Mork Inn aeotd is this fish, 
round swimming around behind the waterfall. 





ALTHOUGH DARK CARPATHIAN is only <i 

small game ponle-wise, it has a number of 
very large ureas, not least of which is ihe 
opening forecourt, Mark has put a Intel 
detail info his rooms, me waterfall is 
animated, most of the doors haw elaborate 
archways etc,, 



RULES 
REVISITED 

And now, for the last time/ 
the rules... 

1 . You must create a complete 
game using Domark/lncentive's 30 
Construction Kit, t rutries will only be 
accepted from registers users of the 
3D Construction Kit, so don't forget 
to return your registration card to 
Oomark (not to us thanks!). 

2. The game data must be 300K or 
less. 

3. Full instructions must be 
included, typed or neatly written on 
one side or the paper. 

4. include your name, address, 
telephone number (including area 
code) and age on the disk label 
and a separate sheet of paper. 

5. Entries must be received by 
Friday September 6th. 

6. The competition is not open to 
employees of Domork, Incentive or 

MARK HAS USED A LOT of flat shapes fa ****? Images or their friends and 

decorate the walls of the castle, giving a 

very atmospheric look, Drapes, tapestries 

ond painting, adorn the halls of the casrie ^J^JP^V * 3 ° ^T 01 * 01 "' 

I . -j I. . The One, IMAP Images, Priory 

nl.r.m.farUita. Court, 30-32 FmrinSdonLmie, 

GHOST SHIP ^^^^^^^^™ 1 »ndo„EC„3AU. 

NOT LONG AFTER SENDING OUT REPORTS of strange aircraft sightings, the THE GHOST SHIP IS HUGE - and to reach it you'll hove to climb the rope 

crew of the cruise ship Y.T.S. inexorably disappeared. Soon after, the government hanging from the side. This is a good example of how different shapes can 

received reports of U.F.O. sightings. You have been sent in to find out what be combined 1 to create interesting objects. 

happened to the crew, what state the 

ship is in ond whether or motto destroy 

it. To find out what happened you must 

locate the ship's 'red box 1 recorder 

before rooking your wOy to the resCu© 
dinghy and safely. Unfortunately, the 
ship's security defences are still in 
operation, so take care. 

Paul Timson of Nuneaton is responsible 
for Ghost Ship and has managed to 
create an atmospheric setting, combining 

it with o good sense of humour, a PAUL ' S ™ CONTAINS all the mod cans such as 

reasonably difficult selection of pussies ° a*"™* rwm ' a ™ ie M and ° ™™ning P™l- 

and strong presentation. Unfortunately the U.F.O. k» hod o strange effect 

on the water - its rroien solid. 







24. 



THE ONE SEPTEMBER 1 99 1 






9n 




PLY ADD1CT1 

A V A I L A B L«E ClM^1AJS?1 P C (VGA - E G A ■ T gV ) 
A Ml G A • A T; A R ! ST-CBM 64 ( D I S G & TAPE} 



GAMES 



FEATURE 



Have you ever wondered where in the world all of 
your software comes from£ Well, here's your chance 
to find out; as Christina Erskine explores... 











i -million-. 



bane up on a few : 

se's acclaimed 
flight sims. Set up by Stealey 

d Tycoon' Meier 

;'edly as a result 
of a bet: Meier reckoned he 
a me in a 
lied his b I 



recent 
agreement with 

rsoft. 
10. Iitfocom 
(Cambridge, 
Massachusetts) 
The; legendary team of 
text adventure publishers w 
graduates of the Massachusetts 
Institute of Technology. 
Dominated the text adven 
genre in the mid-80s with the 
trilogy, 5: and 

:cr Godded 
with many othi : Ill- 

fated attempts at diversification 
led i on 



at a time when A; 

was in fir . the 

lab;- ,<-d down in 19 

11. Interplay (Santa Ana, 
CA) 

mos r 

Spectrum He 

ROJ 

12. Minder aft (Torrance. 
LA) 

i p with 
Keys 
EA in Europe. 

13. Sullivan Slutb 
Interactive Media (Burbank, 
CA) 

Headed by DataSoft foui . 
Patrick Ketchum, di 

Sullivan Bluth -. 
computer and C 

14. Disney (Hollywc 



26 



THE ONE SEPTEMBER 1991 







15. FTL <Mira 
Mesa, San Diego) 



16. CES (Las 

jsumet 

17. Access (Salt Lake City, 

Utah) 




1 






rigin (Aus 



cas) 



/entures, 



19. Interstel 
(Houston, Texas) 

;J-ld 

enter t 
simula 

SA 

' 5 3 I 

20. Commodore (Bahamas) 

Hon 

21. World Cup' 

22. Peru 

metag 







Silicon Valley 

A. BrmteTbund (Sin Rafael) 
One of the US's ddest and biggest 
software houses, with title such 
as Raid w BuRgtline, Bay and 
Katdteiut under its belt. Also 
releases a wide range of 
dutarionai/productivity 
packages. Currently handSed by 
Domarfc. in the UK.; notable far 
Shtiffiqwti Cafe and frmtcf 

B. Lucasfilm Games 
{Skywalker Ranch., nr San 
Rafael) 

Set up in 1983 as a divisii 
Ijucashlm, the film. produ- 
company rtsptrosihle for the 
Oscar winning Sirtr Wars and 
. Jones series. I iisi 

w ■?« Frstlaloi and Miblozi.' 
were arcade-style games; the 
company also predueed naval 
simulations which were published 
by l : .lcctrorjK Aits. Moved 
into acrjon/adventuiE 
games with A, 

'i in 1987: 
followed tap with 
Zak MeCrad«:;, 
ths Indiana • 
computer games 
and flu S'ft.'iT ;f 

■ eylskud. 
Headed by a team 

computer games: the- 
designers of Sierra's 
.Marauder, EA's Out ox One, 5r^er 
Zj.tv<s«, plas ejc-lnfoeoni writer 
Brian Moriarty ate ?.lj now at 

l..-r.= sfllm. 

C Mnidseape/Software 
Toolworks [San Francisco) 

Mindsrape initially made its name 
Over here as part of the 
Cinema ware-Miirarsoft chain of 
publishing and distribution deals. 
In 1590 it merged with Software 
Toolworks, a publisher of Sow-end 
business products, educational 
software, CD-ROM titles and 
entertainment packages such ss 
Cktsmssttr H00 -and Lift nxd 

il DIY brain suigery can be 
described as entertainment. The 
company is headed by farmer US 
TV chat show host lis Crane. 
Distribute* products originated bv 
DSL Origin and 360 (all qv) in the 
UK. 




D_ Spectrum HaloByte 

(Alameda) 

Flight aim specialist, responsible 
forFAgkr Of The imnJer and 
Fskm, and also the car $im 'Vtm. 

h. Electronic Arts (San 
Mateo) 

Clams to be the world's largest 
home computer software 
company. Set up in 1932 by 
former Apple director Trip 
Hawkins, with one title, the 
Pintail Cwsrwrtws Ser, there are 
now some 1 5 million units of £A 
software around the world. 
r. Epyx (Redwood City) 
The late Epyx caused some waves 
in pfiqgramming in its day, from 
Summer Cams to Impussilite 
Afesiiw - and also a curious 
number based on the Barbie Dpi 

G, SSI (Sunnyvale) 
Joel Billings began programming 
Compare Bsmardt, a wargajne, on 
a borrowed computer in July 1979; 
it became Strategic Simulations 
lnc : s fust release in February 1980. 
Grew steadily untQ it wot 
licence to produce computer 
games hased gn ISRsAJvaxad 
Dwigiws and Dra*$$tis s which 
moved them up several division*. 
Currently affiliated to EA in the 
US and to US Gold in UK. 
H. Accolade (San jfase) 
Alan HdJei and Bob Whitehead 
were two of the original Activision 
founders; in 1S&4 they broke away 
to set up Accolade. Began with 
simulations; HatJball, Tin Drive 
(see DSI, above) and MtanlS, 
before moving into more general 
entertainment titles. It published 
in the UK. through US Gold and 
The Saks Curve before setting up 
its own UK u!- 
I.DomarkUS(Saujose) 
Earlier this year, the UK's 
favourite yuppy twosome set up 
strap to be neat to console affiliate 
Tengen. 

w J. Tengen (San Jm*) 
Bhv Division of Atari 
Games (itself a 
division ol W^mcr 
Communications 
and not to be 
confused with 
Atari 

Corporation, the 
S: manufacturer), 
which products 
ooin-op games: Hard 
Dmw' Klax. etc. A 
with Domark 
licenses these titles IW 
convsrswn to computer formats. 

K. Atari (Sunnyvale) 
international HG of Atari 
Corporation, originally part of 
WamerCommunkations. then 
bought out by former Commodore 
chief Jack Tiamiel in 1965, 
Tranud set about transforming; 

ipany, bringing out the ST 
and revitalising its console 
activities with" the Lynx, the short- 
lived rantherand possibly next 
year with the Jaguar, 

L Maxis (Moraga) 
Developer of Sim G'ry, Sim Earth 
and the forthcoming Sim 
(which doesn't have quite the 
same ring about it). Lookout for 
an unusual gameplay tie-up with 
Bullfrog; Sim City scenarios 
loadable into Ptyvhus I, and 
hopefully vice versa. 



THE ONE SEPTEMBER 1991 ■ 



27 



THE 



w-e 



FEATURE 



Rest of the World 



23. Sullivan Blutb Studio!: 
(Dublin) 

The studios which create the 
super-animated cartoons wetc 
moved here in 1988. Don Bluth. 
Gary Goldman, and John Pomeroy 
were animators at Disney before 
resigning to set u p their own 
company in 1979 

24. Philips 

(Eindhot'Cii, 
Netherlands} 

HQ for the 
company that 
pioneered 
compact disc, 
Laservision and 
is now one thi:d 
of the joint, 
venture behind 
CD-! 

25. Titus (Paris) 
Games publisher 
distributed in the UK 
by Entertainment 
International. Gameplay doesn't 
always Live up to its promises. 
Hoids the European rights to 
Disney Software. 

26. Lankfior (Paris) 
Not as well known as its 
compatriots, Imbgrames and Ubi 
Soft. Lank bar's thief claim to fame 
is its 'grand classique'., Merteviife 
Manor, which picked up a wad of 
French games awards. Founded in 
1985, Lankhor has a roster of. 
adventure and educational titles, 
with Mavpiti Island and Vroom. a 
dnving game, scheduled for riv. 
this year. 

27. UW Soft (Paris) 

Another French company pumping 
out titles on a regular basis, with 
around 250 programmers, both in 
house and freelance, on tap for 
games development; probably best 
known tor Fro Tennis Tour and its 
sequel. 

28. Infogrames (Lyon) 
Deceptively large (over t50 staff) 
software house with Captain Blood 
and Drakkhen to its credit ■ it also 
published Masis' Sim City in 
Europe. Started in 1984 by two 
chemical engineers, Bruno Bonnell 
and Christophe Sapet, and one of 
the first French companies to cross 
the Channel and sell in the UK. 

29. Loriciel (Rueil-Malmai&on) 
Comparatively Jow profile French 
software house with Teams Caff 
and Sherman M4 to its credit. 





Available in the UK through US 
Gold. 

30. Coktcl Vision (Paris) 

Educational and entertainment 
software publisher currently 
getting heavily into CD-ROM and 
CD-I 

31. Delphinc (Paris) 

Cruise for a Corpse and Ope ration 
SieaSih both sprang from 
the Delphine 
Cinematique 
prc^amming 
system, which 
provides 
excellent 
graphics and 
interaction. 
Expect plenty 

mere LO come. 
32, Gonwnodarie 
(Braunschweig) 

Home of 
Commodore 
Germany and 

manufacturing plant for the Amiga 

machines, 

33, Rainbow Arts 
(Dusscldurf, Guterilutt) 

Part of the German Softgold duster 
of software houses based in the 
Dusseldotf-Essen area. Rainbow 
Arts was set up in 19B4. Now one 
of Germany's leading games 
producers, it also develops coin-op 
machines through Rainbow 
Games. Most famous for Turrkan. 

34, Thalion (Guteriloh) 
Fait -owned by the other big 
German distribution group, United 
Software, Thahon was set up three 
years ago. Games such as Chambers 
OfShaolin and Terramex reached us 
via Grandslam. litest release is 
Tokw FRA, with the flight sirn 
Airbus 52$ still in the pipeline. 

35, Starijytc (Bodium) 
Part of the Softgold group. 
Catalogue includes Qown-a-Mania, 
TaMt Tennis Simulation and flrngs 
Of Medusa. 

36, Ruline (Hanover) 

Fart of the Softgold group. Best 
known for Oil Imperium and Dyter 

7. 

37, Dinamic (Madrid) 

Horizontal scrollers are Dinamic's 
speciality. Began as a programming 
team, became a publisher in 1 %f) 
and later a group of companies - 
Microdigital -Soft - overseeing all. 
production, duplication, 
distribution, etc, plus a chain of 
entertainment stores in Spain. First 
titles licensed to various companies 
■ - notably the oddly titled Aiw 
Smhel Profanation, published by 
Gremlin, later Army Moves, Game 
Ovtf and Freddy Hardest for 
Ocean/Imagine. Current games 
include Nam? Police. 

38, Midwinter (Azores) 
Designer Mike Singleton used the 
Azores as a model for the 



islands featured in the Midwinter 
games. 

39. Line! (AppeiUEfill) 

Swiss company with rights to 
Nevermding Story II and in a rather 
different vein, published the boxing 
sim, Champ, 

40. Simulmondo (Bologna) 
Hie an unsuspecting wo»d with 
Italy Soccer 1990, Fl Manager and 
Easka Master last year. Undeterred, 
has shown staying power this year 
with / Flay ID Soccer, 

41. Idea (Varese) 

Italian outfit responsible for Bomber 
Bob, Lupv Alberto, Aiaettskadow and 
Swords and Gallows,. 

42. Italy 1990 

Virgin got the official rights to 
produce the World Cup computer 
game. A horde of unofficial titles 
stampeded in its wake, including 
US Gold's iialy 1990, Code Masters 7 
Italy 1 WO, Simulmondo's (yep!) 
Italy Soccer 1990 (see above). 

43. Andromeda (Hungary) 
Hardy veterans of Lhe games scene, 
Andromeda's Hungarian 
programmers were producing 
games nuth as Eureka (Domark J s 
debut release) and others for 
Mirrorsoft way back in 19B4, It 
was Andromeda's London-based 
founder, Robert Stein, who first 
spotted the potential of Tetris. 

44. Stavros Fasoulas 
(Helsinki) 

Programmer who made his name 
with 8-bie titles SanxioH and Delta, 
now hard at work on The Vision 
Came. 

45. Alex Pazhnitov (Moscow) 
From Russia with Tetris came 
Pazhnitov, and started a Soviet 
gaming revolution. Followed up 
with Wrrs and Wdltris; 
consequently everyone thinks the 
Russians are whizao at puzzle 
games. 

46. Vietnam 
Computer games based on the 
Vietnam conflict have Inevitably 
followed the undying interest in 
this Subject in Hollywood. Ocean 
took on Oliver Stone's Platoon as 
well as producing Lest Pairs!, while 
programmer-historian Matthew 
Stibbe tackled the subject as a deep 
strategy game, and Spectrum 
HobEyte used the country as a 
backdrop to Flight Of The Intruder. 

47. Atari (Taiwan) 

Home of the main ST factory until 
Atari recently sold the facility to 
raise some dosh. 

48. Atari (Singapore) 

One of the main manufacturing 
sites for the Atari ST range. 

49. CarorJaodore (Hoilg Kong) 

Large manufacturing facility for 
the Amiga. 

50. China (Heart Of) 

Dynamic latest cinematic game is 
set in China in the 1920s, with you 
running a business in Hong Kong 
and setting off to rescue the girl in 
true movie-style tradition. 



51, Sega (Tokyo) 

Giant Japanese gam.es company 
with interests in coin-ops and., of 
course, consoles - the Master 
System, Megadrive and Came 
Gear. Video games market leader in 
the UK. 

52. Sony (Tokyo) 
International corporation with 
holdings in most areas of the 
entertainment industry 

53. Taito (Tokyo) 
Coin-op manufacturer, with 
computer conversions dealt with in 
the UK by US Gold and, more 
recently, DoroarL 

54, Capcom (Osaka) 

Coin-op developer founded in 1963, 
with titles such as Ghosts And 1 
Goblins, 1942, Forgotten Worlds and 
Strider to its credit. The last two 
both used Capcom's own arcade 
'super-chip 7 , intended to enhance 
graphic resolution on the screen. 
Computer game versions come 
courtesy of US Gold. In 1986, set 
up a US division in Sunnyvale, 
California, to produce Nintendo 
console titles - both Capcom 
originals and licensed from 
Lucasfilm and Disney. 




55. Nintendo (Kyoto) 

Undisputed number one in 

consoles. The name Nintendo has 
come to be used in the US to mean 
any video game, two million peaple 
ordered the Super FamiCom in 
Japan before it even went on sale, 
and Mario is apparently nuw more 
recognisable to American kids than 
Mickey Mouse. Nintendo still has a 
way to go i n the I J K hefure it 
catches up with Sega - which had a 
year's head start with the Master 
System, but one suspects it can 
only be a matter of time... • 

56. Beam Software 
(Melbourne) 

The original Melbourne House, 
back in the days when The Hobiiii 
was the last word in adventures. 
Currently working on Nintendo 
projects. 

57. S5G (Drummoyne, Cold 
Coast, Australia) 

The Strategic Studies Group 
initially developed titles for SSI (see 
above) before switching to 
Electronic Arts for its European 
distribution. Titles include Hath of 
Montezuma, American Civil War and 
Warkfds 

58. Panther Cairns (Canberra) 
Mindscape's Fire Brigade was 
developed by this Australian 
software house. 



28 



THE ONE SEPTEMBER 1991 



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Repairs 



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To schedule a repair, simply call Michelle 
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Please be ready to give your name, 
address, computer type, serial number 
and the type of fault. 

The cost is £57.45 for an Amiga 500 
and £47.45 for a C 64. Payment can be 
made by cheque, postal order or credit 
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ABDUCTION,MYSTERY,AND 
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Another mystery lor Jerome LANGE; 
WHO KIDNAPPED MARY? 



DISTRIBUTED BY UBISOFT PHONE NO. 0252-860299 



This month. Diiio Dini, programmer of the legendary Kick Off series 
and a man who likes his games to be realistic while still maintaining 
the adrenalin flow, gives us the low-down on his all-time favourites. 




Nation " 




DINO DIM'S COMPUTING PEDIGREE goes back a long 
way. The BBC was my first games computer, but 
before linen I had an Acorn Atom and 1 even 
before Inert an Acorn System One/ he says. 
His latest acquisition is a £1 5,000 Unix system 
which he has recency bought after several 
years of working on an Atari ST. 

After writing a couple of unpublished games on 
the Beeb, Dino toot a break to study for an 




electronics degree at the University of Kent at 

Canterbury. When he graduated, he worked in trie 
fault diagnosis and repairs department ot Silica 
Distribution, before re-emerging with Kkk Off, 
Just 24 years old, Dino has recently married, 
and now lives in Cambridge. When not hard 
at wort; on Player Manager 2, he returns to his 
first love, music: he plays me guitar and has been 
in several bands. 




JAMES POND 

Programmed by: Chris Sorrell at 
Vector Dean 

Published by: Millennium 
Released; November 1 990 

A multi-level game of collect., dodge and zap, 
with humorous appeal in the setting. James 

■..inderwater agent, has a number of fishy 
missions to complete without depleting his 

energy and 
within a urns 
limil Latge 
graphics, smooth 
scrolling and 
accessible 
gameplay gives 
James Fond huge 
'cute' appeal. 
• "This is a 
supErb example 
of a wefl-cirai ted 
game. The . 
gameplay is well-balanced, the graphics arcade 
quality, the music and sound effects never 
irritate and the attention to detail is striking. 
Besides all this, Fond himself is a very 
sympathetic character. I have great respect for 
programmer Chris Sone II.'' 

ELITE 

Originally programmed by: David 

Bran-en and Ian Bell 

Published by: Acarnseft 

(BBC) /Firebird (other versions) 

Released: September 1984 

The classic space 

trading/exploration game 

which set a standard for 

this genre - and many 

would say it has 

never been 

bettered. Your 

ion is to 
build up your 
power, weal 
and status by 
trading with 
inhabitants of 
vanous planets and 
defeating them in battle, 




working your way up from novice to Elite 
status. The depth and breadth oF the strategy 
elements turned ordinary games players into 
addicts overnight. Later versions, added 
finishing touches such as a rendering of The 
Blue Danube during docking sequences. 

• "It's difficult to think of anything to say 
about Elite that hasn't been said already. I 
remember when it first appeared on the BBC B 
. omputer and I played it non-stop for days, ft 
broke a lot of new ground then and remains a 
classic to this day/ 

ROGUE 

Heme computer versions published 
by: Epyx 

Released; 1985 (no longer 
available) 

A Dungmms &' Dragons game originally 
programmed on mainframe machines, 
although a home computer version was 
released by Epyx. The original versions were 
played directly from, rhe command prompts; 
and were entirely character-based, Dino first 
started playing it as a student on the Unix 
tJw University of Kent. 

• "It's a classic, and probably has the best 
gameplay of any Dungeons game, although the 
graphics ate limited - it was originally designed 
to be played on character display only screens 
on dumb terminals. But it's very addictive. 11 

AVIATOR 

Programmed by: Geoff Crammond 
Published by: Atsrnsoft 
First released: May 1 984 (BBC 
only, and no longer available) 

Early BBC flight simulator which had 
many o£ the detailed contra! 
features of todays offerings. 
Programmer Geoff Crammond 
worked hard to make flying the 
plane as realistic as possible - a 
strategy he later developed 
further in Revs (next}. 
• 1 he best flight singula t;ofi I 
have ever played, Why< Because 
ii :ea!iy feels like flying and I love 
flying upside down under the 
bridge !' 




REVS 

Originally programmed fay; Geoff 

Crammond 

Published fay: Acornsoft/ Firebird 

First released: May 1 983 

in its day, this was a ground-breaking motor 

racing game, pitting you against 40 other 

drivers at Silverstone. The large-scale driver's 

seat view was an innovation, and the sheer 

size and detail , 

in the 

graphics were 

previously 

unheard of. 

Crammond 

placed the 

emphasis on 

controlling 

the car 

authentically t 

rather than 

simply 

casting the 

player as a 

dot whizzing round the track, The convincing 

sound effects as the cars revved and roared 

added: enormously to the atmosphere, 

• 1 he best racing game. It's a complete 
simulation and very realistic, whereas other 
racing games cheat on the maths. This one 
feels like the real thing," 

PIPELINE % 

Programmed by: Andy Walker of 

Tasksef 

Published by; Mostertronic 

First released: 1 984 

Nothing to do with Pipematital Tasfcset 

released a series of Pipeline games - this 

particular version came out via Mastcrtionic. 

You bad to build up yotir plumbing network, 

while various characters came along to try to 

knock holes in it, causing the fluid in them to 

leak out. Maintenance gencraJly involved 

dashing back and forth to make running 

repairs, 

* "'Incredibly addictive and well balanced with 
both speed and strategy elements. There are 
also some very nice touches like the facility to 
recruit people to help you build the pipeline." 



SEPTEMBER 1991 THE ONE 



.31 



®ne 



FEATURE 



You've probably never heard of Marjacq Micro, but this agency looks 
after some of the most talented developers around. Laurence Scotford 
talks to Marj acq's supremo, Jacqui Lyons, about her invisible role, 



D 



AVID BRA BEN, JEZ SAN 

Argonaut, Archer 
MacLeaa, Glyn Williams 
what do these names 

have in common? The obvious. 

answer is that they're all 

successful and talented computer 

games developers. The not so 

obvious answer is that they're all 

part of the impressive stable of 20 

developers represented by the 

computer games agency Marjacq 

Micro. 
Agents arc often unseen and 

unthanked, but they are just as 

necessary in the dog-eat- dog world 

of computer games software as 

they are in the equally rough 

worlds of acting and writing. 

Marjacq Micro, the first (and now 

the biggest) agency for games 

developers Is run from an 

Unassuming flat near Marble Arch 

by its co-founder Jacqui Lyons. 
The immediate impression you 

get of Lyons is one of friendly 

efficiency and an uncompromising 

attitude to her work.- and, In a 

business still dominated by men, 

it's not difficult to see how she has- 

come to command respect rather 

than ridicule. 
So how did Marjacq come about in the first place? Lyons 

takes up the story: "I'd been a literary agent for over 20 

years. Prior to having my own agency I worked for Fraser 

and Dunlop scripts, a major literary agency which looked 

after the Monty Python team, Marty Feklman and Tim 

Brooke Taylor among others. 
"hi 1983 I was loaned a word processor and I got terribly 

excited by the potential of 
word processing. Then 1 
realised that there 
was also a games 
side which was 
an alternative 



THE MARJACQ 
STABLE 



JACQUI 

LYONS 

SPECIAL 

AGENT 



authorship - 1 decided at that point that I really wanted to 
see what the state of the market was. 

"There were hundreds of publishers then. This was at the 
apex of the Spectrum and the BBC micro, the 64 wasn't that 

big. I put an advertisement - a sort 

of tick list - in Popular 

Computing Weekly. What 

it did was to point out 

the author's rights in 



Over the following pages we open 
the files on just some nt'Mnrjarq'R 
impressive link- 
up of clients... 



^L relation to a game, 
and to ask 
whether they 
realised that 
what they 



DAVID BRABEN 



were 



The most famous developer in Britain and 
a true 3D expert, 

SGFTOGRAPHYi • Elite (BBC) • Vims 
(Archimedes, helmvj • Conqueror 
(Landscape Routines) * Elite [NES) 

In the pipeline: £7ife II 





U DAVID 

r BRABEN takes 

a reflective 
moment away 
from the 
development of 
Elite IL 



J2 I THF t 



!>ME SEPTEMBER 1991 




Ian specialises in war and strategy games, and used to be 
part nf (he PSS team. 

SOFTOGRAFHY: • Guadalcanal (Amstrad CPC) 

• Millennium 2.2 (ST, Amiga }■ Dentems [ST, Amiga) 

In the pipeline: Millennium 2.2 (PC) 

MILLENNIUM 2.2 PROVED that in-depth strategy games can 
appeal to general games players if they arc- presented in an 
attractive way. 




®ne 

FEATURE 



represent every Tom, 
Dick and Harrv, We 
require a high standard 
)grammers, with a 
standard of 
professional behaviour. I 
will not be involved with 
Le who are involved 
in piracy, ripping off or 
plagiarism." 



high 



creating wasn't necessarily just a gams but a series of rights, 
if they knew how [heir rights were protected and how they 
had properly licensed them. 1 got a reasonable response from 
the adveri and 1 started the software side. 

By the end of 1984 T had a very illustrious client list, which 
Included Jeremy ['Jez'l San. Then a friend rang up and told 
[[lis iibnut Ian Rail and David Braben. t'litu had just happened 
and Tan and David had retained all rights other than for the 
BBC, which was extremely bright nf them. They wanted me 
to represent the rest of those rights. 

'"Much to everybody's horror I held an auction and caused 
a lot of trouble in the industry - I was told this was an 
appalling way to go about it. Of course, it's absolutely 

standard literary 
"I don't Want tO procedure. Against all 

that criticism we held 
the auction and were 
helped by Channel 
Four News suddenly 
picking up on Elite 

of programmers, with a fitta&ttB* 

excited a lot of 
interest. We sold the 

rights for a very 
substantial sum to 

British Telecom, 

people who are involved because bt had just 

started its software 
division and it 
needed a big game to 
establish itself" 

You might be 
forgiven for thinking, that, with a 1 5 per cent claim on the 
revenue earned by games of Elite's stature, Marjacq Micro is 
little more than a excuse for creaming sizeable sums from the 
income of unsuspecting games developers, but Lyons soon 
puts an end to thai idea: "I'm well known within the 
industry but my role is usually very quiet. I don't want lo 
represent every Tom, Dick and Hairy. We require a high 
standard of programmers, with a high standard of 
professional behaviour. I will not be involved with people 
who are involved in piracy, ripping off or plagiarism. 
Contracts are there to be observed and conformed to by both 
parties, the publisher and the developer. 
"But developers are usually older now 
and have more mature attitudes. In 
/ IAN BELLA the early days they were all little kids 

Previously David Braben 's partner, and now an individual 
developer who, unusually; completes his games before they 
are sold to a publisher. 

Sonography;* Elite (BBC. NESl 

In the pipeline: Budo (Amiga, Atari ST, PU) 



ELITE IS 

POSSIBLY 

the most 

revered 

computer 

game ever, 

"and is sis II 

earning tor 

Ian Bell and 

Uavid 

Braben, 



A 



E^ 




THEONh M-I'IKMUIR 1991 



33 



THE 



FEATURE 



PITER 1RVM& 
JEREMY SMITH 



Two programmers who cut their teeth, to groat acclaim, on the BBC Micro before 
moving on to IS-bil. 

SOrrOGKAPHY: • Starship Command (BBC) • Thrust (BBC) 
1 Exile (BBC, C64 h Atari ST, Amiga) 



and they'd suddenly 
have a vast sum of 
money land on their 
table and so they'd 
think, 'Oh great, I'll just 
go and buy myself some 
very expensive pieces of 
equipment', then they'd 
run out of money and 
wouldn't be able to 
deliver the game," 

But if the developer is 
expected to treat 
contracts with respect, 
the publisher is 
expected, in return, to 
giv^ the developer a fair 
deal: "The other tiling I 
have been fighting for is 
the non-assignment of 
rights, and establishing a 
standard agreement 
which is fair to both the 
developer and publisher. 
J don 'I believe in total 
exclusive licensing of rights just like that. This kind of all- 
embracing contract - you signed over the software therefore 
we get all the console rights, all the arcade game rights, all 
the CD rights - is unfair on the developer. 

Any developer who still thinks that Marjaeq Micro is 
waiting in the wings ready to exploit them at the slightest 
excuse might have a long wait, As Lyons explains: "1 don't 
believe in selling myself. If people ring me up and ask 'What 
can you do for me?' The answer is, 'If you can't imagine what 
an agent could do for you then perhaps you shouldn't have 
an agent.' All of the more mature programmers realise that 
you always have to chase up the money, you always have to 
nag and beef and moan and if you're trying to develop 
software and every five minutes trying to get hold of some 
gnome in an accounts department, ifs highly interruptive" 

But isn't it harder to convince the publishers, rather than 
the actual developers, of the value of representation? "1 think 



EXILE IS A PROGRESSION of the techniques first used in Thrust 



tA6Q these can 

be sorted out 
quite quickly." 

But how are 
the agency's 
costs met when 
some of its 
clients are 
taking two or 
three years 
developing a 
single game? 
"Well, 
fortunate] v 
Elite was one of 
the longest 
earning games 
ever, and it still 
does earn. But, 
for example, 
the contract for 
Argonaut's Bird 
Of Prey [which 
Electronic Arts 
promises will 
be released 
soon - honest! 1 celebrated its fourth birthday on August 
27th. 

"This state of affairs is partially because Jez. San wrote a 
much bigger game than he'd originally conceived. If you 
write big games it takes a long time. He also rewrote the 
engine for the 3D stuff, and since then he's changed it again. 
You have a problem with 3D - keeping up with the current 
state of the art is a very hard process. That's one of the 
reasons why we have to have quite a substantial client list, 
because obviously we have to take into account the periods 
when clients will not actually be earning." 

It's not only established programmers who have benefited 
from Jacqui's foresight, she has also been responsible for 
starting new talent off on the road to fame and fortune: 
"There was an extraordinary example of a young man called 
Steven Dunn. He had left school without any particular 




they're still reticent. I know for m I i. - that companies like US qualifications, he was on die jobless scrapheap, hut he was 



Gold don't like dealing with agents, but I think most people 
realise that we're not there as a threat, In many cases it's 
much easier to go through an agent - they know the state of 
the development of each particular project which they're 

v representing and if 

„ \ there are going 

ARCHER MACLEANx to be deiavs 



very keen on computers. He read an article In one of the 
magazines in which David Brabcn had been quoted as saying 
that Virus could never he written on the Spectrum, and he 
took it as a personal challenge. He had the sense to ring us 
and say 'Would it be OK if I have a go at doing this'. I said 
'Well, rather you than me, but with my blessing, and the 
only diing is that once you've done it, you have to bring it to 



One of the most respected and well-known designers and programmers, who manages to work humorous touches into almost 
anything. Archer says that he highly values Mar jack's services, aud if it wasn't For Jacqui Lyons he may welt have given up 
programming for good. 

SOFTOGRAPHY: • Dropzone (Atari fi-bit, CG4) • 
Internationa! Karate (Atari 8-bit, C64) • /K+ fC64, 
ST, Amiga) • fimmy White's Whirlwind Snooker 
(ST\ Amiga, PC) 

In the pipeline: a 3D Pool game using the system 
employed in fimmy White's Whirlwind Snooker 
and incorporating all three versions: of the gamo. 
Archer is also considering a racing game as a 
logical progression, having done a superb combat 
game and a great sports simulation, and he has one 
or two ideas for Virtual Reality, 



ARCHER MACLEAN'S /immy White's Whirlwind 

Snooker has been generally acclaimed as one of the 

very best sports simulations ever. 



1 



34. 



THE ONE SEPTEMBER 1^91 




MWn 



ARGONAUt 
SOFTWARE 



Onn of the most consistently excellent development houses in the country, with a strung 
emphasis on 3D products. 

SOFTOGRAPHY: • Sturglider (ST, Ami" a) • Sfmgtfffar 2 (ST, Amiga . PC) 

• Afterburner (ST, Amiga) • Days Of Thunder (VC, Game Boy) • Loopz (Game Moyl 

In thft pipeline: Birds Of Prey, the multi-plane (light simulator on Amiga and PC for 
Electronic Arts. The team is also working on a Strategy Ram*! for MicroPros^ which is to 
Include Hying, rather than a full-blown Right simulator - sounds intriguing. 



FEATURE 




BIRDS OF 
PREY- 
Argona ill's 
long- 
awaited 
multi- 
plane 
flight 
simulator. 



"I don't believe in total 

exclusive licensing of rights 

just like that, This kind of 

all-embracing contract - 

you signed over the 

software therefore we get all 

the console rights, all the 

arcade game rights, all the 

CD rights - is unfair on the 

developer." 



this agency. It has to be cleared by us and by the author, and 

we'll take it from there.' It was a valiant effort, and we went 
along to British Telecom with it. Now he's an established 
Game Boy 
programmer with 
Argonaut." 

With her clients' 
interests in mind, it's 
not really surprising 
thai Lyons takes a 
strong Line on piracy: 
"If the boot was on 
the other foot the 
pirates wouldn't like 
it. If they produced a 
game and then 
discovered that il was 
widely circulated and 
nobody was [laying 
them a penny for it, 
they'd rosily be 
vicious about it. And 

I know everybody is saying it's because the price of software 
is so high. But if they didn't pirate it, sales would be higher 
and the cost of software would come down. In a way it's a 
totally vicious circle." 

One of the things we often notice at The One is that a game 
may be technically excellent, original and highly playable, 
but thai doesn't necessarily make it sell - whereas a really 
abysmal game licensed from a film will sell by the cartload. 
Would Marjacq go as far as advising clients not to go ahead 
with a project if they thought it was unlikely to capture the 
public's imagination? "Yes, I think they've got in be aware of 
that. The reason that licensed games work so well is partially 
because the licence is so widely advertised in other areas, so 
people are very aware of ft, where they are not going to be 
that aware of Warhead, for example. 

"This is something which I think a lot of publishers get 
frustrated about as well as the developers. They look at the 
games, and think 'This is a good game and why is it thai we 
can't excite the public about it?' It's always the same - with a 
licensed product you're not terribly worried about 
publishing in October, November, December, or January, you 
know that you're going to clean up, What you also know is 
'hat with an original game, if you. launch it during that 
period you've got problems because it's just going to be 
swamped by stacks and stacks of licences. Although they 
might not be particularly brilliant implementations or 
conversions, it's the fed that they are Ninja Turtles that's 



actually turning the public on. 
Your game is going to get 
seriously lost and indeed 
probably fail to perforin at all, So 
you have to bring out unlicensed 
products at a less commercial lime 
of year." 

I asked Jacqui how the emergence 
of Multi-media platforms such as the 
GD'I'V or CD-I are going to affect her 
work. Sin; seems more than 
confident about the future: "I think 
thai Multi-media makes the position 
of an agency like Marjacq even mure 
valid because we have access to all 
the support areas and I think that 
packaging those things is definitely 
a very important job. And the 
question of where CD or CD-I fits in 
the overall mix and malch of things is very 
interesting. Right now, in the instance of literary 
rights, television rights and film rights, one doesn't 
know where CD-I is '.joing to sit. Is it going to sit 
with the film Industry and the producer, or wilh l lie 
owner of the rights to exploit tham as a computer game? 
When you speak to a lot of people from the entertainment 
Industry about it, they just don't know anything about CD-I, 
it means nothing to thorn. They know about CD storage, but 
what one will be able to do with CD-I, and the 
development of those rights is something which 
nobody's yet challenged. 

"I see a whole hornet's nest here, because I 
saw a CD game that was being developed by an 
American company which had used amateur 
actors. Can you imagine what's going to happen 
with the likes of Equity and the Musician's 
Union? All of these people are going to jump on 
it. So I'm really very interested to see what's 
going to happen here, but I think Marjacq's in a 
very very good position, because as an agency 
we straddle the literary side as well. And 
people have learnt that if they want to know 
anything about these obscure areas it actually 
pays to have a conversation, just to find out 

how one can go about exploiting them. 
'., So I see the role of the agency 
JON Sk actually growing into that," 



• 



GRiFFrras 



A former BBC programmer who has now pmgrn.ss.erl to 16-bit. 

SOFTOGRAPHY:* Snapper (BBC}* Racktit Raid (BBC) 
■ Conqueror (Atari ST, Amiga) 

In the pipeline: Campaign, a follow up to Conqueror. 




CONQUEROR EFFECTIVELY USED the landscaping routines 
originally devised by David Brahen for Virus. 



THE ONE SEPTEMBER 1441 



35 



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THE HIT SQUAD • P.O. BOX 350 ■ MANCHESTER M60 2LX 



After last month's juggling with the experts' ideal 
joystick, Kati Hamza interrogates the men in the know 
about the perfect games machine. 



FEATURE 





WENTY YEARS 

AGO a games system was a 
farcy name for a 
cardboard box containing 
a chequered board and a 
bag full of chess pieces 
These days the term 
covers everything from 
the hand-held you can 
stick in your lunch box to 
dedicated Virtual; Reality 
consoles complete with 
headset, glove and a 
processor the size of a 
small fridge. 

But as anyone who's 
ever looked in the mirror can tell you, 



there's a world of difference between 
what we've got and what we'd like to 
« have. If you could 



design the ideal games 
system, regardless of 
technical realism, 
availability and price, 
would it look like 
anything like your 
current machine? We 
prodded a few experts 
until they came up with 
some answers, and 
amalgamated them into 
The One's exclusive 
blueprint for the ideal 
games machine. 



WHAT THE EXPERTS SAY 



Li. 



PETER MOLYNEUX 

Bullfrog 

■ Credits: PopulQu$, Flood, 
Powermonger 

I was really disappointed 
with VR. There was so 
much hype behind it, I thought, 
'Great, I can really forget about 
real life and lose myself in this 
virtual 

world.' Then 
I put it on 
and I was 
really let 
down." 
Having said 
that though, 
Molyneux's 
ideal 
machine 
would be a 
VR system, 
though 
something a 
lot more 
flexible than the hardware 
currently available; It means 
you can use things other than a 
little mouse or a joystick. It's 




much belter if you can use your 
whole body or your arms and 
legs to walk around this world." 
For the lime being though, we 
just don't have the necessary 
technology: 'The Super 
Famicom was heralded as a 
real advance in computer 
entertainment, but it's much the 
same as all the systems over 
here just with a little bit more 
processor power." 

Meanwhile, Molyneux is 
putting his money on speech 
technology; ""Whenever you're 
playing a game, or just talking 
to somebody, whatever you're 
doing you're always using your 
voice. So if you could 
incorporate speech recognition 
into a games system that would 
be fabulous," 

JEZ SAN 

Argon out Software 

■ Credits: Starglider2, 

Birds Of Prey 
"It should have loads of 
I memory, graphics, sound 



and a great choice of colours - 
a VR machine, basically, but 
one that's so fast you don't 
have to wait for it to update. 
The machines available now 
tend to make you feel a bit sick 
and the LCDs blur so you can't 
see what's going on property," 

ERIC MATTHEWS 

The Bitmap Brothers 

■ Credits: Xenon 2 ; Speedbsi), 
Speedbaii 2 

Eric's current favourite is 
Nintendo's Super Famicom, 
though he does have a soft spot 
for CDTV, and his ideal 
machine is a jazzed-up 
combination of the two. Top of 
the ideal machine's list ot 
specifications come 12-Channel 
Sound and FM chip, CD-ROM, 
TV resolution and speech 
technology. For good measure 
it's also got Full-Motion Video 
so you can do everything inside 
a game you 
:ould do on 
TV. VR, on 
the oltier 
hand, gets 
this Bitmap- 
Brother's 
thumbs- 





down, 1 wouldn't want 

someone to walk in when I was 
playing with an all-over body 
suil and helmet. It's just not 
cool enough." 

JOHN TWIDDY 

Vivid Image Design 

■ Credits; Hammerfist 

Time Machine 

John Twiddy's ideal 
computer is a kind of 
souped -up Amiga, coming all in 
one box with a monitor built in, 
"You'll still need a keyboard 
even for games 
-it gives you 
more options." 
The software 
comes on CD: 
even though it's 
not necessarily 
faster, it avoids 
viruses and 
there's no disk- 
swapping 
involved. There 
should be at least 1 Mb of 
memory, loads of different 
modes of graphical display, 
high resolution, more hardware 
sprites than the Amiga and lots 
of colours: "Though in excess 
of 16 billion would probably 
give you too much choice." 

MIKE SINGLETON 

Maelstrom Software 

■ Credits: Midwinter, 

Flames Of Freedom 
fi£ f\ nee everyone gets a 

UvR system with 3D 
goggles, running off a sun - 
Spark station in their living 
room, we'll really have fun 
programming it." Mike's ideal 
system comes complete with all 
essentials; dataglove. headset 
and a fast, 
powerful 
processor. 
"And of 
course 
there'll be 
stereo 
sound." 

SENSIBLE SOFTWARE 

■ Credits; Wizball, 3D Tennis, 

Wizkid 
it 1 1 would be nice to have a 
I system which could shrink 
and expand the screen without 
destroying the resolution, so 
you could realty home in on 
certain aspects of a game." In 
fact, the Sensible twosome are 
seduced by all things virtual: 
"The ideal machine would be 
brain-activated and have you 
.totally wired up. It would be 
nice if you could actually take 
on somebody else's rote." With 
the emphasis on thought rather 
than physical skill, this would 
have distinct advantages for 




THE ONE SEPTEJvlfiH< 199 



i ■ J" 



t nc 

FEATURE 






This ordinary pair of glasses has a secret. Embedded in the earpieces are tiny electrodes capable of a vast array ot sensory 
stimulation. These enable the characteristics of a virtual reality to be transmitted directly to the brain and dispense with the heed for complex 
LCD screens, 3D television or all-over body suits. The game experience is physical as well as menial - you can feel pain and motion - but 
your body need never move. The electrodes feed In the relevant information and relay your mental responses for evaluation. To perform an 
action 6li you need to do is think about it. 



j^Uh luLi There' s n o need 

for joysticks, keyboard or data gloves. Any 
commands which need to be issued to the 
system are uttered verbally and decoded by art 
advanced speech recognition system capable 
of receiving and understanding any human 
voice- Extra software for alternative languages, 

rtciudlng Japanese, is available. 




Your 
mputer communicates with you via its own 
soothing voice. You choose from a selection 
of preset male and female registers or feed in 

a sample voice of your own. If you really want 
It to, your system can speak to you as John 
Wayne, Madonna or your mum. 




It's small, 

compact and very, very fast, There is a palette 
ot around 16 million colours, a relatively large 
seieclion of custom chips (or equivalent) for 
performing a variety of routine tasks - 
holographic image and 3D object generation 
among them. 




Linked to a general 
music entertainments system, your machine 
comes complete with multi-channel stereo 
sound, FM chip and holophonic sound 
capacity. 




Software, like videos and 
recorded music, comas on a standard CD 
format, though there's scope for much faster 
accessing than current technology allows. 




For those who prefer to slay in the real world, or 
simply as an alternative to virtual reality, some games come in the shape of holographic 
projections. Depending on (he program type, It's possible to converse with the computer- 
generated! characters and ask them questions. By issuing spoken commands you can move 
freely about various aspects of the program and alter the parameters Of the game. In addition 
to simple game playing, holographic software has obvious educational advantages. It can be 
used as a multimedia aid In the teaching of anything from history to French. 



IdJ Speak the number, and the telephone 

gives Instant link-up with other players all over the 
globe. Using it, you can share a game of space invaders ■ 
with Heike in Dusseldorf and Bruno In Milan, or 
download data from any other on-line system. 



the unco- 
ordinated. "The 
fun of the game 
is what you 
intend to do, 
not about 
muscle control, 
$o you could 
just think 
yourself round the movements. 
The hardware would be 
adapted so the software could 
accommodate your intelligence 
and translate instinctive 
actions, like running for a ball 
or dodging, automatically onto 




the screen. You'd just be left 
making specific game choices." 

ANDREW BRAYBROOK 
Graftgold 

■ Credits: Ftgirtbow Islands, 
SimufCfS 

Andrew Braybnook isn't 
greedy; I'd be quite happy 
with a decent sprite Chip - 
something with zooming and 
rotating sprites. Chips Sike that 
are available, and it never 
ceases to amaze me that they 
haven't found their way into 
consoles yet." What he really 



wants though, is muscle. "The 
Super Famicom is getting 
there, but it's still very 
underpowered, What you really 
need is a strong enough CPU 
to be able to perform any 
calculations you might need/ 
Helmets and datagloves are 
dismissed as gimmicks - 
Braybrook's secret dreams 
centre around an interactive 
unit. "A eh air is a nice idea, but 
it's a bit cumbersome lo have in 
the house, I like the Roger 
Dean idea of a total 
environment centre, something! 



a bit like a giant egg with a hi-fi 
and TV as well. There's no 
reason why you couldn'i have 
all that moving about," 

As for Braybrook's ideal 
machine, this would come with 
plenty of beefy sound, high 
resolution, a bucketload of 
memory, quick-access CD and: 
"Some kind of new input 
device: a joystick is very 
clumsy. It would be better it 
(here was something like an 
experimental scan I've seen for 
the handicapped, it points 
directly at your eyes, and 



otrt 
yoi 
yot 

vol 
filo 
cor 

OWj 

gar 



40 



THE ONE SEPTEMBER 1991 




^stem is powered, like all 

your In-house appliances, by an 
environmentally friendly power source: solar, 
wind or wave energy depending on where 
you live. 



Energy Sources 





rist-watch version 



jhone 



iders 



lij Ill3»l J»Tii* Extra headsets allow 
others to participate in the virtual reality with 
you. There's also a mini wriat-watcri version of 
your games system which allows you to lake 
your software anywhere and doubles up as a 
fitofax. It's solar-powered and can be used in 
conjunct ion with the headset but also has Its 
own 3D LCD screen <or less conspicuous 
games-playing in public. 



enables you to select things 
just by looking at them." 

MATTHEW STIBBE 

Credits: 'Nam 1965*1975 
a I want a games system that 

I will free me from the 
tyranny of programming and let 
me concentrate on the joys of 
game design. Something along 
the lines of multimedia or 
hypertext, so you've got an 
environment that a player can 
explore." And that doesn't just 
mean playing a game, it also 
involves searching out 



WE HAVE THE TECHNOLOGY 



IN 1971, the world's first microprocessor, the Intel 4004, had a 4-bit 
processor and a tiny memory. Since then, bright sparks everywhere have 
been working to produce bigger, better, and faster machines. Now, there 
are plenty of modern systems trying to expand and develop the current 
state of the art... 

IN THE WORLD AS WE 
KNOW IT the Super 
Famlcom Is the system 
which currently gets moat 
programmers drooling. 
The source of all the 
excitement is some rather 
sexy hardware scaling 
and rotation... in other 
words it's got custom 
chips which allow you to 
expand a screen vertically 
or horizontally and rotate 
it through 360 degrees. 

FORGET KEYBOARDS, 

consoles and joysticks. According to Virtual I ty, one of the first 
companies to develop VR, the future is helmet-shaped. All you 
have to do is put a bucket on your head, relax and lose yourself in 
a polygon -constructed virtual reality. At the moment the 
technology is stilt in its infancy, but if it takes off, the potential 
gaming possibilities are endless. 

THE CDTV IS THE FIRST computer entertainment system 

designed to look like a video 

recorder. It combines the 

processing power of an Amiga 

with the storage capacity of CD. 

The aim is to provide easily 

accessible multimedia 

education and entertainment for 

the whole family. Could this be 

the shape of things to come? 




MEAN MACHINE TURNED PIPE DREAM, the Konhc console was all set to 
revolutionise the way we play our games. Complete with RISC 
technology, l2Mhz custom chip and a revolutionary design that meant 
you could transform the control device from steering wheel to 
handlebar to joystick yoke and hook the whole caboodle up to a 
hydraulic chair... it felt at the first hurdle. Despite glowing hype, and 
several hatf-finished games, the Multisystem never even made it to 
the shops. 



Can't tell yourgoogii(? from 
your gizmo? Wrii, rend art and 
iii i win ik> revealed... 

Cn-HGM 

a laser-read dtok similar to liie 
kind you Sllcti into yin.it hi h 
which can hold a thousand 
tunes more ni lor million Ehnn a 
disk. (Ji)like a disk though, it 
won't allow you to wrilo new 
dnia onto it. 
CDI 

Interactive compact dish. A 
computer system which 
stores Interact!** programs 
combining high qnalily sound, 



animated images and lexis.. 

FULL MOTION VIDEO 

The ability to di spiny com picric 

frames of video data fit the 

correct rate for your system, 

GENLOCK 

A device which allows you to 

combine computer and video 

generated s-iqn:iiK.. 

HYPERCARD 

A nUlttJ»p|MrpQ«e .ipplir.Umn 

originally wrillrn lor the 

Macintosh, Basically, ■■ leis 
you access a whole ranyeuf 
rJillerciit programs via simple, 

easy to use icon mi winces. 



information off your own bat. "If 

Warn were 

programmed on it, 

for instance, you 

could actually look 

at pictures of 

General 

Westmoreland, find 

out where he went 

to school, even talk 

to his cousins about 

what he was like. 



You'd be able to dive in and 

look at a film of 
the Vietnam 
War and 
interview 
holographic 
projections of 
people." Stibbe 
is less 
enthusiastic 
about VR: "I'm 
a bit leery of 




MULTIMEDIA 

A term used to describe 

combinations of text, 

graphics, sound and video in 

n single soflw^ie application. 

RISC 

Hi'duifd Instruction k<*i 

Compiler. CPU design that 

m.ikns program wiituig more 

complex, but increases speed. 
VIRTUAL REALITY 
A complex simulated 
environment. In some cases 
the user is actually invited to 
enter it via. an interface like a 
helmet or dataglovc. 



putting goggles on people and 
expecting them to stumble 
round rooms pretending they're 
somewhere else. I'm sure 
they'll feel culturally more 
comfortable looking at screens 
rather than having them 
strapped over their eyes. 
There's something slightly 
worrying about VR - it implies 
that there's something wrong 
with 'real' reality. 



THE ONE SEPTEMBER 1991 



.41 




PROJECT Heimdall 
PUBLISHER Core Design 

• AUTHOR Ged Keaveney (Design, 
Coding), Jen 0' Carrol I (Design, Graphics), 
Martin Walker (Sound), Mark 'Mac' Avery 
(Additional Coding), Jeremy Smith 
(Project Manager) • INITIATED February 
1991 • RELEASE November 1991 



Core continues its policy of 
diversification by following its 
first flight simulator with a 
Viking-style arcade adventure. 
Kati Hamza treks to Derby to 
investigate. 

ONCE UPON A TIME, long, long ago, Jeremy 
Smith, Director of Core Design, met former 
Sullivan-Bluth animator, Jerr OCarroll and got 
the chance to look at some of his graphics, "I 
was very impressed and we agreed that If we 
ever got an opportunity to work together, we'd 
do it," Smith remembers. 

Time passed and Jerr met school-leaver Ged 
(pronounced Jed) Keaveney during a spell working 
for Gremlin. Working together under the 'Eighth Day' 
banner, the pair came up with the idea for a Viking 
game and suggested it to Smith. He took the bait. 

Right from the start, the objective was to forget 
about the typical Bard'$ Tate style of RPG 
presentation and opt for a more unusual approach. 
As O'Carroll states: "Everyone's doing platform 
games, everyone's doing vector graphics games - 
there are too many of them, People are starting to 
do isometric 30 again now, but we wanted to do 
something different - an 'iso' game with big cartoon- 
type graphics. So we're mixing up bits of role- 
playing and bits of everything we've seen together," 

But why Vikings? Once again, O'Carroll comes up 
with the explanation: "It all started with the concept 
of Viking raids. We had an idea for this big world 
which you could walk round, At first you could 
actually explore the whole of England, but we 
decided that was a bit too big," After much 
discussion and some serious swotting up on the 
finer points of Viking life, they settled on the subject 
of Norse mythology. "There's so much you can do 
with it," explains Keaveney, "and we're trying to 
include as much of trie detail as we can." 

Five months into the project, the design is 
complete and most of the game engine has been 
written. Now all they've got to cope with is some 
time-consuming i implementation of level designs and 
a large chunk of the animation and graphics. It all 
adds up lo an enormous amount of work, especially 
as a Christmas deadline means they're having to 
squeeze a year's work into nine months. "We get up 
really early in the morning and go lo bed really late 
at night. It's lucky we're working from home - if you 
get tired you can just fell beck into bed," 

All of this hard work hasn't dampened the duo's 
enthusiasm though. There are already plans for a 
sequel, based on the Battle Of Ragnarok - and in 
any case, as O'Carroll explains, working on 
Heimdall is proving to be a wholesome experience, 
"We get a Nick out of it. I sit there drawing these 
things and Ged's putting them together and we just 
keep going 'oooh!'. We're just big kids with it really," 



THE STORY SO FAR 



V 



Core's version of the Heimdall story is set deep in the ancient age of Ragnarok. 
There's heen a hitch in the preparations for the prophesied Battle of Ragnarok. 
the legendary Norse conflict between good and evil. The evil god LokJ has crept 
into the hall of Valhalla, conjured all his celestial relatives into an Impenetrable 
slumber and absconded with three cf their giant weapons: Trior's Hammer, Freyr's 
Spear and Odin's Sword. As gods can only walk on Earth in human form, Heimdall, 
divine guardian of the bridge that links Valhalla to Earth, must be reborn as the 
human son of hapless village virgin, Ingrid, During a night of thunder and lightning, 
she gives birth to a strong and healthy son and the quest to return the heavenly 
artefacts begins. 



;VXR 



The action is divided into two separate parts. 
Three sub-games, which deal with Helmdall's 
journey from puberty to adolescence, are a way of 
building up individual character attributes and 
increasing your choice of potential companions. 
The higher you score,, the better your chance of 
acquiring a heavy-duty back-up team. 

The game section proper deals with the 
adventure itself. Armed with longboat, crew and 
some basic supplies, our hero navigates three 
island systems In a desperate search for the artefacts, picking up plenty of clues, 
and solving some seriously cryptic puzzles along the way. 




THERE'S NO SHORTAGE 

of willing brawn to 

accompany you on your 

quest. Your longboat 

can accommodate a 

party of five, though you 

can only take two on 

land. Each of your 

potential companions 

has a specific 

profession and skills, so 

it pays to take a good 

mix. Navigators, for 

example, advise on the 

advisability of journeys, 

while warriors come in 

handy for pounding 

flesh. In the interests of 

user-friendliness all the 

controls you need are 

on screen. 




DESIGN 



It took Core and Eighth Day Iround six weeks to thrash out Heimdall s game 
design, The first stage in the process was some serious group discussion. Over to 
Jeremy Smith: "There were about eight of us and we all sat down with loads of bits 
of paper and talked about the game. First we designed the world, then the number 
of days it takes to get from Island to island. Once wed worked that out we told Jerr 
and Ged to get on with it" 

Ten days later the duo returned with a storyboard detailing virtually everything 
from graphics to gold. In a way just sticking it all down was the most difficult part," 
explains Ged. Difficult or not, Smith was 
pleased. "We played it on paper and it worked." 

Most of the storyboard has translated precisely 
on to the screen, although inevitably there have 
been a few innovations and changes, "In some 
areas the design is still pretty hazy, so if we get 
an Idea as we're going along we just put that in 
as well. It's constantly changing." 



42 




I Ml ONE SEPTEMBER 1931 




± 



GAMEPLAY 



If you ever want to make it back to Valhalla and the joys of 
everlasting life, you'll have to flex more than a bit of god-like 
muscle. In true RPG -style, Heimdall Isn't just stuffed to the brim 
with monsters, ogres and giants - there are plenty of complex 
puzzles to solve loo. On all three levels, the islands positively 
spill over with the likes of traps, treasure chests, keys, 
runes tones and jewels. Tread carelessly and you may go plummeting down the 
nearest bottomless pit, fail to check out a chest properly and it'll waste all your 
energy. 

Spells with a range of specific and general effects including levitation and 
invulnerability are scattered liberally about the place - though unless there's a 
priest in your party or you've drunk from the well of truth, you won't actually able 
to translate the runes and decipher their names. 

The trick is to keep those jewels and items which may be useful on 
other islands and use up or throw all the useless objects away. If you're 
uncertain, you'll just have to make your beet divine guess, Mistakes, 
incidentally, aren't automatically fatal. As a reaction against Electronic 
Arts' isometric RPG, The Immortal, where falling into trap means 
immediate death, He I md all's snares just take some of your energy away, 
Beware! If your strength is low, that may be enough to kill. 

NOBODY SAID 
SAVING 

VALHALLA WAS 
GOING TO BE 
easy. Sub-game 
two Is a simp la 
matter of 

playing tag with 

a greased pig. 
Will the hog 
knock Heimdall 
flying or has he 

got the strength 
to save his 
bacon? 





YOU NAVIGATE YOUR COURSE on the individual level 
maps. In this case it's the first navigable world - 
Midgard, the World of Men, You begin in the bottom 
left-hand corner with a brief to find Thor's hammer. 
Initially you have a maximum of four days' supplies - 
after that your strength decreases by a quarter each 
day until you die. It's very important to work out the 
feasibility of a journey before you start off and make 
a note of the 
features of each 
island as you get 
there: once you've 
completed an 

exploration, coming 

across a vital object 
elsewhere may force 
you to make the 
journey back. The 
whirlpool and sea 
serpent symbols 
aren't just for 
decoration - to 
complete the 
mission, you'll have 
to work out a way to 
get past them. 






F 



HEIMDALL'S INITIATION RITUAL entails a trip to the 
pub, where the elders get him drunk, than urge him 
to participate in a little axe-throwing. In this early 
demo, a bad miss triggers a nasty exploding head 
effect; in the interests of good taste, the final 
version will feature an ingenious alternative... 




THE THIRD AND FINAL TEST at manhood is a 
longboat battle: just you and your sword against the 
rest of the world. Note the vicious sabre-toothed 
bear depicted on the longboat shield. 




THE COMBAT SCREEN REFLECTS the general RPG 
flavour. "We wanted to get away from the kind of 
games where all you get to see is a verbal report of 
the action. We're doing pretty much the same thing 
- you put in your attack round, the enemy responds 
and the program calculates the outcome of the 
attack - but there's more to look at." There are full 
animations and death sequences for each of the 
monsters and weapons vary from hero to hero. 
Heimdall alone has the option to call for divine 
intervention in battle. 



Mil ONE SEPTEMBER 1991 



.43 



WORK IN PROGRESS 

PROJECT Heimdall 
PUBLISHER Core Design 




THE ENGINE 




The driving force behind all this activity is Ged's specially developed Heimdall 
engine. What makes this particularly unusual is the angle of the isometric 3D. 
Ged is enthusiastic: "In most games like Cadaver and The Immortal, the 
isometrics are at a 45 angle, but I've tilted it and given it a slightly different 
perspective for a different, more realistic 3D effect." It's also possible to scroll 
over a fairly large area. Cadaver had just the one screen and in The Immortal the 
rooms are only set two screens by two screens - in Heimdall you can have areas 
stacked four or rive screens high." 
Incorporated in the system is an integral map editor, designed to fit 3D blocks 

into full island 
systems. It's been 
specifically written 
for Heimdall, so it 
wont adapt itself 
easily toother 
games - but it will 
definitely be used 
again in the coding 
of the sequel. 




THE PALETTE 
CHANGES TO A 
SPREAD OF BLUES 
to signal the coming 
Of night- This is a 
prima opportunity to 
restore energy by 
getting in some 
much-needed sleep 
- unfortunately it's 
also the time when 
most monsters are 
abroad... 



As far as Heimdall's visuals go, Jeremy Smith is typically unambitious: "We want 
it to be totally stunning. We're just going to blow people away with the quality." 
He's in luck. Jerr O'Carroll, the man entrusted with the task of making all Smith's 
wishes true has been drawing in Heimdall's characteristic cartoon style virtually 
from the day he fearnt to hold a pen, "That's how I draw. If I start drawing 
something serious I get lost sometimes," 

Heimdall s graphics are produced using a combination of on-screen facilities and 
basic pen and paper, but the main objective is to make things big. "Everything's 
got to he ginormous." The Heimdall sprite itself is designed to appear as realistic 
as possible and measures a fairly impressive 32x48 pixels. Not that there'll be a 
shortage of other items to look at. "There'll be tunnels under the ground and lots of 
nasties to come across and 101 other things. Basically anything we think of we just 

p ion k him in." 



THE PLAYER 
CHOOSES THHEE 
CHARACTERS for 



party. A warrior is 
usually a good bet, 
although a priest may 
prove more useful in 
specific situations. In 
fact, at -certain points 
the path may fork into 
a separate way for 
warrior or priest. You 
can switch between 
party members at will - 
a useful feature If one 
of your group becomes 
weak or badly injured. 





MONSTERS ARE DIVIDED into what Ged describes 
as general cannon fodder (spiders and trolls] arid 
several biggies, the sea serpent among them. The 
plan is to create six monster types per level, 
although this may cause memory problems. "It's 
only a 16-bit computer. We're pushing the barriers 
of what we're doing as it Is." 



m 



SOUND 



m 



art in Walker, one-time author of the 8-bit classics Hunter's Moon 
and Citadel, and responsible for the soundtracks of Core's two most 
recent products, Frenetic and Thunderhawk, is the man with the task o-f 
producing suitably Norse-like effects to accompany Heimdall's exploits. 
Thanks to his incredible all-singing, all-dancing drivers, plans for 
Heimdall's sonics include a Nordic title tune and a library of eerie in- 
game affects - including footsteps and, if Ged has his way, a touch of 
spine-tingling demonic laughter. 




ANIMATION FRAMES LIKE THESE are designed 
separately for insertion into the main combat 
screen. Jerr draws the image an paper first, then 
digitises it, Inserts it into the combat box outline 
and adds the background and shading. In this case 
only half the frames are complete. 



44 



THFONE SEPTEMBER l')'?l 




























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IBM PC & 

Compatibles 

CBM AMIGA 
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mil hi hi 

head is thumping ^^^***~ and my heart 
s pumping the adnewtfti around every vessel «f my hyper- 
tense body - the driving unf, that wi be shoe horned, wedged like a Colt 45 
into its holster, as I am placed into the command seat of my vehicle - ready to 
m» the arena ol ptw., and combat, 

"WW Wheels" they ol us. Combatants who play a "game" - a game where 
there are two ways to lose... down on points or down on fuel - the fuel ol lie! 
Our "kit" lor action ara the finely honed masterpieces Ol engineering.,, 
machines that wiH pole axe the opposition, melt them, crush them, detonate 
them into a nflon white-hot, speedng grains 
or shrapnel. The tit ol death' in which many of 



OCEAN SOFTWARE LIMITED 

6 CENTRAL STREET 

MANCHESTER M2 5NS 




us wl experience our last, and final, blinding Hash. 

in tin arena, the sane becomes a struggle to win, i fitfht lor Me. The noise 

from the screaming crowd Is drowned by the incessant roar of the mighty 

heart of this mechanoid beast, Ifs engine pushing out every ounce of power la 

keep me Just ahead, and delivering a heavy, sickening blow Into my back at It 

accelerates at my command. Taking aim, I firm up every muscle ready lor the 

great hurst, the deafening scream as I unleash my lethal messenger... and ft! 

massage ■ "GAME OUERI" 

But that's just half the game story. Now YOU rater the arena... 

ENJOY THE 



TELEPHONE: 061 832 6633 
FAX: 061 334 0650 



if ne 

WORK IN PROGRESS 



PROJECT Deathbringer 
PUBLISHER Empire 

• AUTHOR Rlk Yapp (Manager, Co- 
ordinator), John Wood (Design, 
Programming), Rich 'Champy' Horrocka 
(Programming), Colin Swtnbourno (Artist), 
Angus Murray (Music), •INITIATED 
February 1991 e RELEASE September 1991 



Oxford-based ODE has gone 
soul-searching. Paul Presley 
joins the crew to see what he 
can find. 



OXFORD DIGITAL ENTERPRISES has been 
around since the end of 1983, when its siaff totalled 
a humble three and its main product was an ancient 
adventure called Macbeth for the now departed 
Creative Sparks. 

Since then, the team has grown lo seven and has 
produced a myriad of different games for a myriad of 
different companies, including the first _ _^ 
version of Denmark's 
highfy successful Trivial f/' % 
Pursuit, Grandslam's ' • 
The Hunt For Red October, 
Yes Prime Minister, the 
imaginatively entitled Sailing tot 
AetivisiOn and 
Better Dead 
Than Alien, 
Steeping Gods Lie. 
Time, The Amazing 
Spiderman and 
Team Yankee for 
Empire. 

As well as 
Desthbringer, 
the team is 
also 

currently 
working on 
the 

conversion of 
Votfeed - a Qix 
inspired coin -op - 
and Team 
Yankee 2, the 
follow-up lo Ihe original 
tank-based simulation 



m 



THE STORY SO FAR 



7" 



eathbringer's storyline is pretty much standard 
fantasy hack 'n' slash stuff. A group of evil wizards 
are constantly having iheir plans foiled by Karn 
the Barbarian, so to put a stop to him they 
forge a magic sword called.., 
Dealhbringer. 

Unfortunately for the wizards, 
Deathbringer has fallen into 
Karri's hands and he is now on 
his way to put a stop to them, 
once and for all. The thing 
about the sword is, it 
contains the life force of 
a demon who needs 
souls to stay alive. 
This forces Karn to 
do battle wilh 
everyone and 
everything he 
comes across, 
just to keep the 
demon happy. 





THESE ARE EXAMPLES of Ihe original sketches Swinboume 
supplied to ODE. Trie goblins area running joke throughout 
each of Deathbringer's levels - a different goblin appears on each 
(on Icy levels they ride sledges, in dungeons they carry huge 
cartoon bombs which they promptly run away from), 
Here (above) we have the DPaint-created animation: frames of the same goblin. Obviously 
Changes have to be- msdelo make sure the sprite works *v«thin the game but generally they are kept 
true lo the original artwork. 

AND THIS (LEFT) IS HOW HE APPEARS IN THE FINAL GAME. The enlarged view shows exactly 
how much detail ODE has put into even Ihe smallest of sprites. 



± 



GAMEPLAY 



"he soul-hungry sword adds a unique twist to Deatftbringefs, gameplay. The sword 
has a soul-meter running along the top of it which constantly needs to be topped up 

by taking another life. Should the 
level fall too low, the sword begins 
to get impatient and starts 
controlling Karn. 

Should the soul-level drop below 
zero, the demon starts to drain 
Karn's own energy until it finally 
whips itseif out of Kern's hands, 
spins around and embeds itself in 
Karn's stomach. 

Another 'new' slant on the beat 
'em up genre is the Ouf Run-style 
levels. You start each section in 
the centre and can travel left or 
right to reach the end. This creates 
a tree-like route towards the final 
screen and means that, once 
you've completed the game, you 
can go back and take a different 
route. 




STARTING IN THE MIDDLE of each, level, Karn can 
travel lefl or right lo reach the end. Along trie way he 
has to battle agaln&i sucb adversaries as Stirges (birds 
that get their beaks stuck in the ground), goblins and 
wild boars, 



JiiJjJ 






AT THE ENO of each level stands (or in the case of Ihe 
Barbarians, sits) trie obligatory guardian. Amongst, 
others, Karn has to deal with Snakes and their tails, 
Dragons arid their breath and Barbarian and their fists- 




SOUND 




12 



i-ii 

E 



& 



Currently, the sound effects used In Deathbringsr are sampled straight from the 
mouths of ODE (the mangled scream that can be heard on our gover disk is 
actually Rik Yapp in one of his more eloquent moments). 

The real sound effects are being produced by a professional company called 
Skinny bone Productions, which has so far sampled over 116 different effects. The 
samples are taken at around 57Khz, which basically means ODE can play around 
with them as they see fit to create some interesting sounds. For the indoor levels a 
degree of reverb' (echo) is to be added to the existing effects to help with 
atmosphere. 

Like the sprites, the music has been done out of house by a new name to the 
music scene, Angus Murray. Angus was discovered after sending a demo tape to 
ODE which was good enough to make the boys think twice about him. 
Deathbringer will only have one tune - a good old heavy metal thrash - due to the 
amount of sound effects being used. 




ODE's philosophy is to try and do something 
new m every game. In Deal hb ringer's case 
it's the graphics. There are 36 levels of parallax 
in the backdrops to each level, more than has 
ever been seen before. This is achieved by 
using wedge-shaped tiles instead of the usual 
square ones. As the- player moves left or right, 
the wedge swings in the appropriate direction, 
giving the parallax effect. 

For one of the later levels -the caves - the 
tiles are taken a step further. Instead of 
wedges, they're curved. This makes the entire 
level appear lubolar, adding to the atmosphere 
of being in a cave. 

The sprites themselves were originally 
created 'out of house' by Colin Swinboume, a 
freelance graphic designer. He supplied ODE 
with a number of sketches which were then 
drawn on DPain? Hi 



The background tiles are wedge-shaped which 
allows tor 36 line* ol parallax scrolling. As the 
character moves, the wedge swings In the 
appropriate direction. 



THEOME SEPTEMBER 199 



■ 47 



WORK IN PROGRESS 

Strategy Games - they require 
thinking don't they? No thank 
you! If that's the way you 
respond to the mere mention of 
the word 'strategy', join 
Laurence Scotford to take a 
look at the games Ubi Soft 
currently has on the boil. 



BLUE BYTE IS THE FRENCH DEVELOPMENT 
TEAM that impressed us with Pro Tennis Tour and 
its sequ&l (below). Now it's turned its skills to 
something a little different - a realistic strategy game 
rn which you command a whole army, air force and 
navy in an attempt to take control of a series of 
islands. 

Although Battle Isle is quite distinctly a strategy 
game with no arcade elements, don't let that put you 

off. Not only 
does the 
superb 
presentation 
put this 
game far 
above most 
others of its 
genre, it has 
been 
designed 
with the 

general gamesplayer in mind, arid is very accessible 
and highly playable. 

Like many strategy games. Battle Isle is designed 
to be played by either I wo human players or one 
person versus the computer. Both players begin with 
a headquarters, which is given a coastal position so 
that it can double as both a port and an airport, anrj 
a small fighting force and arsenal comprising 
aircraft, carriers, cruisers, mines, mine destroyers, 
patrol boats, submarines, lifeboats, and other more 
exotic units, 

Each unit in the force is designed to perform a 
specific task ranging from attacking the enemy 
through la transporting friendly units around the 
map. Using these, your aim is to reinforce your 
strategic position and ultimately capture your 
opponent's HQ. 




HCCESS 
C'EHIED 



4MK 



h^l 




BATTLE I 




TERRAIN TROUBLE 



The playing area Is based around the sort of hexagonal grid that will be familiar to 
players of table-top war games. This grid allows movement in six directions from any 
single location. Rather than being identical in every respect, each hex has a particular 
terra in type, like mountains or grasslands, and this affects the rate of movement through 
them. Trying to push a unit through hex after hex of mountains will be slow work, while 
units fairly zip along when they stick to the roads. 

But terrain is also important when attacking. While movement through the mountains 
may be slow, they do provide important strategic strongholds. When attacking from the 
mountains into 
grasslands the 
mountain-based 
unit has the 
advantage. On the 
other hand, units 
left on the road 
will be sitting 
ducks. 




THE MECHANIC 



Despite its accessibility and payability. Baffle isle requires a realistic 
strategy if you are to be successful in your campaign. Simply pushing 
units forward to attack whatever they meet will soon result in a depleted and 
defenceless force. The player must try to capture and hold strategic positions 
while defending land that he or she already controls. So it's important that 
supply lines are kept open so that weakened units can withdraw and be 
replaced by fresh units. 

This is where the factories come in. Dotted around the islanas are a 
number of factories, some of which are aligned to either player, and some of 
which are initially neutral and can be captured. These are capable of 
rejuvenating depleted units and of constructing new units. This service 
doesn't come free of charge, however - the factories must be kept topped up 
with energy by finding and delivering deposits of aluminium to them, 

In addition to the factories that already exist, construction units are capable 
of constructing new warehouses if a large enough area of suitable terrain is 
found. So while most of your force will be engaged with the enemy, a portion 
of it will always be busy keeping the supply lines open and active. 



THE HEADQUARTERS are well -dented, but that's as it should be. At the start of 
the game they're your only way of repairing or creating new units. Your opponent 
is trying to get information on your Crusader units and is quite rightly lolrj where to 
get off! 



48 



THE ONE SEPTEMBER T Wl 




FUTURE CONFLICT 



Although the first game is still unfinished, there are already plenty of plans for 
expanding Battle Isle. As might be expected, Scenario Disks with new graphics 
and maps are amongst the first things on the cards. These may include whole 
campaigns in which the accumulated wins and losses are Carried over from one 
gamete the next. More immediately though, the intention is to provide 

Compatibility with 66020 turbo cards to Improve 
calculation speeds. But perhaps the most exciting option 
will be a version of the game in which two machines are 
linked by modem or direct cable and each player only 
sees his own map. 



BATTLE ISLE PROVES thai strategy games are nol just for 
ledious egg-heads. 







The presentation currently worked into Battle Isle is slick and 
attractive, with clear, colourful symbols representing individual units, 
against suitably realistic looking terrain. When combat is being resolved 
the player is shown an animation in which the vehicles in each unit roll 
towards each other and then fire volleys of shots. Olher impressive 
animations are used when a building is captured - a heavy steel door is 
seen being cut through with a laser and it then clangs to the ground 
revealing ihe silhouetted figure of one of your troops. 

Most ot the sound has still to be implemented, but what there is al 
present sounds promising. There are suitably metallic effects as tanks 
trundle forwards to do battle, and missiles are released with a 
frighten ingly realistic whoosh. 



THE HIGHLIGHTED YELLOW UNIT is currently under attach, and the 

animation now comes into play. The tanks in either unit trundle menacingly 

towards each other and then begin to take pot shots, at each other. Points are 

scored depending on how many enemy units are destroyed in each round. 




TAKING TURNS 




Buttle Isle is played in two phases, a movement phase and an 
attack phase. While one side is executing its movement 
phase the other side is executing its attack phase. Units that 
have already heen instructed io engage the enemy will continue 
to fight, it necessary , even during a movement phase. 
Experience points are gained for successful combat, and shield 
points for successful defence, so over a period of time the 
player can develop crack units which are more likely to inflict 
heavy losses on green units. 

There are 32 maps, 1 6 of which can be played against the 
computer, and two special, large scale maps, based on Europe 
and, almost topically, Iraq. The ordinary maps present a 
progressively more difficult challenge, allowing the player to 
slowly adapt to the necessary strategic elements, 



THE HEXES with ihe red outline show a possible movement 
path for the carrier. In this case Its movement is 
unobstructed because it Is in deep water, More often than 
not a unit's movement path will be a lot shorter. 



THE SMALLER MAP gives an 
overall view of the batttefiel d. 
As well as being useful for the 
planning of general strategies 
it also shows you which unite 
are still to receive orders. 



IHUJNf Sl-I' ITJvmi.'R 1 991 




CELTIC L 




CELTIC LEGENDS, which previously 
had the rattier twee working title of 
Magic Land, is a strategy game played 
on a hexagonal grid. Hmm... I'm 
getting a strong sense of D£ja Vu. Yes 
Celtic Legends is similar to Baffle Isle 
insofar as it is a hex- based strategy 
game, but there the similarity ends, 

Ubi Sort's blurb describes Celtic 
Legends as: "a wargame relating the 
fierce, cruel, and bloody fights which, 
in year £07 after the third great 
renewal, opposed the Thaumaturge, 
Eskel Noc Ventu, first patriarch to 
succeed in the second heavenly level 
archangel invocation, to the 
necromancer Daimog Brulmer, the 
undisputed master in reincarnating 
wandering souls into pulrefied 
corpses." 

Confused? I'm not surprised. In plain 
English, the evil magician Daimog 
Brulmer has been alarming people by 
reincarnating the dead. Rather than 
concede to demands to put an end to 
bis practice, he challenges the great 
wizard Eskel Noc Ventu to a duel. This 
betHe taKes place in the Celtic Land, a 
parallel world linked to the real world 
through pentacles. Through these pentacles the 
magicians are able to call forth other creatures to assist 
them in their duel. 




ALTHOUGH CELTIC LEGEND'S table-top origins are still quite clear, good use h&s oeen made of 
animation and graphics, So the sort of ynin spired top-down displays that mar many strategy 
"imes won't be found here. 



B* 




LIKE THE AVALON HILL board -game Titan, Celtic Legends 
is based on a hexagonal grid on which armies of mythical 
creatures are moved. The smaller image shows an overall 
picture of ihe whole isle. 



eaders who are familiar with (able-top 
mythological war games such as Titan 
will be familiar with the sort of game 
recreated in Celtic Legends. The main 
action involves moving armies of creatures 
around a small scale map then resolving 
individual battles on a large-scale map in 
which each creature in the army can be 
seen. An added feature is that a third 
neutral army of savages can optionally be 
included, These may attack either player's 
armies and can throw g well-planned 
strategy awry. 

As with Battle Isle, different terrain types 
affect the movement of armies through 
them. There will also be different obstacles 
in the battlefield depending on what terrain 
type rt is in, 

Botn players begin with a smail army 
headed by their magician, but new 
characters must be created to flesh out the 
original army and make new ones. This is 
achieved with the magician. Depending on 
his Current power he can create up to six 
new characters at once from a range of 
seven different character types. At first the 

magicians can only create the lesser characters, bui as they grow in power, more 

powerful creatures can be incarnated. 
Individual armies can be split or merged and then go off in search of the opposing 

magician in an effort to destroy him before he becomes too powerful. 






50 



Mir." ONE SEP! EMBER 1 991 



GENDS 



ARTISTIC ENDEAVOURS 



Unlike most publishers, where such things are generally contracted out, Ubi Soft 
designs al! its packaging and artwork in-house using a sophisticated Apple 
Macintosh computer boasting a range of several million colours. The system is 
sophisticated enough to 
produce illustrations on a par 
with those produced by 
airbrush, as can be seen In this I 
artwork for Celtic Legends, 



5JO 



ITS A KIND OF MAGIC 



New characters can only be created when the magician is at a pentads. This is also the 
only Lime that he accumulates magical power, which is used for everything from 
character creation to spell casting, and the more power he has the more fie can do. 
When battle is joined the view switches to a close up of the hex that the two armies are on 
with both of them lined up at either side, Each character type has different movement 
characteristics and Strengths, So while Cyclops, for instance, are slow and heavy they do a 
lot of damage when they finally meet their opponents. 

Some characters, like the minor magicians, are comparatively weak but can use rnagin al 
range, giving them an advantage. As each character gains success in combat they 
become more proficient and harder to beat. Magicians also increase the range of spells 
tney can cast. 

As an example of the complex ity of Celtic Legends, one way of getting at your opponents 

comprising one 
or two minor 
characters and 

use magic to 
infect them with 
a disease. They 
can then be 
sent forward 
into the 

enemies ranks. 
They will 
probably be 
destroyed 
quickly but not 
before 
spreading 
contagion 
amongst the 
enemy. Smart 
huh? 




THOUGH SOME of the other character types are capable of spel least! rig, ii is the central wizard in 
each side thai is best for doing serious damage, hie is also trie only character able to create new 
creatures. 



■ 




AND NOW FOR SOMETHING COMPLETLY DIFFERENT 



Just in case you thought Ubi Soft had gone completely strategy mad, take a look at these 
shots from Lightquest, a graphical extravaganza containing an arcade game and adventure 
game all rolled into one. Lightquest is set in a fairy tale land featuring everything from Goblins to 
Unicorns. Its strength is the stunning French comic-style artwork which puts games like Shadow 
Of The Beast, and even Ubi Soft's own Unreal in the shade. 
Ubi Soft also plans to continue its range of excellent compilations. Coming soon are some 

theme compilations which are to include 
prestigious titles like Gunsfoip, Carrier 
Comma/rc/and Falcon. 



W. 






tTfVfSl jSTj; L^-^J 




JU&T ONE o» the 

amazing screens 
from Lightquest 
which shows off 
the comic style 
artwork. 



THE LIGHTQUEST 

INTERIORS may not 

look quite as pretty, 

but the action is fast 

and furious and 

complemented by 

some incredible 

animation. 



...w^%- fa 



1 Ml ONE 5EPTEMU 



ER 19**1 ■ 5 I 






®ne 

WORK IN PROGRESS 



FILE 

PROJECT: Eye Of The Storm 
PUBLISHER: Empire 

• AUTHOR Jason Klngaley (Game Design, 
Coding), Al later Terrot (Graphic Design, 
Coding) • INITIATED August 1990 • 
RELEASE October 1991 



There are good games and 
then there are great games, 
but even great ones start 
somewhere. Paul Presley 
discovers how a legend is 
born. 

EVERY ONCE IN A WHILE a game 
comes along that's so unique, so 
technologically ground-breaking 
that it becomes, more than a mere 
game. It becomes a milestone in 
computer entertainment, a legend 
that is remembered years after its 
release. Recent examples have 
included Midwinter and Kick Oft 
(you must still appreciate their 
worth), and who could forget such 
ground-breaking classics as Msnic 
Miner. Mercenary or Elite"? 

Initially, Eyg Of The Storm looks 
set to join them. Even Jason 
Kings ley's basic synopsis of the 
game gives in is impression - an 
environment in which you can do 
virtually anything. Throughout the 
project, Kingsley has deliberately 
kept ihe scenario sketchy, not 
wanting to restrict his designs. How 
you play the game is up to you. If 
you want to blast everything to bits, 
fine; should you want to spend your 
time building a stockpile of trade 
materials, okay; if you're into 
exploration and are determined to 
see all the sights, go for it. 

But moss of all - get a load of 
those graphics! 





_ 



7 



THE STORY SO FAR 



[/■ 



Eye Of The Storm is set more than 21 6 years into the future. By 22Q7 disease and 
poverty are problems of the past and the biggest thing in most people s lives Is 
television. Unfortunately; most of the programmes have become dull and lifeless, 
so in order to make things Interesting, the government has created a number of 
law-free zones', areas in which anything goes and everything is recorded for public 
viewing. 

The newest of these zones is in the Red Eye" of Jupiter and you have taken the 
challenge to become a Hunter, one of the few people brave enough to fly in, earn as 
much money as they can, provide plenty of entertainment and get bach alive. 




• 



SOUND 



m 



Strangely, there's no music in Eye Ot The Storm. This peculiar twisl has come about 
for two reasons. The first is that, as a gamesplayer. Kingsley feels that most people 
turn in-game music off anyway, so there's not much point including any jn the first place. 
Th(? second reason is that originally Empire was making arrangements with a Belgian 
rock band to create a piece for the game, but to this date he still hasn't heard anything 
from them so the decision was made to go ahead regardles-s, 

Sound effects are a different matter entirely. Kingsley seems to he intent on breaking 
new ground in every area of the game, in this case by having enveloped effects. An 
example of this in real life is a police siren. As it draws nearer, it doesn't Just change in 
volume, but the pitch and tone alter, giving the impression that it's curving around you. 

Another strange effect is the 'whale song'. Using a Roland 32-bit sampler, Kingsley set 
about sampling a host of noises, then tried fiddling around with them to see what he 
came up with. A sampled section of real whale song, when sped up, sounded just like 
bind song, whereas sampled bird song, when played slowly, sounded like whale song. 




THIS IS HOW you vie^v the surroundings., from the cockpit of your 
very agile fighter, The small yellow balls are in fact the dusi 
particles that make jp Jupiter's rings. 



52 



THE ONI SI I'lIMBER 1 9' ' I 




± 



GAMEPLAY 



Kingsley describes his project as a 'flight simulator in space' - a more 
accurate term would be a space simulator with flight. Eye Of The 
Storm has so many different facets, you could probably play around for 
months and still be discovering new things, 

For the most part the environmental detail is accurate, There are eight 
'height zones', each with different atmospheres and inhabitants. Your 
ship needs to be modified to be able to travel in the highest and lowest 
zones, as air pressure would crush the hull when deep and the engines 
would cut out when high. 

Natural wildlife plays a large pan in the game. In fact, you can just sit 
back and watch life evolve around you if you want to (you wouldn't score 
much, but it's interesting to see how much detail Jason has put into 
everything), For example, if you get too close to an orchid it'll close up and* drop down a 
few levels. Another species of plant spits pods up through several levels of atmosphere. 
The pods then float gently down until they settle and start to grow into new plants. 

Animals are also a major part of the surroun dings, with a full 'ecosystem' in operation. 
Fish eat plants, sharks eat Fish, man hunts sharks and so on, Amongst the living delights 
to be found are wtiales, dolphins, jellyfish, dragonflies (even a dragon that's worth a lot of 
money to see and even more to kill}, that you can interact with however you choose 

- or however they choose, 

Possibly the biggest influence on your activities in the Eye are the patrons. Situated in 
huge, impenetrable fortresses, these are bored, rich folk (with names like Duke Lash the 
Unexpected and The Ultimately Impressive Baron van Noir} with nothing better to do than 
use you for entertainment. A total of 64 missions can be obtained from patrons, but can't 
always be trusted. They could ask you to do anything from getting a dragon's head to 
destroying your own base, somellmes even setting you up as unsuspecting bait for the 
olher hunters in the eye. 

Another way of making money is by trading. Although 
Kingsley feels that this isn't a very important aspect of 
the game, it's comprehensive enough to warrant serious 
attention. The five tradable minerals are affected by a 
realistic supply and demand market. Patrons may need 
vast quantities of one mineral while another hunter may 
be trying to sell what remains of his stock. Hard 
bargaining and market research need to be employed 
before selling your wares. 

If money making isn't your thing then there's still plenty 
to do and see on Jupiter. Featured amongst the more 
notable 'puzzles' are Stonehenge and the Outzones. 
Roughly 1 00km by 1 00km in size, these sub-levels are 
connected to the main area by guarded gate-ways, Once 
inside you find that they are much stranger than the 
outside world, gravity could be reversed, atmospheres 
could be different or the zone could be extremely 
unstable and start to collapse' not long after you enter. 
The up-side to entering these hazardous places are the 
mysterious artifacts they contain. The most interesting 
and expensive items are in here and are well worth an 
eventual visit. 






THE WILDLIFE thai lives in Jupiter's Red Eye is pretty 

similar to that which you'd find here on Earth, The only 
major difference being a lack of water, forcing whales (top 
left), s harks, fish, birds (lop right), d rag onf ties and yourself 
to live together in peacM (or not-SO-peaceful) harmony. 

JUPITER'S NONORGANICS are also a sight to behold, with 

a host of alien artifacts littered about the environment, An 
alien version of Stonehenge (above) is a popular tourist 
spot, but what Fred and Ena Bloggs don't realise Is, each of 
the artifacts Is an ancient puzzle, offering riches and glory. 
Another notable landmark Is the Ovtzone (below), leading to 
a brand new world of possibilities. 







I 



WORK IN PROGRESS 

PROJECT: Eye of the Storm 
PUBLISHER; Empire 



0* spl ay 
Mmkm Sh~ 
Cdl t Sh« 

Qui t 



& 



GRAPHICS 




There's no doubt that Eye Of Tfie Storm's, biggest 
technical achievement is with the graphics. There are 
over 140 three-dimensional objects in the program (tine 
largest of which is a huge spherical oracle made up of 240 
faces), each using between five and 26 frames of 
animation, These are created using a sophisticated CAD (Computer Aided Design) 
package, then transferred to a high-end IBM PC for editing and colouring. 

Most of the objects are designed a little differently than normal in order lo get the 
curved look you see in the final version. Instead of straight lines for the polygons, Bezier 
curves are used (basically this means that the lines between each of the polygons' points 
are curved instead of straight). 

Once on the PC, the graphics undergo their most visually stunning improvements, Each 
object has three levels of colour shading: fitled vector, light-sourced and Gourad. 

Filled vectors are used in mosl of today's 3D-based games. Each face Is individually 
coloured to give a sharp-edged feel. Light-sourced vectors are the nest step up. These 
work by lightening or darkening each face as they are moved, based on their position 
relative to a fixed point of light. Finally there is Gourad shading. This process involves 
smoothing the edges where two faces meet by gradually changing the colours. This 
gives the object a smoother look and as the pictures show, looks stunning. It does have 
the adverse effect of increasing processing time by 20 per cent, so it's been left as an 
option for the player to choose. 

There was a fourth routine that Jason and Allster were playing around with called 
Phong shading. This took things beyond even Gourad, but reduced the actual speed of 
the game to four frames per second, Don't rule it out completely though, it is still a 
possibility on really high-end machines (such as 486 PCs}, but don't expect your humble 
16-bit processor to handle it 

The final process for several of the objects is texture mapping, A bitmapped screen is 
latched onto a polygon then distorted giving a very strange effect indeed. This kind of 

thing is only going to be 
reserved for special effects, 
such as a floating head on the 
trading screen. 



Mai rt Menu 



THE OBJECTS are created by putting together a 
number of different polygons (anything up to £40) 
then applying colour to each face- For light-sourcing 
thi& means, applying different shades of the same 
colour every time the object moves. 




HERE WE SEE Gourad shading at its finest. The 
mania-ray hat almost 25fl colours, ail of which are 
light-sourced. Obviously this many colours can only 
be used: on high- end IBM PCs, hut Kingsley is 
making sure that each machine Eye Ot The Storm 
comes out on is used to its full potential. 



* s h <* p 
t Ship 

Gin v 





THE IMPRESSIVE 
Bezier Curving 
system hasn't 
been applied to 
every object. For 
Hunters (the 
game's perennial 
bad guys}, thoir 
ships are left very 
sharp-edged. 
Here we see a 
couple attaching 
a defenceless 
~nimal (abeve 
(eft), while you 
observe them by 
remote camera 
(below left). 




THE ENGINE 




Eye Of The Storm is big - very big. The actual game area measures 16,000km 
by 16,000km and is 1,600km high. Trie only restriction to where you can go is 
your fuel. It has been calculated that, if you travelled at maximum speed you 
could reach the edge of the game world in six minutes, not that you'd have 
enough fuel for this. With the amount available to you at the start of the game, 
you could possibly cover 1/8 of the total area- The inhabitants of Jupiter are 
pretty big too, the largest being a Leviathan, over 500 metres long. 

Having worked on it for over 14 months you'd expect a fair share of problems to 
crop up. Amongst the more memorable ones the two lads have encountered were 
exploding hard drives and power packs, a particularly annoying flashing pixel 
that stubbornly refused to leave the screen and a very strange phenomenon 
involving every whale in the game suddenly lifting its head towards the sky and 
standing on its tail. 

So now that most of the bugs have been removed and the project is drawing to 
a close, what lies ahead for the Oxford boys? A sequel is a very strong possibility 
as there were a quite a few features that Jason wanted to put into Eye but 
couldn't due to deadlines. Also, they'd like to do something involving virtual 
reality, but until the technology becomes more widespread, it's still just a pipe 
dream. More Immediately though, 
they'd like a new member of staff, 
someone with a lot of enthusiasm and 
ideas and who is capable of working 
under pressure with exploding 
hardware. Anyone out there 



THE FACES behind the names: Alister 
Tarrot (left) and Jason Kingsley, 



54. 



THE ONE SEPTEM.RH* 1991 







nmnmifflii 





OFTWARE CITY 



Unit 4, B.D.C., 21 Temple Street, Wolverhampton. WV2 4AN. 
Tel : 0902 25304. Fax: 0902 712751 

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2, Space- Quesi 3. 8at*9 Teeft. Charnpirjins 01 
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29 99 

r-3 » 




Eagle 

Software 

118a Palmers Road 

New Southgate 

LONDON N111SL 

(10 am - 6pm 6 days - 6 lines ) 

Tel: 081-361 2733 

(Faxline after 6pm) 



^n 




VISA 



ST & AMIGA BUDGET TITLES UNDER £10 



»P«d ,.,„„. 

SSiwgas 

A^lBrbuner ..j 

Art angid II _____ 

Banflt* ,.„.„.„., „_ 

BirtMi«il' 

BflmnCvtdCmtw)*' . 

HoodMonBy 

CalicnB Games 

Carrier Command 

Owre+jtj Squat ., — 

OaudaatyfJorn 

Colorado ..._ _..- 

Colossus ChBM „„„,.,_,. 

GfirtiMrtlfll QraA 

Q&qrCBn ,. 

Geadaie .._.-._.. 

PHenfertftttCraiM.,..,. 

OefatrheEarti. 

OalutteStnaPttr 

QmHaDraJm 

Dragon Hinp 

CKfttfllY ............ 

Fartasy World Dnzy 

Rood ..... 



17* GainrlKil _,„ 

ESSe rlardDmri' ,. 

£699 HWHAjrt ^delsGdar,- 

£699 ftmo HtnijPhoey .._ 

E8.98 Hostages „ 

MSB IK. .. 

1699 brpcasibte hfsaicn II _. 

E&99 James Pond 

£699 fed Gt*rtS _ 

£699 k* 

4699 LartWrjall , 

£698 LcmbsniflAC Rally 

£696 HWiael Jackson Monw*- 

IT.99 NtrtiiSoouti 

£6.96 OvlR* 

£699 Oparationweff _. 

£6.99 PaaangSir* , 

£6.99 Phaon Rami CVniga Onl]r3' - 

1496 Ranelfal .,.„. 

£6.99 Haioon ,., , 

(6.98 PnaJslOf „,...,_ 

16.99 Hanbo III ._, 

£4.99 fleKMofl 101 

£499 Head Blufe* ., ., 

£339 H0fJt9tRBfBB , 



£639 RTypB £696 

£6.99 Rur The Gajnlel .£6.99 

E6J9S S.D.I .1699 

£639 S ujtowofl. flBess* (£96 

£639 Shaman M4 , .,£699 

E698 Shuffle Puck Cafe £699 

£699 Sky Chase _ ,,.,£836 

E6.98 Sorcera £8.99 

E638 Epwdtal £659 

{699 Stryx _ £|,S9 

£699 Super Hang* £6.99 

£6J98 3wi1SiBlar)e £6.99 

(699 rrsinoersW* £6.99 

£699 Toobil 1 ..... „„„„„. K,» 

£a99 TV Spgrti Fwltsl £9.99 

(699 UglHlt. £6.99 

£699 WaHnM .,_... £839 

£7.99 WfncftcifFvy £6.99 

£699 Wanbrilfla- _ (336 

£6.99 Wiitsl , M.S9 

£&98 WC Leadertaart .,.., £6.99 

£6.99 Karon II £639 

££98 Zoikl £6.H 

£696 2wii.il , tg.sa- 

£&« ant iii ts,» 



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Harfthg UpgrwJe * Oo* 

1 U*gCrO.*l 

1 =i*f ioSooca' _,„ 

30 Cntidon Hi 

40 Spom 6wg 

563 S06 AHach 

A1 Tank rJkjr ,.,....„..„.., 
Ac* on Sit* on* 

A.ae 

Alqatw „ ., 

Alan Swan 

Alpha W*h ... 

AmadigSfiiMrwan 

Artie* 3D 

Amoa Com pilar 

Amoa Tht ChMtar 

AiflKugeddqi .......... 

ATF li 

AJcuric Robe Kid 

BacfclolhHFvtufeHl 

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aartdhan ll (Psyjnotii* ,. 
Banft. Tata III 

HAT 

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BarliCnoMll 

Bart* Conmmd 

Barns Hav*1 94? ... 

Bane Matt* 

Batman tie I*wb 

Bai-ayd -,- 

Big Hun ... 

Bl and Tad's .**•**«.. 

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auBMaj _ _ 

Bomber Bqb..._ „ 

bain EttwHr _____ 
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Su* Regan 

Cabal __ . 

C_MT _ 

Cadaver- to ptyafl 

CaptVt 

Cardnal &pt*rtr<#\ .. 

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CafcrGTAflanv 

Cwkrtw 

Ones. Safe? BaoV ,. 

Champijn of to Raj 

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CHassHOII .,.„„,„„. 



AUOA 



MM £29.96 

rl'A £19.99 
£16* £16.99 

m.mx» 

£16.99 £I«JM 
£1639 £16» 
_139£2IJ9» 

N,'A £1699 
E1999£1998 
£16.96 £1669 
£1696 £1699 
£16.93 £1699 
£1699 £1699 
Hit __96 
hi*. £1999 
HIA £3699 
£15.96 £1699 
£16.99 £1696 
£1693 £1698 
£15.99 £1696 
£1699 £1696 
IM.SS _1 .96 
£16.99 £1699 
£16.99 £1696 
£22.96 _£99 
£16.99 £1699 
£1699 £1696 
EH.96 £14,96 
£16.99 £16.99 
E13.99 £19.98 
£14.69 £14 96 
£1339 £14.96 
£16.39 £16.99 
£'«.» £16.» 
E'6 » £16.99 
£1439 £14.96 
£1939 £1S.» 
£16 33 £16.99 
£1_S9 £1639 
£1639 £1636 
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WA £1439 
£1638 £1636 
£1099 £1039 
£1633 £1539 
£1699 E1699 
£1698 £IS39 
£1596 £1559 
£1696 £1699 
£1636 £1699 
£16.99 11699 
£14.96 (1 439 
£14,96 £1496 



TCff TITLES 

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£1638 11636 
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HST OF FURTonlf £16.96' 

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tee. £14.96 {1499 

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Pfeaw make cheques and P.O.'s payable to Eifl/s Software . P+P Is included in the UK. Or<cters tind&r 
£5 please add 50p PAP per item. Europe: please add £3 per item. Elsewhere add £4.00 per item. 
1 ne tile ye u want i s not listed please phone tot prices. Catalogue now available - phone lor details 
or tick box. r 

Computer Date 

Title 



nxiT— — T I I I I I I I ■ II 1 1 ■■■■■■ 1 1 1 I I I I I I I I I I I I I 



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Spa«A« 

SmceGun 

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Price 
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THE 



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A 



iAIGA 

GAMES 




OUR UNIQUE REVIEW FORMAT IS 
designed to provide you with 
essential buying information clearly 
and concisely. Following the reviewers' 
comments, the games are left to speak for 
themselves. Relevant screenshots illustrate 
the game's features, while the ratings, price, 
and release date are encapsulated in an 
easy-to-digest form. What more could you 
possibly ask for? An explanation? Okay.., 



4> 



GRAPHICS 

Not necessarily a measure of how colourful or 
well drawn they are, but how well they are used, 



SOUND 

Once again, this isn't a reflection of 
quantity or quality, but of how well it fits in, 

DURABILITY 

A reflection of lasting interest - how much game 
- you get for your cash. 






pliability 

The big one - how does the game feel - 
addictive or just uninteresting? 

OVERALL 

A useful point of reference - a summary of the 
preceding ratings, 



4 



WHAT'S TICKLING THE TEAM? 

What would Amiga owners most like to sec en this page we 
wondered.,? Pics of us of course! What do you mean 'Oh Ho'? 
Well tough, here they are anyway... 



BREHHAN 

The Ed showed that 

underneath that tough 
macho exterior there's a 
heart of goldj by 
continually playing those 
curies Mickey Mouse, 
Castle of Illusion? on the 
Sega Game Gear and the Amiga 
version of Head Over Heels 
(aaahhl), But then he went and 
spoiled jt all by blowing things to 
pieces in Thunderhawk. 

JOOLS WATSHAM 

Heaven only knows 
what iools has 
been piayin g this 
month while he's 

been on his hols. 

Whatever it is., it's 
probably 

something we couldn't print in a 
national magazine! 

LAURENCE SCOTFORD 

When he hasn't been indulging his 
passion -for rewiring small theatres 
I Laurence has also 





been getting into 'cute' with Super 
Mario Land on the Gu me Boy and 
the first class conversion of Rod- 
Land on the Amiss. 

PAUL PRESLEY 

Hone of this cute and cuddly c"*p 
for Prez, He's been sticking to 
3ames for real men: John rrfadden's 
Football on the 
Megadrive, with 
MicroProse Golf 

and toega-lo-mania 

holding his 
attention on the 

Amiga. 

BRIAN NESBITT 

Our Bri's been engaged in a 
challenge - trying to prove that he 

is potential MehSa 

material. He's been 
attempting to 
complete Chip's 

Challenge on the 
Lynx, but al I that 
thinking has been too 

much for him and we've caught him 

sneaki ng in the odd game of 
Sliders on the Amiga, 





EPTEMBER 1 991 



MAGIC POCKETS 

Renegade 



THUNDERHAWK 

Core Design 







Mega-Lo-Mania 



ROBIN 
HOOD 

Millennium 



•r* 



UTOPIA 

Gremlin 



W&IWZ* ftp 


J^*^ ^k.\^*^A 


rjfrjT-r* 


■flL ■WJIKT'^ 


* - 3r 

w 

1 


V V 


f * 

5 



Magic Pockets 



NEBULUS 3 

21 st Century 
Entertainment 






ROD-LAND 

Storm utopia 




ROLLING 
RONNY 

Virgin Games 



Q 




Rod-Land 



THE LAST 
NINJA 3 

System 3 



MEGALOMANIA 

Imageworks 



HEAD OVER HEELS 

Ocean 



SLIDERS 

Paiace 






THE ONE SEPTEMBER 199 



,■57 



one 

REVIEW 



Ciaran Brennan delves into the Bitmaps' trousers to discover a whole 
new meaning for the word 'cute'. 



MAGIC 
POCKETS 

Renegade 
PRICE 

£25.99 

OUT 

LATE 
SEPTEMBER 

GRAPHICS 
SOUND 

91% 

DURABILITY 

(7)93% 

PLAYABILITY 




* / 1 





BK HAS NOW 

TRADED in his 

wind weapon for 

something with a 

littk- more 

firepower - fire 

balls in fact (and 

what a great sound 

they make too!). 

This doexn't only 

mean that he can 

now kill hi*; enemies 

more effectively, it 

also means that he 

gets more paints 

when he docs, cams 

more bonuses and is 

thus ahle to 

accumulate far 

harder pOWer-ups. 

By the way, that 

arrow at the top of 

the screen points in 

the general 

direction of the l"i rsl 

missing toy. 




NO, THEY'RE NOT RASPBERRIES, thcyy -^ 

whirlwinds! These spinning devils arc Eft's basic jr 
WL'Lipon in World 1 (the Cave), a rocky \jfoiiA / 
inhabited by snails, frogs, 'rockheads' a»kl all matiner 
of unimaginable creatures. Note the icqjhs and dfita al 
the bottom of the screed; the hand on the left counts, 
the number dF lives remaining (one finger drops'lor 
each fife lost), that row of noughts in the centre wi 
the score H soon as BK kills something, while the 
hand on the right is the 'power-Up' ktm which reaches 
maximum power when the joystick budon is heW-. **££^.' 
down for a couple of seconds. 



THERE ARE FEW EVENTS, in the world of 16-bit 
gaming that stir up as much interest as the 
next release from The Bitmap Bros - not only 
because the boys have consistently delivered the 
goods in the past, but also because you're never 
quite sure what tricks the next one will have up its 
sleeve. 

So far, they've shown the way to behave in shoot 
'em ups, kicked ass with some seriously violent 
future sport, gone deep for a three dimensional 
adventure and made gods of us all with some 
state of the art platform action - always adding a 
little of their own magic to what are generally 
tried and tested formulas, 
'* And with a back catalogue like that, what 
better to add to the roster than a cutie 
- 'platform game? But there's cute and there's cute 
- and the Bitmaps' idea of cute 
k V\i has a, decidedly bolshie kid (the, 
I if you will, Bitmap Kid) jump 
into a wild world within his own 
pockets in an attempt to 
retrieve some of his 
favourite toys from the 
evil demons that 
lurk within (this is 
all explained quite 
! a lot better in the 
'comic that comes 
in the package). 
The Bitmaps" 
idea of cute also 
packs quite a 
punch when it 
comes to its on- 
screen action 
factor - but then, 
what else would 
you expect? 







58 




II IE ONE SEPTEMBER 1991 




THE KtO HAS JUST COME second in a run in with one of those 
numerous rockheads. hence the Stars circling his head. It's not all 
bad Dews though, because he's about m l.ind beside that TV 
screen; pull down on the stick when this, happens And then, as if 
by magic, the screen shrinks to reveal everything in a vicinity of 
roughly four standard screens in size - most useful lor gathering 
tokens and avoiding enemies. 




THERE'S MORE THAN ONE WAY to skin a cat - and there's more than one way to kill 
a hat too (and. for that matter, any of the other nas(ies), BK tan either shoot his 
enemies with numerous whirlwinds until they die (a standard J kuT), contain them in a 
powered up whirlwind and then jump On them (a 'trap') or - best of all - place a 
powered Up whirlwind on the floor, jump onto it and then Spin around the scieen 
bashing the blighters into oblivion. 



OUR HERO has just acquired a face mask, which keeps him 

invulnerable for as long as it lasts. Other useful headgear on 
offer includes a Spcedball helmet (which does the same job, but 
also allows BK to kill his enemies by simply walking into them}, 
a death-spitting laser helmet and a transporter helmet whith 
warps him to secret locations-. 



f'vym-w^ffim 



MOVING RIGHT ALONG to the Jungle 
world, the Kid trades in his whirlwinds 
for deadly clouds. Not only do these take 
out the enemies in the usual way, but 
lli i. y also water the plants and thus create 
new ways to get around the 
platforms. 





ONCE THE BIKES BACK in your 
possession, just hop Ofl it and press Fire 
to go hurtling into the hapless enemies. 
Pick up enough speed and BK will pull a 
wheel ie, which means that he can then 
fly around the screen at Will. One 
particularly fun section crops up Eater, 
when BK joins in a bike race with 

numerous rockheads. 



FIND A BUBBLE GUM MACHINE, blow a bubble and you're 
suddenly airborne - this particular effect lasts as long as you 

want it to, as the bubble only disappears when you put your feet 
back firmly on the ground. 




THE MISSING 

TOY in the Jungle is the Kid's 

boxing glove - and hell certainty need it to take on 

this knueklc-dragging brute in the end-of-level prize fight. 



THE ONE SEPTEMBER 1991 



.59 






REVIEW 




©• 



WORLD 3 IS A WATERY 



WASTELAND where the Kids 
newly^rctricvcd diving helmet 
{weird toys rhi-i child 

T i^*- handy as essential. 

This water may 
dampen your 
enthusiasm, but it 
doesn't gvm affect the 
Hie balls- so in 
gameplay terras, it's business as usual. 




& 



THE FINAL WORLD la a told and icy 

place where the weapons Lome in the 

form of snowballs (which, as you Can 

probably guess, grow in size when 

they're pushed along: a snow-filled. 

platform). The reason for all of the 

metallic pylons and such likf: on this level 

is that graphic artist Mark Coleman 

wanted a break from drawing more 

rocks, so 3 little variety was injected. 



SEAN GRIFFITHS - THE TRUTH! 

By now, we all know who the man behind Magic Pockets is, but do we really 
know anything about him? For instance, which of you knew that his favourite 
colour is orange or that his favourite animal is a dolphin - and who really cares? 

Anyhow, 24-year-old Sean hail* from Stoke-on-Trent, but has lived in London 
tor fou« years His route into games design and computer programming was an 
unusual one: he dropped out of sixth form college to write computer games; "I 
was a definite non-academic 1 " whereupon just abnul everyone told him that he 
couldn't possibly have a career writing computer games. 

And up until now he's just about proved them right! Griffiths' first big break 
came in the form of a job with the now defunct Quicksilva, followed hy short 
spells with Palace and the The Edge, And what came of all this? Well, this is the 
chap to blame for Snoopy, The Computer Game, an effort which he now 
describes as; "A very poor product which t wasn't pleased with." 

But all of that's behind him now, as Magk Rockets is 'in the can' and has 
exceeded just about everyone's expectations. Griffiths is well pleased: "It's 
definitely the best thing I've ever written - which, I suppose, >s an indication of 
what working with a good developer Can do for a good programmer.'' 

So was it all plain sailing? Well,, not really, as Griffiths explains: "Believe it or 
not it was the collision detection which caused me the most problems, that 
was definitely two months too many. On the other hand, the easiest ^ 

thing to get right was the alien intelligence -you never can tell eh?" 

The man of the moment is remaining tight-lipped about his next > ' 
project, but he does promise that it will be "the most violent 
computer game you've ever seen", This fs a real exclusive for The j 
One, as he hasn't even told the powers that be at the Bitmaps J 
yetl Whether 01 not this violence will come in the form of a m 

shoot 'em up or a beat 'em up is something that Griffiths won't 
divulge i hough. 

So, with this new- found success under his ber-t, what's he 
going to do with all of the loot that's bound to come rolling in? ^ 
"I think I'll pay my tax, I owe HM's government stacks ol loot at 
the moment -after that. I'll prof 
even own one at the moment!" 




WHAT AN ABSOLUTE TRIUMPH! 
Once again the Bras have 
managed to take a fairly ordinary 
and worn out game style and 
breathe some new life into it. 
From the moment that Betty Boo 
kicks in with Dom ' The Do to set 
the game in motion until the 
massed ranks of the cutesie (hut 
deadly) enemies finally put paid 
to your quest this is a riot of 
gameplay - and as we all know, 
that's what it's all about. The 
beauty of Magic Pockets is that you can 
play it to just about any level that you 
want: you can simply stroll around 
searching for your toys and killing 
everything you see in the process, or you 
can actually use your head to get the 

absolute 
maximum 
results. The 
reason for 
this is that 
the scoring 
system can 
actually be 
used to the 
player's 
advantage; 
the type of 
pOwerup 
available is 
determined 
by the 
score that 
you notch 

up (the next feature from a range of 10 
appears every 5,000 points), so if you 
watch carefully you can wait until you 
know that the next bonus due is the exact 
one you want and then go get it (the next 
power-up due -» ■ ■ 

flashes behind the COU I Cl 

'power up' icon in GVGI1 fcj€ 

the bottom right of , 

the screen). What's 

more, hidden BltlTiaDS' 

rooms, bonuses and 

even 'warps' which DGSt ©if Oft 
tr a n sport the k id WO+ ' 

from level to level ' 

are all in there - but only if you're 
prepared to go and look for them. 
And for the icing on the cake, the 
graphics and sounds are up to the 
same standards as the game 
design. Don't expect the usual 
cute fare - this one has a real 
edge. 



Ciaran Brennan 




60 



THE ONI SEPTEMBER 1 991 




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?>ne 

REVIEW 



Ciaran Brennan goes for a spin in Core's helicopter simulation with an 
arcade bent. Fun-derhawk perhaps? 




THUNDERHAWK 

Core Design 
PRICE 

£30.99 

OUT 

NOW 

GRAPHICS 



SOUND 



>, DURABILITY 




a 



■ 



PLAYABIL1TY 




CORE DESIGN HAS MADE A LOT of the fact that its first ever simulator 
will major on action and play down the heavy technical side of things. 
The reasons for this are many and varied: there are already plenty of 
'serious J flight simulators available (and Core would do well to 
compete with veterans of this style such as MicroProse or Digital 
Integration) and - more to the point- theirs is the kind of simulation 
that the Core boys would like to play themselves. 

Bearing all of this in mind, the resulting program is almost entirely 
mouse controlled. Less than half a dozen functions, including the 
outside views, are controlled via the keyboard, while in the hotter 
moments all of the serious action can be handled with one hand on 
the mouse and another on the F3 and F4 keys (which handle chaff and 
flares to disrupt the enemy's radar and missiles), 

To add to the arcade/entertainment feel there's a plot which holds 
all 60 missions together and an excellent animated introductory 
sequence which adds a personal feel to the whole thing. 



THE COCKPIT LAYOUT and Heads Up 

Display (MUD) have been simplified as 
much as possible to fit in with the game's 
arcade orientation. Every line and 
marking Dn screen is clear, functional and 
essential to successful flight. They work 

like this, 

A) The cluster of gauges shows the 
'chopper' s airspeed and torque, which is 
basically an indication of how much 
power you're feeding the rotor blades 
(affecting height rather than speed). 
E) The 'cyclic stick' indicator shows the 

current position of the mouse: stay hang 
in the middle and the craft hovers 




THERE ARE TWO 

separate offices: the 
War Room, which is 

where you select your 
initial campaign from a 
choice of six (South or 

Central America, the 

Middle East, Central 

Europe. Alaska and 

South East Asia), while 

here in the Operations 

room each campaign's 

10 missions are 

explained in greater 

detail using a variety of 

maps, 'fly-by' film and 

(digitised) still photos. 



62 



THE ONE SEPTEMBER 1991 




one 

REVIEW 



graccfulfy. while puihin^ forward, back, 
kft or right sends it ill corresponding 
directions, with the speed depending on 
how far to the Edge of the hn\ you push 
the poii 

C) The compass includes two Special 
indicators - one to pnim you at your 
target, the Other to point you home once 
the miss ion 's complete . 

D) Your cunentEy operational Weapon is 
imlirrtti-d to the bottom left of the aiming 
relitle, 

E) It pays to keep a close eye an the 
altitude indicator: stray too low and 
gravity begins to affect your controls. 
while flithbing can bring you to the 



attention of marauding MiGs. 

F) Not Only does the radar display keep 
track o( friendly aircraft and vehicles 
(white ddts), enemy aircraft (red) and 
enemy ground installations (brown), it 
also incorporates radar scan warnings 
to let you know when the enemy's 
'locked cm'. 

G) Keep up with your weapons 
inventory and sustained damage via the 
general information screen. 

H) Press 'C lo bring up your next target 
on the long-range viewfiinder, then 
press it again for a below ship ground 
view (essential for trouble-free 
landings). 






THf.Kf, ARE TWO WAYS to arm 
your chopper: either flick through 
the arsenal and fill each 
'hardpoint' individually, or choose 
the 'auto' Option to select the 
mission's default setting (which 
can then be customised to the 
player's own taste}. 



EACH CAMPAIGN 
tells a complete 
story, with your 
group's 

performance and 
movements directly 
affected by your 

success (or 
otherwise) in each 
of the 111 missions. 
Here, in the Middle 
East, your job is to 
protect yo«lr side's 
oil supplies by 
keeping enemy 

aircraft from 

destroying the rigs. 



THE ONE SEPTErvlilitK 1 90 1 



.63 



<8>ne 

REVIEW 





THE NUMEROUS EXTERNAL 
VIEWS aren't really of much 
uk once the bullets start 
flying., but they do add to the 
aneadey flavour. For a 
laugh, why not let an ab> 
to-air missile loose on an 
enemy chopper the switch 
to 'View horn target' mode 
to watch your little ; pre.s*nt' 
come flying through the 
cock|ritf 




TAKE-OFF PATTERNS vary from mission to mission: some see you Start on the 
ground, taking care of all operations inanually. while others begin with an animated 
take-off, Pressing the left mouse button pops you hack into the cockpit in time for the 
action {as has just happened here). 



I HAVE TO ADMIT to finding most 
flight simulations a bit daunting. 
Don't get me wrong, I have played 
my fair share of 'realistic' 
simulators and there is a real 
feeling of satisfaction to be gained 
when you get things right but I 
rarely have the time or patience to 
read the necessary manuals and 
practice enough manoeuvres to 
get the most out of them. What I 
really want to do when I'm at the 
controls of millions of pounds worth of 
military hardware is blow some enemy 
machinery to smithereens... so thank 
heavens for Thunderhawk. This is action 
all the way, with little or no worrying 
about dry technical matters to slow things 
down. What's more, the storyline is more 
than just a cosmetic add-on, it makes you 
feel like part of a much bigger operation 
and gives an added incentive to complete 
each mission successfully. What's more, 
the play area is just large enough to be 
exciting, while 

remaining small A Si mil tat i OR 

enough to cut out 
all of the waiting 
time spent in other 
simulators while 
you travel 2,000 
miles to your 

destination. There is some learning 
necessary if you want to master hovering 
or flying backwards or the like - but you'll 
be well into the thick of things before you 
need to call on any of these skills and by 
that time you'll more than likely be 
looking for a new challenge. One thing 
that I would like to have seen is more 
ground detail, but if this has been 
sacrificed in favour of speed then it was 
definitely the right decision (this baby 
really shifts!). There's enough variety in 
weapons, targets, missions and locations 
in here to keep any hardened games freak 
amused for hours and hours - and what's 
more, you're guaranteed action for just 
about every minute of it. 



Ciaran Brennan 



that flies 
right past 
dullsville 



64. 



THE ONE SEPTFJVLtttR 1991 



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ROBIN 
HOOD 

Millennium 
PRICE 

£25.99 

OUT 

OCTOBER 



GRAPHICS 



SOUND 




OVERALL 



80°/« 







Donning his coat of Lincoln green, Gordon Houghton makes merry with 
everyone's favourite thief in Sherwood Forest. 





THE INTRODUCTORY DEMO 
reveals Robin as- an idle thumb- 

twiddler who has nothing better to do 

than organise dances for the 
peasantry. In stomps the Sheriff in 
scarlet Overalls, gives Robin a kick in 
the pants and throws, hkn out on his 
ear. As part of his master plan to 
regain power and overthrow the 

tyrant, Robin decides to redistribute 
cash on a major wale. 




AT THE BEGINNING of the game our 
herd hasn't even got a couple of 
miserable friends, never mind a hearty 
baud of merry' men. But how does he 
know who will join him<F A quick 

survey of the land leads him to this 
island, where a Stranger wielding a 
mean staff won't let him pass over the 

bridge. Should be damn the varlct for 
his impudence and let loose an arrow, 
or just jit down and quaff a tankard of 
mead with himf The choice is yours, 
and the wrong decision could make 
life vastly more difficult. 



ROBIN 

CAST YOUR MIND BACK almost 800 years, to a time when most of 
Britain was covered in woodland, when sheriffs thought that 
waxed moustaches were the height of fashion and when the 
Magna Carta was but a twinkle in King John's eye. 

In a castle in Sherwood Forest Robin of Loxley was minding his own 
business, when suddenly the Sheriff of Nottingham and his henchmen 
burst in. They chucked Robin out, pushed him face down in the mud 
and laughed loudly. They also told him not to come back, or he'd have 
his wrists slapped. 
Not a man easily perturbed by threats to his body parts, Robin vows 
to take back his castle. How he does this is up to you, but 
pay heed to this advice: if he rushes straight to the castle 
gates, implies that the sheriff has no father and pulls a 
knife on him, he'll be swinging from the gallows quicker 
than you can work out a spoonerism for Friar Tuck. 

It's a better idea to check out the land around the castle 
first. Robin's actions are controlled using a combination 
of mouse and keys; seven icons allow him to loose an 
arrow from his bow, fight, run, centre his viewpoint, talk 
to people, and give and take objects. By interacting with 
other characters in the game and collecting objects, 
he gains access to a further group of seven 
icons, some of which bestow magical 
abilities. 

Our dashing hero will need 
them all if he wants to kick X£ ^f\ 

Sheriff ass and regain his 



• 



comfy chair in the castle. 




i— CfflEi 



@J3E3SEST 



r= usmsm 



-a. (HHiiBHE 



KEEP AN EYE on yowr status, or yew 
could end up dead. Health and 

Strength are depleted when you run, 
get injured or fight - and having 
money isn't necessarily a good thing. 

since you earn respect by throwing it 

at the poor. The last three bars 
represent hnw ycir re perceived by the 
public and your progress in the game: 
don't SOtk it to the Sheriff if your 
status is verging on the villainous - 
you might get a nasty surprise. 



66 




mm <: iNi wi 




WHILE YOU'RE GUIDING Robin in his 
quest, the other characters in the game world 
we getting on with their own lives. Merchants 

arrange markets, guards patrol the castle, and 
these monks build a monastery. Once they've 
completed the job they'll infiltrate the local peasantry 
and convert them to Christianity, which subtly changes 
the effect of any magic objects you might hold. Essentially, 
this acts as a time limit, so don't spend too much of your life 

in idle chatter. 



VISITING ONE of the characters rewards 

you with a magic crystal ball. Examining it 

reveals a bird's eye view of your entire 

world, with all its inhabitants identified by 

colour; and a mere click of the mouse 
hutton anywhere on the map instructs 

Robin to make his way there pronto. 

Movement on the isometric Screens is less 

elaborate: you can use keys, use the mouse 

to plant an 'arrow' {which. Robin then 

walks towards) or follow characters just by 

clicking on them. 



erne 

REVIEW 



I HOOD 




THE COURSE OF 
TRUE LOVE never 
did run smooth, and 

making Marian f:ili. 

in love with you 
needs persistence. 

Marian is a major 
part of the cast - 
of her 'majors' arc 
Robin, his merry 
band, the Sheriff 
Arid hit entourage, a 
merchant., a. dragon 
and a wizard/priest. 
Minor characters 
such a s the 
peasantry, frionkH 
and even a duck can, 
prove helpful, but 

they're not vital to 
your success. 
Display affection 
towards Marian and 
she could give voti 
more than kisses; 
continue to woo her 
and your life after 
you've toppled the 
bad guys will be 
blissful ft takes 
dedication to 
produce future 
generations of 
Rubinis and 

Marianetteg. 




AS ROBIN performs heroic deeds - 

reallocating cash and killing enemies - 

his situation becomes more perilous. 

Arrest for daylight robbery or 

trespassing in the castk is nothing 

compared to the life he'll endure if the 

Sheriff puts a price on his head. Get 

caught in any illegal act and you could 

end your days 'hanging''' around. 



ROBBING FROM THE RICH to give to 
the poor isn't as fashionable now 
as it was in the 12th century, but 
that won't stop you enjoying Robin 
Hood. It has something which is 
normally very difficult to achieve in 
a computer game - a sense of 
humour. The major reason for this 
is the in-game population, all of 
whom lead independent lives while 
you're trying to set the world to 
rights: they poach deer, go to 
market plough fields (complaining about 
backache), build monasteries, pray at 
shrines, die and regenerate - and they all 
have something to say. The graphics 
might remind you of Populous, but this 
isn't (ike Bullfrog's game at all - the map 
is much smaller and the action is directed 
towards achieving one specific goal. This 
tends to make the game reasonably easy 
to win r but that doesn't mean you've 
discovered everything. Part of the fun lies 
in trying to eke out the hundreds of text 
messages and solving the problems with a 
different set of circumstances. The 
excellent sound is a bonus, binding the 
game's elements together with a 
combination of crisp effects and sampled 
contemporary musical instruments. The 
major criticism is the time it takes to walk 
or run between locations. This isn't so bad 
in the first few games, since you can stop 
and talk to people and explore new 
territory. However, once you know what 
you're 

An atmospheric 
arcade 



adventure with 
bags of humour 



doing you 
tend to 

head 

directly for 
the people 
and pieces 
which can 

help you achieve your mission, and It can 
be annoying waiting for Robin to cross 
from one side of the map to the other, 
particularly since he can only walk in four 
directions. Ultimately, it won't satisfy if 
you think a game is finished as soon as 
you've completed the mission set out in 
the manual; but it will appeal if you just 
enjoy discovering something new every 
time you play. 



Gordon Houghton 



m ■ 67 



(A n A I Rik Haynes come over all megalomaniac when he's put in charge of 
^^ Gremlin's new baby... 

REVIEW 



UTOPIA 

Gremlin 
PRICE 

£29.99 

OUT 

LATE 
SEPTEMBER 

GRAPHICS 



1#\ DURABILITY 

7) 



PLAYABIUTY 



OVERALL 



93% 








II 



41 

t 



VOU START FLA 
with a mini colony 
already in position. 

Here you can set a 
launch pad, living 
quarters and 
hydroponics pods 
for growing food. 
The huge br< 

building, wl 
looks like; it i 
from the set 
Blink Runnel; is 
your command centre 
and missile launcf- 




simple: just 
. if icons on this, icn.-tn and you're 
away. The big arrows scroll the landscape in four direction!., 
while the 10 purple buttons with yellow graphic symbol* on 
them bring various modi's into play, The house, for instant, 
allows you to build over 30 different types of construction. 



ill Mm K 



L*Ji rll fc\*lWl 1 I L* 111 a.^1 fciJ il P»l I 



IC interplanetary colony is no easy tas 
-creating perfection is near impossible. But that's exactly what 
m your ultimate goaf is in Utopia, the latest game from the team 
that brought us B.S.S. Jane Seymour. 

Unlike other city sims, the idea is not simply to plonk a power station 
here, build a hospital there and start up a sports festival. No, social 
economists are in for a shock because they're being scrutinised by a 
malevolent alien race Just waiting for the right time to attack their 
little homestead. 



These belligerent xenomorphs won't listen to any peace plans, so the 
only thing you can do is build a credible defence and, eventually, a 
strike force to take care of the situation once and for all. 

And with over 10 different planets to convert into living bliss, a 
comprehensive list of features and icons to play around with and a 
'quality of life' rating to conquer, this could take an absolute age. 

Even If you don't manage to make your colonists TOO per cent happy, 
you should have a lot of fun trying. For those possessed by a burning 
ambition for total power, beware, hard-done-by colonists will resort 
to terrorism and even assassination to end the rule of poor 
powermongers, 



NICE TO 
W friendly fac 
£ These are yt 

advisors: \i\ 
relatively easy to 

Ctack under the 

deluge of 

administrative 

activity, so it's 

always wise to 

listen to what 

these experts lusve 

to say. 



* ft m 

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sort out, tnc population density should i>e lowered - ta 01 
words, build a few more living quarters. Your colony's birth rate 
should be set higher to chum out more colonists. For this you 
need to build a hospital and staff it with some medics. Orie of 
the nasty random factors in Utopia is disease, so beware of 
sneaky viruses!' Alio, it would probably be a good idea to throw 
a few security people in (here to keep the crime rate down. 



OH NO. SPACE INVADERS! Each of Utopia's alien races h 
own unique armaments and tactics, These hang-gliders tan be 
aided by proper ititrcruiscrp; and, on other planets. Star U'wrr-like 

walking robots, Should the culuny's army be led into bloody 
conflict or tremble behind batteries of laser turrets - it's your 
choice! 



built in a day. A 
vnit for it to be constructed. 






- 4i 






C11MBR TWWBLt 



MAP SCREEN you can sec 

the whole of the planers surface Which 
has been cleared for possible colonisation. 
You car) Also search for mineral and ore 
deposits, or cheek to see where your 
ground-based weaponry i s currently 
situated. 



LOOKS AS THOUGH i*™"«»* 
we've gone overboard on 
the tank construction 
spin, commander! The 
small purple <0 3 ' marker on 
the bottom left-hand corn — 
of the screen tells us th 
out colonists ha 
insufficient air and li 
support. Time to cut down 
on the military expansion 
and get back to looking 
after the quality of life. .. 



Z.DD 
1 

ZQDO 
TECH C-CBD5 1UEKJ 



7Z57D EK MILIFWH DRBHT: Z 
SIMM TDK.- 14 Z tllVILIftH MUttl I 

CLE* TO BLTtR OHTn... 

DON'T BE PUT OFF by this spreadsheet- 
style table of financial figures. It's really 
easy to operate, Most of the trading 
transactions we automatic, although 
ttainee accountants can personally take 
on the number crunching if they wain to. 
I've just got rid of the gems and technical 
goods, knocked up the military grant by 
2,000 and increased income tax to 15 per 
cent, Watch out Wall Street! 



'tlG tDttFUTER 



II , -IE- 1 ri,', 




A FIRST GLANCE at Utopia might 
lead you to believe that you were 
looking at a sort of 'Sim City in 
space', but this description is both 
unfair and misleading as Gremlin's 
latest incorporates so much more 
than Maxis' urban planner. Each 
game provides a totally new 
challenge within the first few 
minutes of play - and creating the 
perfect place to live is always a 
tough nut to crack. If anybody 
manages to achieve a quality of 
life rating of 100 per cent they should 
seriously consider a career in public 
office! The inclusion of an unfriendly alien 
force is the spark of genius that sets this 
game apart 

A cross 
between 



Sim City and 
Populous - and 
a rival to both 



from other 

software of 

a similar 

nature. 

Utopia 

flows very 

smoothly, 

provided 

you actually pay attention to what's 

going on. The bird's-eye view is both 

functional and pleasing to the eye. A 

soundtrack which reflects your 

performance, combined with the standard 

array of sound effects, helps you 

assimilate everything that's happening 

on-screen. Utopia is well worth a go, even 

if you normally steer well clear of such 

games. 



Rik Haynes 







<% '1 



c+ 




F I 

¥ r 


ji r " | 




ill! ^ 






" 4 i f 

7*U 


1 k - k 



I 



?ne 

COMPETITION 



THIS COULD BE YOUR LUCKY DAY! You could be the 
winner of this great The One/Lucoifilm competition - 
and on your way to visit the amazing Lucasfilm ranch in 
California I Sounds too good to be true, doesn't it? 

Well it's not - in association wihS Lucasfilm, US Gold is 
offering one lucky reader of The One a once-in -a- lifetime 
chance to visit Lucasfilm's Cdifomian ranch,, home of the 
Lucasfilm movie production unit, Industrial Light and 
Magic (George Lucas'' special effects company] Lucasfilm 
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The winner of this amazing competition will, along with 
one member of The One's staff, spend three days touring 
the ranch and meeting the people from Lucasfilm Games 
on an all-expenses paid dream trip. 

HOW TO GET THERE 

There's really nothing to it. All you have to do is answer 
the following question [along with another question which 
will be printed in next month's issue). Then send the 
answers, along with the two coupons (one of which will 
be printed next month) ta The One. After that, we'll take 
care of the rest. 
So, without further ado, here is this month's question, ,. 

Who is the famous composer who wrote 
the score for both the Star Wars and 
Indiana Jones movies? 

That's all for this nYionlfi. make sure you get your hands 
on our next issue so that you're in with a chance of 

winning this fabulous prize. 





FROM THE PEOPLE WHO 
BROUGHT YOU... 

THE WINNER OF THIS FABULOUS PRIZE will meet some 
of the people behind the following classic gomes; 

ZAK MCKRAKEN AND THE ALIEN 
MIDBENDERS 

Following on from Maniac 
Mans/on, this animated 
adventure (with a goofy, off- 
the-wall 'science fiction' style 
plot) not only proved b be an 
enjoyable romp in its own 
right, but also hinted at greater 
things to come. 

INDIANA JONES AND THE LAST CRUSADE 

Lucasfilm's 'game of the film' 
was the coming of age for the 

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combining a new and user- 
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large dollops of humour and 
some brain -testing puzzles. 
This one is definitely in the 
running for the Best Film Tie-in 
Of All Time award. 

THE SECRET OF MONKEY ISLAND 

Lucasfilm's latest and greatest 

game to date takes you on a 

rib-tickling adventure across 

the high seas. You play the 

part of amateur pirate 

GuybrushThreepwood, in his 

search for adventure, treasure 

and true love - and along the 

way you find humour, puzzles 

and (would you believe?) an even further improved user interface to 

keep you hooked! Can they possibly improve any further? 






A TRIP TO 
THE LUCASFILM 





Reckon you know the answer to rhot one? Alright thin, here's all you hove ta do. Cut out this- coupon and 

keep it safe until next month, when well print a second question, a second coupon and on entry lonm to 

sand in to us. hare at T/ie One. Don't send us anything yet, os entries which come with only one coupon 

are null and void. A& evw, the editor's decision is final and no correspondence will be entered into. 

Employee! (and friend* and relations thereof) of EMAP Images., Lucas-film, US Gold and all of their related 

companies may not enter. No cash alternative will be offered ifi lieu «f the winner 1 being unable, lor any 

reason, to collect the prize. 



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The sequel to Nebulus is another towering achievement, but beware, it 
will have you going round in circles! 



REVIEW 



1 









KTZjTJ 



\3nsac7 



XT? 



KT7 



£$&&£? 




W3t> 






'<5sra7 




WORKING YOUK WAY to the top of the tower, you'll find 
plenty of surprises, including invisible blocks, hovering 

platforms, and telcports. You'K also come across plenty of pick- 
ups, cleverly disguised as nicely wrapped premies.. Which can be 
saved up for 3 rainy day or a disaster! 

IMAGINE, IF YOU WILL, A STARLIT NIGHT. Pogo, 
the hero of Nebulus, is sitting in a bar quietly 
downing Tequila Stammers when he is 
approached by Jewal, his ex-boss. After steadying 
himself with a few swigs of his drink, Pogo is ready 
to listen to what Jewal has to say. When they 
finally leave the bar, 



i ii ii it iihoi i 



our hero is preparing 
himself for an 
adventure. The planet 
Nebulus is once again 
under siege; the Uncle 
has captured all the 
Towers of Life and is 
holding them to 
ransom. 

Pogo has a gruelling 
16 levels ahead of him 
in his effort to release 
the towers. For the 
first eight levels the 
idea is to reach the top 
of the towers. On the 
way, he will encounter 
many of the Uncle's 

guardians which he must blast or dodge whilst 
collecting power-ups and going through doors to 
reach other destinations. Once at the top of the 
eighth tower the self-destruct button is pressed,, 
and the next eight levels come into play. These 
involve going back down the towers to repair the 
damage. 



The KCbUIUtZ MUlIC Sn 

3ii Music nirrtTEniqilHirnc«nsDimr«j]cinBiKw. 

The nitiuesmne Tut-* 
agome run* 



1 1 -? .'..r..- -1 m ^_li.-: . _ ~ .. .i i 

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i s 



NEBULUS 2 

POGO-AGO-GO 
2lst Century 
Entertainment 
PRICE 

£24.99 

OUT 

SEPTEMBER 

GRAPHICS 




THE 'EXTRA 
MUSIC SHOW U 
a unique touch, 
with I ! tunes, 
from the £ani£, all 
of which Are 
original and quite 
palatable. The 
Shag, is - the only 

way to leave it is 

Id reboot. 

PICK-UPS. FAA 
FROM BEING 
mere bonuses. 
actually form an 

integral part of the 
puzzles on each 
tower. Choosing 
the wrong item to 
collect could 
prevent your 
ascent, On (his 
star-infested 
tower, for 
instance, it took 
several attempts 
before the key 
became the 
obvious choke. 
Now we have to 
get past the 
popping balloons - 
easy. But that door 
holds some 
surprises. 

IN THE sub-level, 
pedal-powered 
hell-birds fly over 
you dropping 
bombs. You've got 
to -destroy the 
bombs before they 

hit the ground, or 

you'll lose 
valuable time, 



THf ONE SEPTEMBER 199 



,■73 l® 5 



one 

REVIEW 




TOWER 13 - UNLUCKY FOR SOME ami certainly for you, because ic'i started CD snow 
around the cracked column. This again needs a bit of tunning, as you're greeted by a 
giant snowball that continually rolls from [eft to right. This devious puzzle is an 

example of the way (he player is often distracted try the wrong thing. The penguin is 
marc important than you may think! 

ALIENS COME in alt 

shapes and sizes and 

can be expected to 

do some very 
strange things. 

Fortunately, most of 

them follow 

predictable patterns 

so after a few 

attempts at each 

section of each 

tower you will be 

able to safely 

forecast when one of 

the little critters is 

about towing its 

way round the tower 

and. take a bite out of 
vou r bum. 







IF YOU LIKED NEBULUS, you'll like 
its sequel too. It has the same 
rotating towers and graphical 
effects that made the original so 
stunning, but rather than 
contenting themselves with using 
the same system to produce an 
identical game, the designers 
have souped up the graphics, 
sound and gameplay. The puzzles 
are more complex and the extra 
pick-ups, which give you things 
like extra zap and jump power, 

add a welcome freshness to the 

gameplay. The same Pogo sprite is used, 

but now you can change his colour 

(bizarre) and even the aliens are smarter 

and visually superior to their 

predecessors. Having said that, there are a 

couple of things to 

gripe about - 

while control over 

Pogo is quite 

simple, the game 

can get frustrating 

after a white as 

the difficulty level 

is set way too high 

for the normal 

games player. A 



A neat 
little 
platform 
romp - but 
not for the 
faint- 
hearted 

few easy levels 

would have been welcome, just to get you 
into the swing of things. NebuJus was a 
great game and this sequel does it justice, 
but inexperienced players might want to 
tackle the original first. 



Jools Watsharn 




' - ..,..!■ i.'t-i- ■-'Si 






7 '^ : - -4 1 ' 







Key - Allows 
you to open 
locked doors, 



Rocket - Flies 
around tower, 
hilling everything 
in its path. 



Magnet - This 
allows you to 
travel straight up 
or down. 



All Seeing 
Eye - Flies Pogo 
up the tower to 
see what lies in 
wait. 



Jumping 

BOOtS - Allow a 
super jump. 



Transporter 

Takes Mm to 
another 
transporter 
platform. 



^^^^^^^^M 



74 



IHl CJISIt HH'IIMIilK 199 1 




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Galore 



OIAL-A-QUIZ. P.O. BOX 11, SKEGNESS, LINCS. PE253NL 



<sme 

REVIEW 



Blood, guts, death, gore, violence and big chain saw- type weapons. 
These are just some of the things that you won't find in Storm's cutesy 



rti V-e? t-t 



conversion. 



ROD-LAND 

Storm 
PRICE 

£25.99 

OUT 

SEPTEMBER 

GRAPHICS 



SOUND 




DURABILITY 



PLAYABILITY 

) 



OVERALL 








r 



>'-- 



s-<r -"_..,-" ,.-_-' 



Arr^^^X 



l 'Vl 



y 



i ■■; 



f 



IF YOU GO DOWN to the woods today, 
you're in fur a big surprise... as you may 
Stumble Upon the hidden fairy village. 
home to our two heroines, Tarn and Hit, 



1 1 ■ ■ 



UNFORTUNATELY FOR THE FAIRIES 
evil Maboot stumbled across them, 
kidnapped Tarn and Rit's mother and left 
behind an army of monsters . Looks like the 
two luckless gjii will have to take up arms 
against the evil intruders and journey to,., 



„,MABOOTS TOWER, D n top of which 
Mom is being held. As an example af how 
well the graphics have been converted, one 
of these pictures is from the arcade 
machine. Can VOu tell which one4 



ZL 




■ HE FAIRY VILLAGE used to be such a happy place, 
I by only the nicest fairies. Everyone said "Good Morr 
k I lived in peace and had big, round cutesy eyes. 

Then one fateful day the evil Maboot decided that the 
world could live without such sickening cuteness and 
kidnapped the mother of a pair of fairy twins, to hold her 
for ransom until his evil demands were met (these 
demands included frowning a lot, being 'orrible to people 
and narrowing those darned 
eyes). 

Well, the fairy twins - Tarn 
and Rit - couldn't just stand 
by and let this happen. Armed 
with the village elder's magic 
Rainbow Shoes and their i 
Rods Of Sheesanomo, theyj 
to rescue their Mom and 
fairy village hack into the 
cuteness capital of the wc 




<Sh 






THE YOUNG LASSES" two main weapons against the evil 
hordes are the Rainbow Iktots and the Rods of Sheesanomo. 

While the boots just create magical Ladder.!, the rods do the 
serious damage to the nasties by employing the ancient art of 
■Wopping' [thatbs, Lifting the bad guys up and then bashing 
them from side to side). 





76 



THE ONE SEPTEMBER I"-' I 



f 




trie 

REVIEW 









\T 




THE GUARDIANS take the form of huge whales, massive 
crocodiles, ginormous baby elephants and. of course Mahout 

himself - an armour-plated monkey (hat get* Wgget as you hit 
him. 



SURPRISINGLY ENOUGH, Storm has 
lived up to the claim that its 
version of ftad-tand is better than 
the arcade machine. The sprites 
certainly seem to move a tot faster 
and most of the annoying or 
unrealistic elements of the coin -op 
have been rectified, white the 
additions have improved things no 
end. 'Wopping' a monster over a 
gap will cause him to fall out of 

a your grasp, leave him too 
long and he turns into a 
mean blue cloud that moves 
at twice the speed. As you'd 
Lj expect, the cute factor goes 
■ _, off the top of the scale. 
J . Even the most fearsome of 

bad guys is made to look 
HI soppy - the sharks are very 
reminiscent of Viz's 
Pathetic Sharks and even 
start crying when you hit 
them, while the end of 
level guardians get 
funnier and funnier as you 

Cute arcade 
fun for all 
the family 

been retained (bettered even) and the 
graphics lose very little. The biggest shock 
is that the music and sound effects are 
significantly better than their arcade 
counterparts and really add the icing to 
the cake. One downer is that 40 levels 
aren't really enough. Although tough at 
first, I can see experienced arcadesters 
finishing things pretty quickly. Rod-Land is 
pure arcade action through and through, 
from the silly plot right down to the cute 
graphics. The beauty is that it's simple 
enough to appeal to everyone, from 
arcade beginners to people who live in 
them. 



Paul Presley 



hit them. 

All of the 
play ability from 
the arcade 
machine has 



€*) 



THE ONE SEPTEMBER 1 yyi ■ 



77 



65^2 



y^Npft^U^ 



Hi JOHN f 
COME AMP LOOK AT TUIS... 
I'VE 4U6T GOT HOU> OF 
J GGBAT GAMES. 

B7 



j^5 



•--^rSgfr 



#*7fi£ 



PftCSt* 



Ami 



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WEU, 1 SAW THE 

>fA&7: >IP3 BUT I 

PI PW*T REALLY THIiYk^ /H5UPTO 

PEOPLE UKE YOUAUPMB 
TO SlQPlHBPfflmp- 



VQtiT rou KNOW 
ITS AGAINST THBLM 

TO HAVE THESE? 



f.i 



a* * 



y 



— ANP^S.T 

ARE OFFERING i/OOO 

IF WE HELP. 



'•% 



£ 



r. k, -*w 



tET5 7ZAQV7»ra 
OK THESE CROOKS. 
IVE GOT TH£ MUM&ERPOR 



X 



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HELLO EAST. 

GET KOLDOFAPEN, 
IVE GOT AN 
ADPRESS FOR. 1 




FOR INFORMATION 
LEADING 10 A 
PROSECUTION 

& CONVICTION 



^c^^otowi sedbj ANY INFORMATION ON PIRACY SHOULD 

BE PASSED TO F.A.S.T. (THE FEDERATION 
AGAINST SOFTWARE THEFT) 



E 



X 



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A 



S 



P 



A 




BJKXiH KSUK iOFIMK IjBIEHEBS ASSXUOXM 



PIRACY 

TELEPHONE 0386-833501 ISTHEFT 




Need that package in New York by nine the 
following morning? Then trust it to Ronny, the 
errand boy who really gets his skates on. 



REVIEW 



R 



TO GET TO THE NEXT part of town, all 
of the jewellery boxes have to be collected, 
along with extra cash to buy helpful pick- 
ups. The basic gameplay is very simple - 
just skate, skate, skate until your 
feet drop off, while drudging and. 
shooting enemies. 




ONNY IS THE COOLEST DUDE IN TOWN. With a pair of roller- 

ikates and a hairstyle like Albert Einstein, how could he go 
wrong? He's am errand boy and has a gruelling task ahead of 
him: skating his way through nine levels of off ices, sewers, parkland 
and city streets, collecting enough cash to get a bus to the next part 
of town. 

In order to do this, he has to collect jewellery boxes and cash, and 
run errands for people (bargaining to gain extra cash). Of course, this 
isn't as easy as it might sound - not only are the jewellery boxes in 
difficult positions, but Ronny will be plagued by all sorts of nasties 
trying to hamper his journey. If he misses some of the boxes, he has 
to go back and search again 
until they're all collected. 
If Ronny catches the 
bus he's whisked off to 
the next area of town 
which holds yet 
more problems,.. 



nhftT n riTTV thbi vou hid hot 

'I'll! I t(E VDUH IUVMPI. riGHHvi t 

i nnvi <<i Mil* hut POi_icf;ricn in 

FIND RHEJ CDLLCCr THE LUflTT rjEWfcl-- 
!. fiSEI . THIS EtlOClTlfiSS tHfi RFFRIN 
Will CET PURl.lt: NhL< HUIII THE 

fiepijih* ¥iiit or* irr.Ti.nnd vr- 

C Il'llil, I'LL. HEED P llt'K-l, 



ROLLING 
RONNY 

Virgin 
PRICE 

£24.99 

OUT 

AUTUMN 



GRAPHICS 



r& 



AT 

THE END 
OF EACH 

LEVEL you're shown 
your route. The idea is 
to reach the other side of 
the map using local 
transport (you have ttt be 
kidding!), Each Section of town contains slightly different 
challenges, but they are essentially just an excuse for different 
graphic styles. 

ROLLING RONNY CERTAINLY HOLDS 
an initial visual appeal for most 
players, but as far as the gameplay 
goes, tedium sets in long before it 
becomes challenging. The 
first couple of levels are 
relatively easy and the game 
looks as if it is going to be — ^- 
nicely balanced, but later 
levels get ridiculously — — S 



IF YOU HAVEN'T COT WHAT IT 
TAKES, your doctor lectures you on how 

low your energy is-. He recommends sick 
leave to recoup your lost energy. Once 
you re fighting fit , you can 
jump hack ineo the game, 
bunting 





with 



rrgy. 




*<f***+ 



difficult. The only 
compensation for your 
inevitable demise is the jolly tune 
hum along to while Ronny floats to 
the top of the screen and back down 
again to restart the game. 
One of the better features is the 
provision of „ ... .. 

Initially 

enjoyable 

- but the 

scrolling 

platform 

action 

soon dulls 




strange power- 
ups, such as the 
'Stenchalirer', 
which freezes 
the enemies. 
This adds a 
certain fun 
aspect to the 
game, but this 
fun runs out all 
too SOOn. 




fliAUuc. 



I 



6 




RONNY'S ENEMAS AtUs NOTHING if 

not original: there's an ape on a 
skateboard, bubble: cars, Groucho hall. 1 ; and 
even flying hnoks! 




BOMB 

Power Sitoexe 
(Kills enemies 
<Hi -screen] 

CAKE 

Stcnchaliaer 

(Freezes 

enemies) 

MAGNET 
Magnetofl net 

(Grabs all 
parcels} 

HORN 
Mega Honk 
(Makes Ronny 
imnilneraMel 



lilniuuliniudiMuiiMu^.ii 



INI ONE SEPTEMBER 1991 



-79 



BUDGET 



TITLE 


.•.M::../! 


LiT 


3D Pud 


E53 


699 


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159 


499 


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7B3 


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139 


4.99 


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SATURN SOFTWARE BUDGET 



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OUT OF THIS WORLD 

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tictc t'uiinr 899 9.99 

rv.i .1 R ivcf- 399 3,99 

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System 3's Last Ninja series rated as all-time classics on the C64, but 
never really made it on 16-bit. Mike Pattenden finds out whether the 
last part of the trilogy will finally live up to its reputation. 



THE 




M 




■ EAL HATRED IS TIMELESS' 

runs the catch line for the 
latest instalment of devious 
Oriental gameplay, The familiar 
black-clad figure of the Last Ninja is 
back reprising his role against the 
forces of evil one last time. 

After the contemporary New York 
setting of Ninja 2, the game returns 
to its oriental roots for the final 
conflict, The action takes place in 
deepest Tibet, where the roots of 
Ninja power lie, In an attempt to kill 
off his adversary, the evil 
Kunitoki has entered the 
nub of Ninja power, a 
huge Buddhist A 

temple, and defiled 
its chambers, 

Your task is to 
restore the 
balance of the 
chambers by 
solving the 
puzzles 
contained in 
them, 

warding off 
the enemy 
henchmen and 
finding a scroll, 
Having set 
everything to 
rights, the climax 
comes when you finally 
face your evil adversary in 
one last battle. 

The game begins with an atmospheric intro sequence in 
which the Ninja emerges from the distance (like Omar 
Sharif in Lawrence Of Arabia), makes his way to the 
temple, scales its wall and snaps the neck of a guard at 
the top of the parapet.,. 



If* 





EACH LEVEL 
represents a 
chambc r at the 
temple. These 

are divided up 
according to the 
elements; earth, 
wind, fire and 
water, plus an 
intermediary 
zone and a void 
which floats 
between them. 




THE LAST 
NINJA 3 

System 3 
PRICE 

£25.99 

OUT 

NOW 




DURABILITY . p 



/ 




LW*L 



PLAY ABILITY ^ . 



OVERALL 

90°/c 



[A 



AS YOU PROGRESS 
through the game's six 
levels, so the enemies yuu 
je - Here you can see the metallic bushido whose two 

swords become a wicked blur as you fate him. Destroy him and 

he explodes, spreading debris around the screen, 




Li-* 



EACH LEVEL HAS its puzzle to solve. Here you need to 
cross the rivet on the water level by (teeing a lily pud and 
waiting fot it to float down to this point so that you can use 
it [o jump across to the other screens. 






ONE OF LAST !<L\]A j's eoasok-rtyte elements is the 

appearance of end-of-level Guardians who hlocfc your route 

to the next level (you can only face them once you have 

collected the relevant scroll). Here, the giant figure conceals [fSp 

an exit on the second, water-based, level, li^si 



llll t >,NJI SM*IE MHI \i 1991 



THE VOLCANIC 

FERE LEVQL is full 

of choking 

sulphurous losses, 

so hcfore you vault 

into the concealed 

passage on this 

screen ynu'il im-tl 
a gas mask. 






^^^^P^^^^^^ ™ 


^^^H^^^^^^j 




^^f^i* 




ffgg 



•^> ■' 



THE ROBOTEC FIGUHJ1 with wicked propeller hands watts for you in the Void. As you 
fight with enemy characters the two curled power bars decrease when each side sustains. 
a hit - these arc replenished on i-.i< li li.vtl by Finding concealed drinks. The prayer wheel 
on the top fight of the screen opens to reveal objects bis you pass them on your travels. 



THE FINAL CONFLICT is a face-to-face conf rem ( alJOtt with Kunitoki. This is where the 
green dragon at the bottom of the screen comes into play. This signifies that your inner 
Strength (or f chi r ) is at its height, You keep it tupped up hy fighting the Other characters 
in the game hy using the same weapons to dispose of them as they use on you. Should 
the dragon show red, then your chi is dangerously low, 



THIS, THE FINAL INSTALMENT in 
the Last Ninja series, goes alt out 
to prove that it's more than just 
an overdue conversion of an 3-bit 
game - but in the process looks as 
though it really wants to he a 
huge console hit. 1 suppose this is 
no bad thing; the game makes 
concessions to arcade quality beat 
'em up action with a catalogue of 
weapons and moves, plus over 25 
grunts, screams and clashing 
sounds to match. Don't let that 
fool you into thinking that its challenge 

has been diluted though 
- if anything, these 
elements simply bring it 
another level of 
ptayability. Its puzzles 
and areas to explore are 
as complex as they've 
ever been, the graphics 
are as detailed as ever 
and the action benefits 
from the large sprites 
which have replaced the 
minuscule (but detailed} 
figures of earlier games. 
Also, a good deal of 
attention has been 
lavished on animated 
effects such as dripping 
lava and blurring 
swords. And as a 
challenge. Last Ninja 3 is 
going to take some 
beating: there are 
scores of creative 
puzzles to grapple with 
as you hunt through the game's six levels 
- and there's also a tough combat element 
constantly distracting you from solving 
them. True, there's nothing here which 
you haven't seen before - and as a 
graphic adventure, the Last Ninja series 
has long since been superseded by the 
likes of 

The last in the 

Ninja series, 

but by no 

means the 

least 



•!T* 



Delphine's 
Cinematique 
games. What 
it does have 
though, is a 
classic style 
which almost 



makes it a 

genre of its own. There's plenty here for 
fans of the series and newcomers too, but 
let's hope that System 3 keeps its word 
and makes this the swansong of the 
whole Last Ninja series. 



Mike Pattenden 



_jMHHHmiMHBMr 



THE ONI MI'll M.HI.K Inn \ 




legent) ^ofttoare 




16 Hinfceit tebtira, Cijtetoitfe, Hottbott W4 2۩ Jfax: 081-995 1325 

^ourss of opEitinff loam to epm tEelqrfjone: enquiry lints 081-747 4757/081-742 1831 

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REVIEW 



HEAD 

OVER 

HEELS 

The Hit Squad 
PRICE 



OUT 

NOW 

GRAPHICS 



# SOUND 

DURABILITY 



PLAY ABILITY 



OVERALL 



What's this? A budget game in the review pages! Strange decision, 
you might think, but when a game's got a reputation as good as this 
one r it deserves to hold its head up with the best of them. 





91°/< 









I'Hh TALE BEGINS with Head and Heels imprisoned in two 
adjoining cells with an impenetrable wall between them - looks 
like they're going to have to teleport out of there and start 
searching for one another (whatever axe celeports doing inside 
prison cellsi). Note the icons below the screen: the illuminated 

Head icon shows that he's the character currently under control 
(pressing Fl toggles between the two agents.), while the rest 
remain shaded until the relevant item or power-up is collected. 




OVER 




WHEN IT WAS FIRST 
RELEASED on all the 8-bit 
formats in 1987, Jon 
Ritman and Bernie Drummond's 
'Isometric 3D' adventure was 
instantly elevated to classic status. 
True, its gameplay contained nothing 
that hadn't been seen before - most 
notably in the good old days of Ultimate 
and in Ritman and Drummond's own previous 
Batman adventure - but there was something 
about the tale of these two cuddly co-operating 
charmers that struck a nerve with games players 
everywhere. 

So when the 16-bit formats began to take over 
from the Spectrum and the C64 it was only 
reasonable to expect that we'd be treated to an 
upgraded version sooner or later - and now, four 
years later, here it is,., talk about absence making 
the heart grow fonder. 

Head Over Heels is one of the few games that 
actually needs a little background plot for it to 
make sense (of sorts), so here goes.,. 

Head and Heels are two agents 
working to save their planet, Freedom, 
from the evil Blacktooth empire. 
Achieving this aim involves searching the 
empire's five planets (Egyptus, Safari, 
Book World, Penitentiary and 
Blacktooth itself), finding the five lost 
crowns hidden along the way and 
returning them to Freedom. 
The two furry creatures have individual 
talents - Head can jump quite high, but 
is slow along the ground, while Heels is 

a speedy 
mover, but 
can hardly 
jump at all. 
Working 
together, 
they can 
make the 
most of each 
others' abilities, so 
it's a good idea to 
keep Head on Heels' 
shoulders as much as 
possible. 
Along the way, the 




HEELS' MAIN ROLE 111 life IS to carry the hag - this allows him 

(or the pair, when they eventually get together) to pick up and 

carry certain objects. Now that Heels has found the bag, all he 

has to do is get to the other side of the room and pick it up-.- 

not SO fast though, that's an electrified floor (you can tell by 

the spikes}. Pushing that mushroom shaped joystick on the 

floor moves the 'Charlek r in any One of four directions, So maybe if 

Heels can just move him in the right direction... 




pair have numerous 
obstacles to overcome: electric floors, 
dangerous pillars blocking their paths, 
poisonous jars of Marmite (very strange!) 
huge Hush Puppies who disappear whenever 
Head appears (very strange indeed!) and, of 
course, the emperor's evil minions, Most of 
all though, they've got to find their way 
through a series of rooms that make 
spaghetti junction look straightforward. 

Be prepared to burn your candle at both 
ends... 

WHILE HEELS IS BUSY trying to find the bag. Head 
has his own problems. He's currently trying to get bis 
hands on the air horn on the other side of the room, but 

those platforms are of the disappearing variety - it 
looks as though a little wrist dexterity will be called for 
here. It's worth it though, because it he can get his 
hands Oft that horn, then he can use it to shoot 

doughnuts at oncoming enemies, stunning them 
momentarily. 



84 



I'HF ONE SEPTEMBER 1 991 




AT LAST. He f K has got his paws on the hag. so now he can collect chat drum in the 
corner and use it to escape. That odd creature in the middle of the Boor is u 
'regeneration fish" - these- act as a sort of save game facility; should you lose all of your 
lives you can t estar l from the Last place that you ate one of these unusual creatures. 
< !.i refill though, the dead ones are poisonous. 






Rp^^S 






F in 


llll 


t, .^E-^B 


M^^^^j- Jp^^^M 





HAVING 

SUCCESSFULLY 

collected the horn. Head is now busy 

collecting ammunition to use with it. The 
basket of doughnuts on the left is a handy 

find, as is the 'bonus bunny' on (he right: 
bonus bunnies deliver extra lives, faster 
steps (only good far Head}, special jump 
springs [only good for Heels) Or 
invulnerability, so they're always worth 
collecting.. 



TOGETHER AT LAST, and nqw endowed 
with both partner's special abilities, the 

boys prepare to leave the fruit market to 
go in search, of the crowns - but have they 
spotted the bonus bunny under that pile 

of platforms'r 

WOW! THREE ROOMS AT ONCE 

(below). Clever prOgrartunirig trickery * 

Not really, as If you move into either of 

the tap rooms, the other two immediately 
disappear from view - looks nice though. 



one 

RFVIFW 



competition 




v?5m*dKiP&n 



IKS 5 " 



. #> / i • . ^ 



THE SEARCH IS NOW ON in earnest as 

the dynamic duo have found their first 

major feleport station. But problems arise 
when, they leave this room, as the next 
room on the left houses a staircase made 
of Hush Puppies (so there's no way that 
Head can get through), while the 
platforms in the room on the right are too 

high for Heels to negotiate - looks as 

though It's time to Split up again. One 
word of warning about the tc-leport 
system. - not all teleporters are two-way.., 



I'VE BEEN WAITING YEARS for this 
one to leap the huge divide 
between 8 and 16- bits. Imagine the 
fears and trepidation: would it fail 
to deliver the goods, would the 
conversion be poor... or, worst of 
all, would it turn out that it was 
never any good in the first place? 
My fingernails could hardly take it. 
I don't know why I was so worried 
- it's still brilliant! Head Over Heels 
was, and remains, one of the most 
finely-crafted games this reviewer 
has ever lost himself in. From the moment 
you set out to get the pair together until 
the moment you've found the final crown 
and escaped to join up with your 
celebrating friends, it's cute, puzzling, 
frustrating, rewarding and absorbing in 
equal measures. The beauty is that the 
gameplay is completely timeless: if you've 
never played the game before, you'll find 
a fresh teaser around just about every 
corner, while those of you who played the 

originator A head and 

years will _ 

probably have SnOUluGrS 

forgotten the above the 

solutions (I 
know I have!). 
Some of the 
younger guns in The One's office find the 
graphics a little crude (and, by today's 
standards, they possibly are), but 
this is a cute fantasy world where 
nothing more elaborate is actually 
needed. The sound, however, is 
something of a disappointment: 
what beeps and squawks do spring 
from the monitor's speakers are 
pretty lame - and there's not 
enough of them (sounds like an old 
joke, but in this case it's true). Also, 
the lack of a keyboard control 
option might anger some purists, 
but then again the game is 
perfectly playable via the joystick, 
so if s not really missed. Anyhow, 
when you're only being asked to 
pay a tenner for what is one of the 
few genuine masterpieces of 
computer gaming then this kind of 
nit-picking seems trivial in the 
extreme. If you have a space in 
your collection for a game that's 
going to twist your fingers, tax your 
brain, waste your midnight oil - and still 
not bum a hole in your pocket - then get 
Out there and grab this one while you can. 



Ciaran Brennan 



THE ONE SEPTEMBER 1991 



.85 



REVIEW 



Sensible Software has finally let power go to its head. Today it'll 
conquer an island, tomorrow the world. Next week the world after 
that, then the world after that.... 




MEGA- 
LO- 
MANIA 

Image Works 
PRICE 

£30.99 

OUT 

NOW 

GRAPHICS 



SOUND 



ITX DURABILITY 



PLAY ABILITY 



w/1 



OVERALL 



92% 




EACH WORLD 

(Or Epoch as 

they're known) is 

made up of three 

separate islands. 

Van bee, in each 

with. 100 men 

(plus any you 
brought ever From 

the previous 

Epoch) that can be 

split up over the 

three islands as 

you see fit. 



OOO EVENING, ladies and gentlemen and welcome to the 41st annual 
Domination Of The World tournament. I'm Bob Johnson and this is John 
Bobson and we'll be your hosts as you join this star-studded audience of 
creatures from across the galaxy." 

'That's right Bob, We've all gathered to witness the Mega-to-ftiania final in which our 
four contestants. Scarlet, Oberon, Caesar and Madcap, will battle It out for total control 
over the hundreds of planets that will be generated from the fabled glass orb." 

"Remember John, each contestant has to evolve their populace over 10 eras, ensuring 
that they are well equipped to deal with their opponents' armies. We can expect to see 
plenty of lying, cheating and bargaining tonight, eh John?" 

"That's right Bob. But now, before the game begins, let's run over the rules, just in case 
anyone watching has been asleep for the past millennia or so. Ha ha ha." 
"Er... right John." 





THE KIRS T MENU is generally used to 

access the other s, h-om. here you can 

also sec how many men (and women) 
you have to play around with and how 
many are allocated to the individual 

departments. 



FOR THE MORE COMPLEX weapons 

and defences, factories need to be built 
to cope with the large amount of 
construction involved. You give the 
factory your order (including how- 
many of each item you require), stall it 
with a suitable number of people imd 
let them start their production run, 



YOUR FIRST CONCERN is to build 
weapons, initially you're limited to 
simple things like rocks and spear*, hi:! 39 
lime goes On and your populace evolves 
into a more advanced racej the weapons 
Improve, Eventually yonfl he building jet 
fighters and nuclear missiles 



YOUR ARMIES ARE THE FINAL 
RECIl'lKNTS of your designs. Each 

company can have up to 250 men and Can 
he armed with any combination of 
weapons (providing you have them in 
stock). Each weapon is linked to a specific 
era, so even though you may be in a 
Victorian age, if you equip your army 
WSlh t'<M."kS it will be made up of cavemen. 



**'[ 



0't. 



10 



YOU CANT BUILD WEAPONS 
without materials. EacEl sector of the 
island has its own supply of minerals, 

including such exotic items as 
Bethlium (represented by a shining 

star] and Planeterium (represented by 
a planet). To obtain minerals, you have 
to mine them - thankfully, at later 
stages of evolution you can build 
mining plants to speed things up. 

YOURS ISN'T THE ONLY ARMY in 
the land- Your enemy can attack you at 
will in an attempt to destroy your 
tOWer and knock you out of the game. 
Building shields is one way of keeping 
your strength up, the Other is to use 
defenders atop the buildings, Aimed 
with boiling oil, longbows and so on. 



86 



THE ONE 




*• -• - .•• 




+ 


k 


V 


67 


OK 

M M 


OK 


V 






m 




29 




one 

RPVIFW 






HKK.H LS THE RESULT of your hours of swcit and toil. This particular area contains a 



tower, a minisii.iit. ,1 f.M i urv 



itruj vi>Lir 



army of 179 shepherds. 




THERE ARE 10 evolutionary stages to 
pass through,, starting tight at the 
bottom with Neanderthals in stone 
!mts. You can rise a maximum of four 
levels pej Epoch, eventually ending 
up... 



■ 



TO THE CASUAL OBSERVER, Mega- 
lo-Mania might seem like just a 
simplified version of 
Pawermonger, and to some 
extent that's what it is, But it's 
also a lot more relaxed, colourful 
and fun than EA's classic strategy 
game, full of the kind of humour 
that characterises Sensible 
Software - funny voices, comical 
graphics and silly names {there 
are islands called Formica, Hernia and 
Gazza, for Pete's sake!), It has its serious 
side too and for once, the term 'artificial 
intelligence' is worthy when describing 
the enemy forces. Each has a unique 
character with different aspects that only 
become evident after a lengthy session. 
For example, . . , 

the blue player UtlCO mp I ICated 

«V„r strategy with 
ruthie»: just the right 

255r neurit of 

install some hUltlOUf 

defensive 

weapons he would make a sneaky raid, 
killing whatever he could, then 
withdrawing as soon as I brought my 
troops out in force. This acted as a 
diversion while he was building up his 
troops on the opposite side of the island 
for a killing blow. Mega-lo-Mania is easy 
to pick up (the optional menu descriptions 
make learning your way around 
extremely easy) and has enough challenge 
to last some time. The evolution aspect is 
very clever, ensuring that you won't get 
to see modern weapons and 
civilisations until much later into 
the game, giving plenty of 
incentive to keep going - a 
veritable Charles Darwin 
simulator. 



. IN THE YEAR 2001, where every home 
has its own SD1 laser and nobody lea 

home 'without a nuke in t heir hack 
pocket. 




THE ONE SEPTEMBER 1991 



AUGUST 1991 £2,95 
DM1 G PTfl 770 L113Q0 



THE COMPLETE GUIDE TO THE AMIGA 




When a game contains two sides running around a pitch, trying to put 
a ball in the opponent's goal, what else could it need? More balls, of 



course... 



THE, 



one 

REVIEW 





ACCORDING TO THE Bitmap Brothers, the most 
popular worldwide sport in the 21 st century 
will be something called Speedbatt. In France, 
however, they are preparing for something 
completely different. You see, the French have this 
thing about balls. Putting two teams of nine on a 
pitch and g iving them a metal ball to throw around 
is okay, but turn the players into balls with 
magnetic attraction and you get the French 
national pastime of the near future. 

Sliders is essentially a goal -based sport, with two 
players trying to shoot a small metallic puck across 
the opponent's goal area. Obstacles include 
trampolines, large hills, icy floors, speed-up arrows 
and, of course, your opponent with his magnetic 
pulling power. 





THE GOAL AREAS mark the start and the end of your match. 
Then. 1 are various ways to score., from simple shooting, to 
bouncing across the god mouth with the puck, to magnetically 
pulling it towards you from the other side. 

FORTWQ-PLAYER 
MATCHES the screen 
splits into two and any of 
1 in- cameras can be 

selected to follow either a 
player Qr the puck. The 
] it tic arrows on top of the 
balls indicate where the 
puck is. 



SLIDERS 

Microids 
PRICE 

£25.99 

OUT 

LATE 
AUGUST 

GRAPHICS 



w 

SOUND irfSfck 

DURABILITY f f r " 





^J 



'^g/ggpr 



C&~> 



- 
PLAYABIUTY 



OVERALL 

86°/, 




o 




SLIDERS PLAYS IN A MANNER very simitar to that 8- 
bit classic Mosterbtozer , although the viewpoint is more 
like Marble \iattness . Amongst the options that can be 

altered are gravity, speed, friction and power, all of 

« hi., li hav* a tremendous impact on how each game is 





TO HELP OR HINDER YOUR PROGRESS, there 
are various obstacles contained on each of the \2 
pitches. Ice creates slippery surfaces, affecting your 
control (surprise, surprise), while the speed-up 
arrows da exactly wht you'd expert of them, 



THE TRAMPOLINES allow for plenty of bouncy, 
aerial action and can make shots travel aver vast 
distances, Unfortunately, the hall is affected by 
trampolines as well, so expect lots of manic 
bouncing as you and you* opponent try to 
outmanoeuvre each other. 



THE STIPPLE SURFACE acts like flypaper. Should a 
bailor pucktafidon it, it'll slop dead. Movement 
becomes very slow and the usual result is lots of 

barging and crashing into each other, 



THE ONE SEPTEMBER 1991 



.89 w^ 



®ne 




ON SOME PITCHES the goal areas far both teams arc situated dose 

co cadi other. This CttfJ dowrt oil the fiilisber of ShOOt-Artd-pfay 

shots employed by each player. 



TO HELP CAPTURE the futuristic nature of the sport. Palace's very own )o 
Walker has treated thii TV-Style presenter, who inform* you Df the forthcoming 
game and the final score. 




BEFORE 

EACH GAME 
you get two 
chances to 

see exactly 
how the 
pitch is laid 
out, Ode is in 
the (arm of a 
small map, 
the second is 
a mure 

detailed fly- 
by, This 

enables you 
to plan your 
moves before 

the match 
gets started, 






THE FIRST THING that grabs you 
about Sliders is how empty it all 
looks. With only one team member 
on each side, many of the tactical 
elements usually associated with 
ball sports (even futuristic ones) 
are lost. The second thing to hit you 
is the speed. Initially it looks 
completely uncontrollable as your 
balls bounce around the screen at 
ridiculous speeds - and that's 
pretty much how it stays at a one- 
player level. Put two players on the 
field and the game 




Immense 

two-player 

fun, let 

down on 

the solo 

side 



THE OVERALL ATM, of course, is to score more goals than your opponent before the 
time limit runs out. You'll know you've scored - Marilyn Monroe telle you so in all her 
digitised glory {that's the French for you). 



comes into its own. 

Knowing that the 

wild, uncontrolled 
bouncing coming 
from the other 
player is a result of 
human hands is a 
satisfying feeling - 
and good fun too. 

In fact, if you pick a good pitch and get 
the settings just right, you're in for a 
wild old time of bouncing, crashing, 
scoring and attracting. The magnetic 
attraction is a great idea and helps to 
make up for the lost strategic element 
mentioned earlier (trying to deflect a 
bail just as it's about to cross your goal 
is a real nerve-racking event). In truth, 
the downfalls are more to do with what 
coufd have been included as opposed to 
what doesn't work well. Team mates, 
bonuses, weapons, even a crowd would 
have helped put it on a par with 
Speettbatl 2. As it stands. Sliders is a 
good second. 



Paul Presley 



90 



THE ONE SEPTEMBER 1991 



K.G. Leisure.. 

....we make it easy for youL.. 

All prices include VAT. Ali orders sent by 1st class post 



The Games Room 






Gams* Marksd * = 

Ho* release; Sent when available. 

3D Construction Kfl „, £30.99 

3D Pool (Budosl] , £7.89 

3 Sloofles (Burbot; £T.« 

40 Bming ' QCUS 

*""() Tan* Kflsr _ E23.SS 

Advanced Fruh Matfilne Sim;Bijttg«l). £6.99 

Amnios' E17.B9 

AMOS ■ 3D ■ £24.99 

AMOS iGamas Creator} C34..&3 

APB (Budget! , ,,,£6,99 

AttartHiTie.' iBudpsfi £6.99 

Aracnapnoaa " £17^9 

AAsnoU £S.&9 

Afhani«s S IFevBuge of DohJ iBusgei; ...£E.?3 

Armaria- C1T.49 

Armour Gaddan £17.99 

Alarnirn £17.49 

AquauBJUurs ". .„ , £17.69 

Bar&aftan-tJninialB Warrior (Budge1]i £T.9g 

Barbarian 2 ■ _ £17,99 

Bands Tale 3 E1S.*9 

Bards Tale 2 (Budjal) „ ...ETM 

BAT..... , __„„ .£1 9.93 

Ba1tle50UKl - £16.98 

Bailie CUSS..,., _ £17.49 

BalUe ChatE. 11 _ _... £17.49 

Beast Busters " „ ,„ £17. *B 

Big Deal (Gambling Compilation) ' £20.96 

ea a Tede Ban fldvwiture £t7.4$ 

6l!ia»as 11 £17.49 

B«n<c Commardo fBudgel) £7,93 

Blade Warra* £17,49 

Bfcfcriag £17.99 

Bra1 , _ SiT.*3 

Cadavsr , „,_ _ £17.49 

Cadaver Levels £11,99 

Cadaver-Tha Pay C* £16.99 

California Games (Bo4J0*|) „ , £6.69 

Cardn#0rTr*Krarnlin £17.49 

Cflrriar Command (BudgetJ E7S9 

Ca*ino £17.49 

CasOas* £17.99 

Garrh#ion „ „,„ ,..£17.49 

Oiaflange Geir Jlfl.96 

CtumptaiOfftaj SfS.gg 

Cflaos Sbikes Bask (1 J*fl( £1 7.49 

Charge Of Tha Light Brigs* ,,.£20.49 

Chuck Rock £16.99 

Cohort Flohtog For Roma . £19.99 

Com Of. ms 2 (Cornpilarianj £20.49 

Ckwd Kinfdorr (BudgMJ E6.99 

Conflict - Europe (fiudge(|* £7.99 

Cricfcet Captain „ .„„ .,. £1 7.49 

Crchet(lUso) £19.63 

Cmiemavg - _ £1 7.49 

Cnrne Doesnl Pa^ _....,.., £17.49 

CryslafeOf AriMfea E16.99 

CnjisetoraCwpW „ Pfiwia 

Cybaroon 3 , £17.49 

Damoclwcsnlpendium £1 7.49 

Daadlin* (Budget) £7.99 

DafandarQ(TtMCraMi.;ejd2fti;i. .,,£7.99 

Daracfilah (1 k*ag(.-, - ,„ , £20.49 

DeulEfos ' £19.96 

Doi*l6 Dour/a BW * _ £54,49 

Dragons Spirit (BudoelJ £6.99 

E»e _ ,_ E1 7,49 

Ehrra (1 MagJ ..... E2D.49 

ELF* ___ £1fc99 

Erniyn Huges Scoosr £17.49. 

enchanlBr [Budget! £3.49 

Escape From Cnditz * ,..£20.49 

Eurapeon Supartesau* , , £16.99 

Eys Ol The BahoHtr £1 9.96 

EUH " £17.49 

FISartwEaglBll (1 Mag) £23.99 

Fi 9 Stealth Bgfitar £21 ,49 

F29 RBlafiator £16.49 

Fantasy Wartd Di;*y (Budgafi £6.69 



"errari Formula 1 (Budges! £6.69 

Fists C* Firy iCorraila^n) £17.49 

Flight Of Pie Intruder* RP49 

Flight Simulator 2 £24.99 

Flood (Budget;. £8.99 

Foo!ballDn«ler2 £14.99 

F&R&alLer trl Bis year (Budget) £$.99 

Forgotten Wbrlda (Bunnell 55.99 

Formula 1 (3D) * £17,49 

Frenetic £17.49 

FuHDdrtad iBwflM! ., .. ,. £7.99 

Fulure Wars £17.49 

SauritiBl 2 (Budgell _ _ K.9P> 

Gara-X £16,99 

GODS _ £16.99 

Go loan Axe £16.99 

Grand S»nd (Corpilab'on) ' £20.49 

Halls Ol MmtBiuma ' £1 7.49 

Hard Driven |Budga1) £6,99 

HenjOuaat , .. ,„ £16.99 

Hi! Street BLias ..£16.69 

Hgllpwd Collection iCoTpilatom £16.39 

HurHJr" E2U49 

IK* (Budgal/ (Sea premier colksctian) £&99 

In-ossiile kAssior 2 .jBjilgelj , £6.99 

Indianapolis &3D ,......£16.99 

International Charnpkjnsliip Ashlelica ...£17.«B 

iPlay 3D SoccBt £.15.99 

Jar* Nicklaus Course Vol S .,£1(1.99 

Jack Nicklaus Unlmiled Qf/t (1 Me£l „,£t9.99 

Jack Nicklaus Clip Ah £10.96 

Jimmj' "VhlU's. Whinwird Snookar ' £1 6.96 

K«kOfl2 ,. £13.49 

KSchQff 2 (1 Meg} £15,99 

Kir>Off2RnalWhM&- £6.99 

Kick Off Winning Tadtes £6.99 

Kick Oil * Esdra Tim* (Budgatl £6.99 

KldCltwisfBuiJjErl) £B.69 

Kirgs Quest S ' £29.99 

Leisure Su'tLany (Triple P*c*l £34 99 

Lemmings £16.99 

Lemmings Quia On* ' £1 6.69 

Lite a Dsajtn _ ei?jg 

i.illle Put! (Budget) £599 

Logical' ,. Plions 

Lcmbarc RAC R«y IfiuoO*!) £6.99 

Loom £2(1.46 

Lwfe Or Chaos _ £17.49 

Lotus Esprit Turbo £17.49 

Magic Star* Book * £20,49 

Magrarn _ £17.99 

Man Uld - Eurap* Ecffcn £1 7.46 

Maupin island " £17.49 

M*ga Traveller _.._ £20.49 

Maga-La-kfaria ' .,£17,49 

Merca , £17.49 

Metal Mutant „ £17.4,9 

Wam.Chasa £$.63 

Monopoly F1449 

MdrSlarPacklCDrnpllatnnJ..- £1749 

MdrnbaoB _ „ £22-39 

1*7* * -- E17.99 

iKAM .._._ ....£26.49 

Wspoleon 1 ■„..,..._, £35.99 

Navy Seat ..._ _ £17,49 

NirjaRemiK £16.99 

NdjQi and Soulh iHtdgotl - £6.96 

Parua Kfc* Boxing £t7.46 

Passing Stiol (Budgel) £7.99 

PGATourSolf £17,49 

HayBf Managar , ..£14.49 

Populous , ,. £16.99 

Populous FroiniSSd Lands. £B.69 

Pcm-drireingBr, _ Eip.Fjg 

Powarmanger Data Disk 1 * £11,49 

Power Up |Complla6onJ „. £20.49 

PP Hammer * PneumSli; Weapon £1 6.69 

Predator 2.„ „ £1 6.69 

Are ni swr* ..,- _ _ £17.49 

Pmmiar CoHBClion (Compllan'on) £1 7 99 

Ph'nae Of Persia £1749 



....the largest room!... 

Pro Boning (Budget) fe.gg 

Pm I pin "(Hi - Soft, ,....£32.99 

Pto Tennis Tour 2 „ ...£17.49 

Railroad Tycoon 1 1 Meg> £2*. 96 

Rainbow Cou«liO>i (Rainbow Island - Bubble 

Bobble * NswZeaSand Slwy) £1 4.96 

RS1 11 Baseball £20.49 

Bed Storm Rising ,,,,£17.49 

flick Dangeraua.2 , £1 7.49 

flobocopa £17.46 

fl-TypeS*.,- £17.49 

Sarahan £14,99 

Search For The King £20,49 

Secret Of Mankaj Islard £17.49 

Secret -Of Silver 980*4(1 Meg}.... £20.49 

Shadow Dancer ..„ £16.99 

ghansfiai 11 Dragons Eye' £24.99 

Shapes & Colour lEcucaionai;. £B98 

Shinooi (Budgel| £6.39 

Shoot Em Up CortgrucliM Kil £20.49 

ShufflsPatk Cale iBudpet) S$.99 

Silkwcnn (Budget) 5?.gg 

Sim City AdchilBcturB 1 |FutgnaJ £11,99 

Sim City Archileclure 2|Anoent] £11,99 

Sim Cfty S Populous (T*in Pasli) £19.96 

Simpsons - Bart vs If* Space Mutams£1 6.39 

Slnbad (Budoetl ' £7.99 

Skychase (Budget) ' £799 

Sorcerer IBudgat) ES.49 

Space Ouasta £26.96 

SpeedbaB 1 (Budged) £fi.49 

Spe*dbsl2 £16.99 

Sp«i Book (4-9 years;- -S6-99 

Spirit Of E«calhar(l Meg) £20.49 

SI Dragon £17.49 

Starmbal £17.19 

S:ip PokM 11 - Dala Disk 1 £6.69 

Super Cars 2 £1699 

Superoara (Budgell ' £9.99 

Super League Soccer |Bud gat), £6.99 

Super Monaco Grand Prix £17.49 

S*3p - £1?.49 

Sutilcholade 2 £17.49 

BWIV £16,99 

Table Tennis Slmutatof (Blidftet) ,...£16.99 

Tangram' £17.46 

Tewils Cup (Budgel) £9.99 

Test Drive 11 (Compilation) £20.49 

Tenrinalar£ ..£17.49 

The Executioner " .,.,„ ., „ £17.49 

Thundar Hawt! * £20.96 

Thurvjerjans.' £17.49 

TOKI £16.99 

Toyota Celca GT Ftally £1 7,49 

Treasure Island CAuy |Budfjel) £4.99 

Trivial Pursull E14.69 

TurnanJ. £ie.99 

TV SporlS (U5) Footfaa* (Budoat) £6.49 

T/ptoon Tbcmpson fBudgetl £699 

Virtual lAtands (Ctynpiatlcin) , ... £20.49 

Virtual Realty (CoonpllUlonj £24.99 

VIZ .'...„ £14.49 

VVwgsmes Conslniakin Sat.._ £23.49 

Warlords ..._ £16,99 

Wareone £14.99 

Waterloo (Budqetj E7.96 

Wheeflsllh rn £20.48 

Whte Sharks £ig.99 

WikJWheefe - £17,49 

Wings ol Fury iBudcatl ....£6.99 

Wiibal! iBudgel) £6.99 

Wondertand (1 M*g) _ _ £20.49 

Wjikjj ill War '., £16.99 

WorUclass Cricket * £19.99 

Wartdclasa Leadefboard (Budgal) £6.99 

Whalhof 1ha Demon „,„„. .£2U49 

WhKfcefS £17.49 

Kenon 2 (BudgelS £7.99 

x jbote (Budget) £t> 99 

Zone Warrior ' £1749 * 

Zort 3 (Budgetl ....E7J99 



The Post Room 



Please maKs Chsques.'PO's payasle to "K.G . oisuio". 
And ramamber to ajdd £1 lor pes! & packaging (U.K), You can 
order using your crodi! card, by telephone or ^e-nrjing 1hft 
lollowing dataila to us at our addrass 



Card NO Exp. Date.. 

Name (on card) .„. 

Address... „.„ 



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The smaii Print Room 



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Mid Glamorgan, CF& 7JW. 



Telephone Orders/Enquiries 

0443 862127 

Mon - Sat 



The Study 



.,., serious work going op in here?!.... 

3D Construction kit Plus FREE Video £30.99 

Aztec C Professional , £109.99 

Aziec C Developer .........£159.99 

Complete Colour Solution (Romoo) £154,99 

Deluxe Music Const, Set £49.99 

Devpac V2.0 £44.99 

Excellence V2.Q , £119.99 

Lattice /SASC £169.99 

Professional PageV2.... £179.99 

Scribble (Platinum) ..,,.,, , , .,.£39,99 



The Library 



....lots of books on the shelves!.... 
Amiga Assembly Language p ro grammingEl3,49 

Amiga Basic Inside and Out £17.99 

Amiga C for Beginners £17.49 

Amiga C for Advanced Users ,.,£29.99 

Amiga Disks Drives Inside and Out £25.99 

Amiga DOS Inside and Out £17.49 

Amiga DOS Reference Guide £13.99 

Amiga For Beginners £11 .99 

Amiga Graphics Inside and Out £29,99 

Amiga Hardware Ref, Manual £23.99 

Amiga Machine Language.... , £13.99 

ROM Kernal (Includes + AutuDocs} £29.99 

ROM Kernal (Ref Libs + Devices) £29,99 

Amiga Systems Programmers Guide £29.99 

Amiga Printers Inside & Out + Disk £29,99 

The C Programming Language (2nd Edition) 
(Kemigan / Ritchie) *Excellent" £24.99 



The Office 



....useful programs for busy people!.... 

Ca&hbook Coniroller , £44.99 

Cashbaok Combo 

(above 2 programs combined') £59,99 

Day by Day £23,99 

DG Caic (Spreadsheet) , £29.99 

Final Accounts £29.99 

Home Accounts 1 £24.99 

Home Accounts 2 £39.99 

Mailshot Plus £39,99 

Personal Finance Manager.,,.,,., £23.99 

Personal Tax Planner.. .,,.. £39.99 

Pretext V5 £109.99 

System 3 (Stock, Cashflow. Invoicing) £44,99 

System 3E 

(Extended version of above). £59.99 

Wordworth 

(Excellent word processor, package) £94.99 

QuickWrite ..,,., £49.99 



The Storage Room 



....space for everyone here!.... 
TDK/Sony Branded High Quality 3.5" DSDD 

Blank Disks. Boxes of 10 with labels £8,49 

Verbatim High Quality 3.5" DSDD Blank Disks 

Boxes of 10 with labels. ,., .£8,29 

Unbranded Disks 3 5" DSDD 

(with labels) ,49p each 

Null Modem Lead - Used for 2 Player Mode, in 

games like Populous & Powermonger 

- Only £9.99! 






*5 



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&ND 



Brian Nesbitt saves a fortune by sifting through the latest 
line-up of releases for under a tenner... but hey, remember 
that it's not a bargain unless you really need it! 



.7/ 



n 



s. 



xm 



(CELLEN 
|Go for it!) 



i- i 



GOOD 

worthy 
Purchase 



AVERAGE 
me for th 

fanatics) 



POOR 

(ne forth 

'signer's 

Imofher) 



DIRE 
(One for 
jno-one) 



' STUNT CAR RACER 



%*., 



Kixx 

£7.99 

WHEN GEOEE CRAMMOND'S 

Stunt Cur Racer first appeared (check 

out the 
review in 
Issue 11) it 
caused 
quite a stu 
- not only 
through its 
enormous 
playability, 
but also 
because of 
its unique 
visual style 
which 
cleverly combined polygons and 
conventional graphics. 

The action takes place over eight 
tracks and four divisions: as you 
progress ever upwards, the comer 
tighter and the opposition drivers cut 
you up without mercy. The fact that 
some of the tracks are nigh on 



impossible also means that there's 
plenty of depth - and also that near- 
unlimited practice is called for 
(especially on the 'ski jump' 
monstrosity). 

The vrooming sound effects and 
groaning engine noise make the 
whole thing so much more enjoyable, 
j^ adding to the feeling of 

VT A D actually 'being 

■nOi All? there ' < a 

Nm ■ ily feeling which 
HI I M pervade;; 
D4JII throughout). 

Stunt Car 
Racer still looks as 
good as ever and there's still 
no hint of a racing game 
about that can touch it (arid 
there probably won't be 
until MieroProse releases 
Cramrnond's next effort, a 
Formula 1 rarer), [f it's not in 
your collection, then don't 
miss this opportunity to 
catch up with the pack. 



-d3&. 



TENNIS CUP 

Action Sixteen 

£7-99 

ALTHOUGH THIS SOMEHOW managed to slip 

through our review net on its initial release, it's still - 

more then a year later - one of the most impressive 

attempts at recreating the noble game of lawn tennis on 

computer. 

Using a unique split-screen view (which may 
not be to everyone's taste, but it certainly is to 
mine) all variations of the game are catered for: 
singles, doubles and even tournaments are 
there for the playing, all complete -with 
excellent speech and sound effects. 

One minor problem is that the 'scrolling' 
(what there is of it) is a little jerky, but that 
said, the player animations and background 
graphics are complex and pretty enough for 
you to ignore this small fault. 

Ultimately, it's all about gameplay- and 
once you've got to grips with the unusual 
viewpoint, Tenuis Cup offers more than 
enough. At this price, it should be a smash 
(groan!). 





SHINOBI 

16-BIitz 

£7*99 

SHINOBI IS PROBABLY ELIGIBLE for 

the Character Who Has Appeared In 

The Most Computer Games award by 

now, having showed us his chops in 

the original Skinabi, Safer Shinobi, 

Slutdow Dancer s Cyber Shinabi, GC 

Sliinobi and even-Afej Ktdd In Shittabi 

Woridl 

Despite this huge variety though, all 
our hero can really do is move from left 
to right across a scrolling backdrop, 
putting paid to numerous other 
martial artists with either the strength 
of his body or his inexhaustible supply 
of shurikens 
(he also has 
some Ninja 
Magic up his 
sleeve for 
when the 
going gets 
really tough). 

Here, that 
state of affairs 
is broken up 
by the 

massive end- 
of-level Bosses 
which block 
our hooded 
hero's exit, 
Hard as they 
are, each one 
has a weak 
spot that -if 
hit often 
enough — soon 



IHE OINI XXXXXX 




94 



THE ONE SEPTEMBER 1991 









TIN TIN ON THE MOON 

Action Sixteen 
£7.99 

THE LEGENDARY TALE of Tin-Tin and Snowy's race to the moon has been 
around in computer form since late '89 and was first reviewed in fhe One way 
back in Issue 14. 
Despite its age, the first thing that strikes you is the beauty of the presentation: 

there's a great introductory 
sequence of the lift off, 
including sampled speech 
(which, sadly, lacks the 
booming *Herg-e's Adven-tures 
Of Tin-Tin") and some nice 
animation - not bad for such a 
wrinkly re-release. 

All of the characters are in 
there. Snowy, the clever little 
pooch, yap at the fixes that are 
randomly ignited and the 
Captain suffers a fair share of 
bullying and bondage 
From the on-board bad 
guy. 

The gameplay isn't 
exactly a hive of 
variety though - you 
start off by flying the 
ship, trying not to 
collide with any of 
the meteorites and 
collecting extra fuel, then it's off into the interior where you have to 
keep everything from blowing up and rescue the rest of the crew. After 
that, it's more meteorite dodging, then back onto the ship etc, with 
things becoming more difficult each time around. 

And that's about it. . . what Tin Tin On The Mom has in presentation it 
lacks in play ability. Definitely only for the die-hards. 







seals their fate. 

Shinubi is instantly playable, but 
there's probably not enough variety 
built-in to provide any long-term 
interest. The graphics are nice (very 
close to the coin-op's, in fact), the 
sound effects are functional and the 
action is constant - but anyone 
looking for a little novelty need not 
apply. 




STACK UP 



AND THE REST... 

HERE ARE JUST 
SOME of the 
other budget 
releases due to 
hit your local 
shop during 
September, 
complete 
with details of 
label and price. 
1943 - Kbcx 
(£7.99) 
BATMAN 
THE MOVIE 
The Hit Squad . 
(£7.99) j 

BUBBLE 
BOBBLE 
The Hit Squad 
(£7.99) 

CONQUEROR 
Kixx (£7,99) 
DRAGONNINJA 
The Hit Squad 
(£7.99) 

FEDERATION 
OF FREE 
TRADERS 
Mirror image 
(£9.99) 

HAMMERFIST 
Kixx (£7.99) 
KING OF 
CHICAGO - 
Mirror Image 
(£9.99) 
SKIDZ 




Zeppelin 

£7.99 

IF I WERE TO COUNT the amount of puzzle games, released over the last year, 
I'd run out of fingers and toes. But now here comes yet another brain taxer to 
take its place with the rest. 

Stack Up seems to be based loosely on the Sega game ColuttttiSj with a little 
classic Tetris -style action thrown in for good measure, The gameplay is. simple 
enough: three symbols are dropped from, the top of the screen, you place them at 
the bottom, trying to match them up with other corresponding symbols. Once 
you've managed to get three of a kind next to each other in a straight or diagonal 
line, these disappear, letting gravity do its thing. 

The aim of Level 1 is to complete 10 lines - once that's done, things gradually 
get harder. 

Visually, Stack Up is 
quite nice and 
colourful, but 
the symbols are 
sometimes hard 
to distinguish 
(mostly because 
they rotate as 
they fall). 
Ultimately 







, -■■ A •■■ j 

A A « * 



Sf*E£M 



\CBEBXT5\ 
01 



EXT 



-- '(p © 

'© a'o'i ' 



BLOCKS 

* = COOS 

ooos 

00&3 



OOOS 
it = 0042 



though,, this is 
only "worth a 
look if you 're a 
real puzzle 
fanatic - 

otherwise, don't 
bother. 







THE ONE SEPTEMBER 1091 



95 




the expense of the other. If it was up to me, Konami's Vendet ta would 
be the one to take the prizes. 
DD Crew dues have big sprites, well-crafted graphics and all the 

quality you d expect of a Sega title. 

Up to four players can take 
on -screen roles, as Buster, 
King, P.F. and Gung Ho, fighting 
a gang of international 
terrorists who, it seems, keep 
planting bombs in unsocial 
ilaces. You have to duff them up, 
fined only with a joystick and two 
re buttons. This is fine... but it's 
a bit sterile. 
What Konami's game designers 
r have done is to add a Eot more 
atmosphere to their effort. Okay, the 
sprites are smaller, but the graphics 
are moody, much more imaginatively 




drawn - and the animations 
are smooth and inventive. 
Blood, Hawk (who as it 

happens, looks strangely like 
Hulk Kogan}. Boomer and 
Sledge comprise the Cobras, 
and arc somewhat unhappy 
that Kute Kate (sister of Hawk) has 
been kidnapped by the Dead-End 
Gang. So, having exhausted all 
other methods of getting her 
back, they reluctantly 
decide that there is only 
one course of action open 
to them. They resort to 
violence- and here we're 
talking about spiked 
sticks, petrol bombs, guns 
plus all manner of punching, 
gouging and kicking. 

Vendetta has both class and 
imagination. You want a 
cathartic experience? Take a 
handful of iop's and play this 
same! 



Seta's DD Crew (Left) and 
Konami's Vendetta (above and 
below). 



TIME TRAVELLER s eg 



WE TOLD YOU ABOUT IT a couple 
of months ago and now here it 
is — Time Traveller, which Sega 
claims is the world's first Holographic 
Video Came. Holographic? Well, sort of - 
in that the screen display isn't actually 
on a screen at all, but projected into thin 
air, using some quite clever optical 
technology. 

So what's so clever about projecting an 
image into mid-air? Well, if you film 
something up against a black background 
then project it into mid-air, with 
something black behind it. you get the 
effect of a real 3-D image. So when you 
play Time Traveller it looks as If you are 
in control of a real four-inch high 
person. Whether this constitutes a true 
holographic image Is one for the lawyers 
to argue o%ner, but the overall effect can 



certainly be 
described as novel. 

The game is similar in structure to such 
old classics as Dragon's Lain you play 
short animation sequences via laser disc 
(you have all the usual choices of 
jumping or ducking, moving left or right 
and firing your gun), with response 
necessary at certain decision points', 
such as when a haddie appears with a 
gun 

The difference is, Time Traveller does 
it better than ever before. All the action 
has been filmed using real actors, 
dubbed with hoopy sound and lavished 
with a considerable amount of expensive 
post- production special effects. Added to 
all that is the fact that, although it can 
take 20 scenes to finish the game, there 
are about 60 on the laser disc - so 
you're not subjected to the same boring 
sequences of scenes that have been a 



96 



THE ONE SEPTfMBI-K 1991 




feature of previous laser 
disc games. 

The storyline has you. 
Marshal Gram, fighting an 
evil scientist (Vulcor). 
saving a princess (the 
lovely Kyi-La) and blowing 
away hordes of minions 
(Space Knights. JMinjas. 
Knights. Cavemen, to name 
but a few) in your quest 
throughout time to prevent 
the destruction of the 
Universe. 

Time Traveller plays well 
and is an exceptionally well 
polished piece of software. Although the 
gameptay isn't to my personal taste, a 
great many peopte will marvel at the 
'hologram' effect, and have a sreat time 
getting the girl. This has got to be worth 
a go for the novelty effect alone. 








WE ALL KNOW 
that the Japs 
are totally 

barmy, don't we? Well, 
from the people that 

confirmed this with 
Sweej Licks (where you 
hit motes over the head 
with a hammer) tomes 
Cosmic Gangs, where 
you shoot cutesie aliens 
with a light gun. 
Although ii lacks the 
sheer physical pleasure 
of maiming small 
mammals, it's another 
splendid silly affair 
which is a must for the 
end of any lengthy 
video session. 




DYNAMIC CC Sega 



NO, I HAVEN'T GOT A CLUE what the title 
means either, but I can tell you that Dynamic 
CC is yet another competent golf game from 
the development rooms of Sega. Sega, of course, has 
a good track record with golf, having put out Super 
Masters well over a year ago, only recently 
superseded by Konami's Golfing 
Greats. 

Now we have the follow-up — 
and, sadly, although it is much 
more detailed that its baby 
brother, it does lack instant 
payability. Still, it does have 
some good ideas, such a.s the 
control method. The problem 
with golf sims is. how on earth 
do you simulate the hitting of 
the hall. Such that a Skilled 
player can put back-spin, slice and fade into a shot? 
Tricky. 



£ 



9- 

J c 

r i° 

u 

u 


UJ CO 

OS 

us 

<i 

Z 



On this occasion it has been solved by having the 

picture of a golf ball scanned by a horizontal bar 

going up and down. Across this bar oscillates a red 

spot. When you. make a shot (the strength of which 

is determined by a spring loaded bar which you pull 

back and let go to swing), the har and the spot stop 

— and the position of the 

spot tells you where you 

tfffi - struck the ball, So if a shot 

htwjik' needs a bit of backspin, 

you make sure that the 

spot was below the 

in.-: ,',1 centre. To slice, the spot 
imwia= mlls( (j e on ^ r | § | 1t p Qr a 

^gJL smacker straight down the 
fairway, plumb centre will 
do the biz. 
Expect this system to 
appear on the next home format golf games - but 
be prepared to practice to improve your handlcapl 

5 i I HUKH 








FUNLAND - 
Trocadero, London 

[USTOFF PICCADILLY CIRCUS, the 

posh tourist shopping 

trap, the Troradern, 

houses probably the 

best arcade in the UK - 

Fun! and, Open for only 

a year or so, it took a 

bi£ risk by banning fruit 

machines from the 

premises, which means 

thai people of any age 

can go in {most other 

London arcades have a 

strict age limit). 

Packed with alt that is 
best and newest - 
including eight-player 
Final Lap It, the R360, 
VirtvaUty and Time 



Traveller— and with* an atmosphere of Dashing 
lights and pumping music, it's a must for 
anyone into vids. On top of that, there are 
kiddie rides and dodgems for those who need 
a rest from, or have an 
aversion to, maiming aliens. 
Go. go, go - but take a lot 
of dosh. because the best 
doesn't come cheap! 





THE ONE SEPTEMBER 159 1 



-97 



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4 




DEMOS 



Welcome to the completely re -designed, 
completely re-vamped, completely re- 
named Demos section. You've never had 
it so good... 




PICK OF THE MONTH 
VIRTUAL WORLD 



UST WHEN YOU 
THOUGHT that 
vectors couldn't get any 
better, along comes, 
another programming group to prove you wrong. In what is 
hero Idea as- Loth a sequel to the Trip To Man demo (see 
Issue 33) and a tribute to the legendary Tobias Richtar, 
Virtual World is one of the most imaginative (not to mention 
visually stunning | demos to date. 

The collection is split into two parts, with the first consisting 
or a collection or various vector shapes, rotating in a" 
directions. Most of the shapes (helicopters, planes, 
spaceships and so on) are made up entirely of 3D spheres, 
which marks something of a first. 

Port two is 
where things 
hot up. Via a 
mixture of 
filled" vector 
spacecraft and 
hand-drawn 
backgrounds, 
we're treated 
to an 

astounding 
look at the 2 1st 
century. The 
story follows 
one Captain 
John and his 
trip to a newiy- 
discQvered 
planet- and in 
the tradition of 
all good 

stories, it loaves you wanting more - rather abruptly, In fact, as it 
only seems half finished (the only Flaw to an otherwise perfect disk) 



GRAPHICS 






D 15 THE NAME of the game this 
month, with everything from 
vector graphics to fractal landscapes 
making an appearance* 
Two disks feature fractal landscape*, one a sort 
of promotional disk for a forthcoming landscape 
generator, the other a collection of slides 

accompanied 
by a very nice 
Jean Michel 
Jarre Oxygenc 
sample 

(wouldn't It he 
nice if a game 
actually vsed 
this sort of 
graphics? 
Imagine 
Populous or 
Hunter with 

hills like that). 

The cult TV 
show, Red 
Dwarf is still 
making an appearance through the 
miracles of digitisation. Another 
■Hdeshow packed with Lister and Co. is 
doing the rounds, although the quality 
isn't nearly as good as previous offerings. 



A LOOK AT THE PROMISED 
LANDS (left and far left} 
with Fratial landstapes 
while (above) Lister and Cat 
explore new lands of their 
own. 



THE ONF Stt'TEMBER 1991 



99 



®ne 



DEMOS 



More digitisation comes In the 
form of The Invisible: World, a 
scientist's delight, packed full of 
magnified Insects, bullet 
trajectories and a nice little game 
called Fluid. 

One of the best film- based demos 
of this month is Alien. Taken 
(would you believe?) from the 
Ridley Scott science-fiction 
masterpiece of the same name, it 
retells almost all of the story using 
stills and text on top of a suitably 
moody soundtrack, once again 
reminiscent of Mr. Jarre, 



SOUND 



I TODAY, Sergeant 
Pepper taught the band lo 

Elay," arid now Faculty X has reproduced it 
r us to hear. In what is sure lo mgke ail 
you hippies run for your Joss slicks, the 
Beetles are bock in all their psychedelic 
glory. Well, all you actually get is half of r. 
Lucy in rfie Sky with Diamonds and 
obout 15 seconds of Sergeant Pepper's 
Lonely Hearrs Club Band, but if you are 
a fan go for it because it's the only 
Beatles demo around. 

Those other '60s favourites, Derek & 
Clive (a.k.a. Peter Cook and 'cuddly' Dudley 
Moore}, show up in a Filthy, disgusting, foul- 
mouthed sample from one af their songs. It's a 
disgrace that we are prepared to let this sort of 
language infiltrate our demos and (he sooner it's 
stopped the better (by ihe woy 1 7 Bit, my disk has corrupted 
Can you send me another one?f. 

Other musical treats come in the shape of the Zero Defect 
Propaganda, theToipan Sap Is Crap disk [despite the Flash Gordon 
loading music being better tnan most of the actual tunes) and a 
collection of good quality piano samples containing seven classics, 
Most of us will k now them as 'that one from All Creatures Great And 
Small" and 'that one from Pet Black' but classics they are. 




PAUl, 
GEORGE AMD 
RINGO ore back lor 
a ante in a lifetime 
performance. 



GAMES 



A disappointing month for games, the best 
b 



k being on one of the graphic demos (see 
above}. What we do have is Scum Haters, The 
Adventures Of Harris and Lamer Exterminator* 

Worst first, Lamer Exterminator is a poor Operation Waff variant, 
involving the destruction of Lamer* from a myriad of windows, 
When a head pops up, you pop it off.., messily. It's fair fun for five 
or 10 minutes, but not one for the long term gamer. 

Scum Haters is a SFUOf-created vertically scrolling shoot 'em up 
set in the (oddly-wide) back streets of East London. From behind the 
wheel of your Scum-Mobite you simply have to kill everything that 
moves (and some that don't). It's nice enough and mindless 
violence freaks will no doubt get a kick out of it but, once again, in 
the long-term if s no great earth-mo vw. 

In comparison, The Adventures Of Morris, is well presented, has 
colourful and original graphics, a superbly atmospheric 
soundtrack,,, and plays like a donkey. Well, it's not that bad - it 
does have a few things in its favour. If the control method had been 
nicer, Narris would have been an enjoyable platform romp. 




NICE FACE, shame about the game. The Adventures Qf 
Morris is another in the long line of average platform 
games, although for less than £ 1 it's not that bad. 



WHERE TO GET 'EM 

PICK OF THE MONTH The Virtual World demo is 
available from: almost everyone! If there is a PD 
company that doesn't have it, then it probably doesn't 

deserve to call itself a PD company. If you are having 
trouble, try one of the following: 



1 7 Bil Software, PO Box V, Wakefield, WF1 1 XX 

Riverdene PDL, 30a School Road, filehurst, Rending, Berkshire, RG3 SAN 

Ultimate PD, 44 Ffestiniog Road, Gobaifa, Cardiff, Wales, CF4 2QS 

Everything else mentioned this month is available from 1 7 Bit 
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®ne 



In his recent series, Matthew Stibbe gave us an introduction to 
great strategy games of the past - now Lee Paddon takes up 
fne story and embarks on a quest for the ultimate strategy 
game. First under the microscope is Stibbe s own 'Nam. 




THE WAR THAT CAN'T 



WON 




'NAM- movement of troops is achieved via a series of maps. 



THE BEST STRATEGY GAME ever invented is chess- 
!t's easy to learn the basic moves and, with a plethora 
of choices in strategy and tactics, no two games are 
ever the same, At the same time, analysis of the enemy's 
intentions is vital, These elements are the essence of a 
classic strategy game - so why don't I just bin the computers 
and get the chess board out instead? For the simple reason 
that, like most people, I enjoy a new challenge. 

The first game I've chosen to put through its paces is 
Do mark's 'Nam. The author is our very own Mr. Stibbe and 
as he was far too modest to mention it in his series, I thought 
I would rectify this omission. 

The game is set in Vietnam in the late '60s and early 70s 
and attempts to simulate the military and political implications 
of US foreign policy during the war. The player controls the 
US and South Vietnamese forces and the aim is to prevent 
the North Vietnamese (NVA) from reunifying the country. If 
the US player goes in mob handed, the NVA might be 
defeated, but the political argument back home will be lost: 
commit too little and the South will be overrun, 

From the sound of it, then, you would expect the game to be 
loaded with intriguing and far-reaching decisions, but 
unfortunately it doesn't work that way,. It is possible to win the 
game simply by staying at home, cutting off all economic 
assistance to the South and stopping the bombing. According 
to the rule book, this should result in the NVA either capturing 
Saigon or converting the peasants to communism - but this 
doesn't happen and the people of the United States are duly 
grateful. 

The military side of things is treated with a broad brush, 
Units are moved around the map and combat occurs when 
enemy units overlap, One neat touch is that as a unit takes 
casualties, its size - representing its zone of influence - 
shrinks. A unit's ability to fight is reduced the longer it is exposed to combat and recovers whilst at rest. On the down side 
there is no attempt to represent roads, which the US relied on to move their reserves around. Saigon is the only 
geographic objective which matters. The rest of the time, you are playing hide and seek with the NVA. Given the strategic 
slant of the game, this approach would have been acceptable if the political mode! had worked. 

Vietnam is, of course, a difficult topic for a game; the beginner is likely to 
be put off by the idea of playing a game he can't actually win - all you can 
do is avoid losing. On top of that, it is long and repetitive. None of this would 
have been too bad if the game model had worked in practice, I can't 
understand how a game can be extensively playtested without anyone 
realising that if you just sit on your hands, you win! 



TRAIL BLAZING PROSE 




I $ 1 ♦ 



A LOT OF THE 
WORK in Nam 

seems to have 
gone into the 
provision of 
graphical details, 
such as these 
unit Insignia. 



MICROPROSE HAS LONG BLAZED A 
TRAIL between strategy and 
simulation. Recently, these two paths 
have converged with games 

Such as Red Storm Rising, F-10 
Stealth Fighter and Ml Tank Platoon. 
all of which require large dollops of 
strategy and tactics. 

Most people have probably realised 
by now that in Stealth Fighter, the big 
scores and 'gongs' are achieved by 
flying stealth missions rather than 
flying at the highest levels of difficulty. 
The game is at its best when avoiding 
the enemy is all important, trt the 
shooting war, the game suffers when 
you land safely, having been hit by 
most of the Soviet arsenal of SAMs. In 
Ml Tank Platoon, some players have 



been a little puzzled by the 
references in the manual to Teal 
tankers' which should achieve 
career totals of 500,000 points or so 
- an average of 5,000 a mission. 
MicroProse now admits, that there 
was a bit of a breakdown in 
communication between manual 
and software writers and 1,000 per 
mission is going some - this can only 




102 



THE ONE SEPTEMBER 1391 




be achieved facing wall-to-wall T-eOs. 
Next month, I'll look at Micro Prose's 
Railroad Tycoon and further ahead to 
Civilization which will follow it. 
Meanwhile, if you have any comments 
on strategy games including hints, 
please write to me cft> The One. 

TWO FROM PROSE: F-1S Stealth Ftghtar 

(above) and Ml Tsnk Pfotom (left). 



A.B.P 



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SEPTEMBER 1991 

Whoops! It was too late to stop 
the Contacts pages from going 
to press when long-time Contact 
Jayne Thorpe called me, asking 
to pull out due to the pressures 
of her job. Luckily this page was 
still to be pasted-up by our 
designers so Til take this chance 
to ask you not to call Jayne this 
month. 

Back to the regular tips. This 
month: 

INDIANA JONES 

gets the 
Classic 
Guide 
treatment 
as TIERTEX take you through the 
first two levels... the 
BITMAP BROTHERS are 
still going head-to- 
head with the GODS. 
This month level 
two . . . Guybrush Thr eepwood 
discovers more secrets in MONKEY 
ISLAND.,. Plus, bags of tips for: 

LEMMINGS, 
MEGATRAVELLER 1: 
The Zhodani 
Conspiracy, 
SUPERCARS 2 and many more. 






BRIAN NESBITT 



The man with Hie hat is back, and this time he 
needs your help. Tiertex takes us through Hie 
arcade version of Indy's exploits. 



INDIANA JONES AND THE MINES OF 




There are only two things that are essential to remember in level one: 
collect all the torches and use every rope, Don't think that it'll be quicker 1 
fall through gaps instead of climbing down them, as in the long run you'll 
need to keep your energy high. 
The best way of jumping from one rope to another is to get as low as m_ 
possible on your current rope before leaping diagonally. This prevents 
from hitting the ceiling and falling to your death. 



y CROSS 
G GUNS £ 




E CHEAT MODE 
DOOM 

Even with the maps, the game is tough to complete so to help you along, try 
using this cheat mode: 

On the title screen (the one with Indy and the whip) type JIEHOVA. The 
border should flash grey and the cheat mode will be activated. Now, during 
the game, press 2 to jump through the level and L to skip it entirely. 

Remember, though, that in order to complete each level successfully you 
must acquire each of the artefacts (the Cross Of Colorado, the Crusader's 
Shield and the Grail Diary], If you skip past any of them, you won't be able to 
complete the game. 



104 



[Ml ONf SSI'ltMBEK VJ'M 







INDIANA JONES 

AND THE LAST r d ii c * rv * 




CRUSADE 



INDIANA JONES 
AND THE 
CATACOMBS OF 
FEAR 



Obviously it's important to 
choose the correct archway, 
otherwise you'll end up 
wandering around the 
catacombs in vain. Having 
chosen the correct one, your 
biggest problem is with the 
fireballs. These are a lot larger 
than the stalactites and you need 
to time your run perfectly. The 
map should give you an 
indication of where to stand in 
order to judge things. 
Once youVe found the shield 
and are scaling the castle wails, 
keep an eye on trie lightning 
indicator. As it strikes, try to be 
on a ladder or a rope. This 
prevents you from failing if your 
is shattered. 



tilei 




THE ONE SEPTEMHffR 1991 



105 




HELPING 



HANDS 



Dear Brian, 

I've been looking at my pile of 
uncompleted games, amongst 
which is Voodoo Nightmare. I 
have completed the first temple 
and all the other 'jobs', like 
reuniting the lion cub with his 
mother and saving the native, but 
I am unable to get any further. 

I can get to two other temples, 
in one I am stuck behind some 
elephant tusks and in the other 
it's pilch black. What cm Earth am 
I doing wrong? 

Please help so as to 
restore a little sanity to 
my life, 

A.C. Bemascone, 
$horehanvby-sea, 
Sussex 

The key Is competing 
the temples In the 
correct order -Spider, 
Snake, Eagle, Ape th&n Lion. 
The dark temple you mentioned 
was Ape and is overcome by 
finding a light in the one of the 
previous temples. The tusks are 
actually plants(') and need to be 
pushed. 

Dear Brian, 

I recently purchased Eivira from 
Accolade and am having a lot of 
trouble with it. What I want to 
know is, how rio you move when 



TIP, 

WIS IS WHAT I IM TOW :ir brag^nw up with a cheal 

instead of copying Irian from other twig: or phoning the software houses |"Wriile 
ploying tfiis gome 1 jusi happened to drscwer that holding down the Tab key end 
typing Supers .ifra90;iirit#xfwolidoh"us,wrtiile jumping in the nir and singing I'm A 
Yankee Beadle Bandy, activate the cheat". Do you redly think I fall fo- ail that 
rubbish?!- Chris Ny and from Gwynedd in North Waes has won himself £50 worth 
of software for this briflianrly simple, yel dwastatingfytruel cheat for 





MEGATRAVEUFR 1:THE ZhH>DAN I CONSPIRACY 

1 . Generate a party of drapl^^hicrtiMenHjaTr^^^t Oral team. Ttae shoulrj 
ncwbelSspwesWt^eyrdisli. Ij ^^ 

2. Start to generate character's and keep mm in -their chosen service until they one 
f-sfced to retire ihnough old age. They will now receive brae amounts of money kf 
firing ^they eom mast if ihgy are Scouts and are less likely to get tf rewn out), as well 
as weapons and Vacc Suits. 

3. Fi II ihe rest of the character pool wlih these rich 'crumblies' . 

4. Start the geWihjre from scratch with one of the original members and four of the 
crumblies. &> to the Staqpod and get everybody to deposit oil of their money into on, 
account, h4ow withdraw the money through the original parly member, leaving one 
credit behind. 

5. Go to the General Store «nd sefl all of the crumblies' equipmen! - unless there is 
anything useful for the original party member - giving all ihe money to you know who. 

6. Take ttae party outside and break them up. Now shoot all of lhe crumblies.. 
7. Go bock to the Storport,. save ihe gome and recruit bur rrore crumblies, 
repeating ihe above steps a: many lines as you like. 
8. Once you've get a substantial amount of wealth, recruit me other 
original parly members and continue your gome. 



you put on die armour 
in the armoury? I keep 
becoming immobile. 
Salihur Khami. 
Swindon, Wilts. 
Armour is heavy stuff, you know. 
What you need to do is drink a 
few strength potions to give you 
the necessary Schwarzenegger- 
style power.. 

Dear Brian, 

Please can you tell me what 
Retro Rockets are used for in the 
brilliant space trading game Bite. 
I have looked through the manual 



and it doesn't say anything about 

them. 

David Abbott, Whitstable, Kent 




Retro Rockets allow you to travel 
backwards. (That's more like it. 
straight to the point. I don't know, 
these Mors that waffle on about 
God knows what, when more 
space could be devoted to...) 



CHEATS 



PAOANO 

On lerefs I and 2, jump aver ftbe ihifd 
flbstode, (ihm rum around and push it 
back by running towards it. When you've 
gone tor enctgh, you are awarded 1 -a 
special bcrws: Level I - Han} Hcrf tor 
protection from lotting ohosrV, level 2 - 
Iwifted rWifaerabJfery. 
FROM: RtCHARD ROBERTS, CANVEY 
ISLAND, ESSEX 

LOGICAL 

To get to (he iereen designer, enter THE 
FJNAL CUT as a password. 
FROM: ADAM CHAPMAN, COiMY 
NEWm, MIDDLESEX 

5UPENOW5 2 

Enter player one's name as Wbndedand 
and player rWs as Ihe Seer to be able to 
qualify no matter where you finish. Yew 
also get three grades of urmour, rtbnee 
rams and engines and 99 pteces of ovrrmo 
forwery weapon. 
FROM: MICHAEL DICKINSON, 
AWStlOH, MANCHESTER 

SM Of FIRE 

On iheopltbns screen, type OPERATION 

FmtThr irwlnerafcjljry. 0-9 will skip 

fROM: KEVIN FERNANDO, STRUNG, 

SCOrTAND 

DAYS OP THUNDER 
Pause the gams and 1 type 
COMmrwlTHME la be able to fly! 
FROM: ROBERT HILLER, SHEPPERTON, 
ION0ON 

rX+ 

fiartr n'dhfer wirb invincibility, simply press 
the Spacebar when you get Jcnodfeo 
aWn. 

fR0M:HIAU.&KmGWQOD, 
HOIMSiDE, SUNDERLAND 



LEMMINGS 



TRICKY LEVEL 1 9 ■ CODE: CAJJLFMBFY 



It's Friday, ifs five to five and it's time to stop more of those cute little 
Lemmings from going SPLAT! 

Continuing our series of level solutions, in this month's journey to 
the wild, untamed tends of Tricky we bead off to level 1 9. 




GEOFF DREWER Of MAIDSTONE in fenris 
this month's (rather masculirwl damsel in 
distress. He writes; "This level's beginning to 
make me want to commit suicide myself . Tell me 
the solution,, go on, pleeease." 
Well, how could I ignore iucha heartfelt plea 



(answers on a postcard please)? So, just tot you 
Geoff, here's level 1 9. Don't forget, iF you'vs 
got g problem, «F no one else con help, and if 
you con find me, men maybe you can send 
your plea to the address on trie contents poa^ r 
heading your envelope Long-life lemmings 



J. Climb. 

2, Dig riown at the third notch, 

3. Build. 

4, When facing left, dig with pick-axe. 

5. Dig across. 



106 -r 



HE ONE SEPTEMBER 1991 




STAND-ALONE 

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PLAYERS 



GUIDE 



Last month they covered the whole of Level One, as well as 
potions and monsters. This month the Bitmaps lake you through 
Level Two and offer advice on weapons. 



WEAPONS HAVE AnRIBUTES which define (heir 
behaviour ond effectiveness. The weapon's 'hit poinf 
scare determines haw powerful it is. For example, b 
kill a monster with 20 hit points would require 20 
throws of a one hit point weapon (such as a knife) or 
four throws of o five hit point weapon (such as a 
fireball]. Obviously, the nigher the hit point rating 
the belter. 

A weapon can either stop when it hits a monsler 
or travel through it. Weapons which travel through 
monsters are clearly more effective as they can do 
even mare damage. You should take this ability into 
account when choosing your weapons. For 
example, in a situation where you are firing at 
three monsters in a line, a throwing star jtwa hit 
points) is much more effective than a mace 
(three hit points), because the throwing star 
does at least two hit points worth of damage to 
each alien (a total or six plus) whereas the mace 
only achieves ihnee hit points damage in total. 

The third characteristic which should be taken into 
account is whether or not the weapon collides with 
walls when it is thrown .Weapons which go past 
walls are usually more effective. A general point to 
bear in mind is that the value of a weapon reflects its 
usefulness. 



EXTRA IMS 

Extra lives ane plentiful in Gods. Not only can they 
be found in treasure rooms, but they're also 
awarded for clever play and scoring points. Extra 
lives can also be given to help a player who is daing 
badly, 

They are awarded for points at the fallowing 
milestones: 50,000; 1 60,000; 300,000; 500,000 
and then after every 200,000 points. 

Fire Crystals are also awarded for 
scoring points and are given at 
the following scores; 
1 00,000; 250,000, 
400,000, 600,000 and 
then after every 200,000 
points. 

These bonuses only 

apply when playing from 

the start of the game (level 




one 



If you use a password to start 
from another level then bonuses, equivalent to the 
number of levels skipped, will be missed. For 
instance, starting at level three, your first extra life is 
at 300,000 points and your first fire crystal is 
awarded at 400,000 points. 



LEVEL 2 

WORLD I 

The World Key to ex.il world one is 
located in ifie gem room, which is 
situated on top of a pfatfonri, some 
distance above ground level. The key 
is much too high to reach by normal 
means, but the block that if nests an 
may be lowered by bringing three 
gems into the room. You must bring 
them in the correct order - Ice, Fire 
then water, When the platform is 
lowered, collect the key arid extt 
World 1 through the door by Lever 4. 



Hidden Puules 
1 . To get to the treasure roam 
When you first start Level 2, walk to 
the right and press the hidden Switch 

1 . This will open a trap door below. 
Walk left and kill the Iwo centurions. 
If you have mare than on* life they 
will reveal a gold treasure -chest key, 
Collecting this key will also trigger 
(raps throughout this world. 

Climb dawn into the chamber 
below ihe one you started in and 
walk to the right until o thief appears. 
Leave ihe ihief to jump up and steal 
the shield potion silting behind the 
traps on the platform above. Now use 
the gold key to lure him bad down 
and Tki II him to get the shield. Climb 
up post the traps. Full Lever 1 to 
reveal a treasure key and a ihief so 
collect if For you. Make sure your 
shield has run out before pulling the 
lever or it witl til I fhe thief. 

Enter the treasure room ihrough the 
door to the right erf lever 5. 

2, To enter the bonus room 
Experiment wim Lever 3. Make sure 
yc*j have enough energy before 
entering. 



WORLD 2 

The most direct route through the pits 
is as follows. 

Climb dawn the ladder to the 
platform where the narrow arc rests. 
It is usually better to ignore ihe 
narrow arc token if you already have 
a standard ore. 

Walk to the right hand edge of fhe 
platform and jump onto the ladder to 
your right. 

Jump onto the platform by Lever 1 . 

Press Lever 1 to blow up the trap 
below. 

Climb back down and land on the 
platform below. 

Go down the ladder to the right. 
Get off atlhe first opening on your 
left. This is Pit 1 . 

Blow up the traps by pulling Lever 
2. 

Get ihe room key. 

Return to the ladder and climb back 
up to the top, exiting fo your right. 

Keep walking along mis platform to 
the right and drop orr the edge. 

You one now in Pit 2, Walk right 
and up the ladder. 

Walk right and jump over the gap. 

Ga right and down the next ladder 
and collect the le'teport key. 

Go to Lever 6 and pull It. This doses 
ihe first trop door In Pit 3, 

Drop down. 

Pull Levers 7, B and 9 to close each 
new trap door in rum, allowing you 
to progress to the bottom of Pit 3, 

Open ihe Iwo side doors to your 
right ond go through the door facing 
you between Levers 11 & 1 2, This will 
teleport you to the top of Pit 4. 

Enter fie door to the right oF leyer 
1 5 and collect ihe world key frorh the 
ship room. 

To exit the wodd, dimb down to ihe 



bottom of Pit 3 and open the left hand 
door, The World exit door is along 
the corridor to your left, 

Hidden Pontes 

To get to the treasure room 

There are three chalices lying around 
fhe pits. Take them to the ship room to 
receive a treasure room key. The 
treasure room is entered ihrough ihe 
door to the left of Lever 3. 

The Shop 

Buy spears and Fewer Potions. 

WORLDS 

Wodd 3 is split into two halves, the 
mosaic puzzle ond the candle puzsle. 

The mosaic puzzle 
You start in the Mosaic Room. There 
are four pieces of mosaic which you 
must find and bring here. 

Pick up the first piece from ihe right 
hand side of the room and walk left ho 
replace the first piece oF mosaic. 

Pull Lever 1 , 

Kill the two centurions revealed and 
collect the trap key. 

Rese* Lever 1 to reveal a moving 
block. 

Jump onto ihe moving block and 
pick up the door key. 

Pull Lever 2 to reveal ihe hidden 
door. 

Pull Lever 3 to move Block I . 

Reset Lever 2 to open the door. 

Along this corridor ore four rooms. 
These are ihe Crypt, ihe Apothecary, 
the Wizords Study and fhe Armoury. 

In these rooms ats several objects. 
The Globe, ihe Skull, and the Jar of 
Herbs. 

To find the missing three pieces of 
the mosaic, take the Skull to ihe 



108. 



THE ONE SEPTEMBER 1991 



*« Type Cost 

Z 

2 

< Knife 02500 


HP 


Stop on Slop «n 




Walls Alien 


1 


YES YE$ 


H* Throwingstar 05000 


2 


YES MO 


5 Mace 07500 


3 


YES YES 


Axe 10000 


4 


NO NO 


Fireball 12500 


5 


YES YES 


Hunter 15000 


5 


NO YES 


Mogic ove 15000 


3 


YES YES 


Spew 17500 


6 


NO NO 


Time bomb 20000 


20 


NO NO 


Lightning bolt 30000 


25 


NO NO 


In tevel Foyf the power C* ihe axe increases 


to 1 2 HP tmd its value tot 7,500 



J** Treasure Value 

WJ Pileofooffls 00002 

a! Crystal 00075 

Jewel 00150 

Small ingcf gold 00200 

Large bog of gold OOiOO 

Gold plate 00*0 

Necklace 00500 



*M*MI4 T i 



I Treaigr* 
[Roam J I 



a 



Treasure 
Diamond 
Gold mask 
Water crystal 
Fire crystal 
Iron treasure chest 
Steel treasure cheit 
Goid treasure chest 



Value 

00500 

OOBOQ 

0(000 

01500 

01000 

O200O 

03000 



[{gun ys 
^»* p sisn 



1 Treat 



Chapel : 



Mfl" 



;i 






W3End 



KIY 




| Herb* 






A Trapdoor key 1_| 


Swfah 


1 


ke gem 


j A Boom lt«v <0 


Tetepnrt (lent 




!<"> 


Water asm 


1 ti T>l*per1 k*y O 
4 Daorfciy * 

-4j Trnalure leaf ._ 
<] Worid key *€p 


Hlddnn twitch 
Tmp 


Candid 
J Glob* f tend 


D 


flreflent 

light 


Gionf jump peiioti 


() 


Globe 


^ Vdh • 


Shopkeeper 


....(- Crais 


9 

4 


SMI 


^| Trapdoor ■ 


Alien glrnfMr potion 


X Um 




1 Moving hl(nlf 1 


Breakabl* block 


f Chalk* 


HflHk 



im 



C-ryph me Globe to me Wizard's 
Study and ihe Jar of Herbs to the 
Apothecary, The quickest route is, 
Armoury, Crypt, Apothecary, 
Wizards stacy. 

Return ail ihree pieces of mosaic to 
the Mosaic room and a teleport stone 
will appear. 

The teleport stone will take you to 
the second part of World 3. 

The Candle Puzzle 

Walk left kilJina. all monitors until a 

trap key is revealed, 

Return )o Lever 1 5. Pull it and 
moving Block 2 will rise from the 
floor. 

Jump onto the moving block and 90 
up the ladder. 

Climb up the ladder and kill the 
wall monster - this will reveal a spear 
token. 



Pick up the trap key and climb back 
dbwn the ladder. 

Walk left to Lever 1 7 and pull it. 

Climb down, the ladder. Walk right 
Jump over me !rap and pull Lever 1 8, 
This doses the trapdoor underneath 
Lever 1 9, Climb back up and jump 
onto the Irnpdbor. 

Use Lews 1 9 and 20 to close Irap 
doors and make your way up. Collect 
the trap key orv the left. 

Jump onto moving Block 3 and ride 
it towards the right. 

Jump up onto the' ledge and retrieve 
the candle, 

Go to Lever 22 and pull it to move 
Block 4 and climb down through the 
opening revealed, 

Make your way to the Study. The 
candle reveals ihe door key here, 

Go to Lever 26 and pull it to gain 
entrance to the Dragon's Lair. 



Hidden Puzzles 

To get the gold cross 

Reset Levers 1 9, 20 and 21 . This will 
destroy the trops which prevent you 
from reaching the gold cross, which is. 
very useful if taken to the right place, 

The Dragon 

Alternately duck and shoot to kill the 
Dragon. Don't force him too far over 
to ihe right or, when he dies, the 
treasure revealed will drop off the 
bottom of the screen and be lost, 

The Shop 

During the first wgrld of level 3 you 
will afmost certainty' have to pick up a 
mace which will cancel your spears, 
Sell the spears now by buying one 
throwing star. Spend you money on 
Fireballs and save the rest to spend in 
the next shop. 



Next month the Bitmap 

Brothers wifl take you 

through the final two 

levels of Gods. 




THE ONE SEPTEMBER 1 991 



109 




MY FRIENDS, i HAVE 
A VISION. One day 
I see a nation of 
Contacts, a land 
governed by the 
sort of people who 
answer calls at all 
hours and know 
every game in 
existence 
backwards. It will 
be a strong nation, 
a proud nation, a^ 
nation where 
are real men 




women are 
women and I sit In 
command, leading 
my army of 
Contacts, crushing 
all before me, 
forcing others to 
bow at my 
command and 
subject themselves 
to my every whim. 
Power, ha ha, I love 
it. 
And now back to 
your regular 
programmes*.. 



WARNING!!! 

NOW PAY ATTENTION, this is 

important. In the interests of 

safety, it is vitally important 

that whoever wears h\e 

trousers in the house land 

that's just a phrase, I'm not 

being sexist, I'm not implying 

that anyone actually has to 

wear trousers. I mean skirts, 

blouses and dresses would 

look very nice on a woman,., 

not that they have to wear 

them you understand. If 

women want to wear trousers 

then that's fine by me... not 

that anybody has to conform to 

my ideas or anything, I 

mean,,,) has granted their 

permission for their home to 

become o nerve centre in hHe 

fight against troublesome 

gomes* 



NAME: Michael McPariand 
ADDRESS: Park Lane, 6 
Newry Road, Belleeks, 
Mewry, Co. Dawn, BT35 7PE 
TEIEPHONE: (0*93) S78695 
TIMES: Sensible Hours Only 
GAMES: Batman The Caped 
Crusader, Battle Squadron, 
Block Tiger, Blood Money, 
Bubble Bobble, Car-Vop, 
Chose HQ U 2, Cybemoid, 
Exolon, F29 Retoliator, 
Golden Axe, Heller Sldrer, 
Impossamole. Kid Gloves, 
lemmings, licence To Kill, 
Lotus Esprit Turbo Challenge, 
New Zealand Story, Nilro, 
Pang, Rainbow Islands, 
Rampage, Rick Dangerous, 
Robocop, R.VF Honda, R-Type, 
Shinobi, Shadow Of The Beast 
T & 1, Silkworm, Space Ace, 
Spirit Ninja, Strider, Stunt Car 
Racer Super Hang-On Super 
WoiWHBW, Sword Of 
Sodoa SWFV f T«l Dfwe 3, 
Tin Tin On The Moon , Toyota 
CefJco GT Rally, Treasure 
Island Diny, furrican 1 &- 2, 
Twinworkk Untouchables.. 
Xenon 2 Megablost, I Out. 

NAME: Kieron Hardie 
ADDRESS; \ 2 Greenback 
Road, Maybank. Newcastle, 
Staffs. ST5 0RU 
TELEPHONE: |07B2| 625S34 
TIMES: Monday to Sunday - 
S,30pm to 8.00pm 
GAMES: Back To The future 
2, E Swot, Nilro, Not* And 
Swm,5r^cw Of The Beast 
2,SW,E-CM,plusmm)r 
more. 

NAMEiMomWTontbling 
ADDRESS: 1 2 Akwondn 
Road, Brecon, Powys, Wales, 
LD3 7PD 

THEPHONE: (0874) 411270 
TlMtS; Monday to Sunday - 
Before 9.00pm 
GAMS: Ai.amx, Bad, Back 
To till Future % Barbarian, 
Batmen The Movie, 
Bombuzd, Bubble Bobble, 
C hose HO, Days Of Thunder, 
Double Dragon, E-Monon, 
FttRetoKcrtor, Golden Axe, 
Gr»l Giono Sisters, GounHet 
% I K- , I nd iana Jon« And The 
La*i Crwode, Kick Off, Kid 
Gloves, Lsmminaj, Licence To 
Kill. LgmbordRAC Rally, 
Major Motion,- Microprose 
Soccer, MiG-29, New 
Zealand Story, PGA Tour 
Golf, Populous, Puffy's Sago, 



Rainbow Islands, R-Type, 
Shadow Of The Beast 2, 
Silkworm. Sim Chy, 
Speed be II, Stunt Car Racer, 
Super Off Road Racer, 
Teenage Mutant Hero Turtles, 
Test Dime, X-Out. 

NAME: Jayne Thorpe 
ADDRESS: 29 The Chase, 
beveringtan Road, Wisbech, 
Cambj>E13 !IW 
TELEPHONE; {W45|5o22r30 
TIMES: Mondcy to Sunday - 
Before 9,30pm 
GAMES: Action Fighter, After 
The War, AMC, Army Moves, 
Atomic Robolud, AtorW , 
Awesome, Bool, Back To The 
Future II, Barban'on, Batman 
The Movie, Battle Squadron, 
Bkwdwych Imaps & guide), 
Bombuiai, Brat, BSS Jayne 
Seymour, Cabal, Cadaver 
Imaps}, Captive, Coder 
Command.. Cor-Vup, Chaos 
Strike Back, Chuck Rack, 
Crackdown, Cybernoid H, 
Defender tj, Dragon Breed, 
Dragonicape, Dragon's Lair 
It, Drakkhen, Dungeon Master 
(maps & juidel r Dynemite 
Dux, Dynasty Wars, 
EWnotor, E- Motion, 
Enchanted Lands, E-Swat, Eye 
Of The Beholder imaps & 
tips], flood, Gauntlet II, Gods, 
Gremlins It, Heifer Skelter, 
Hero Quest, Immortal, 
tmpoisamole, interphase, 
James Pond, Kid Gwes, 
Killing. Cloud, Kkw, 
Lemmings, Light Corridor, 
Monty Python, Noras Poice, 
Never Mind, Nightshifi 
•jeedesj, Nitro, Oops Up, 
Operation Thundeffcoll, 
Podand, Powermonger, 
Rainbow Islands, Roucop II, 
R-Type, Secret Of Monkey 
Island, Shadow Of The Beast 
It, Space Quest IV, Super Cans 
2, SW(Y, Teenage Mutant 
Hero Turtles, Time Machine, 
Torvok The Warrior, Venus 
The Flytrap, Xenon, X-Out, 1- 




ADDRESS^JTKcBiw, 
Sevenooks, Kent, 
TELEPHONE: n/a 

TIMES: n/o 
GAMf S: Afterburner, 
Amegas, Archon 2, Atomix, 
Batman The Coped Crusader, 
Batman The Movie, Beach 
Volley, Bui 



If you a re going to use o Contact, then plea se follow 
these two guidelines: 

1 . Respect the times printed, There's nothing worse 
than just drifting off to sleep at night when the phone 
rings [ond contrary to popular belief, 'sensible limes 
onl/ does not mean three in the morning). 

2. Please send on S.A.E. for written queries. 

So you think you've gat what it lakes to be a Contact 
huh? You think ihot you can withstand rfie pressure 
of answering 20 phone calls a minute while writing 
seven replies, all at the same lime? Okay, send us 



Boy, Captive, Chase HQ, 
Colorado, Conqueror, Double 
Dragon, {scape from Singe's 
Cosiie, Future Wars, Ikon 
Warriors, Insanity Flight, 
Jornes Pond, Kick Off!, 
Killing Cloud, Kid Gloves, Last 
Duel, Manchester United, 
Maniac Mansion, Manic 
Miner, Microprose Sower, 
Midwinter, Midwinter 2, 
Night Shift, Ninja Spirit, North 
And South, Operation Wolf, 
Paradroid 90, Player 
Manager, Polite Quest 2, 
Powermonger, PirnVs Sago, 
Purple Saturn Day, Rainbow 
Island, fitter Rabbit, Rolling 
Thunder, Simulcra, Space 
Ace, Speedball % Super Off 
Road RacEr, Teenage Mutant 
Hero Turtles, Thunoercats, 
Tower Of (WkIjTv " 
Outrun! , w 



t. 




NAME: Matthew Pringle 
ADMESS:^Moorside 
Gardens, Ecekshill, Bradford, 
Yorks. BK 3RE 
TE1EPHONE: n/o 
TIMES: n/o 

GAMES: Afterburner, APB, 
Arkanotd, Barbarian, 6a1man 
THe Movie. Beoch Volley, 
Beverly Hills Cop, Bio- 
Challenge, Car-Vup, Chase 
HQ, Chip's Challenge- 
Cybemoid, Dcrfeside, 
Defender Of The Crown, 
Denaris, Dogs Of War, 
Domlnatar, Double Dragon, 
Dragon Ninja, Dragcnscopfl, 
Dragon's Tarr, Drier, Eroplro 
Strikes BacfcE-Swat, Eye Of 
Horus, Falcon, FernonoM|%w 
Must Die, Flood, frying Sha*, 
Forgotten Woddi, future 
Wors, Gauntlet 2, Sana 2, 
Ghouls V Ghosts, Geld 
Runner, Gravity Farce, 
Gremlins 2, Hawkeye, Hard 
Drivin J , Horror Zombies from 
The-Crypt, Hybris, llcnri 
Wamori, bnpossamale, 
Indiana Jones And The Lost 
Crusade |Both.l, Interphase, It 
e From The Desert, Junes 
i. judge Dredd, Karate 
.Hck Off % Last Duel, 
leatherneck, LED Storm, 
Lemmings, line Of Fire, 
Menace, Mickey Mouse, 
Narc, Norco Pofice, Nebulw, 
Nitro, Olympic Chalenge, 
Operolion Stealth, Operation 
Thunderbolt, Outrun, PkIcmkI, 
Platoon, Prince Of f ersio. 
Rambo 3, Return Of The Jedi, 



Rick Danoeraus, Road 
Blasters, Babocop H 2, It- 
Type, Secret Of Monkey 
Island, Shadow Of The Beast 
2, Shinobi, Silkworm, §\y Spy 
Secret Agent, Solomon's Key, 
S«rwry,'spoee Ace, Space 
Harrier, Stanglider 2, Star 
Roy, Street Fighter, ShSder 1 
& 2, Stryx. Supercors, Super 
Goldrunner, Super Hang-On. 
Switdibk>ele r SWIV, Sword Of 
Sodan, The Spy Who Loved 
Me, Thunderblade, Toyota 
Celica GT Rally, Trailblaier, 
Trained Assassin, Turrkun 1 
& 2, Untoudwbles, Vigilante, 
Virus, Wiiball, Xenon 2 
Megablast,. X-Out, Xyhots, 
fellow Peril, Zak Mcfcracken 
And The Alien Mindbenders, 
Zilion 2, 

NAME; C J. West 

ADDRESS: IS Kings Rood, 
Halt, Norfolk, NR35ePB 
TILEPHONE: (0263) 713171 
TIMES: Monday let Sunday - 
5.30pm to lO.bOpm 
GAMES: Afterburner, APB, 
Arkanotd, Awesome, 
Barbarian, batman, Castle 
Master, Chase HQ, 
Cybemoid, Elite, Fantasy 
World Diziy Ghouls V 
Ghosts, Golden Axe, Midnight 
Resistance, North And South, 
Shadow Of The Beast 1 & 2, 
Space Ace, Speedball 2, 
Stunt Cor Racer, Switchblade, 
Test Drive 1 & 2, Total Eclipse, 
Trailblaier, Tgrrioon 1, 
Untotjchohlei, Virus, Weird 
Bnsams, Wuhbringer, 
WTjEboll, Zoifc 1 to'3. 

NAME: KashfF fcehman 

ADDRESS:! So Uxbndge 
Rood, Southoll, Middlesex 
UB1 3DX 

nilPHONE: (0511 574*353 
TIMES: Weekdays - 4om to 
5pm, Weekends - until T 0pm 
GAMES: Batman The Movie, 
Beach Volley, Chase HQ, 
Double Dragon 1 & 2, Dragon 
Ninja, Dynamite Dux, E- 
Motion, Future Basketball, 
Golden Axe, IK+, ikctri 
Warriors, twmhoe, KilSng 
Gome Shew, Kbit 
Manchester United, Mew 
Zealand Story, Outrun, 
Rainbow Islands, Rick 
Dangerous, Robocop, Rolling 
Thunder, Silkworm, Speed v. II 
2, Super Hang-On, Tunica n. 
WabdS. 



your details as described below and well soon weed 
out the men from the boys. 
Name; 

Address; (don't forget your postcode! 
Telephone Number: (don't forget your area code) 
Times To Call: [don't forget your secret code... sorry) 
List Of Gomes Completed [in alphabetical order): 
To give you something to do when the phone stops 
ringing, we'll send you a free piece of software from 
our va st coffers. Send everything to: Amiga Contacts, 
The One For Amiga Games, Priory Court, 30-32 
Farringdon Lane, London, EC1R 3AU. 



110. 



THE ONE SEPTEMBER 1 991 



PREMIER MAIL ORDER 

lilies marked arc not vet uvailuhie ami wift he seta on da\ of release. 
Phase send cheque P() Access Visa No. anil expin daw to: 



Depl THAM/05, Trybridge Ltd., S Buckwins Sq., Burnt Mills, Basildon, E§sex, SS13 1BJ. 
Please siiiic make and model of computer when ordering, P&P mil'. I K on orders over fcS.UI). Less than £5,00 and I 
iidd £1.00 per item. Elsewhere please add t2,0i> ikt item For Airmail, These offers are available Mail order onh 
telephone orders: Mim-I ri Vain- 7pm. Saturday 1 0am -4pm. Fas orders: 1J26H 590076, Tel orders: 0268-590766 



i,ni. \\m;\ 



1/2 Meg Upgrade % 

1.''2 Meg Upgrade withctodc ,.,,,26.99 

3D Construction Kit 32.99 

3D Pool 7.99 

4D Driving" 16.99 

AirDuel* ,.,,,22.99 

Alien Storm* 16.99 

Amos 3D 24.99 

Amos Compiler* 19 99 

APB , s.gg 

Aractinaphobia* , 16.99 

Assault on ALcatraz" 16 99 

686 Attack Sub , 16 99 

AMOS ,.29.99 

Arkanoid2 6.99 

Armour Geddbn 16.99 

Batman (he Caped Crusader 6.99 

Batman the Movie 7.99 

BacktolheFuttjre3 , 16.99 

BarrJsTale2 ,,.,. a ,99 

Bards Tale3 16.99 

BairJaCommand 16,99 

Battle otBritain 19.99 

Battle Chess? i$,9g 

Beach Volley. , 6.99 

Beastbusiers* 16.99 

BillytheKid" .....16.99 

Big Game Fishing" 16-99 

Birds of Pray*. 26.99 

Blue Brothers" 16,99 

Blue Max 19.99 

4DBoxing* 16.99 

Ehidokan ,,,,,„ , 8.99 

California Games.... 6.99 

Captain Planet" 16.99 

GarrierGommand 7.99 

Castles" 19.99 

Cavadar,,,,. ie.99 

Cadaver Data Disc 9.99 

Captive 16.99 

Centurion 16.99 

Chaos Engirte" 1 6 99 

Chaos Strikes Back 16-99' 

Chuck Veager 16 99 

Chuck Rock , 12.99 

CJ'sElqphantAnlics ,6.99 

Continental Circus , 6.99 

Commando War* 16.99 

Corporation 9.99 

Corporation! Data Disc 4.99 

Creatures* 16.99 

Cricket 1 Meg 17,99 

Cricket Captain 16.99 

Crime Doesn't Pay" 16.99 

Crime Wave" 16.9$ 

Cruise for a Corpse' 16,99 

Curse ol Azure Bonds (1 Meg) 19.99 

Cybercori3 ...16 99 

Daley Thompson Challenge 6.99 

Darkmnan 15 99 

Das Boot 19.99 

Death Knights OtKrynn" 19,99 

Oefenderof the Crown ..7.99 

Deutros* 16.99 

Disney Animation ,. 59.99 

Double Double Bill' ig.99 

Double Dragon.. ..,.,,,„,,,..,,. 6.99 

Dragons Breath.. 12,99 

Dragons Lair2 ..., 26.99 

Dragon Wars 16 99 

Dragons Lair [1 Meg),,,, ,. 26-99 

Dragons LairTime Warp 26. 99 

Duck Tales 16.99 

Dungeon Master 16.99 

Duster' ..16.99 

Dynamite Debugger" 16.99 

Epic" 19.99 

ELF* , i 6 ,99 

Escape f ram Colrjiti 19.99 

Eye of the Beholder (1 Mag) 19 99 

Excalibur* 16.99 

F- 16 Strike Eagle 2 22.99 

F- 16 Combat Pilot 16.99 

F1 9 Stealth Fighter 19.99 

F29Hetaliator 16.99 

Falcon ., 14.99 

Falcon Mission Disk 1099 

Falcon Mission Disk2 , 10.99 

Farttasy World Dizzy 6.99 

Final Slow".. 16.99 

First Samurai* 1$,99 



(. \^ ■. a>ih;\ 



Fight olthB Intruder ' 1 S.99 

Flood , .. , .8,99 

Footb3lF&r-6Clor2 , 13.99 

FGrJjolten Worlds ,.,. S.B9 

Fun School 3 $-?..,. i$.gg 

Fun School 3 Cnrar7 16.99 

FunSchc*l3undar5 1S.ee 

Fun School 2 (6-S) ..,,.,„ ,.,. 13.99 

Fun School Hov&8) 13,99 

Fun School 2 (undarfi) 13.80 

Sods 16.99 

QofclanAxe 15.99 

Gunsrt* H.99 

Gunboel 16,99 

QaiHTtlet2 .„„„. 6,99 

Gaurrttet3" 16.99 

GofllathefAaion' 1&.9& 

GodlBther Adventure" 1999 

Hard Dri^m 2 ., 1 s.99 

Harpwmfl Meg) 19.99 

Harasquest is gg 

HitcftikersGuid* 7.99 

MollywfXKJCollBolion „„ H.90 

Hunler ' ,9.59 

IK- - - 6.99 

Indianapolis 500 ......16.90 

InaianaJonssAdv .„. ,. 11 .99 

'1 11 : i.ii i Jonas-Atlantis - ■'« . Iv' 19-99 

IntSoccarChallerigfl 16.99 

ttcamefromlrte Desert Dala 9.99 

11 ear'ncHromlhe Desert 14.99 

JaclirJieklHugfiKlraeQucaos 9.99 

Jack Nicklaus Golf 16.99 

J a* Nieklaus unlimited Go«(1 Meg, 19.99 

Jahangir Khan Squash 16,99 

James Pond 9.99 

Jimmy Whites Snooker* 16.99 

Jungle Book ,.-......, 599 

Kh*QH2 12 99 

KN*Ol«2(1Meg) 14.99 

KillingCloud , 15 gg 

Kings Quesl i\ 1 Magi „ 2699 

KO 2 f inaJWhistte 9.99 

KO 2 Giantsof Europe" 7.9s 

KQ2 Return of E urops" . 7 99 

KO 2 Winning Tactics , 5.99 

KG2SupBrLeBgue" 9,99 

K™ghbj,ofjheSky" ,—„■„■ .19.99 

Laser Squad 2" ..16.98 

LastNinja2 6.9$ 

LastMinjeil' .,,. 16.99 

Le*1he* Goddess , 7.99 

Legend' 16.99 

Lemmings .16.99 

Lemmings Construction Kir ,„ 1 6.99 

Lemmings Data Dis** 13.99 

LeisursSuitLarryJ 26,99 

Leisure Suit Larry 3 26.99 

J-iwriCS to Kill , ,., „ 6.99 

Ufeand Daalh* 1 g gg 

bra at Fire 1 g.gg 

Lombard Halty 6.99 

Loom 19.99 

Lords of Chaos 16,99 

LondoflheFbngs" , 16.99 

Magic Pockets' 16.99 

Magnetic Scro«sCc*eeliuil" 19.99 

Ma3lerGo.il - 19,99 

Marca* 16,99 

Mega Travelled 19.99 

Mega Trauell8i2(1 Meg) , 19.99 

Mega Twins. - 16.99 

MegaLo Mania* 16.99 

Miami Chase 6.99 

Mig29 22.99 

Ma&tBfblester ,.,, 16.99 

Monster Pack 1 ,„.,.. ig.99 

Moonstone- ig.gg 

Mi Tank Platoon .... . 19,39 

Mid Winter 14.99 

M*1 Winter?" 19.99 

f.lyrl 1' 1 e.99 

NAM. „ 19.99 

Navy Sftals" 1 6.99 

NigWshrft 9.99 

OoeralionStaallh....... 19.69 

Gparalion Wolf,. $.99 

Off Roed Racer 16 99 

Outrun Eutopa" ...16 99 

PP Hammef , 1 e.99 

PGA Tour Gcir 16.99 

Pang 16.99 

Piratos 15.99 

FitftghberS* ie.99 

PlayerManager 12.99 

Platinum ,..,.„.„..„,„,..,... 16.99 

Plaioon e,99 

PkJlting 16,99 

PowerUP 19,99 



J .i\ I. ui[<: <l 



Projectyks g.gg 

P(*ceOuBSl2f t Meg) ...26.99 

PMlofHadiance 19.99 

Populous 16.99 

PopuKjus Promised Land 7.99 

Pewerpack ,,.,, 14.99 

Powermonger 19-99 

Pflrt'emnonge-J DalaDiacI* ..9.99 

Pn>da(0r2 , ...^16.09 

Predator ,,„.,. 6.99 

PrehiEtofik" 16 99 

pHjTennisTourZ; is.ee 

Puzzinn IG.99 

Quafflro,Spoits , 9.99 

RTyfw 16.99 

RTypa2 - 16.99 

RaceDiiuin" „„ 16,99 

RwmjoS egg 

Rainbow Islands 16.99 

Railroad: Tycoon 22.99 

RBI 26asebalf ., 1 9.98 

Realms" , 1999 

RmfHeat 5.99 

Red Storm Rising .■ 15.99 

ReacMlorlhftSky „ 16.99 

HotunHoDd* 16.99 

Hobm Smith's Cnck.et 16 99 

flooccop3" ,.19.99 

flobWCuW 16.99 

Roc ksl Ranger 7.99 

Rotator - .,,.16.99 

Rick Dangerous 2: 1659 

Rise Of The Drag on - a6.9g 

Rooocop2 16,99 

SeafehlOflheKing' .....26.99 

SecrotsoflheLuftwalfe" 19.99 

Secret of Monkey Island" .19,99 

5ha0gwofiri«rBea5t2 26.99 

Shadow SorcBrar' 19.99 

Shadow Dancer 16 99 

Silent Service 2" , 22.99 

Silkworm 6.$9 

EimCity + Popt*)U5 ig.gg 

Sim Earth" ,., .,,.,,. 19.99 

■Simpsons-' 16.99 

SilBnt Sarvice , „ 9,99 

SmasrtTV 16.99 

$pe&dball 7.99 

Space Aoe 3$.9S 

SpaoeQuesO.... 26.99 

Speed bans ,„„„„. .....16.99 

Slratsgo" 16-99 

Slridsrs , 1B.99 

StripPoker^ + Data ,. 6.99 

StarFlighl 7.99 

Star Flight HintSk 5.99 

Supremacy 19.99 

Super Hang On „,.,, 6.99 

Super Monaco QP 16.99 

Shuttle - .-. 19,99 

Switchblade 6.09 

Switch b*ada2 16.99 

Swiv ,. 16,99 

Sword 01 Sudan 9.99 

ream Suzuki , 1 6.99: 

Team Yankee 1 9,99 

TeenageMularH Turtles 16.99 

Te*nageMulanlTurtles2" .. ,, 16.99 

Tast Dnve2 1 699 

TastDnveS" 19.99 

T'l0rive2CabfomiaChell 9.99 

T8sLOnva2Mu5cleCars 9.99 

Thunderhawk" 19 99 

Tip or 1459 

TfackSurt Manager2" .,,.„„.. 1 6.99 

Toki" , ,., ib,99 

ToyOlftCftlita , 1 6.99 

Tola.1 Recall ijj.gg 

TurboChaJtenge 1 B.99 

Turt»ChaiHsnge2" le.gg 

Toobin 6.99 

Tumcan ,,.,,7,99 

Tuirican! 16.99 

TV Sports Baseball' 19.90 

TV Sports Besketball 1 4.99 

TVSJpartsiFootoall, 7,99 

UMS2f1M»g).., ...19.99 

Utopia." 1 9.99 

Walker' 16,99 

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Still wondering what happened to the Governor? Can't find a 
crew for your boat? Can't find your boat? Then read on, as we 
bring you port two of.** 









PLAYERS 



GUIDE 



-Rw M THE SECRET 01 

Monkey 

Island 




AS GUYBRUSH 
WATCHES the ghost 
pirate LeChutk sail off 

with h's beloved 
Governor Marley 
towards Monkey Island, 
his heart fills with rage. 
He instonrly vows to 
rescue her no matter 
what, and seta off to find 
a crew and abaci 



HOPING THAT THE 

IMP0RTAN1 PIRATES wiH 

be able to help hint {afar 

all., they must have 

broken out of more 

prisons man anyone],, 

Guybrush runs to the 

bar, He is- surprised to 

find the bar empty - rt 

looks as if LeCfiuck has 

seared everyone away, 





NEXTLfPlSTHE 

swodmasfer. Having 
someone else as good as 
himself at sworclnghring 
will be handy. Showing 
her rhe note Pfiot LeChutk 
left behind is enough la 
convince her to doner 
dvic duty. She goes off 
to pack. Guybrush goes 
off to find someone else. 



Of COURSE! The rubber 

chicken with a pulley in 

the middle! Guybrush 

uses it m swing along the 

cable to the island. 

Entering the house, he 

meets a large tottooed 

man with a hook instead 

of a hand, who promises 

to pin htm as long as he 

pastes one small test... 





GUYBRUSH HEADS fa- 
me shop, teams the cade 
tor the safe con loaning 
the credit notes and hies 
to fill out the form, but 
the shop keeper sees, 
through him. Because he 
won'') open the account, 
Guybrush gets rid of the 
old man end sets to 
work on the safe. 




11. keep ■a stiff upper *p. rve ^rort* ■90. 



HIS FIRST THOUGHT rS of 

me prison, if he can 
rescue mat friendly Otis 
guy, perhaps he will be 
nateful enough to join 
lim in his quest. Sure 
enough, Otis agrees. 
Now all Guybrush has to 
do is figure a way ho 
break him out. 



r 

n 



POURING a mug of 

grcta Guybrush stumbles 

an the answer. Grabbing 

mug offer mug, he heads 

for me [ail, juggling the 

corrosive grog between 

the melting mugs. Be 

throws ifo grog at the 

lock which then melts. 

Then he watches as Otis 

runs awoy.H 





HAVING CONQUERED 

the winged beast and 

recruited Mearhook, it's 

lime fa get a boat and 

what better place than 

Stan's Used Ship Yard? 

But even GuvbrvsVs vast 
fortune isn't enough For 
me boat of his dreams. 

He'll have to try and get 
same credit in town. 



GUYBRUSH CAN'T 
THINK OF ANYONE OSE 
who will be useful an 
Monkey Island, so he 
decides to explore the 
unknown parts of Melee. 
Making his way to the 
northern shore, he can 
jusl make out a house on 
a small Island. But haw 
can he gel across? 



previously 





BACK AT THE BOAT 

YARD, Stan tries to flog 
Guybrush off with oil trie 
extras. Guybrush refuses 
all of mem and employs 
some hard bargaining 
tactics until an affordable 
price is reached. The 
boat is token to the dock 
and Guybrush waits for 
his crew. 



112. 



I'l II ONE 5EFTEMH1 \i 1^1 








LAST TIME ON MONKEY ISLAND: Guybrush Threepwood 
wonted to be a pirate, he Ml in love with Governor Ebine 
Mcrley, he found a rubber chicken with a pulley in the middle, 
he wa$ nearly drowned by Sheriff Fester Shinetop, he 
defeated tfie Swordmaster in armed combat, he round the 
buried treasure of Melee Island and he became a fully fledged 
pirafe just in time to watch the Governor being kidnapped by 
the ghost pirate LeChuck. 
Confused? You will be after this month's episode of The 
Secref Of Monkey island. 

HIS CREW, TfKEMS, 

aren't prepared 14 woit 

for Guybrush.. No sooner 

have they set sail than 

the prospect of going to 

a dangerous iilard . 

added lo the no-pcy 

factor proves- to be too 

much. The crew mutinies 

and refuwj to listen to 

Guybrush. 

WINE, GUNPOWDER, 
CINNAMON, mints, ink, 

Jolly Rogers, cereal, even 
the rubber chicken with 

a pulley in the middle 
goes Into the kitchen pot, 
As soon os the finaf 
ingredient is entered, the 
pot seems to explode 
and Guybrush passes 
out. 



...AND IS BLASTED out 
over the sea ond onto 

the beach. He's mode <t, 

he's done what nobody 

has managed before - 

apart from LeQtuek, his 

(new, the Governor and 

rhe previous Captain, He 

pulls himself out of the 

sand and pockets a 

nearby banana. 






THE SEARCH for climbing 
rope takes him to a fort 
an the north-west edge 
of the island. He finds a 
cannon and some 
cannonbalis.wim 
gunpowder nestling in 
me nozzle, while a coil 
of rope and a spyglass 
sit on the floor. He helps 
himself, 



THE MAKESHIFT staircase 

leads to what con only 

be described os modem 

art, Guybrush pushes 

and puis but can't find a 

use for it. There are some 

more slain leading up, 

so once again Guybrush 

The Pirate becomes 

Guybrush The Rock 

CSmbw. 





STUCK MA RUT, 

Gvybrush searches the 

rest of the boat, All he 

finds is an old diary, a 

box of cereal with a 

prize key and a soup 

recipe. With nothing 

better to do, he gathers 

the ingredients lor 

pertinent siAs1i1utes| for 

the soup. 





WHEN HE AWAKES, 
Guybrush finds that (hey 
are off the coast of 

Monkey Island! Seeing 
the cannon and 
remembering his circus 
days, he grabs some 
gunpowder and rope 
and sets Sght to a T-Shirt. 
Lighting the fuse, he 
hurries to the rtaule... 



TAKING A deep breath, 

Guybrush heads into the 

thick jungle. His first stop 

is at the top ci a large 

crack in the earth. 

Peering down at Ihe 
voley below, he can just 
moke out a pair of oars. 
tf he can use them on the 
rowboat, his exploration 

will be much eosier. 





AS HE makes off, the 
foil's owner, Herman 
Toothnot, discovers him. 
Some quick talking by 
Guybrush results in his 
escape and he makes his 
way down to a large 
dam, blocking a river. 
On the far side ore some 
footholds leading up. 
Guybrush investigates. 



REACHING THE TOP, our 
hero pushes a rock off 
me edge, ft falls onto the 
piece of art and catapults 
It off into the jungle, Jus! 
for fun, he moves the 
sculpture into different 
positions, fires rocks all 
aver the island and ends 
up destroying his 
precious boat,,. Uh, oh. 




Now that the Governor has gone, will Guybrush ever find true love again? Now mot tfie boat has gone, will he be able to get home again? 
Now that the rubber chicken with a pulley in the middle has gone, will he get a replacement? These questions and more will be answered in 

true next [end final] episode of The Secret Of Monkey Island. 



Tl IF riNE SEPTEMBER 1991 



113 




Cal 




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WHIRLWIND ' 

Snooker 



by ARCHER MACLEAN 



SRcnen in 





\ 



ACE 



Atl * 930 



J 



■ 
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1 


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igj * 


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THEQNt-95% ZOO -93% C&VG-HIT AMIGA POWiR-i 

JIMMY WHITE'S 'WHIRLWIND' SNOOKER 

IS THE FASTEST, SMOOTHEST SNOOKER GAME EVER CREATED. 

The only snooker gome to achieve a maximum 147 break. 

View the table from any angle. 

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4 skill levels • 1 or 1 player. 

Practice, trick shot and demo modes * Every break off is unique. 

Save games and highest breaks * Digitised applause and sound effects. 

X. Archer Modean 199! • ' Virgin Games Lr4 1991